100% found this document useful (1 vote)
38 views8 pages

Liadon Race Overview in D&D Next

Uploaded by

Aquila12
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
38 views8 pages

Liadon Race Overview in D&D Next

Uploaded by

Aquila12
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Confidential

 information  of  Wizards  of  the  Coast  LLC.  


Do  not  distribute.  

Races  
The  worlds  of  DUNGEONS  &  DRAGONS  feature  a   vengeance  against  the  enemies  who  brought  
rich  tapestry  of  cultures  and  societies,  kingdoms   them  low.  
and  empires,  lands  populated  by  beings  both       The  world  knows  dwarves  for  their  skill  in  
strange  and  familiar.  Although  humans  are  the   battle,  their  ability  to  withstand  physical  and  
most  common  peoples  in  the  game’s  worlds,  they   magical  punishment,  and  their  knowledge  of  the  
exist  alongside  many  other  humanoid  races.  The   earth’s  secrets.  They  are  as  renowned  for  their  
most  common  are  dwarves,  elves,  and  halflings,   hard  work  as  for  their  ability  to  quaff  large  
followed  by  gnomes,  half-­‐elves,  and  half-­‐orcs.   quantities  of  ale.  Their  ancient  and  mysterious  
Your  Dungeon  Master  might  allow  other  races  as   kingdoms,  carved  into  the  hearts  of  mountains,  
well.  Your  character  belongs  to  one  of  these   are  famed  for  their  marvelous  treasures.  
peoples.  
  Your  choice  of  race  affects  many  different   Tenacious  to  a  Fault  
aspects  of  your  character,  from  ability  scores  to   They  fight  neither  recklessly  nor  timidly,  but  
class,  backgrounds  to  specialties.  It  establishes   with  measured  courage  and  tenacity.  Their  sense  
fundamental  qualities  that  exist  throughout  your   of  justice  is  strong,  but  at  its  worst  it  can  become  
character’s  adventuring  career.  You  cannot   a  thirst  for  vengeance.  Among  gnomes  (who  get  
change  your  race  as  you  can  a  class  or  even  a   along  well  with  dwarves),  a  mild  oath  is  “If  I’m  
specialty,  so  choose  carefully.  When  making  this   lying,  may  I  cross  a  dwarf.”  Dwarves  highly  value  
decision,  keep  in  mind  the  kind  of  character  you   gold,  gems,  jewelry,  and  art  objects  made  with  
want  to  play.  For  example,  a  halfling  could  be  a   these  precious  materials,  but  their  love  of  such  
good  choice  for  a  sneaky  rogue,  a  dwarf  makes   things  can  easily  turn  to  covetousness.  
for  a  stout  warrior,  and  an  elf  can  be  a  master  of  
arcane  magic.   Short  and  Stout  
  Each  race’s  description  below  includes   Dwarves  stand  only  4  to  4-­‐1/2  feet  tall,  but  they  
information  to  help  you  roleplay  a  character  of   are  so  broad  and  compact  that  a  dwarf,  on  
that  race,  including  personality,  physical   average,  weighs  almost  as  much  as  a  human.  
appearance,  and  features  of  society.  These   Male  dwarves  are  slightly  taller  and  noticeably  
details  are  only  suggestions  to  help  you  think   heavier  than  females.  Dwarves’  skin  is  typically  
about  your  character;  adventurers  can  and  do   deep  tan  or  light  brown,  and  their  eyes  are  dark.  
deviate  widely  from  the  norm  for  their  race.   Their  hair  is  usually  black,  gray,  or  brown,  and  
worn  long.  Male  dwarves  value  their  beards  
Dwarf   highly  and  groom  them  very  carefully.  Dwarves  
favor  simple  styles  for  their  hair,  beards,  and  
Many  ages  have  passed  since  the  dwarven   clothes.  A  dwarf  is  considered  to  be  adult  at  
kingdoms  commanded  the  world.  Their   about  age  forty  and  can  live  to  be  more  than  400  
mightiest  strongholds,  delved  into  misty   years  old.  
mountains,  have  long  since  fallen  into  shadow’s  
hands.  The  magnificent  walls  now  lie  in  rubble,   Slow  to  Trust  
shattered  by  giants’  boulders  and  invaders’  siege   Dwarves  are  slow  to  laugh  or  jest  and  suspicious  
engines.  Where  once  dwarf  miners  tunneled   of  strangers,  but  they  are  generous  to  those  few  
through  rock  and  toiled  at  the  forges,  now  orcs   who  earn  their  trust.  They  like  to  say,  “The  
and  goblins  roam.  The  fabulous  riches  for  which   difference  between  an  acquaintance  and  a  friend  
they  are  famed  have  been  plundered  by  enemies   is  about  a  hundred  years.”  Humans,  with  their  
from  below.  And  yet,  the  dwarves  remain.  They   short  life  spans,  have  a  hard  time  forging  truly  
remember  their  ancient  glories.  And  they  crave   strong  bonds  with  dwarves:  The  best  such  

D&D  Next  Playtest   ©2013  Wizards   1  


Confidential  information  of  Wizards  of  the  Coast  LLC.  
Do  not  distribute.  

