Your choice of a character race provides you with a unique set of advantages and special abilities which help to define your character.

Origin[edit | edit source]

Not all creatures are native to the material world, and not all material creatures are strictly natural. In this world, a creature’s origin can affect what sorts of magic and supernatural powers affect it.

Natural[edit | edit source]

Natural creatures are descended from normal, physical beings.


Human[edit | edit source]

(medium natural humanoid)

Hit Points:

Constitution score x2.
You gain a racial bonus to your maximum hit points equal to twice your character level.

Speed:

6

Ability Bonus:

+2 to any two different ability scores that are 16 or lower.

Proficiencies:

You gain training in one skill or weapon group of your choice.

Languages:

Common

Favored Class:

Any.

Racial Feats:

You may choose one of the following racial per-encounter feats:

Heroic Effort[edit source]

(per-encounter free interruptracial utility feat)

Prerequisites:

Human

Trigger:

You would fail any Proficiency check, including an attack or saving throw.

Effect:

You gain a +4 racial bonus to the roll.

Human Teamwork[edit source]

(per-encounter immediate actionracial utility feat)

Prerequisites:

Human or Half-elf

Target:

You or one ally within 5 paces.

Effect:

Choose one: The target may make a saving throw, shift 2 paces as a free action, or gain a +2 racial bonus to his next attack roll, skill check or saving throw before the end of his next turn.


Dwarf[edit | edit source]

(medium natural humanoid)

Hit Points:

Constitution score x2.
You gain a racial bonus to your maximum hit points equal to twice your character level, and are resistant to poison damage.

Speed:

5. You ignore all encumberance penalties to speed.

Ability Bonus:

+2 Constitution; +2 Strength or Wisdom

Proficiencies:

You gain training in Craft, Endurance, or hammers.

Languages:

Darro

Favored Class:

Any Fighter class.

Racial Feats:

You may choose one of the following racial per-encounter feats:

Dwarven Resilience[edit source]

(per-encounter immediate actionracial healing utility feat)

Prerequisites:

Dwarf

Effect:

You immediately enter the full defense stance, and may spend one healing reserve. If you are affected by a poison effect that a save could end or that would end at the end of your next turn, that effect ends immediately.

Stone's Endurance[edit source]

(per-encounter immediate interruptracial healing utility feat)

Prerequisites:

Dwarf

Trigger:

You would be damaged by an attack.

Effect:

You gain resistance to all damage until the end of your next turn, and may spend one healing reserve.

Dwarven Muscle[edit source]

(per-encounter free interruptracial strike feat)

Prerequisites:

Dwarf

Trigger:

You hit with a melee attack.

Effect:

You gain a racial bonus to damage equal to your Strength modifier plus your Constitution modifier.


Halfling[edit | edit source]

(small natural humanoid)

Hit Points:

Constitution score + Constitution modifier + 5.
You gain a racial bonus to your maximum hit points equal to your character level plus half your character level.

Speed:

6

Ability Bonus:

+2 Dexterity; +2 Charisma or Constitution.

Proficiencies:

You gain training in Acrobatics, Thievery, or thrown weapons.

Languages:

Common

Favored Class:

Any Rogue class.

Racial Feats:

You may choose one of the following racial per-encounter feats:

Quick Dodge[edit source]

(per-encounter free interruptracial utility feat)

Prerequisites:

Halfling or Goblin

Trigger:

You would be hit by an attack.

Effect:

The attacker must re-roll the attack roll and take the lower result.

Innocent Guile[edit source]

(per-encounter free interruptracial utility feat)

Prerequisites:

Halfling

Trigger:

You make a Bluff, Diplomacy, Perception or Insight skill check or saving throw and dislike the result.

Effect:

Re-roll the skill check or saving throw and choose the higher result.

Rustic Hardiness[edit source]

(per-encounter free interruptracial utility feat)

Prerequisites:

Halfling

Trigger:

You make an Athletics, Acrobatics, Endurance, Stealth or Thievery skill check or saving throw and dislike the result.

Effect:

Re-roll the skill check or saving throw and choose the higher result.


