Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Playable Races

1497570924

Edited 1497643479
This thread contains all the races I will allow my players to play as, as well as their stats. DO NOT use the Pathfinder or 3.5E versions of these races (if they exist). Do note that they may have been changed from the races in the 3.5E rulebooks. It is also worth noting that none of these races have a specific alignment.  Please update your character sheet to reflect the changes listed below. Humans Size: Medium Speed: 30 Feet Racial Traits: Ability Modifiers: +2 bonus to 1 stat of your choice. Starting Feat: Humans gain a Standard Feat at 1st level in addition to a background package. Extra Skill Points: Humans receive an extra 4 skill points at 1st level and 1 extra skill point at each additional level. This represents a Human’s versatile nature. Languages: Common. Bonus Languages: Any. Restrictions: None Half-Elf Size: Medium Speed: 30 feet Racial Traits: Ability Modifiers: +2 bonus to 1 stat of your choice, representing the Half-Elf’s varied nature. Keen Senses: +2 racial bonus on Perception checks. Observant: +2 racial bonus on search checks. A half-elf doesn’t have an elf’s ability to automatically search for hidden doors. Diplomatic: +2 racial bonus on Diplomacy checks. Half-elves get along naturally with all people. This bonus may not apply in situations or settings where half-elves are viewed with distrust. Elven Immunities: Immunity to sleep spells and effects, and a +2 racial bonus to saving throw against enchantment spells or effects. Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves. Low Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Languages: Common, Elven. Bonus Languages: Any Restrictions: None Note: Replaced the +2 Racial bonus against Enchantments and similar effects with a flat +2 Racial bonus against spells and spell-like abilities. Half-Orc Size: Medium Speed: 30 feet Racial Traits: Ability Modifiers: +2 bonus to 1 stat of your choice, representing the Half-Orc’s varied nature. Intimidating: +2 racial bonus on intimate checks. Half-Orcs are generally physically imposing. Keen Senses: +2 racial bonus on perception checks. Orc Blood: For all effects related to race, a half-orc is considered an orc. Darkvision (60 ft): Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all. Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal. Restrictions: None
1497570958

Edited 1497643612
High Elf Size: Medium Speed: 30 feet Racial Traits: Ability Modifiers: +2 Intelligence, +2 Dexterity, -2 Constitution. Keen Senses: +2 racial bonus on perception checks. Observant: +2 racial bonus on search checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Elven Immunities: Immunity to sleep spells and effects, and a +2 racial bonus to saving throws against spells and spell-like abilities. Elven Concentration: Elves receive a +2 racial bonus to Concentration checks. Weapon Familiarity: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, and treat any weapon with the word “elven” in its name as a martial weapon. Low Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan. Restrictions: None. Note: Replaced the +2 Racial bonus against Enchantments and similar effects with a flat +2 Racial bonus against spells and spell-like abilities. Wood Elf Size: Medium Speed: 30 feet Racial Traits: Ability Modifiers: +2 Strength, +2 Dexterity, -2 Constitution. Keen Senses: +2 racial bonus on perception checks. Observant: +2 racial bonus on search checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Elven Immunities: Immunity to sleep spells and effects, and a +2 racial bonus to saving throws against spells and spell-like abilities. Elven Concentration: Elves receive a +2 racial bonus to Concentration checks Weapon Familiarity: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, and treat any weapon with the word “elven” in its name as a martial weapon. Low Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan. Restrictions: None. Note: Replaced the +2 Racial bonus against Enchantments and similar effects with a flat +2 Racial bonus against spells and spell-like abilities. Dark Elf (Drow) Size: Medium Speed: 30 feet Racial Traits: Ability Modifiers: +2 Charisma, +2 Dexterity, -2 Constitution. Keen Senses: +2 racial bonus on Perception checks. Observant: +2 racial bonus on search checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Elven Immunities: Immunity to sleep spells and effects, and a +2 racial bonus to saving throws against spells and spell-like abilities. Elven Concentration: Elves receive a +2 racial bonus to Concentration checks Weapon Familiarity: Dark Elves are automatically proficient with the hand crossbow, the rapier, and the short sword. They treat any weapon with the word “elven” in its name as a martial weapon. Spell-Like Abilities: Dark Elves can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the Dark Elf’s class levels. Darkvision (120 Feet): Dark Elves receive Darkvision out to 120 feet. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a dark elf for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Languages: Common, Elven, Undercommon. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan. Restrictions: None. Note: I have deliberately removed some of the Drow’s racial traits… namely, their intelligence boost, bonus to will saves, and spell resistance. Replaced the +2 Racial bonus against Enchantments and similar effects with a flat +2 Racial bonus against spells and spell-like abilities. This should make them a viable playable race.
1497570977