friendship  is  often  between  a  dwarf  and  a  human   race,  and  he  expects  his  followers  to  work  for  the  
whose  parents  and  grandparents  he  or  she  liked.   betterment  of  his  people.  
Dwarves  get  along  fine  with  gnomes,  and     Language:  Dwarves  speak  Dwarvish,  which  
passably  with  halflings.  They  fail  to  appreciate   has  its  own  runic  script.  The  Dwarvish  alphabet  
elves’  subtlety  and  art,  regarding  such  folk  as   is  also  used  (with  minor  variations)  for  the  
unpredictable,  fickle,  and  flighty.  All  the  same,   Gnome,  Giant,  Goblin,  and  Orc  languages.  
through  the  ages  the  two  peoples  have  found   Dwarvish  literature  includes  comprehensive  
common  cause  against  orcs,  goblins,  and  gnolls.   histories  of  kingdoms  and  wars  through  the  
Through  many  such  joint  campaigns,  the  elves   millennia.    
have  earned  the  dwarves’  grudging  respect.     Many  dwarves  also  speak  the  languages  of  
Dwarves  mistrust  half-­‐orcs  in  general,  and  the   their  friends  (such  as  humans  and  gnomes)  and  
feeling  is  mutual.  Still,  dwarves  are  fair-­‐minded,   their  enemies  (including  goblins  and  orcs).  Some  
and  they  grant  individuals  the  opportunity  to   also  learn  Primordial,  the  strange  tongue  of  
prove  themselves.   elemental  creatures.  
  Names:  A  dwarf’s  name  is  granted  by  a  clan  
Clans  and  Kingdoms   elder,  in  accordance  with  tradition.  Every  proper  
Although  their  mightiest  and  most  glorious   dwarven  name  has  been  used  and  reused  down  
kingdoms  have  fallen,  smaller  dwarven   through  the  generations.  A  dwarf  ’s  name  
kingdoms  survive  deep  beneath  the  stony   belongs  to  the  clan,  not  to  the  individual.  If  he  or  
mountain  peaks.  There,  the  dwarves  mine  gems   misuses  or  brings  shame  to  it,  the  clan  will  strip  
and  precious  metals  and  forge  items  of  wonder.   that  dwarf  of  the  name.  Anyone  whose  name  is  
Whatever  wealth  the  dwarves  can’t  find  in  their   so  stripped  is  forbidden  by  law  to  use  any  
mountains,  they  gain  through  trade.  They  dislike   dwarven  name  in  its  place.  
boats,  so  enterprising  humans  and  halflings     Male  Names:  Adrik,  Alberich,  Baer,  Barendd,  
frequently  handle  trade  in  dwarven  goods  along   Brottor,  Dain,  Darrak,  Eberk,  Einkil,  Fargrim,  
water  routes.  Trustworthy  members  of  other   Gardain,  Harbek,  Kildrak,  Morgran,  Orsik,  Oskar,  
races  are  welcome  in  dwarf  settlements,  though   Rangrim,  Rurik,  Taklinn,  Thoradin,  Thorin,  
some  areas  are  off  limits  even  to  them.     Tordek,  Traubon,  Travok,    Ulfgar,  Veit,  Vondal.  
  The  chief  unit  of  dwarven  society  is  the  clan,     Female  Names:   Artin,   Audhild,   Bardryn,   Dagnal,  
and  dwarves  highly  value  social  standing.  Even   Diesa,  Eldeth,  Falkrunn,  Gunnloda,  Gurdis,  Helja,  
dwarves  who  live  far  from  their  own  kingdoms   Hlin,  Kathra,  Kristryd,  Ilde,  Liftrasa,  Mardred,  
cherish  their  clan  identities  and  affiliations,  and   RTiswynn,  Sannl,  Torbera,  Torgga,  Vistra.  
recognize  related  dwarves.  To  be  clanless  is  the     Clan  Names:  Balderk,  Dankil,  Gorunn,  
worst  fate  that  can  befall  a  dwarf.   Holderhek,  Loderr,  Lutgehr,  Rumnaheim,  
  Dwarves  in  other  lands  are  typically   Strakeln,  Torunn,  Ungart.  
weaponsmiths,  armorers,  jewelers,  and  artisans;  
some  are  mercenaries.  Dwarf  bodyguards  are   Adventuring  Dwarves  
sought  out  for  their  courage  and  loyalty,  and   Dwarves  who  take  up  the  adventuring  life  might  
they  are  well  rewarded  for  their  service.   be  motivated  by  religious  zeal,  a  love  of  
excitement,  or  simple  greed.  As  long  as  their  
Cultural  Details   accomplishments  bring  honor  to  the  clan,  their  
  Alignment:  Dwarves  are  usually  lawful,  and   deeds  earn  them  respect  and  status.  Defeating  
they  tend  toward  good.  Adventurers  and   giants  and  claiming  powerful  magic  weapons  are  
dwarves  in  other  lands  often  break  that  mold,   sure  ways  to  win  the  admiration  of  other  
however,  since  they  often  do  not  fit  well  into   dwarves.  
their  society.  
  Religion:  The  chief  deity  of  the  dwarves  is   Traits  
Moradin,  the  Soul  Forger.  He  is  the  creator  of  the   As  a  dwarf,  you  have  the  following  racial  traits.  

D&D  Next  Playtest   ©2013  Wizards   2  


Confidential  information  of  Wizards  of  the  Coast  LLC.  
Do  not  distribute.  

