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