Races of the Realms
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Shield Dwarf (male) | Gold Dwarf (male) | Gray Dwarf (male) | Moon Elf (male) | Moon Elf (female) | Sun Elf (female) | Sea Elf, Serôsian (female) | Rock Gnome (male) | Forest Gnome (male) | Halfling (male) | Halfling (female) |
Common Racial Abilities Table
Ability | Human | Dwarf | Elf | Gnome | Half-Elf | Halfling |
Shield | Gold | Gray | Moon | Sun | Dark | Sea | Winged | Rock | Deep | Forest | Moon | Drow | Sea | Winged | Hairfoot | Stout | Tallfellow | Mixed |
Movement, Land | 12 | 6 | 6 | 6 | 12 | 12 | 12/15 | 9 | 9 | 6 | 6 | 6 | 12 | 12 | 12 | 12 | 6 | 6 | 6 | 6 |
Movement, Flying | | | | | | | | | 18 (C) | | | | | | | 18 (C)* | | | | |
Movement, Swimming | 2 (E) | 1 (E) | 1 (E) | 1 (E) | 2 (E) | 2 (E) | 2 (E) | 15 (C) | 2 (E) | 1 (E) | 1 (E) | 1 (E) | 2 (E) | 2 (E) | 10 (C) | 2 (E) | 1 (E) | 1 (E) | 1 (E) | 1 (E) |
Movement, Swimming (miles/day) | 6 | 4 | 4 | 4 | 6 | 6 | 6 | 18 | 6 | 4 | 4 | 4 | 6 | 6 | 24 | 6 | 6 | 6 | 6 | 6 |
Maximum Depth (feet) | 300 | 600 | 600 | 600 | 300 | 300 | 300 | 600 | 300 | 300 | 300 | 300 | 300 | 300 | 700 | 300 | 300 | 300 | 300 | 300 |
Size Class | M | M | M | M | M | M | M | M | M | S | S | S | M | M | M | M | S | S | M | S |
Detect Noise | 15% | 15% | 15% | 15% | 20% | 20% | 20% | 20% | 20% | 25% | 25% | 25% | 15% | 15% | 15% | 15% | 15% | 15% | 15% | 15% |
Con Saving Throw Bonuses vs. Poison | | O | O | O | | | | | | | | | | | | | O | O | O | O |
Con Saving Throw Bonuses vs. Magic | | O | O | O | | | | | | O | O | O | | | | | O | O | O | O |
Magical Item Malfunction | | 20% | 20% | 20% | | | | | | 20% | 20% | 20% | | | | | | | | |
Resistance to Sleep, Charm | | | | | 90% | 90% | 90% | 90% | 90% | | | | 30% | 30% | 30% | 30% | | | | |
Surprise Bonus (Surprising Opponents) | | | | -2 | -4 | -4 | -4 | -4 | -4 | | -6 | -4 | | | | | -4 | -4 | -4 | -4 |
Reaction Bonus (Avoiding Surprise) | | | | +2 | | | +2 | | Fl +2 | | +2 | | | | | | | | | |
Infravision | | 60' | 60' | 120' | 60' | 60' | 120' | | 60' | 60' | 120' | 60' | 60' | 60' | | 60' | | 60' | | 30' |
Ultravision | | | | | | | | | | | 30' | | | | | | | | | |
Aquavision | | | | | | | | 180' | | | | | | | 90' | | | | | |
Detect Grade or Slope in Passage | | 5/6 | 5/6 | 5/6 | | | | | | 5/6 | 5/6 | | | | | | | 3/4 | | 3/4 |
Detect New Tunnel/Passage Construction | | 5/6 | 5/6 | 5/6 | | | 5/6 | | | | | | | | | | | | | |
Detect Sliding/Shifting Walls or Rooms | | 4/6 | 4/6 | 4/6 | | | 4/6 | | | | | | | | | | | | | |
Detect Stonework Traps, Pits, Deadfalls | | 3/6 | 3/6 | 3/6 | | | 3/6 | | | | | | | | | | | | | |
Determine App. Depth Underground | | 3/6 | 3/6 | 3/6 | | | 3/6 | | | 4/6 | 4/6 | | | | | | | 3/6 | | 3/6 |
Detect Unsafe Walls, Ceiling, and Floors | | | | | | | | | | 7/10 | 7/10 | | | | | | | | | |
Determine App. Direction Underground | | | | | | | | | | 3/6 | 3/6 | | | | | | | | | |
Notice Concealed Door | | | | | 1/6 | 1/6 | 1/6 | 1/6 | 1/6 | | | | 1/6 | 1/6 | 1/6 | 1/6 | | | 1/6 | |
Find Concealed Door | | | | | 3/6 | 3/6 | 3/6 | 3/6 | 3/6 | | | | 3/6 | 3/6 | 3/6 | 3/6 | | | | |
