Dwarf. Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so board and compact that they can weigh as much as an being standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.
The Iron Dwarves are strong and hardy, accustomed to a difficult life in the rugged terrain of the Iron Kingdoms. They are on the tall side (for a dwarf), and tend toward lighter coloration.
The Serf Dwarves have keen senses, deep intuition and remarkable resilience. Serf Dwarves are any dwarf that was not born and raised on the world of the Iron Kingdoms.
Dwarf Names
A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarf name in its place.
Male. Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
Female. Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helha, hlin, Kathra, Kristryd, Iide, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra
Clan Names. Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart.
Height & Weight
Dwarf, Iron Base Height: 4' + 2d4 Base Weight: 130 lb. + (2d4 x 2d6)
Dwarf, Serf Base Height: 3'8" + 2d4 Base Weight: 115 lb. + (2d4 x 2d6)
Dwarf Traits
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.
Ability Score Increase: Iron Dwarves have a +2 to Constitution and Strength scores. Serf Dwarves have a +2 to Constitution and +1 to Wisdom score.
Age: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society.
Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer
Tool Proficiency: You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Stonecunning: Whenever you make an Intelligence (History) check related to the origins of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Serf Dwarf Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Iron Dwarf Armor Training: You have proficiency with light and medium armor.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.
The Iron Dwarves are strong and hardy, accustomed to a difficult life in the rugged terrain of the Iron Kingdoms. They are on the tall side (for a dwarf), and tend toward lighter coloration.
The Serf Dwarves have keen senses, deep intuition and remarkable resilience. Serf Dwarves are any dwarf that was not born and raised on the world of the Iron Kingdoms.
Dwarf Names
A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarf name in its place.
Male. Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
Female. Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helha, hlin, Kathra, Kristryd, Iide, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra
Clan Names. Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart.
Height & Weight
Dwarf, Iron Base Height: 4' + 2d4 Base Weight: 130 lb. + (2d4 x 2d6)
Dwarf, Serf Base Height: 3'8" + 2d4 Base Weight: 115 lb. + (2d4 x 2d6)
Dwarf Traits
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.
Ability Score Increase: Iron Dwarves have a +2 to Constitution and Strength scores. Serf Dwarves have a +2 to Constitution and +1 to Wisdom score.
Age: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society.
Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer
Tool Proficiency: You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Stonecunning: Whenever you make an Intelligence (History) check related to the origins of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Serf Dwarf Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Iron Dwarf Armor Training: You have proficiency with light and medium armor.
Dragonborn. The Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The dragonborn have scales of vibrant hues matching the colors of their dragon kin. They are tall and strongly built, often standing close to 6 1/2 feet tall and weighing 300 pounds or more. Their hands and feet are strong, talon like claws with three fingers and a thumb on each hand.
The blood of a particular type of dragon runs very strong through the dragonborn clans. These dragonborn have scales that closely match those of their dragon ancestor - bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.
Dragonborn Names
Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutch mates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.
Male. Arjhan, Balasr, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female. Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
Childhood. Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
Clan. Deserene (Gold), Sarava (Silver), Handor (Bronze), Aranath (Brass), Golion (Copper), Mazorgrim (Red), Osorus (Blue), Noros (Black), Esmer (Green), Altara (White)
Height & Weight
Dragonborn Base Height: 5'6" + 2d8 Base Weight: 175 lb. + (2d8 x 2d6)
The blood of a particular type of dragon runs very strong through the dragonborn clans. These dragonborn have scales that closely match those of their dragon ancestor - bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.
Dragonborn Names
Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutch mates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.
Male. Arjhan, Balasr, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female. Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
Childhood. Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
Clan. Deserene (Gold), Sarava (Silver), Handor (Bronze), Aranath (Brass), Golion (Copper), Mazorgrim (Red), Osorus (Blue), Noros (Black), Esmer (Green), Altara (White)
Height & Weight
Dragonborn Base Height: 5'6" + 2d8 Base Weight: 175 lb. + (2d8 x 2d6)
Elves. With their unearthly grace and fine features, elves appear hauntingly beautiful to members of many other races, they stand between the ranging of under 5 feet tall to just over 6 feet. They are more slender than other races, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.
Elves's coloration encompasses nearly black to very pale, shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.
The Eladrin are the elves of the Feywild. They have a keen mind and a mastery of at least the basics of magic. They are haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The Eladrin have bronze skin and hair of copper, black , or golden blond. Their eyes are golden, silver, or black.