  Ability  Score  Adjustment:  Your  starting   forge  steel.  The  few  who  remain  cling  to  the  
Constitution  score  increases  by  1.   strongholds  still  left  to  them  and  guard  their  
  Size:  Medium.   realms  with  a  ferocious  tenacity.  
  Speed:  25  feet.  Your  speed  is  not  reduced  by     Ability  Score  Adjustment:  Your  starting  
wearing  heavy  armor  with  which  you  have   Wisdom  score  increases  by  1.  
proficiency  or  for  carrying  a  heavy  load.     Armor  Mastery:  You  are  proficient  with  light  
  Darkvision:  You  treat  darkness  within  60  feet   and  medium  armor.  While  wearing  medium  or  
of  you  as  dim  light.  When  you  do  so,  your  vision   heavy  armor,  you  gain  a  +1  bonus  to  Armor  Class.    
is  in  black  and  white.  
  Dwarven  Resilience:  You  have  advantage  on  
saving  throws  against  poison,  and  you  have  
Elf  
resistance  against  poison  damage.   Elves  are  an  ancient  and  powerful  people,  whose  
  Dwarven  Weapon  Training:  You  are   years  are  long  and  whose  passions  run  deep.  
proficient  with  the  battleaxe,  handaxe,  throwing   They  form  tight  communities  in  hidden  forests  
hammer,  and  warhammer.   but  mingle  freely  with  other  humanoids,  always  
  Stonecunning:  While  you  are  underground,   welcome  yet  never  at  home.  Elves  favor  things  of  
you  have  advantage  on  all  Wisdom  checks  to   natural  and  simple  beauty  and  are  famed  for  
listen  and  spot,  and  you  roughly  know  your   their  poetry,  dance,  song,  lore,  and  magical  arts.  
depth  beneath  the  surface.   When  danger  threatens  their  woodland  homes,  
  You  also  know  the  approximate  age  and  origin   however,  they  reveal  a  stern  martial  side,  
of  worked  stone  you  inspect.   demonstrating  skill  with  sword,  bow,  and  battle  
  Languages:  You  can  speak,  read,  and  write   strategy.  
Common  and  Dwarvish,  as  well  as  a  number  of  
additional  languages  of  your  choice  equal  to  your   Taking  the  Long  View  
Intelligence  modifier,  provided  it  is  positive.   Elves  are  more  often  amused  than  excited,  and  
  Subrace:  Choose  a  subrace.  Two  subraces  are   more  likely  to  be  curious  than  greedy.  With  such  
described  here:  hill  dwarf  and  mountain  dwarf.   a  long  life  span,  they  keep  a  broad  perspective  on  
events,  remaining  aloof  and  unfazed  by  petty  
Hill  Dwarf   happenstance.  When  pursuing  a  goal,  however,  
Hill  dwarves  claim  foothills,  low  mountains,  and   whether  adventuring  on  a  mission  or  learning  a  
other  rugged  lands,  digging  in  the  earth  for  gold   new  skill  or  art,  elves  can  be  focused  and  
and  gems  as  most  dwarves  do.  They  avoided   relentless.  They  are  slow  to  make  friends  and  
much  of  the  destruction  and  warfare  responsible   enemies,  and  even  slower  to  forget  them.  They  
for  the  collapse  of  the  old  dwarven  kingdoms   reply  to  petty  insults  with  disdain  and  to  serious  
and  thus  exist  in  the  greatest  numbers.   insults  with  vengeance.  
  Ability  Score  Adjustment:  Your  starting  
Strength  score  increases  by  1.   Slender  and  Graceful  
  Dwarven  Toughness:  Your  hit  point   Elves  are  about  the  same  height  as  humans,  
maximum  increases  by  1,  and  it  increases  by  1   though  they  vary  more  widely.  They  range  from  
every  time  you  gain  a  level.  Additionally,   under  5  feet  tall  to  just  over  6  feet,  but  they  are  
whenever  you  roll  Hit  Dice  during  a  rest,  you   slender,  weighing  only  100  to  145  pounds.  Males  
regain  1  extra  hit  point  for  each  Hit  Die  you  roll.   are  about  as  tall  as  and  only  marginally  heavier  
than  females.  Elves  tend  to  be  pale-­‐skinned  and  
Mountain  Dwarf   dark-­‐haired,  with  deep-­‐green  eyes.  They  have  no  
The  mountain  dwarves  found  in  the  world  today   facial  or  body  hair.  With  their  unearthly  grace  
descend  from  those  who  ruled  from  their  mighty   and  fine  features,  elves  appear  hauntingly  
citadels.  Those  ancient  dwarves  studied  and   beautiful  to  humans  and  members  of  many  other  
mastered  runic  magic,  taught  proper  praise  for   races.  They  prefer  simple,  comfortable  clothes,  
the  dwarf-­‐father  Moradin,  and  first  learned  to   especially  in  pastel  blues  and  greens,  and  they  

D&D  Next  Playtest   ©2013  Wizards   3  


Confidential  information  of  Wizards  of  the  Coast  LLC.  
Do  not  distribute.  