Half-elf[edit | edit source]

(medium natural humanoid)

Hit Points:

Constitution score x2.
You gain a racial bonus to your maximum hit points equal to twice your character level.

Speed:

6

Ability Bonus:

+2 Charisma; +2 to any one other ability score that is 16 or lower.

Proficiencies:

You gain training in Diplomacy, Insight, or one weapon group of your choice.

Languages:

Common or Sylvan

Favored Class:

Any.

Racial Feats:

You may choose one of the following racial per-encounter feats:

Human Teamwork[edit source]

(per-encounter immediate actionracial utility feat)

Prerequisites:

Human or Half-elf

Target:

You or one ally within 5 paces.

Effect:

Choose one: The target may make a saving throw, shift 2 paces as a free action, or gain a +2 racial bonus to his next attack roll, skill check or saving throw before the end of his next turn.

Half-Elven Insight[edit source]

(per-encounter free interruptracial utility feat)

Prerequisites:

Half-elf

Trigger:

You or an ally would fail a Diplomacy or Insight check.

Effect:

The target gain a +4 racial bonus to the roll.

Elven Accuracy[edit source]

(per-encounter free interruptracial strike feat)

Prerequisites:

Elf or Half-elf

Trigger:

You make an attack roll and dislike the result.

Effect:

You may re-roll the attack and choose the higher roll.


Fey[edit | edit source]

Fey creatures are descended from beings native to the feywild, a parallel plane of existence where arcane and primal magics are much more potent.


Wood Elf[edit | edit source]

(medium fey humanoid)

Hit Points:

Constitution score x2. You gain a racial bonus to your maximum hit points equal to twice your character level.

Speed:

7. You ignore difficult terrain when shifting.

Ability Bonuses:

+2 Dexterity; +2 Wisdom or Constitution

Proficiency Bonus:

You gain training in Nature, Perception, or bows.

Language:

Sylvan

Favored Class:

Any Barbarian class.

Racial Feats:

You may choose one of the following racial per-encounter feats:

Elven Accuracy[edit source]

(per-encounter free interruptracial strike feat)

Prerequisites:

Elf or Half-elf

Trigger:

You make an attack roll and dislike the result.

Effect:

You may re-roll the attack and choose the higher roll.

Break Enchantment[edit source]

(per-encounter free interruptracial utility feat)

Prerequisites:

Elf or Eladrin

Trigger:

You would be hit by a charm or sleep effect.

Effect:

You gain a +5 racial bonus to all defenses against sleep and charm effects until the end of the encounter.


Eladrin[edit | edit source]

(medium fey humanoid)

Hit Points:

Constitution score x2.
You gain a racial bonus to your maximum hit points equal to twice your character level.

Speed:

6.

Ability Bonuses:

+2 Intelligence; +2 Charisma or Dexterity

Proficiency Bonus:

You gain training in Arcana, History, or heavy blades.

Language:

Sylvan

Favored Class:

Any Wizard or Fey Bloodline Sorcerer.

Racial Feats:

You may choose one of the following racial per-encounter feats:

Beguiling Charm[edit source]

(per-encounter standard actionracial attack feat)

Prerequisites:

Eladrin or Gnome

Target:

One creature within 5 paces that can see and hear you (Bluff vs. Will).

Success

The target becomes dominated until the end of your next turn.

Break Enchantment[edit source]

(per-encounter free interruptracial utility feat)

Prerequisites:

Elf or Eladrin

Trigger:

You would be hit by a charm or sleep effect.

Effect:

You gain a +5 racial bonus to all defenses against sleep and charm effects until the end of the encounter.

Fey Step[edit source]

(per-encounter move actionracial utility feat)

Prerequisites:

Eladrin, Gnome or Pixie

Effect:

You teleport 5 paces.


Gnome[edit | edit source]

(small fey humanoid)

Hit Points:

Constitution score + Constitution modifier + 5.
You gain a racial bonus to your maximum hit points equal to your character level plus half your character level.

Speed:

6

Ability Bonus:

+2 Intelligence; +2 Charisma or Dexterity.

Proficiencies:

You gain training in Arcana, Stealth, or one skill that you are Proficient in.

