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)