Playable Races in The Abyss | World Anvil
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Playable Races

General Age: Red Whistles to blue whistles span When you are a child to teenage years. Moon to black whistle is the ending of your teenage years and onwards. A white whistle is obtainable at any age but requires in-campaign action to become one.   Humans
  • Age: Humans reach adulthood in their late teens and live less than a century.
  • Alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
  • Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically attempt to learn the Abyss runes.
  Variant humans
  • Ability Score Increase: Two different ability scores of your choice increase by 1.
  • Skills: You gain proficiency in one skill of your choice.
  • Feat: You gain one Feat of your choice.
  Elves
  • Ability Score Increase: Your Dexterity score increases by 2.
  • 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 of 100 and can live to be 750 years old.
  • Alignment: Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not.
  • 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.
  • Horny bastard: You have an advantage on saving throws against being charmed.
  • Trance: Elves do not sleep. Instead, they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
  • Keen Senses: You have proficiency in the Perception skill.
  • Languages: You can speak, read, and write Common and Elven.
  Half-elves
  • Ability Score Increase: Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.
  • Age: Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.
  • Alignment: Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor the desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents.
  • Size: Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Horny bastard: You have an advantage on saving throws against being charmed.
  • Languages: You can read, speak, and write Common, Elven, and one language of your choice.
  • Half-Elf Versatility: Choose one of the following traits:
  • Skill Versatility (General): You gain proficiency in two skills of your choice.
  • Elf Weapon Training (High or Wood Elf Heritage): You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Fleet of Foot (Wood Elf Heritage): Your base walking speed increases to 35 feet.
  • Mask of the Wild (Wood Elf Heritage): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  Dwarves
  • Ability Score Increase: Your Constitution score increases by 2.
  • 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. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
  • 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.
  • Dwarven Resilience: You have an advantage on saving throws against poison, and you have resistance against poison damage.
  • Dwarven Combat Training: You have proficiency with the Pickaxe, handaxe, light 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 origin 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.
  Halflings
  • Ability Score Increase: Your Dexterity score increases by 2.
  • 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 the 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. You must use the new result, even if it is a 1.
  • Brave: You have an advantage on saving throws against being frightened.
  • Nimble: 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.

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