Languages:

Sylvan or Common

Favored Class:

Any Wizard or Fey Bloodline Sorcerer.

Racial Feats:

You may choose one of the following racial per-encounter feats:

Fey Step[edit source]

(per-encounter move actionracial utility feat)

Prerequisites:

Eladrin, Gnome or Pixie

Effect:

You teleport 5 paces.

Fey Blink[edit source]

(per-encounter immediate interruptracial utility feat)

Prerequisites:

Pixie or Gnome

Trigger:

You would be hit by an attack.

Effect:

The attacker must re-roll the attack and take the lower result.

Fade Away[edit source]

(per-encounter move actionracial utility feat)

Prerequisites:

Gnome

Effect:

You shift one pace, then become invisible until the end of your next turn or you make an attack.


Pixie[edit | edit source]

(tiny fey humanoid)

Hit Points:

Constitution score.
You gain a racial bonus to your maximum hit points equal to your character level.

Speed:

2. You have a Fly speed of 5, but must land at the end of each of your turns.

Ability Bonuses:

+2 Intelligence; +2 Charisma or Dexterity

Proficiency Bonus:

You gain training in Arcana, Insight, or polearms.

Language:

Sylvan

Favored Class:

Any Wizard or Fey Bloodline Sorcerer.

Racial Feats:

You may choose one of the following racial per-encounter feats:

Fey Blink[edit source]

(per-encounter immediate interruptracial utility feat)

Prerequisites:

Pixie or Gnome

Trigger:

You would be hit by an attack.

Effect:

The attacker must re-roll the attack and take the lower result.

Fey Step[edit source]

(per-encounter move actionracial utility feat)

Prerequisites:

Eladrin, Gnome or Pixie

Effect:

You teleport 5 paces.

Pixie Dust[edit source]

(per-encounter move actionracial utility feat)

Prerequisites:

Pixie

Effect:

Choose one: one adjacent creature gains a Fly speed equal to their speed until the end of your next turn, or one adjacent weapon or other item designed for medium or small creatures shrinks to a size usable by tiny creatures until the next sunrise or sunset.


Goblin[edit | edit source]

(small fey humanoid)

Hit Points:

Constitution score + Constitution modifier +5.
You gain a racial bonus to your maximum hit points equal to your character level plus half your character level.

Speed:

5. Whenever an enemy misses you with an attack, you may shift one pace as an immediate reaction.

Ability Bonus:

+2 Dexterity, +2 to Charisma or Wisdom.

Proficiencies:

You gain training in Stealth, Thievery, or light blades.

Languages:

Urgyn

Favored Class:

Any Barbarian class.

Racial Feats:

You may choose one of the following racial per-encounter feats:

Quick Dodge[edit source]

(per-encounter free interruptracial utility feat)

Prerequisites:

Halfling or Goblin

Trigger:

You would be hit by an attack.

Effect:

The attacker must re-roll the attack roll and take the lower result.

Furious Assault[edit source]

(per-encounter free interruptracial strike feat)

Prerequisites:

Half-orc, Goblin or Bugbear

Trigger:

You hit with a weapon or Primal attack.

Effect:

The attack deals 1dW additional damage if it's a weapon attack, or 1d8 additional damage if it isn't.



Bugbear[edit | edit source]

(medium fey humanoid)

Hit Points:

Constitution score x2.
You gain a racial bonus to your maximum hit points equal to twice your character level.

Speed:

6. You gain a +2 racial bonus to speed when charging.

Ability Bonus:

+2 Strength, +2 to Dexterity or Constitution.

Proficiencies:

You gain training in Endurance, Intimidate, or axes or bludgeons.

Languages:

Urgyn

Favored Class:

Any Barbarian class.

Racial Feats:

You may choose one of the following racial per-encounter feats:

Furious Assault[edit source]

(per-encounter free interruptracial strike feat)

Prerequisites:

Half-orc, Goblin or Bugbear

Trigger:

You hit with a weapon or Primal attack.

Effect:

The attack deals 1dW additional damage if it's a weapon attack, or 1d8 additional damage if it isn't.