enjoy  simple  yet  elegant  jewelry.  An  elf  reaches     Language:  The  Elvish  language  is  fluid,  with  
adulthood  at  about  110  years  of  age  and  can  live   subtle  intonations  and  intricate  grammar.  While  
to  be  more  than  700  years  old.   elves’  literature  is  rich  and  varied,  their  songs  
and   poems   are   most   famous   among   other   people.  
Proud  but  not  Cold   Many  bards  learn  their  language  so  they  can  add  
Elves  have  high  expectations  and  do  not  hide   Elvish  ballads  to  their  repertoires.  Others  simply  
that  fact.  They  consider  humans  rather  unrefined,   memorize  them  by  sound.  The  Elvish  script,  as  
halflings  a  bit  staid,  gnomes  somewhat  trivial,   flowing  as  the  spoken  word,  also  serves  as  the  
and  dwarves  not  at  all  fun.  They  look  on  half-­‐ written  form  of  Sylvan,  the  tongue  of  many  
elves  with  some  degree  of  pity,  and  they  regard   woodland  beings,  and  of  Undercommon,  spoken  
half-­‐orcs  with  unrelenting  suspicion.  While  they   by  drow  and  other  subterranean  creatures.  
can  be  haughty,  elves  are  generally  pleasant  and     Names:  Elves  are  considered  children  until  
gracious  even  to  those  who  fall  short  of  their   they  declare  themselves  adults,  some  time  after  
standards  (a  category  that  encompasses  just   the  hundredth  birthday,  and  during  this  period  
about  everybody  who’s  not  an  elf).   they  are  called  by  “child  names.”  On  declaring  
adulthood,  an  elf  also  selects  an  adult  name,  
Hidden  Woodland  Realms   although  those  who  knew  him  or  her  as  a  
Most  elves  dwell  in  forest  settlements,  each   youngster  might  continue  to  use  the  child  name.  
numbering  less  than  two  hundred  souls.  Their   Each  elf’s  adult  name  is  a  unique  creation,  
well-­‐hidden  villages  are  built  among  and  blend   though  it  might  reflect  the  names  of  respected  
into  the  trees,  doing  little  harm  to  the  forest.   individuals  or  other  family  members.  In  addition,  
Elves  hunt  game,  gather  food,  and  grow   every  elf  bears  a  family  name,  typically  a  
vegetables,  and  their  skill  and  magic  allow  them   combination  of  other  Elvish  words.  Some  elves  
to  support  themselves  without  the  need  for   traveling  among  humans  translate  their  family  
clearing  and  plowing  land.  They  are  talented   names  into  Common,  while  others  use  the  Elvish  
artisans,  crafting  finely  worked  clothes  and  art   version.  
objects.  Their  contact  with  outsiders  is  usually     Male  Adult  Names:  Adran,  Aelar,  Aramil,  
limited,  though  a  few  elves  make  a  good  living  by   Arannis,  Aust,  Beiro,  Berrian,  Carric,  Enialis,  
trading  crafted  items  for  metals  (which  they   Erdan,  Erevan,  Galinndan,  Hadarai,  Heian,  Himo,  
have  no  interest  in  mining).   Immeral,  Ivellios,  Laucian,  Mindartis,  Paelias,  
  Elves  encountered  outside  their  own  lands  are   Peren,  Quarion,  Riardon,  Rolen,  Soveliss,  
commonly  traveling  minstrels,  favored  artists,  or   Thamior,  Tharivol,  Theren,  Varis.  
wandering  sages.  Human  nobles  compete  for  the     Female  Adult  Names:  Adrie,  Althaea,  
services  of  elf  instructors  to  teach  swordplay  to   Anastrianna,   Andraste,   Antinua,   Bethrynna,   Birel,  
their  children.   Caelynn,  Drusilia,  Enna,  Felosial,  Ielenia,  
Jelenneth,  Keyleth,  Leshanna,  Lia,  Meriele,  Mialee,  
Cultural  Details   Naivara,  Quelenna,  Quillathe,  Sariel,  Shanairra,  
Shava,  Silaqui,  Theirastra,  Thia,  Vadania,  
  Alignment:  Elves  love  freedom,  variety,  and  
self-­‐expression,  so  they  lean  strongly  toward  the   Valanthe,  Xanaphia.  
gentler  aspects  of  chaos.  Generally,  they  value     Family  Names  (Common  Translations):  
Amastacia  (Starflower),  Amakiir  (Gemflower),  
and  protect  others’  freedom  as  well  as  their  own,  
and  they  are  more  often  good  than  not.   Galanodel  (Moonwhisper),  Holimion  
  Religion:  Above  all  others,  elves  worship   (Diamonddew),  Liadon  (Silverfrond),  Meliamne  
Corellon  Larethian,  the  Protector  and  Preserver   (Oakenheel),  Naïlo  (Nightbreeze),  Siannodel  
(Moonbrook),  Ilphelkiir  (Gemblossom),  
of  Life.  Elven  myth  holds  that  the  race  arose  from  
his  blood,  shed  in  battles  with  Gruumsh,  the  god   Xiloscient  (Goldpetal).  
of  orcs.  Corellon  is  a  patron  of  magical  study,  arts,  
dance,  and  poetry,  as  well  as  a  powerful  warrior   Adventuring  Elves  
god.   Elves  take  up  adventuring  out  of  wanderlust.  
Being  long-­‐lived,  they  can  enjoy  centuries  of  

D&D  Next  Playtest   ©2013  Wizards   4  


Confidential  information  of  Wizards  of  the  Coast  LLC.  
Do  not  distribute.  