As a Elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests of any of the known worlds. Elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
Drow, descended from an dark-skinned eladrin subrace, they were banished to the Shadowfell for following the path of evil and corruption. Now they have built their own civilization on the Plane of Shadowfell. The Drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves. Drow adventurers are rare, check with your Dungeon Master (James) to see if you can play a Drow character.
Elven Names
Elves are considered children until they declare themselves adults, sometime after the hundredth birthday, and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the grouping here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among other races translate their family names into Common, but others retain the Elvish version.
Child. Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
Male Adult. Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Pealias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
Female Adult. Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Iselenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia
Family(Common Translations). Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Iiphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Qakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)
Height & Weight
Elf, Eladrin Base Height: 4'6" + 2d10 Base Weight: 90 lb. + (2d10 x 1d4)
Elf, Base Height: 4'6" + 2d10 Base Weight: 100 lb. + (2d10 x 1d4)
Elf, Drow Base Height: 4'5" + 2d6 Base Weight: 100 lb. + (2d6 x 1d6)
Elf Traits
Your dwarf character has a variety of natural abilities, the result of thousand of years of elven refinement.
Ability Score Increase: Elves increase their Dexterity score by 2 and Wisdom score by 1. Eladrin increase their Dexterity score by 2 and Intelligence score by 1. Drow increase their Dexterity score by 2 and Charisma by 1.
Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age 100 and can live to be 750 years old.
Alignment: Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos.
Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day (The Common word for such meditation is "trance".) While meditating, you can dream after a fashion: such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a dwarf does from 8 hours of sleep.
Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Weapon Training (Elf & Eladrin Only): You have proficiency with the longsword, shortsword, shortbow, and longbow.
Eladrin Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Eladrin Extra Language: You can speak, read, and write one extra language of your choice.
Elf Fleet of Foot: Your base walking speed increases to 35 feet.
Elf Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, and other natural phenomena.
Drow Superior Darkvision: Your darkvision has a radius of 120 feet.
Drow Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cat faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Drow Weapon Training: You have proficiency with rapiers, shortswords, and hand crossbows.
Elves's coloration encompasses nearly black to very pale, shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.
The Eladrin are the elves of the Feywild. They have a keen mind and a mastery of at least the basics of magic. They are haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The Eladrin have bronze skin and hair of copper, black , or golden blond. Their eyes are golden, silver, or black.
As a Elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests of any of the known worlds. Elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
Drow, descended from an dark-skinned eladrin subrace, they were banished to the Shadowfell for following the path of evil and corruption. Now they have built their own civilization on the Plane of Shadowfell. The Drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves. Drow adventurers are rare, check with your Dungeon Master (James) to see if you can play a Drow character.
Elven Names
Elves are considered children until they declare themselves adults, sometime after the hundredth birthday, and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the grouping here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among other races translate their family names into Common, but others retain the Elvish version.
Child. Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
Male Adult. Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Pealias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
Female Adult. Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Iselenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia
Family(Common Translations). Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Iiphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Qakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)
Height & Weight
Elf, Eladrin Base Height: 4'6" + 2d10 Base Weight: 90 lb. + (2d10 x 1d4)
Elf, Base Height: 4'6" + 2d10 Base Weight: 100 lb. + (2d10 x 1d4)
Elf, Drow Base Height: 4'5" + 2d6 Base Weight: 100 lb. + (2d6 x 1d6)
Elf Traits
Your dwarf character has a variety of natural abilities, the result of thousand of years of elven refinement.
Ability Score Increase: Elves increase their Dexterity score by 2 and Wisdom score by 1. Eladrin increase their Dexterity score by 2 and Intelligence score by 1. Drow increase their Dexterity score by 2 and Charisma by 1.
Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age 100 and can live to be 750 years old.
Alignment: Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos.
Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day (The Common word for such meditation is "trance".) While meditating, you can dream after a fashion: such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a dwarf does from 8 hours of sleep.
Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Weapon Training (Elf & Eladrin Only): You have proficiency with the longsword, shortsword, shortbow, and longbow.
Eladrin Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Eladrin Extra Language: You can speak, read, and write one extra language of your choice.
Elf Fleet of Foot: Your base walking speed increases to 35 feet.
Elf Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, and other natural phenomena.
Drow Superior Darkvision: Your darkvision has a radius of 120 feet.
Drow Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cat faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Drow Weapon Training: You have proficiency with rapiers, shortswords, and hand crossbows.
Gnome. A gnome's energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.
A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.
As a member of the Forest Gnome Clan, they have a natural knack for illusion and inherent quickness and stealth. In the worlds of Material Plane, the Forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.
As a member of the Rock Gnome Clan, they have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the known worlds are member of the Rock Gnome Clan.
