Standard Playable Races (subject to DM discretion)

 

Humans- no modifiers

 

Elves and Half Elves;

Forgotten Realms-

-silver: +1 int, +1 dex, -1 str, -1 con

-gold: +1 dex, +1 cha,  -1 con  and strict social castes

-sylvan: +1 str, +1 dex, -1 cha, -1 int

-aquatic: +1 dex, +1 cha, -1 con, -1 wis, water breathing

-dark/drow: +1 int, +1 dex, -1 con and challenging relations w/surface dwellers

-avariel (winged):  +2 dex, -2 con (due to hollow bones), fly at MR: 36

 

˝ silver: +1 int

˝ gold: +1 cha

˝ sylvan: +1 str

˝ aquatic: +1 dex, water breathing

˝ dark/drow: +1 int

˝ avariel: +1 dex; if mother is avariel, the ˝ elf will have wings and –1 con; fly MR: 36

 

Dragonlance-

-qualinesti: +1 dex, -1 con

-sylvanesti: +1 dex, +1 int, -1 con and very strict social castes

-kaganesti: +1 dex, +1 wis, -1 cha and very xenophobic of non-elves

-dargonesti and dimernesti (aquatic):  +1 dex, -1 con

 

˝ qualinesti: +1 dex, fairly shunned by elven kin

˝ sylvanesti: +1 dex, very shunned by elven kin

˝ kaganesti: +1 dex, viewed as an abomination by elven kin

˝ dargonesti or dimernesti: +1 dex, water breathing, welcomed by elven kin

 

 

Syorlin-

Grey: +2 int, -1 str, -1 con

High: +1 dex, -1 con

Wild: +1 str, +1 dex, -1 int and very xenophobic of non-wild elves

˝ grey: +1 int, -1 con

˝ high: +1 dex

˝ wild: +1 str, has to earn title of “kin” from other wild elves, but isn’t otherwise prejudiced against

 

 

 

Dwarves:

Forgotten realms-

-Mountain: +2 con, -2 cha; extremely proud society

-Hill: +1 con, -1 cha

-Duergar: +1 con, +1 dex, -2 cha; underdark powers

-Derro: +2 con, -2 cha; underdark powers, wizardly spellcasters; extremely CE society

-Jungle: +1 dex, +1 con, -2 cha; only found in Chult’s jungles

 

Dragonlance-

-Thrymdar: +2 con, -2 cha; extremely proud society

-Hylar: +1 con, -1 cha

-Aghar: +1 con, 2d6 int, 2d6 wis, cha and com scores are treated as ˝ their value when dealing with non-aghar

-Nelwar: +2 con, -2 cha, wizardly spellcasters; extremely LE society

 

 

Syorlin-

Shield: +1 str, +1 con: 1 elemental affinity reflecting lineage from one of the four High Dwarven lines: 10% resistance to fire, cold or 5% resistance to both; if of  Storm dwarf descent, 15% resistance to all elements.  

 

High Dwarves

 

Fire: +2 str, +2 con, 50% resistance to fire, weakness versus cold (+2 dmg/die, -4 to all saves against cold based effects); level based abilities with fire

 

Oceanic:  +2 dex, +2 con, 25% resistance to heat/cold, weakness to lightning (+1 dmg/die, -2 to all saves); level based abilities with water

 

Tundric: +2 str, +2 con, 50% resistance to cold, weakness versus fire )+2 dmg/die, -4 to all saves against fire based effects); level based abilities with cold

 

Storm: +3 str, +3 con, 75% resistance to all elements, extremely few in number; level based abilities with storms/weather

 

Halflings:

 

Forgotten Realms-

Tallfellow: +1 wis, -1 str

Hairfoot: +1 dex, -1 str

Stout: can attain 18/51 str, -1 cha

 

Dragonlance-

There are no Halflings in Krynn, although there are Kender, who, as a race, fill a similar role in the world structure.

 

Kender: +2 dex, -1 str, -1 con:  has access to all thieving skills as a thief of the same level, regardless of class.   Kender thieves receive a +20 to all their thieving skills and begin play with 80 points to spend, gaining 40 each level thereafter.   Non-thief kender follow the average thief skill chart in the 2nd edition DMG.

 

Syorlin-

Fleetfoot: +2 dex, -1 con,-1 str

Nobbin: can attain 18/51 str, -1 cha;  has distant dwarven ancestry

Wyralain: +1 dex, - 1 str; can be wizards; extremely NG society; extremely shunned by other Halfling races as betrayers of the blood.

 

Gnomes:

Forgotten Realms-

Gnome: +1 int, -1 wis

Svirfnebli: +1 str, +1 con, -1 cha, -1 com; underdark powers

 

Dragonlance-

Tinker: +1 int, -1 wis; can be of the “Tinker” class

 

Syorlin-

Trail: +1 cha; lovers of travel and adventure; can be rangers of any terrain, but not druids

 

Forest: +1 wis; cunning woodland defenders; can be druids and rangers of the forest

 

Mountain: +1 str; stoic and reclusive miners and crafters; can be druids/rangers of mountains

 

Desert: +1 con; harsh and rugged people; can be rangers/druids of deserts

 

Lake: +1 dex, water breathing (fresh water only); protectors of hidden water sources; can be druids/rangers of underwater locales (if it’s freshwater that is)

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