exploration  and  discovery.  They  dislike  the  pace   more  serious  and  focused  than  their  woodland  
of  human  society,  which  is  both  regimented  from   kin.  
day  to  day  but  ever  changing  over  decades,  so     Ability  Score  Adjustment:  Your  starting  
they  find  careers  that  let  them  to  travel  freely   Intelligence  score  increases  by  1.  
and  set  their  own  pace.  Elves  also  enjoy     Cantrip:  You  know  one  cantrip  of  your  choice  
exercising  their  martial  prowess  or  gaining   from  the  wizard’s  cantrip  list.  Intelligence  is  your  
greater  magical  power,  and  adventuring  allows   magic  ability  for  it.  
them  to  do  so.  Some  might  be  rebels,  usually     Extra  Language:  You  can  speak,  read,  and  
against  unjust  repression,  while  others  might  be   write  one  extra  language  of  your  choice.  
champions  of  just  causes.  
Wood  Elf  
Traits   Where  high  elves  are  serious  and  civilized,  wood  
As  an  elf,  you  have  the  following  racial  traits.   elves  are  anything  but.  Free  spirits,  capricious  
  Ability  Score  Adjustment:  Your  starting   and  whimsical,  they  claim  sylvan  lands  
Dexterity  score  increases  by  1.   untouched  by  civilization.  Some  have  close  ties  
  Size:  Medium.   to  other  neighboring  races  while  others  can  be  
  Speed:  30  feet.   xenophobic,  keeping  to  themselves  and  finding  
  Low-­Light  Vision:  You  can  see  in  dim  light  as   even  small  towns  unpleasant  and  uncomfortable.  
well  as  you  do  in  bright  light.   Wood  elves  lack  the  innate  magic  enjoyed  by  
  Elf  Weapon  Training:  You  are  proficient  with   high  elves,  but  they  have  an  uncanny  ability  to  
the  long  sword,  short  sword,  shortbow,  and   move  undetected  through  the  wilderness.  
longbow.     Ability  Score  Adjustment:  Your  starting  
  Keen  Senses:  You  have  advantage  on  all   Wisdom  score  increases  by  1.  
Wisdom  checks  to  listen  and  spot.     Fleet  of  Foot:  Your  speed  increases  by  5  feet.  
  Free  Spirit:  You  are  immune  to  the  charmed     Mask  of  the  Wild:  You  can  attempt  to  hide  
condition  and  to  any  effect  that  would  put  you  to   even  when  you  are  only  lightly  obscured  by  
sleep.   foliage,  heavy  rain,  falling  snow,  mist,  and  other  
  Trance:  Elves  do  not  need  to  sleep.  Instead,   natural  phenomena.  
they  meditate  deeply  for  4  hours  a  day.  (The  
Common  word  for  such  meditation  is  “trance.”)  
While  meditating,  you  can  dream  after  a  fashion;  
Halfling  
such  dreams  are  actually  mental  exercises  that   The  diminutive  halflings  survive  in  a  world  full  
have  become  reflexive  through  years  of  practice.   of  larger  creatures  by  avoiding  notice  or,  barring  
After  resting  in  this  way,  you  gain  the  same   that,  avoiding  offense.  They  appear  harmless  and  
benefit  that  a  human  does  from  8  hours  of  sleep.   so  have  managed  to  survive  for  centuries  in  the  
  Languages:  You  can  speak,  read,  and  write   shadow  of  empires  and  on  the  edges  of  wars  and  
Common  and  Elvish,  as  well  as  a  number  of   political  strife.  Some  halflings  live  quiet  and  
additional  languages  of  your  choice  equal  to  your   peaceful  lives  in  remote  agricultural  
Intelligence  modifier,  provided  it  is  positive.   communities,  while  others  form  nomadic  bands  
  Subrace:  Choose  a  subrace.  Two  subraces  are   that  travel  constantly,  lured  by  the  open  road  
described  here:  high  elf  and  wood  elf.   and  the  wide  horizon  to  discover  the  wonders  of  
new  lands  and  peoples.  
High  Elf  
The  high  elves  were  the  first  people  to  master   Kind  and  Curious  
arcane  magic,  and  many  spells  used  today   Halflings  are  an  affable,  warm,  and  cheerful  
originated  with  elf  wizards  of  old.  They  benefit   people.  They  cherish  the  bonds  of  family  and  
still  from  the  magical  mastery  achieved  so  long   friendship  as  well  as  the  comforts  of  hearth  and  
ago,  and  nearly  every  high  elf  knows  something   home.  Practical  and  down-­‐to-­‐earth,  they  
of  magic.  High  elves  tend  to  be  guarded  and  aloof,   concerns  themselves  with  basic  needs  and  

D&D  Next  Playtest   ©2013  Wizards   5  


Confidential  information  of  Wizards  of  the  Coast  LLC.  
Do  not  distribute.  

simple  pleasures,  harboring  few  dreams  of  gold   life,  driving  wagons  or  guiding  boats  from  place  
or  glory.  Even  adventurers  among  them  usually   to  place  and  maintaining  no  permanent  home.  
venture  into  the  world  for  reasons  of  community,  
friendship,  wanderlust,  or  curiosity.  They  love   Cultural  Details  
discovering  new  things,  even  simple  things,  such     Alignment:  Most  halflings  are  lawful  good.  As  
as  an  exotic  food  or  an  unfamiliar  style  of   a  rule,  they  are  good-­‐hearted  and  kind,  hating  to  
clothing.   see  others  in  pain  and  having  no  tolerance  for  
oppression.  They  are  also  very  orderly  and  
Small  and  Practical   traditional,  leaning  heavily  on  the  support  of  
Halflings  stand  about  3  feet  tall  and  inclined  to   their  community  and  the  comfort  of  their  old  
be  stout,  weighing  between  40  and  45  pounds.   ways.  
Their  skin  is  ruddy,  and  their  hair  is  usually     Religion:  The  chief  halfling  deity  is  Yondalla,  
brown  or  sandy  brown  and  wavy.  They  have   the  Blessed  One,  protector  of  the  race.  She  
brown  or  hazel  eyes.  Halfling  men  often  sport   blesses  those  who  heed  her  guidance,  defend  
long  sideburns,  but  beards  are  rare  among  them   their  clans,  and  cherish  their  families.  Their  
and  mustaches  are  almost  unseen.  They  like  to   lesser  gods  are  Yondalla’s  children  and  embody  
wear  simple,  comfortable,  and  practical  clothes,   the  halfling  ideals  of  community,  hospitality,  and  
favoring  bright  colors.  A  halfling  reaches   agriculture.  
adulthood  at  the  age  of  twenty  and  generally     Language:  Halflings  speak  their  own  language,  
lives  into  the  middle  of  his  or  her  second  century.   which  uses  the  Common  script.  While  the  
Halfling  language  isn’t  secret,  halflings  are  loath  
Blend  into  the  Crowd   to  share  it  with  others.  They  write  very  little,  
Halflings  try  to  get  along  with  everyone  else.   unlike  dwarves  and  elves,  so  they  don’t  have  a  
They  are  adept  at  fitting  into  a  community  of   rich  body  of  literature.  Their  oral  tradition,  
humans,  dwarves,  or  elves,  making  themselves   however,  is  very  strong.  Almost  all  halflings  
valuable  and  welcome.  Though  they  work   speak  Common  to  deal  with  the  people  in  whose  
readily  with  others,  they  often  make  true  friends   lands  they  dwell  or  through  which  they  are  
only  among  their  own  kind.  However,  halflings   traveling.  
are  fiercely  loyal  to  their  friends,  whether     Names:  A  halfling  has  a  given  name,  a  family  
halfling  or  otherwise,  and  can  show  remarkable   name,  and  possibly  a  nickname.  Family  names  
fierceness  when  their  friends,  families,  or   are  often  nicknames  that  stuck  so  well  they  have  
communities  are  threatened.   been  passed  down  through  the  generations.  
  Male  Names:  Alton,  Ander,  Cade,  Corrin,  Eldon,  
Pastoral  Pleasantries   Errich,  Finnan,  Garret,  Lindal,  Lyle,  Merric,  Milo,  
Most  halflings  have  small,  peaceful  communities   Osborn,  Perrin,  Reed,  Roscoe,  Wellby.  
with  large  farms  and  well-­‐kept  groves.  They     Female  Names:  Andry,  Bree,  Callie,  Cora,  
have  never  built  a  kingdom  of  their  own  or  even   Euphemia,  Jillian,  Kithri,  Lavinia,  Lidda,  Merla,  
held  much  land  beyond  their  quiet  shires.  They   Nedda,  Paela,  Portia,  Seraphina,  Shaena,  Trym,  
don’t  recognize  any  sort  of  nobility  or  royalty  of   Vani,  Verna.  
their  own,  instead  looking  to  family  elders  to     Family  Names:  Brushgather,  Goodbarrel,  
guide  them.  This  emphasis  on  family  and   Greenbottle,  High-­‐hill,  Hilltopple,  Leagallow,  
community  has  enabled  halflings  to  maintain   Tealeaf,  Thorngage,  Tosscobble,  Underbough.  
their  traditional  ways  for  thousands  of  years,  
unaffected  by  the  rise  and  fall  of  empires.   Adventuring  Halflings  
  Many  halflings  live  among  other  races,  where   Halflings  usually  set  out  on  the  adventurer’s  path  
their  hard  work  and  loyal  outlook  offers  them   to  defend  their  communities,  support  their  
abundant  rewards  and  creature  comforts.  Some   friends,  or  explore  a  wide  and  wonder-­‐filled  
halfling  communities  take  to  travel  as  a  way  of   world.  For  them,  adventuring  is  less  a  career  
than  an  opportunity  or  sometimes  a  necessity.  