Focus Pain[edit source]

(per-encounter free reactionracial healing utility feat)

Prerequisites:

Half-orc or Bugbear

Trigger:

You become bloodied.

Effect:

You regain hit points equal to your Constitution modifier. Until the end of the encounter, you gain a +1 racial bonus to attack and damage rolls.


Half-orc[edit | edit source]

(medium fey humanoid)

Hit Points:

Constitution score x2.
You gain a racial bonus to your maximum hit points equal to twice your character level.

Speed:

6. You gain a +2 racial bonus to speed when charging.

Ability Bonus:

+2 Strength, +2 to any other ability score that is 16 or lower.

Proficiencies:

You gain training in Athletics, Intimidate, or one weapon group of your choice.

Languages:

Common or Urgyn

Favored Class:

Any Barbarian class.

Racial Feats:

You may choose one of the following racial per-encounter feats:

Furious Assault[edit source]

(per-encounter free interruptracial strike feat)

Prerequisites:

Half-orc, Goblin or Bugbear

Trigger:

You hit with a weapon or Primal attack.

Effect:

The attack deals 1dW additional damage if it's a weapon attack, or 1d8 additional damage if it isn't.

Focus Pain[edit source]

(per-encounter free reactionracial healing utility feat)

Prerequisites:

Half-orc or Bugbear

Trigger:

You become bloodied.

Effect:

You regain hit points equal to your Constitution modifier. Until the end of the encounter, you gain a +1 racial bonus to attack and damage rolls.


Elemental[edit | edit source]

Elemental creatures are descended from beings native to the elemental planes, roiling vistas of chaos constructed from the raw building blocks of matter: earth, water, air and fire. While the sages believe there were originally five elements, the fifth element of wood has been almost entirely subsumed by the feywild.

Celestial[edit | edit source]

Celestial creatures are descended from beings native to the astral sea, a shining expanse that houses the gods and their servants.


Deva[edit source]

(medium celestial humanoid)

Hit Points:

Constitution score x2.
You gain a racial bonus to your maximum hit points equal to twice your character level.

Speed:

6.

Ability Bonus:

+2 Wisdom; +2 Charisma or Intelligence

Proficiencies:

You gain training in Religion, History, or bludgeons.

Languages:

Common

Favored Class:

Any Priest class.

Racial Feats:

You may choose one of the following racial per-encounter feats:

Ancient Memory[edit source]

(per-encounter free interruptracial utility feat)

Prerequisites:

Deva

Trigger:

You make an attack roll or skill check and dislike the result.

Effect:

Roll 1d6 and add it to the result.

Divine Grace[edit source]

(per-encounter immediate actionracial utility feat)

Prerequisites:

Deva

Target:

You or one ally within 5 paces.

Effect:

The target may make a saving throw with a +5 bonus.

Infernal[edit | edit source]

Infernal creatures are descended from demons, great elementally-infused descendents (or some say originators) of the immortal races.


Tiefling[edit | edit source]

(medium infernal humanoid)

Hit Points:

Constitution score x2.
You gain a racial bonus to your maximum hit points equal to twice your character level, and are resistant to fire damage.

Speed:

6.

Ability Bonus:

+2 Charisma; +2 Constitution or Intelligence

Proficiencies:

You gain training in Bluff, Arcana, or light blades.

Languages:

Common

Favored Class:

Any Wizard or Infernal Bloodline Sorcerer.

Racial Feats:

You may choose one of the following racial per-encounter feats:

Infernal Wrath[edit source]

(per-encounter free reactionracial attack feat)

Prerequisites:

Tiefling

Trigger:

You are hit by attack from an enemy within 10 paces.

Effect:

The triggering attacker takes 1d6 + your Charisma modifier fire damage.

Bloodhunt[edit source]

(per-encounter free reactionutility healing)

Prerequisites:

Tiefling

Trigger:

An enemy that you can see becomes bloodied.

Effect:

You regain hit points equal to your Constitution modifier. Until the end of the encounter, you gain a +1 racial bonus to attack and damage rolls against bloodied enemies.