Find Secret Door | | | | | 2/6 | 2/6 | 2/6 | 2/6 | 2/6 | | | | 2/6 | 2/6 | 2/6 | 2/6 | | | | |
*Gliding only
Constitution Saving Throw Bonuses
Constitution | Saving Throw Bonus |
8-10 | +2 |
11-13 | +3 |
14-17 | +4 |
18-19 | +5 |
Magical Item Malfunction
Magical item malfunction only applies to items not specifically suited to the
PC's character class. This hindrance can actually be a benefit, however, as if
a malfunctioned magical item is cursed, the PC recognizes its cursed nature and
can dispose of the item without suffering any negative consequences.
Surprise Bonuses
Surprise bonuses only come into play if the PC with the bonus is not wearing
metal armor and is alone or with only others with similar bonuses (or at least 90'
away from those without this bonus). If the PC has to open a door or screen to
attack, the surprise bonus is reduced to half.
Additional Special Abilities by Subrace
Dwarves
Shield Dwarves
- +1 attack vs. orcs, half-orcs, goblins, hobgoblins
- Identify natural ores unerringly
- 75% undetectable in front of granite at old age (300+ years) because of grayed complexion
Gold Dwarves
- +1 attack vs. orcs, half-orcs, goblins, hobgoblins
- Evaluate fair market price of worked metals and gems within 10%
- Detect forgeries, flaws, and counterfeits with 95% success
Gold dwarves are extremely rich, and begin with great wealth, but tend to use it on
riches and luxuries.
Gray Dwarves (Duergar)
- Immunity to illusions/phantasms, paralyzation, non-natural poisons
- Double the normal chance for psionic wild talents (only gray dwarves may begin with psionic powers)
- Special class: Psionicist (most gray dwarves multi-class as psionicists; the devotions of expansion, reduction, molecular agitation, and invisibility are popular with gray dwarves)
Bright light causes the following effects: Dexterity -2, attack -2, opponent saving throws
+2, no surprise bonuses, vision limited to 30'. If only the opponent is in bright light,
the effects are lessened to: attack -1, opponent saving throws +1 only.
Wild Dwarves (Jungle Dwarves)
- +1 save vs. poison
- -1 hp damage/die from insect swarm and heat attacks
- Unerringly find groundwater in jungle regions
Arctic Dwarves (Innugaakalikurit)
- Ability Min/Max: 14/18 3/16 13/18 3/18 3/18 3/14
- STR +1, CON +1, DEX -1, CHA -1
- +2 attack with eyklaks (a type of bow)
- Immunity to cold (including magical cold and white dragon breath)
- Can only be fighters (U), rangers (8), and thieves (8)
Elves
Moon/Sun Elves
- +1 attack with bows, long/short swords
Dark Elves (Drow)
- +2 bonus to saving throws vs. magic
- Two weapons at once without penalty
- Spell-like powers:
- dancing lights, faerie fire, darkness, 5' radius once/day
- 4th-level: detect magic, know alignment, levitate once/day
- 4th-level (priests only): clairvoyance, detect lie, suggestion, dispel magic once/day
- Magic resistance of 50% + 2%/level above 1st (however, this fades at 10% per day spent on the
surface, and can only be regained upon return to the Underdark for at least one day per week spent
aboveground).