D&D  Next  Playtest   ©2013  Wizards   6  


Confidential  information  of  Wizards  of  the  Coast  LLC.  
Do  not  distribute.  

Halfling  adventurers  are  brave  and  faithful  


companions,  relying  on  stealth  and  trickery  in  
Human  
battle  rather  than  raw  might  or  magic.   Short-­‐lived  but  influential  far  beyond  their  years,  
humans  have  rapidly  spread  across  the  worlds  of  
Traits   D&D.  Most  are  the  descendants  of  pioneers,  
As  a  halfling,  you  have  the  following  racial  traits.   conquerors,  traders,  travelers,  refugees,  and  
  Ability  Score  Adjustment:  Your  starting   others  on  the  move.  As  a  result,  human  lands  are  
Dexterity  score  increases  by  1.   home  to  a  mix  of  people—physically,  culturally,  
  Size:  Small.   religiously,  and  politically  diverse.  Hardy  or  fine,  
  Speed:  25  feet.   light-­‐skinned  or  dark,  showy  or  austere,  
  Lucky:  When  you  roll  a  natural  1  on  an  attack   primitive  or  civilized,  devout  or  impious,  
roll,  ability  check,  or  saving  throw,  you  can  reroll   humans  run  the  gamut.  
the  die  and  must  use  the  new  roll.  
  Fearless:  You  have  advantage  on  saving   Variety  in  All  Things  
throws  against  being  frightened.   Humans  are  the  most  adaptable,  flexible,  and  
  Halfling  Nimbleness:  You  can  move  through   ambitious  people  among  the  common  races.  
the  space  of  any  creature  that  is  of  a  size  larger   They  have  widely  varying  tastes,  morals,  
than  yours.   customs,  and  habits.  Others  accuse  them  of  
  Languages:  You  can  speak,  read,  and  write   having  little  respect  for  history,  but  with  their  
Common  and  Halfling,  as  well  as  a  number  of   relatively  short  life  spans  and  constantly  
additional  languages  of  your  choice  equal  to  your   changing  cultures,  humans  naturally  have  a  
Intelligence  modifier,  provided  it  is  positive.   shorter  collective  memory  than  dwarves,  elves,  
  Subrace:  Choose  a  subrace.  Two  subraces  are   or  halflings.  They  might  plan  for  the  future,  but  
described  here:  lightfoot  and  stout.   most  humans  live  fully  in  the  present—which  
suits  them  well  to  the  adventuring  life.  
Lightfoot   Individually  and  as  a  group,  humans  are  
Lightfoot  halflings  have  spread  the  farthest  and   adaptable  opportunists,  and  they  stay  on  top  of  
thus  are  the  most  common  subrace  in  the  worlds   changing  political  and  social  dynamics.  
of  D&D.  They  are  more  prone  to  wanderlust  than  
other  halflings,  and  more  often  dwell  alongside   A  Broad  Spectrum  
other  races  or  take  up  a  nomadic  life.  They  make   With  their  penchant  for  migration  and  conquest,  
excellent  rogues.   and  their  brief  lives,  humans  are  more  physically  
  Ability  Score  Adjustment:  Your  starting   diverse  than  other  common  races.  There  is  no  
Charisma  score  increases  by  1.   typical  human:  An  individual  can  stand  from  5  
  Naturally  Stealthy:  You  can  attempt  to  hide   feet  to  a  little  over  6  feet  tall  and  weigh  from  125  
even  when  you  are  obscured  only  by  a  creature   to  250  pounds,  though  males  are  usually  taller  
that  is  one  size  larger  than  you.   and  heavier  than  females.  Human  skin  shades  
range  from  nearly  black  to  very  pale,  and  hair  
Stout   color  from  black  to  blond  (curly,  kinky,  or  
Stout  halflings  commonly  lack  the  desire  to   straight);  males  might  sport  facial  hair  that  is  
explore  the  world,  and  many  feel  content  to  stay   sparse  or  thick.  Plenty  of  humans  have  a  dash  of  
within  their  communities,  living  simple  lives.   nonhuman  blood,  revealing  hints  of  elf,  orc,  or  
However,  they  tenaciously  guard  their  homes   other  lineages.  Members  of  this  race  are  often  
and  families,  so  some  become  fighters.   ostentatious  or  unorthodox  in  their  grooming  
  Ability  Score  Adjustment:  Your  starting   and  dress,  sporting  unusual  hairstyles,  fanciful  
Constitution  score  increases  by  1.   clothes,  tattoos,  body  piercings,  and  the  like.  
  Stout  Resilience:  You  have  advantage  on   Humans  reach  adulthood  at  about  age  fifteen  
saving  throws  against  poison,  and  you  have   and  rarely  live  even  a  single  century.  
resistance  against  poison  damage.  