Draconic[edit | edit source]

Draconic creatures are descended from dragons, great elementally-infused reptilian monsters which ruled the earth before the coming of mankind, and which still rule from kingdoms and lairs in the unexplored corners of the world.


Dragonling[edit | edit source]

(medium draconic humanoid)

Hit Points:

Constitution score x2. You gain a racial bonus to your maximum hit points equal to twice your character level, and a racial bonus to your heal value equal to your Constitution modifier.

Speed:

6

Ability Bonus:

+2 Strength; +2 Charisma or Constitution.

Proficiencies:

You gain training in Arcana, Intimidate, or heavy armor.

Languages:

Drakyr

Favored Class:

Draconic Bloodline Sorcerer.

Racial Feats:

You may choose one of the following racial per-encounter feats:

Dragon Breath[edit source]

(per-encounter immediate actionracial elemental attack feat)

Prerequisites:

Dragonling

Special

When you choose this feat, choose an elemental damage type. This attack deals damage of that type; your choice may not be changed later.

Target:

Adjacent cone 5 (Unarmed vs. Reflex).

Hit:

1d6+Constitution modifier elemental damage.

Dragonfear[edit source]

(per-encounter immediate actionracial fear attack feat)

Prerequisites:

Dragonling

Target:

Each creature within 5 paces (Intimidate vs. Will).

Hit:

The target suffers a -2 penalty to all attack rolls, and grants advantage to you and your allies until the end of your next turn.

Dragonscales[edit source]

(per-encounter free interruptracial healing utility feat)

Prerequisites:

Dragonling

Trigger:

You would be damaged by an attack.

Effect:

You gain resistance to all damage until the end of your next turn, and may spend a healing reserve.

Speed[edit | edit source]

Most creatures have a speed rating, which is how many paces they may move per move action. Some creatures have additional forms of movement, such as a swim or fly speed. Such creatures may use the additional movement mode without difficulty, moving their full amount without the need for an Athletics check.

Racial Encounter Feats and Favored Classes[edit | edit source]

Each creature may also gain a racial encounter feat, which is a per-encounter feat that they may use alongside their class feats. Each creature has a single encounter power pool point that may only be used for their racial power, unless they have encounter powers from a favored class. Each race has several options; when you choose your race, you may choose any one of these options as your racial encounter feat.

Most creatures favor one of the six basic class themes - Martial, Cunning, Primal, Arcane, Eldritch, or Divine. Human beings (and by inheritance, half-elves) are unique in that their innate versatility allows them to favor any class. If you choose a class that your race favors, you may choose a third Rank 1 encounter feat from your class as if it was a racial encounter feat, and your racial encounter pool slott counts as a third rank 1 encounter pool slot - you effectively have three rank 1 encounter pool slots instead of two rank one slots and one racial slot.

Racial Proficiencies[edit | edit source]

Each race has a list of skill or weapon proficiencies that you may gain training in. You may choose one of the skills listed and gain training in that skill, or may choose one of the weapon or armor proficiency option listed and gain its benefits.

Shape[edit | edit source]

Creatures come in all manner of shapes. In general, creatures will fall into one of the following general body plans.

Humanoid[edit | edit source]

Humanoid creatures are roughly man-shaped, with a definable head, torso, two arms, and two legs.

Size[edit | edit source]

Character and monster races come in six different sizes: tiny, small, medium, large, huge, and colossal. Your size affects your maximum hit points, your reflex and fortitude defenses, and what weapons you can wield.


Optional Rule:Consistent Hit Points[edit | edit source]

Optionally, you may choose to give Tiny and Small characters the same number of maximum hit points as medium creatures. This will make five-inch high pixies incredibly tough for their size, but should help with their survivability significantly.

Tiny[edit | edit source]

Tiny creatures are less than two feet tall and weigh less than 10 lbs. A tiny creature suffers a -2 size penalty to their fortitude and melee damage bonus. On the other hand, a tiny creature gains a +2 size bonus to their reflex defense and a +2 size bonus to all unarmed and melee attack rolls. Tiny creatures must wield weapons which are specifically sized to fit them; this effect reduces the size of each of their weapon’s dice by one die level (D12 to D10, D10 to D8, D8 to D6, D6 to D4, D4 to 1 damage point per die) and reduces their weapon’s reach by one - weapons without the reach property may only be used to attack the same space that the tiny creature is in. A tiny creature may occupy the same space as another creature, regardless of the other creature’s size.

