Who's and What's - Part 1- Races
- Under The Dungeon
- Sep 21, 2020
- 5 min read
Choosing a race is the first step in building a Dungeons and Dragons Character. This list is just a quick reference guide to the basic races and some key points about them.

Dwarf
Dwarves can be categorized into two subraces Hill Dwarves and Mountain Dwarves.
Read more about Dwarven Subraces here:
Race Traits
Ability Score Increases: Constitution increases by 2
Age: Are considered adults at 50, they also live on average to be about 350 years old.
Size: On average dwarves stand 4 to 5 feet tall and weigh around 150 pounds, they are Medium
Speed: Base movement speed is 25 feet, and is not reduced when wearing heavy armour.
Languages: Common and Dwarvish, though Dwarvish is guttural and bears a heavy accent in other spoken languages.
Tool Proficiencies: Proficient in EITHER Smith’s Tools, Brewer’s Tools, Mason’s Tools
Darkvision: Can see up to 60 feet in dim light as if it was daylight, and can see in darkness as if it was only dim light.
Dwarven Resilience: Roll with Advantage on saving throws against poison and they are resistant to poison damage.
Dwarven Combat Training: Proficient with battle axes, hand axes, throwing hammers and war hammers.
Stone Cunning: When they roll for History checks on stonework, they are considered proficient and add double the proficiency bonus

Elf
Elves can be categorized into three subraces: High Elves, Wood Elves and Dark Elves (Drow)
Read more here: Elf Subraces
Race Traits
Ability Score Increases: Dexterity increases by 2
Age: Are not considered adults until they claim themselves as adults after they turn 100 and live to be about 750
Size: Elves stand 5 to 6 feet tall, they are Medium
Speed: Base movement speed is 30 feet
Languages: Common and Elvish
Darkvision: Can see up to 60 feet in dim light as if it was daylight, and can see in darkness as if it was only dim light.
Keen Senses: They are proficient in the perception skill
Fey Ancestry: Roll with advantage on saving throws against being charmed, and magic can not put them to sleep.
Trance: Elves do not require sleep, rather they meditate, 4 hours of meditation is equal to 8 hours of sleep.

Halfling
Halflings can be categorized into two subraces Lightfoot Halflings and Stout Halflings.
Read more here: Halfling Subraces
Race Traits
Ability Score Increases: Dexterity increases by 2
Age: Halflings reach adulthood at 20 and live to be around 150 years old.
Size: They stand 3 to 4 feet tall and weigh around 40 pounds, they are Small
Speed: Base movement speed is 25 feet
Languages: Common and Halfling
Darkvision: Can see up to 60 feet in dim light as if it was daylight, and can see in darkness as if it was only dim light.
Lucky: If they roll a 1, they have the ability to roll again and must use the second.
Brave: Roll with advantage on saving throws against being frightened.

Human
Ability Score Increases: All their ability scores increase by 1
Age: Reach adulthood in their late teens and live just shy of 100 Size: Can be under 5 feet to over 6 feet tall, they are Medium
Speed: Base movement speed is 30 feet
Languages: Common and 1 other (Of your choice)

Dragonborn
Ability Score Increases: Strength increases by 2 and Charisma by 1
Age: Mature faster than humans, reach adulthood by 15 and only live on average to about 80 years old
Size: Taller than 6 feet, weight about 250 pounds, they are Medium
Speed: Base movement speed is 30 feet
Languages: Common and Dragonic
Draconic Ancestry: One type of ancestry from the dragon chart, this determines dragon breath and damage resistance.
Damage Resistance: Resistance to damage type directly related to their Draconic Ancestry
Breath Weapon: When used anything in the path must make a saving throw determined by the type of breath. The DC for this is 8 + Constitution Modifier + prof. bonus, creatures take 2d6 if they fail and 1d6 if they succeed. This raises as you level up.

Gnomes
Gnomes can be categorized into two subraces Forest Gnomes and Rock Gnomes.
Read more here:
Race Traits
Ability Score Increases: Intelligence increases by 2
Age: They age similarly to humans and are expected to settle down around 40, they generally live between 350-500 years.
Size: Gnomes stand 3 to 4 feet tall, and weigh 40 pounds; they are Small
Speed: Base movement speed is 25 feet
Languages: Common and Gnomish
Darkvision: Can see up to 60 feet in dim light as if it was daylight, and can see in darkness as if it was only dim light.
Gnome Cunning: Roll with advantage on all Intelligence, Wisdom, and Charisma saving throws against magic

Half Elves
Ability Score Increases: Charisma increases by 2, two other skills (of your choice) increase by 1
Age: Reach physical maturity same rate as humans they reach adulthood around 20, live around 180 years
Size: Half-Elves stand 5 to 6 feet tall, they are Medium
Speed: Base movement speed is 30 feet
Languages: Common, Elvish, and 1 other (of your choice)
Darkvision: Half-Elves can see up to 60 feet in dim light as if it was daylight, and can see in darkness as if it was only dim light.
Skill Versatility: Proficiency in any 2 skills of your choice.
Fey Ancestry: Roll with advantage on saving throws against being charmed, and Magic can not put them to sleep.

Half Orc
Ability Score Increases: Strength increases by 2, Constitution increases by 1
Age: Reach physical maturity around 14 and live to be around 75.
Size: On average Half-Orcs stand 5 to 6+ feet tall, they are Medium
Speed: Base movement speed is 30 feet
Languages: Common and Orc
Darkvision: Half-Orcs can see up to 60 feet in dim light as if it was daylight, and can see in darkness as if it was only dim light.
Menacing: They are proficient in the intimidation skill
Relentless Endurance: When they reach 0 HP, but are not killed; they can drop to 1 HP instead.
Savage Attacks: When they roll a critical hit with a melee weapon, you can roll a damage dice an additional time.

Tiefling
Ability Score Increases: Charisma increases by 2, Intelligence increase by 1
Age: Age similarly to humans but live a little while longer.
Size: Generally have the same size and build as humans, they are Medium
Speed: Base movement speed is 30 feet
Languages: Common and Elvish
Darkvision: They can see up to 60 feet in dim light as if it was daylight, and can see in darkness as if it was only dim light. They can not see colors in darkness, only shades of gray.
Hellish Resistance: They are resistant to fire damage.
Infernal Legacy: they know the thaumaturgy cantrip, at the 3rd level you can cast hellish rebuke, and at the 5th level you can cast darkness.
For more information on Races and some 'Quick Build' Tips, check out Handbooker Helper by Critical Role, on YouTube.
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