Races

All of the playable races and mechanical changes to them. Please consult Race Treatment as well to get a full overview of potential related lore & treatment. Homebrewed races are not considered.
Lifespan: You can use either old or new rules for lifespan of any race below. Ex. aasimars were reduced to more human-like years after one update, instead of living hundreds of years.
Native outsiders: Races that have a base race (such as tieflings and aasimars) can only select the base race from the already allowed races below, and it can't be from another such race.
Core Races
  • Dwarf
    • A dwarf may begin with alternative racial ability modifiers: +2 Con, -2 Int, +2 Cha.
  • Elf
    • An elf may begin with alternative racial ability modifiers: +2 Dex, -2 Con, +2 Wis.
  • Gnome
    • A gnome may begin with alternative racial ability modifiers: -2 Str, +2 Con, +2 Int.
  • Half-Elf
  • Half-Orc
    • Loses the Orc Ferocity trait in exchange of gaining Ferocity.
    • Half-orcs gain the Skilled trait that grants an extra skill point per Hit Dice.
  • Halfling
  • Human
    • Humans may start with a free trait that begins with "Heart of" without replacing the Skill trait. Humans that do take it must have lived in such an environment.
Featured Races
  • Aasimar
    • Variant Features have two options. First: You roll a d100 +/- 1 if you roll 1-99. If you roll 100, you get +/- 2 and roll once, or +/- 1 and roll twice but you can shift only once. The roll is made after the character is approved, and you have to take it no matter what.
    • Second option: The variant feature doesn't require rolling a d100 but instead it can be selection with the following exceptions:
      • #9, #20, #40, #50, #70, #90 (Ability Score boosts)
      • #74 ("If your body is placed on consecrated ground and prayers to your deity are recited continuously for 24 hours, you return to life as if by a raise dead spell. This ability works 1d4 times in your lifetime.")
      • #100 ("Roll on this table twice, ignoring any further rolls of 100.")
      • Rolling is the only method to getting the above
    • Scion of Humanity alternative racial trait not available to Aasimars who are based on non-humans.
    • An Aasimar's base race can be picked only be from the playable races.
  • Catfolk
    • The Cat’s Claws and Scent racials traits are free.
    • Racial ability modifers can be changed to +2 Dex, +2 Int, -2 Wis.
    • If they are from the Kirishi culture, they gain the Kirishi language instead of the catfolk racial language.
  • Dhampir
  • Fetchling
  • Goblin
  • Ifrit
    • Wildfire Heart is banned.
  • Kobold
    • Kobold's Racial Ability modifiers have changed to +2 Dex, +2 Cha, -4 Str.
    • Kobolds can replace their natural armor bonus with the Instinctual Trapper racial trait.
  • Orc
  • Oread
    • Movement Speed increased to 30ft.
  • Ratfolk
  • Sylph
  • Tengu
  • Tiefling
    • Variant Features have two options. First: You roll a d100 +/- 1 if you roll 1-99. If you roll 100, you get +/- 2 and roll once, or +/- 1 and roll twice but you can shift only once. The roll is made after the character is approved, and you have to take it no matter what.
    • Second option: The variant feature doesn't require rolling a d100 but instead it can be selection with the following exceptions:
      • #9, #46, #90 (Ability Score boosts)
      • #42 ("The spell animate dead can return you to life as per the spell raise dead 1d4 times.")
      • #100 ("Roll on this table twice, ignoring any further rolls of 100.")
      • #16 ("You have over-sized limbs, allowing you to use Large weapons without penalty.")
      • Rolling is the only method to getting the above
    • Pass for Human alternative racial trait not available to Tieflings who are based on non-humans.
  • Undine
Uncommon Races
  • Changelings
  • Grippli
  • Kitsune
    • Superior Shapeshifter is banned.
  • Nagaji
  • Samsarans
  • Suli
  • Vanara
  • Vishkanya
Other Races

Comments

Please Login in order to comment!