Bright light causes the following effects: Dexterity -2, attack -2, opponent saving throws
+2, no surprise bonuses, vision limited to 30'. If only the opponent is in bright light,
the effects are lessened to: attack -1, opponent saving throws +1 only.
Sea Elves
- +1 attack with spears, tridents
- Special class: Dukar (Lorekeeper or Peacekeeper) dualist wizard class.
Sea elves can survive on the surface, but each ability score falls by 1 point for every day after the first 2. Immersion in fresh water stops the process (returns to day 1) but does not heal it; immersion in salt water heals all within 15 rounds (a heal spell has the same effect in an instant).
(Note that there are various spells (priest and wizard) that can make surface sojourns much easier.)
Winged Elves (Avariel)
- +1 attack with bola, lassos, broad/long/short swords
- -2 attack with bows from the air
- Eyesight as eyes of the eagle (vision 100 times greater than normal)
- Winged elves can not fly when hp is less than 50%, but can glide; they plummet if their hp is 25% or less. As their wings are flammable, spells of fire are greatly feared by winged elves.
- Winged elves are claustrophobic; in closed spaces, they make a Wisdom check once/day, starting after 1-4 hours. Failure results in temporary insanity (roll 1d6: 1-2 (attacks all around her), 3-4 (curls into a ball), 5-6 (tries to escape by any means)); this lasts until the winged elf reaches open air.
- Winged elves prefer weapons made of heavy glass, which are available to them. These shatter on a natural attack roll of 1 50% of the time.
Lythari
- Movement 18, AC 6
- Lycanthropic: change into wolf form at will (bite for 2d4 damage), but transformations do not include clothing
- Affected only by silver or enchanted weapons (or by monsters with 4+1 HD or more)
- Surprise bonus -2 at night
- Saving throws vs. illusions/phantasms +1 bonus/level
- Lythari never wear armor
Almost all lythari are fighters.
Gnomes
Rock Gnomes
- +1 attack vs. kobolds, goblins
- -4 AC vs. gnolls, bugbears, ogres, trolls, ogre magi, giants, titans
- Rock gnomes may purchase firearms and smoke powder, as well as take proficiencies to learn
to make firearms.
Deep Gnomes (Svirfneblin)
- +1 attack vs. drow, kuo-toa
- +2 bonus to saving throws vs. poison, +3 bonus to all other saving throws
- Immunity to illusions/phantasms
- 60% camouflage against natural rock
- Permanent non-detection effect
- Spell-like powers:
- blindness, blur, change self once/day
- 6th-level (non-illusionist): summon earth elemental once/day (50% success, roll 1d20)
- 1: 24 HD Earth Elemental
- 2-6: 16 HD Earth Elemental
- 7-10: 12 HD Earth Elemental
- 11-15: 8 HD Earth Elemental
- 16-18: Xorn
- 19-20: Summoning fails, may not be attempted again that day
- Bright light causes the following effects: attack -1, vision limited to 30'.
- Magic resistance of 20% + 5%/level above 3rd (however, this fades at 10% per day spent on the
surface, and can only be regained upon return to the Underdark for at least one day per week spent
aboveground).
Forest Gnomes
- +1 attack vs. orcs, lizard men, troglodytes, those who attack the forest
- -4 AC vs. M- or L-sized creatures
- Pass without trace through woodlands
- 90% hide in woodlands
Half-elves
Half-dark-elves
- Half-dark-elves are affected by bright light as dark elves
Half-sea-elves
- half-sea-elves can breathe water (as well as air)
- Special class: Dukar (Lorekeeper or Peacekeeper) dualist wizard class.
Half-winged-elves
- Half-winged-elves can glide, but cannot fly.
Halflings
- +1 attack with slings, thrown weapons
- 90% hide in woodlands
15% of halflings are pure Stout, while 25% of halflings are of mixed (Stout/Tallfellow or Stout/Hairfoot) lineage.
Halflings of Luiren have pointed ears; this is a recessive trait, however, and if either of two halfling parents do not
have this trait, their children will not inherit it.