Small[edit | edit source]

Small creatures are between two and four feet tall and weigh between 10 and 50 lbs. A small creature suffers a -1 size penalty to their fortitude and melee damage bonus, but gains a +1 size bonus to their reflex defense and a +1 size bonus to all unarmed and melee attack rolls. Small creatures must wield versatile weapons as if they were two-handed weapons without the versatile quality, and cannot wield two-handed weapons that do not have the small property. Up to two small creatures may easily occupy the same space, but a small creature may not occupy the space of a medium or larger creature without squeezing to fit.

Medium[edit | edit source]

Medium creatures are between four and eight feet tall and weigh between 50 and 400 lbs. Most of the world is built to the scale of medium creatures; a medium creature gains no benefits or penalties. Only one medium creature may occupy a single space without difficulty.

Large[edit | edit source]

Large creatures are between eight and twelve feet tall and weigh between 400 and 2000 lbs. A Large creature gains a +1 size bonus to their fortitude and melee damage bonus, but suffers a -1 size penalty to their reflex and to all unarmed and melee attack rolls. Large creatures must wield weapons which are specifically sized to fit them; this effect increases the size of each of their weapon’s dice by one die level (d4 to d6, d6 to d8, d8 to d10, d10 to 2d6, d12 to 2d8) and increases their weapon’s reach by 1 - weapons without the reach property gain reach 1. Large creatures occupy a 2x2 square space.

Huge[edit | edit source]

Huge creatures are between twelve and twenty feet tall and weigh between 2000 and 10,000 lbs. A Huge creature gains a +2 size bonus to their fortitude and melee damage bonus, but suffers a -2 size penalty to reflex and a -2 size penalty to all unarmed and melee attack rolls. Huge creatures must wield weapons which are specifically sized to fit them; this doubles their weapon’s damage and reach - weapons without the reach property gain reach 1. Huge creatures occupy a 3x3 square space.

Colossal[edit | edit source]

Colossal creatures are over 20 feet tall and weigh several tons. A Colossal creature gains a +5 size bonus to fortitude and melee weapon damage, but suffers at a -5 size penalty to reflex and all unarmed and melee attack rolls. Colossal creatures must wield weapons which are specifically sized to fit them; this triples their weapon’s damage and reach - weapons without the reach property gain reach 2. Colossal creatures occupy a 4x4 square space or more.

Defense Bonuses[edit | edit source]

Most races provide a +1 racial bonus to one or more defenses. All races except for humans must choose a single defense to gain a +1 bonus to; humans gain a +1 racial bonus to each defense. Some races do not gain bonuses to defenses, but instead gain resistance to a particular type of damage or effect.

Ability Bonuses[edit | edit source]

Once you have chosen your race, look at the racial ability bonuses. Each race has one ability that gains a +2 racial bonus, and a choice of one of two other abilities that receives a +2 bonus. Unless your racial choice specifies otherwise, these bonuses may increase your ability score beyond 18, to a maximum of 20.

Proficiencies[edit | edit source]

Next, choose one of the Skills or Weapon groups listed in your race's Proficiency section, and gain training in that skill or weapon group.

After you have adjusted your abilities, note your ability scores. If your Dexterity score is 15 or higher, you may choose one additional weapon group of your choice, and gain proficiency in that group. If your Intelligence score is 15 or higher, you may choose one additional Skill of your choice, and gain training in it. Even if you qualify for more than one of these options, you may only choose a single Skill or Proficiency. This Skill or Proficiency is in addition to the Skill and Proficiency training that you gain from your race and character class.

Languages[edit | edit source]

Each character knows one native language based on their race, and an additional number of languages equal to their Intelligence modifier (minimum 1). It is a good idea for the players to get together before play begins and agree upon a single language that every character in their party will know.

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