Edited 1497644106
Ogier Size: Large (As a Large Creature, Ogier get a -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on stealth checks, +4 bonus on grapple checks, and have lifting and carrying limits double those of Medium characters.) Speed: 40 feet Racial Traits: Ability Modifiers: +4 Strength, -2 Dexterity. Low Light Vision: An Ogier can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Ogier Resistance: Ogier receive a +2 racial bonus to fortitude saves. Keen Senses: Ogier receive a +2 racial bonus on perception checks. Builder: Ogier receive a +2 racial bonus on Craft (Construction) checks. Knowledgeable: Ogier automatically receive 4 ranks in a single knowledge skill of their choice. This skill automatically counts as a class skill for the character. Languages: Common and Giant. Bonus Languages: Elven, Old Tongue, Aiel, Sharan, or Seanchan. Restrictions: Nonchannelers: Ogier may not learn magic, nor can they take levels in classes that have any spellcasting capability. Skill Restriction (Ride): Ogier cannot put ranks in the ride skill at 1st level. Dwarf (Hill or Mountain) Size: Medium Speed: 20 feet. Racial Traits: Ability Modifiers: +2 Wisdom, +2 Constitution, -2 Charisma Slow and Steady: ADwarf’s speed is never modified by armor or encumbrance. Darkvision (60 ft): Dwarves can see in the dark up to 60 feet. Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Dwarven Resistance: +2 racial bonus on saving throws against poison, spells and spell-like effects. Dwarven Dodge: +4 dodge bonus to Defense against creatures of the giant type (such as ogres, trolls, and hill giants). Dwarven Hatred: +2 racial bonus on attack and damage rolls against Orcs and Goblinoids. Dwarven Greed: +2 racial bonus on Appraise and Craft checks. Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon. Restrictions: None Deep Dwarf Size: Medium Speed: 20 feet. Racial Traits: Ability Modifiers: +2 Strength, +2 Constitution, -2 Charisma Slow and Steady: ADwarf’s speed is never modified by armor or encumbrance. Darkvision (120 ft): Dwarves can see in the dark up to 120 feet. Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell. Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Greater Dwarven Resistance: +4 racial bonus on saving throws against poison, spells and spell-like effects. Dwarven Dodge: +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). Dwarven Hatred: +2 racial bonus on attack and damage rolls against Orcs and Goblinoids. Dwarven Greed: +2 racial bonus on Appraise and Craft checks. Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon. Restrictions: None
1497571011