The Deep Gnome Clan, live far below the surface of the world, Iron Kingsdom, in twisting warrens and sculpted caverns. Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average Deep Gnome weighs 100 to 120 pounds and stands 3 feet tall. Male Deep Gnomes are bald, while female have stringy gray hair.
Gnome Names
Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with other races who are "stuffy" about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.
Male. Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook
Female. Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Oria, Roywyn, Shamil, Tana, Waywocket, Zanna
Clan. Forest, Rock and Deep
Nicknames. Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchnatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck
Height & Weight
Gnome, Forest Base Height: 2'11" + 2d4 Base Weight: 35 lb. + (2d4 x 1)
Gnome, Rock Base Height: 2'11" + 2d4 Base Weight: 35 lb. + (2d4 x 1)
Gnome, Deep Base Height: 2'11" + 2d4 Base Weight: 55 lb. + (2d4 x 2d4)
Gnome Traits
Your gnome character has certain characteristics in common with all other gnomes.
Ability Score Increase: Forest Gnomes increase their Intelligence score by 2 and Dexterity score by 1. Rock Gnomes increase their Intelligence score by 2 and Constitution score by 1. Deep Gnomes increase their Intelligence score by 2 and Strength score by 1.
Age: Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Alignment: Gnomes are most often good. Those who tend toward law are sages, engineers, researches, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
Size: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed: Your base walking speed is 25 feet.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages: You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Weapon Training (Elf & Eladrin Only): You have proficiency with the longsword, shortsword, shortbow, and longbow.
Forest Gnome Natural Illusionist: You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Forest Gnome Speak with Small Beasts: Through sounds and gestures, you can communicates simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers and other creatures as beloved pets.
Rock Gnome Artificer's Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Rock Gnome Tinker: You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gold pieces worth of material to construct a Tiny clockwork device (AC5, 1 hit point), The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the material used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box: When opened, the music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Deep Gnome Stone Camouflage: The Deep gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain,
Deep Gnome Innate Spellcasting: The Deep gnome's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components: The cantrip Nondetection (self only), and once per day the following spells blindness/deafness, blur, and disguise self.
A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.
As a member of the Forest Gnome Clan, they have a natural knack for illusion and inherent quickness and stealth. In the worlds of Material Plane, the Forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.
As a member of the Rock Gnome Clan, they have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the known worlds are member of the Rock Gnome Clan.
The Deep Gnome Clan, live far below the surface of the world, Iron Kingsdom, in twisting warrens and sculpted caverns. Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average Deep Gnome weighs 100 to 120 pounds and stands 3 feet tall. Male Deep Gnomes are bald, while female have stringy gray hair.
Gnome Names
Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with other races who are "stuffy" about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say.
Male. Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook
Female. Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Oria, Roywyn, Shamil, Tana, Waywocket, Zanna
Clan. Forest, Rock and Deep
Nicknames. Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchnatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck
Height & Weight
Gnome, Forest Base Height: 2'11" + 2d4 Base Weight: 35 lb. + (2d4 x 1)
Gnome, Rock Base Height: 2'11" + 2d4 Base Weight: 35 lb. + (2d4 x 1)
Gnome, Deep Base Height: 2'11" + 2d4 Base Weight: 55 lb. + (2d4 x 2d4)
Gnome Traits
Your gnome character has certain characteristics in common with all other gnomes.
Ability Score Increase: Forest Gnomes increase their Intelligence score by 2 and Dexterity score by 1. Rock Gnomes increase their Intelligence score by 2 and Constitution score by 1. Deep Gnomes increase their Intelligence score by 2 and Strength score by 1.
Age: Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Alignment: Gnomes are most often good. Those who tend toward law are sages, engineers, researches, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
Size: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed: Your base walking speed is 25 feet.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages: You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Weapon Training (Elf & Eladrin Only): You have proficiency with the longsword, shortsword, shortbow, and longbow.
Forest Gnome Natural Illusionist: You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Forest Gnome Speak with Small Beasts: Through sounds and gestures, you can communicates simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers and other creatures as beloved pets.
Rock Gnome Artificer's Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Rock Gnome Tinker: You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gold pieces worth of material to construct a Tiny clockwork device (AC5, 1 hit point), The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the material used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box: When opened, the music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Deep Gnome Stone Camouflage: The Deep gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain,
Deep Gnome Innate Spellcasting: The Deep gnome's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components: The cantrip Nondetection (self only), and once per day the following spells blindness/deafness, blur, and disguise self.
Halfling. The diminutive halflings survive in the worlds full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.
Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among then and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.
Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.