D&D  Next  Playtest   ©2013  Wizards   7  


Confidential  information  of  Wizards  of  the  Coast  LLC.  
Do  not  distribute.  

Everyone’s  Second-­‐Best  Friends   culture,  and  with  such  short  generations,  human  
Just  as  readily  as  they  mix  with  each  other,   society  changes  quickly.  Having  so  much  more  
humans  mingle  with  members  of  other  races.   variety  than  other  cultures,  humans  have  no  
They  get  along  with  almost  everyone,  though   truly  typical  names.  Some  human  parents  give  
they  might  not  be  close  to  many.  Humans  often   their  children  names  from  other  languages,  such  
serve  as  ambassadors,  diplomats,  magistrates,   as  Dwarvish  or  Elvish  (pronounced  more  or  less  
merchants,  and  functionaries  of  all  kinds.   correctly).  

Ever-­‐Changing  Societies   Adventuring  Humans  


Human  lands  are  usually  in  flux,  with  new  ideas,   Humans  who  seek  adventure  are  the  most  daring  
social  changes,  innovations,  and  leaders   and  ambitious  members  of  a  daring  and  
constantly  coming  to  the  fore.  Members  of   ambitious  race.  They  seek  to  earn  glory  in  the  
longer-­‐lived  races  find  human  culture  exciting   eyes  of  their  fellows  by  amassing  power,  wealth,  
but  a  little  wearying  or  even  bewildering.  Human   and  fame.  More  than  other  people,  humans  
leaders  are  very  young  compared  to  the  political,   might  champion  causes  rather  than  territories  or  
religious,  and  military  leadership  of  the  more   groups.  
long-­‐lived  races.  Even  in  societies  where  
individuals  are  conservative  traditionalists,   Traits  
human  institutions  change  with  the  generations,   As  a  human,  you  have  the  following  racial  traits.  
adapting  and  evolving  faster  than  parallel     Ability  Score  Adjustment:  Your  starting  
institutions  among  other  peoples.   ability  scores  each  increase  by  1.  
  Although  some  humans  can  be  xenophobic,  in     Size:  Medium.  
general  their  societies  are  inclusive.  Human     Speed:  30  feet.  
lands  welcome  relatively  large  numbers  of     Languages:  You  can  speak,  read,  and  write  
nonhumans  compared  to  the  proportion  of   Common,  as  well  as  a  number  of  additional  
humans  who  live  in  nonhuman  lands.   languages  of  your  choice  equal  to  your  
Intelligence  modifier,  provided  it  is  positive.  
Cultural  Details  
  Alignment:  Humans  tend  toward  no  particular  
alignment.  The  best  and  the  worst  are  found  
among  them.  
  Religion:  Humans  do  not  have  a  chief  racial  
deity  but  worship  (or  do  not)  as  they  choose.  
Some  humans  are  the  most  ardent  and  zealous  
adherents  of  a  given  faith,  while  others  are  the  
most  irreligious  people  around.  Pelor,  the  sun  
god,  has  the  most  followers  in  human  lands,  but  
he  can  claim  nothing  like  the  central  place  that  
the  dwarves  give  Moradin  or  the  elves  give  
Corellon  Larethian  in  their  respective  pantheons.    
  Language:  Humans  speak  Common.  They  
typically  learn  the  languages  of  other  peoples  
they  deal  with  as  well,  including  obscure  ones.  
Humans  are  fond  of  sprinkling  their  speech  with  
words  borrowed  from  other  tongues:  Orc  curses,  
Elvish  musical  expressions,  Dwarvish  military  
phrases,  and  so  on.  
  Names:  Human  names  vary  greatly.  Without  a  
unifying  pantheon  as  a  touchstone  for  their  

D&D  Next  Playtest   ©2013  Wizards   8  

Common questions

Powered by AI

Halflings in Dungeons & Dragons are distinguished by several cultural and biological characteristics that uniquely position them within the game's ecosystem. Biologically, they are small and nimble, with traits like the ability to reroll failed roll outcomes (Lucky) and avoiding being frightened (Fearless). These attributes make them exceptionally suited for stealth and evasion, fitting them into roles where agility and discretion are key. Culturally, halflings are depicted as affable and community-oriented, driven by curiosity and the bonds of family and friendship rather than ambition for wealth or power . Unlike the expansive histories and responsibilities of races like dwarves or elves, halfling adventures are often motivated by the call of exploration and friendship, making them reliable and loyal companions in adventuring parties. Strategically, they often fulfill roles as rogues or bards, leveraging their dexterity and cheerfulness to good effect, often avoiding direct confrontations in favor of clever tactics and teamwork .