Edited 1497643879
Halfling (Lightfoot) Size: Small (As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on stealth checks. However, a halfling uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.) Speed: 20 feet. Racial Traits: Ability Modifiers: +2 Dexterity, +2 Charisma, -2 Strength Keen Senses: +2 racial bonus on perception checks. Halfling Athleticism: +2 racial bonus on Athletics and Stealth Checks. Halfling Luck: +1 racial bonus on all saving throws. Halfling Bravery: +2 morale bonus on saving throws dealing with fear effects. Stacks with Halfling Luck. Weapon Familiarity: Halflings treat any weapon with the word “halfling” in its name as a martial weapon. Throwing Proficiency: Halflings receive a +2 bonus to attack and damage when using thrown weapons. Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Restrictions: None Tallfellow Halfling Size: Small (As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on stealth checks. However, a halfling uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.) Speed: 20 feet. Racial Traits: Ability Modifiers: +4 Charisma, -2 Strength Keen Senses: +2 racial bonus on perception checks. Observant: +2 racial bonus on search checks. Like an elf, a Tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a search check to notice it as if she were actively looking for it. Smooth Talker: +2 racial bonus on diplomacy and sense motive checks. Halfling Luck: +1 racial bonus on all saving throws. Halfling Bravery: +2 morale bonus on saving throws dealing with fear effects. Weapon Familiarity: Halflings treat any weapon with the word “halfling” in its name as a martial weapon. Throwing Proficiency: Halflings receive a +2 bonus to attack and damage when using thrown weapons. Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Restrictions: None Halfling (Deep) Size: Small (As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on stealth checks. However, a halfling uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.) Speed: 20 feet. Racial Traits: Ability Modifiers: +2 Dexterity, +2 Constitution, -2 Strength Darkvision (60 ft): Deep Halflings can see in the dark up to 60 feet. Keen Senses: +2 racial bonus on perception checks. Halfling Luck: +1 racial bonus on all saving throws. Halfling Bravery: +2 morale bonus on saving throws dealing with fear effects. Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. Dwarven Relations: +2 racial bonus on craft and appraise checks. Weapon Familiarity: Halflings treat any weapon with the word “halfling” in its name as a martial weapon. Throwing Proficiency: Halflings receive a +2 bonus to attack and damage when using thrown weapons. Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Restrictions: None
1497571037

Edited 1497644132
Green Orcs Size: Medium Speed: 30 feet Racial Traits: Ability Modifiers: +4 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence. Enhanced Senses: Orcs gain a +4 racial bonus to perception checks due to their keen senses of smell and hearing. If their hearing or smell becomes impaired, the bonus is reduced by 2 for each one impaired Low-Light Vision: Orcs can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Attuned to Nature: Orcs receive a +2 racial bonus on Knowledge (Nature) and Survival checks. Athletic: Orcs receive a +2 racial bonus on all Athletic checks. Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon. Restrictions: None Grey Orcs Size: Medium Speed: 30 feet Racial Traits: Ability Modifiers: +2 Strength, +2 Constitution, -2 Wisdom. Enhanced Senses: Orcs gain a +4 racial bonus to perception checks due to their keen senses of smell and hearing. If their hearing or smell becomes impaired, the bonus is reduced by 2 for each one impaired. Darkvision (120 ft): Grey Orcs receive Darkvision out to 120 ft. Light Sensitivity: Grey Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Attuned to Nature: Grey Orcs receive a +2 racial bonus on Knowledge (Nature) and Survival checks. Agile: Grey Orcs receive a +2 racial bonus on Acrobatics checks. Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon. Restrictions: None Blue Orcs Size: Medium Speed: 30 feet Racial Traits: Ability Modifiers: +2 Strength, -2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma. Blue Orcs are wise and reclusive in nature, isolating themselves in the frigid north. Enhanced Senses: Blue Orcs gain a +4 racial bonus to perception checks due to their keen senses of smell and hearing. If their hearing or smell becomes impaired, the bonus is reduced by 2 for each one impaired. Darkvision (60 ft): Orcs receive Darkvision out to 60 ft. Lowlight vision: Blue Orcs can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Attuned to Nature: Blue Orcs receive a +2 racial bonus on Knowledge (Nature) and Survival checks. Cold Resistance 5: Due to living in the frigid climates for generations, Blue Orcs have developed a certain tolerance for the cold. Fire Vulnerability: Because they are adapted to colder climates, Blue Orcs are more sensitive to intense heat. Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon. Restrictions: None
1497571053

Edited 1497648161
Reserved for Tieflings and Aasimar.