Nine races, all free, all available from the first character you make. Race is the first choice at creation and the only one you cannot change afterward.
Race touches your power and your skills, and nothing else. It has no effect on prices, wages, or what a shop pays you. Race is also alignment-neutral. No ancestry is born good or evil in Mortmain, and nobody in the world will treat you as either for it.
| Race | Ability bonuses | What you are born with |
|---|---|---|
| Human | +1 to all six | an extra skill and an extra language |
| Dwarf (Hill) | +2 CON, +1 WIS | darkvision · poison resistance and advantage on saves against it · +1 hit point per level · stonecunning |
| Elf (High) | +2 DEX, +1 INT | darkvision · advantage against charm · magic cannot put you to sleep · trained Perception · one wizard cantrip |
| Halfling (Lightfoot) | +2 DEX, +1 CHA | reroll a natural 1 · advantage against being frightened · naturally stealthy |
| Half-Orc | +2 STR, +1 CON | darkvision · drop to 1 hit point instead of 0, once per rest · savage critical hits · trained Intimidation |
| Tiefling | +2 CHA, +1 INT | darkvision · fire resistance · the Thaumaturgy cantrip |
| Dragonborn | +2 STR, +1 CHA | a breath weapon that scales with your level, and resistance to its element |
| Gnome (Rock) | +2 INT, +1 CON | darkvision · advantage on INT, WIS and CHA saves against magic |
| Half-Elf | +2 CHA, +1 to two of your choice | darkvision · advantage against charm · two skills of your choice |
It does not gate a class. Any race can take any class, including the advanced ones. Nothing on this page closes a door.
It does not gate a profession or a market. Your ancestry has no effect on prices, wages, tariffs, or what a shop will pay you.
It does not set your alignment. That moves on what you do. See Character.
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