Dwarves and elves in Dungeons & Dragons are distinct both in racial attributes and societal roles, shaping their interactions and gameplay styles. Dwarves are characterized by their resilience, strength, and intimate connection to the earth and metallurgy. Traits like Dwarven Resilience and Stonecunning make them formidable fighters and craftsmen, which is reflected in their roles as warriors and artisans . In contrast, elves excel in dexterity and magical proficiency, traits that facilitate roles as archers and spellcasters. Their Keen Senses and immunity to charm highlight their heightened awareness and magical resilience . Culturally, dwarves value clan identity and social hierarchy, making them community-oriented and tradition-bound, whereas elves, with their extended lifespans, often embrace freedom, exploration, and a connection to nature. These differences significantly impact gameplay, as dwarves are often involved in combat and crafting, while elves may focus on exploration and magic. This diversity in roles enriches the game by offering varied strategic and narrative opportunities.

Clan identity is central to a dwarf's lifestyle and decision-making, influencing everything from vocational choices to personal values. Dwarven society revolves around the concept of the clan, which serves as the primary social unit. A dwarf's social standing and identity are often tied to their clan, with clan affiliations providing a sense of belonging and purpose . The importance of clan means that even those dwarves who live far from their native kingdoms maintain strong familial and cultural ties, ensuring that their accomplishments bring honor to their family . Should a dwarf's actions disgrace the clan, they risk severe consequences, including the stripping of their name, which serves as both a personal and communal identifier . This strong clan loyalty encourages behaviors that uphold collective values such as craftsmanship, courage, and loyalty, directly impacting their lifestyle and the broader community.

The long lifespans and vivid memory of past glories profoundly influence both personal and collective goals among dwarves in Dungeons & Dragons. With lifespans reaching over 400 years, dwarves have a far-reaching perspective on history and legacy, impacting their desire to either reclaim past glories or create new ones . This deep historical consciousness drives them to pursue vengeance against ancient enemies and strive for excellence in their crafts, ensuring they honor their ancestors' achievements by upholding the clan’s reputation and status. On a personal level, individual dwarves seek to make contributions that will earn respect and admiration, often engaging in quests or ventures that demonstrate their commitment to tradition and excellence . These cultural imperatives foster an environment where personal and community achievements are interwoven, with each generation building upon the legacy of those that came before.

Dwarves possess specific racial traits that greatly enhance their effectiveness and underscore their cultural identity. Traits like Dwarven Resilience provide them with advantages on saving throws against poison and resistance to poison damage, making them robust in both battle and everyday life . Their ability to see in the dark, known as Darkvision, suits their underground lifestyle and preference for mountain homes . Additionally, their proficiency with traditional weapons like the battleaxe and warhammer reflects their martial culture and storied history of craftsmanship . These traits collectively highlight their tenacity, resilience, and a deep connection with their environment, all of which reinforce their identity as a stalwart and industrious people with a profound respect for tradition and strength.

Dwarves' preference for self-reliance and their aversion to boats have significant implications for their trade practices with other races in Dungeons & Dragons. Their self-reliant nature means that dwarves focus on mining and crafting, producing goods of exceptional quality and value, such as crafted items and mined metals from their mountain homes . However, their dislike of boats limits their direct involvement in trade across waterways, creating a reliance on other races like humans and halflings to transport and sell their goods along these routes . This arrangement necessitates that dwarves form trade partnerships and alliances with these races, ensuring access to broader markets. Consequently, while their self-reliance drives them to produce exceptional products, their cultural tendencies require them to foster inter-racial relationships to optimize trade and resource distribution.

The shared historical conflicts against common enemies like orcs, goblins, and gnolls have significantly influenced the dwarven perception of elves in Dungeons & Dragons. Despite fundamental cultural differences, dwarves and elves have formed alliances through numerous joint campaigns against these adversaries, which has fostered a grudging respect between the two races . These experiences of shared struggle and cooperation have served to bridge the gap of misunderstanding and distrust that might otherwise characterize their interactions. As a result, despite dwarves finding elves' art and subtlety unpredictable and fickle, the memories of fighting side-by-side have created a foundation of mutual respect and recognition of each other's strengths, which has been instrumental in maintaining peace and collaboration in the face of shared threats.

Dwarves and humans in Dungeons & Dragons have markedly different perspectives on trust and friendship due to their cultural and temporal differences. Dwarves, who live for centuries, view friendship as a long-term commitment that takes decades, if not centuries, to develop fully. They are generally slow to trust and cautious with strangers, often requiring significant time to build strong bonds . In contrast, humans, with their relatively short lifespans, form relationships more quickly and are more adaptable in social dynamics. This discrepancy can lead to role-playing opportunities where characters must navigate the delicate process of earning a dwarf's trust, reflecting patience and consistency . For human characters, this contrast might encourage awareness of their fleeting nature compared to the dwarves' more enduring but cautious approach, fostering role-playing scenarios centered around cross-cultural understanding and cooperation.

Dwarven cultural characteristics and societal structures deeply influence their interactions with other races. Known for their fierce independence and strong clan identities, dwarves highly value social standing and community, leading them to establish strong loyalties and traditions within their own culture. This internal cohesion sometimes translates to suspicion or a slow-building trust toward other races, as seen in their initial reactions to humans and elves, whom they find unpredictable . Despite this, dwarves are generous to those who earn their trust and often collaborate with races they respect, like elves, especially in common causes against shared enemies such as orcs and goblins . Dwarven mistrust of half-orcs is notable, yet they are fair-minded and allow individuals from any race to prove themselves, which can lead to friendships and positive relationships over time .

Dwarves are often motivated to take up adventuring by a variety of factors closely tied to their societal roles and personal values. Many dwarves embark on adventures for religious reasons, as acts of devotion to deities like Moradin, who demands his followers work for the betterment of their people . Others are driven by a love of excitement and discovery or a desire for wealth, especially valuable treasures that could enhance their clan’s prestige . Defeating formidable foes like giants or obtaining powerful magical artifacts are deeds that bring honor to their clan and community, resonating with dwarven values of bravery and skill . These motivations align with societal expectations for dwarves to be both capable warriors and shrewd craftsmen or traders, reinforcing their roles within their communities and the world at large.

You might also like