As a halfling you can easily hide from notice, even using other people as cover. They are inclined to be affable and get along well with others. Halflings are more prone to wanderlust and often dwell alongside other races or take up a nomadic life.
A Dalfling is a stout halfling that is hardier than average and have some resistance to poison. Dalfling are the result of Halfling and Dwarf breeding and can be found where ever these two races dwell together.
Halfling Names
A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.
Male. Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby
Female. Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna
Family. Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough
Height & Weight
Halfling Base Height: 2'7" + 2d4 Base Weight: 35 lb. + (2d4 x 1)
Dalfling Base Height: 2'7" + 2d4 Base Weight: 55 lb. + (2d4 x 1)
Halfling Traits
Your halfling character has a number of traits in common with all other halflings.
Ability Score Increase: Halflings increase their Dexterity score by 2 and Charisma score by 1. Dalflings increase their Dexterity score by 2 and Constitution by 1.
Age: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Alignment: Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed: Your base walking speed is 25 feet.
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Languages: You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with people in whose lands they dwell or through which they are traveling.
Halfling Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Dalfling Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among then and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.
Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.
As a halfling you can easily hide from notice, even using other people as cover. They are inclined to be affable and get along well with others. Halflings are more prone to wanderlust and often dwell alongside other races or take up a nomadic life.
A Dalfling is a stout halfling that is hardier than average and have some resistance to poison. Dalfling are the result of Halfling and Dwarf breeding and can be found where ever these two races dwell together.
Halfling Names
A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.
Male. Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby
Female. Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna
Family. Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough
Height & Weight
Halfling Base Height: 2'7" + 2d4 Base Weight: 35 lb. + (2d4 x 1)
Dalfling Base Height: 2'7" + 2d4 Base Weight: 55 lb. + (2d4 x 1)
Halfling Traits
Your halfling character has a number of traits in common with all other halflings.
Ability Score Increase: Halflings increase their Dexterity score by 2 and Charisma score by 1. Dalflings increase their Dexterity score by 2 and Constitution by 1.
Age: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Alignment: Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed: Your base walking speed is 25 feet.
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Languages: You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with people in whose lands they dwell or through which they are traveling.
Halfling Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Dalfling Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Tieflings. Tieflings are derived from magic using human
bloodlines, and in the broadest possible sense, they still look human. However,
their "Cursed" heritage has left a clear imprint on their appearance.
Tieflings have large horns that take any of a variety of shapes: some have
curling horns like a ram, others have straight and tall horns like a gazelle's,
and some spiral upward like an antelopes' horns. They have thick tails, four to
five feet long, which lash or coil around their legs when they get upset or
nervous. Their canine teeth are sharply pointed, and their eyes are solid
colors - black, red, white, silver, or gold - with no visible sclera or pupil. Their
skin tones cover the full range of human coloration, but also include various
shades of red. Their hair, cascading down from behind their horns, is usually
dark, from black or brown to dark red, blue, or purple.
Tiefling Names
Tiefling names fall into two broad categories. Tieflings born into another culture typically have names reflective of that culture. Some Tiefling adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.
Virtue. Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary.
Height & Weight
Tiefling Base Height: 4'9" + 2d8 Base Weight: 110 lb. + (2d8 x 2d4)
Tiefling Traits
Tieflings share certain racial traits as a result of their human heritage being cursed.
Ability Score Increase: Tiefling's increase their Intelligence score by 1 and Charisma score by 2.
Age: Tieflings mature at the same rate as humans but live to about 100 years.
Alignment: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size: Tieflings are about the same size and build as their human ancestors. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: A gift from the "Curse", you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance: You have resistance to fire damage.
Cursed Legacy: You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast darkness spell once per day. Charisma is your spellcasting ability for these spells.
Languages: You can speak, read, and write Common
Tiefling Names
Tiefling names fall into two broad categories. Tieflings born into another culture typically have names reflective of that culture. Some Tiefling adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.
Virtue. Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary.
Height & Weight
Tiefling Base Height: 4'9" + 2d8 Base Weight: 110 lb. + (2d8 x 2d4)
Tiefling Traits
Tieflings share certain racial traits as a result of their human heritage being cursed.
Ability Score Increase: Tiefling's increase their Intelligence score by 1 and Charisma score by 2.
Age: Tieflings mature at the same rate as humans but live to about 100 years.
Alignment: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size: Tieflings are about the same size and build as their human ancestors. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: A gift from the "Curse", you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance: You have resistance to fire damage.
Cursed Legacy: You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast darkness spell once per day. Charisma is your spellcasting ability for these spells.
Languages: You can speak, read, and write Common