Character Races

## AARAKOCRA

Sequestered in high mountains atop tall trees, the Aarakocra, sometimes called birdfolk, evoke fear and wonder. Many Aarakocra aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the Elemental Plane of Air.

Aarakocra usually reach adulthood around 18 years of age and can live up to 40 years.

Racial Bonuses
 Swiftness
 Innate Intellect
 Fragility
 Feathered
 Flight

## DROW

Drow are first and foremost a type of elf often called a Dark Elf, which means they have all the stereotypical elven features but darker. Drow tend to be tall and lithe, and almost supernaturally beautiful. Even a Drow down on their luck will pull off their rags with grace and dignity.

Drow usually reach adulthood around 110 years of age and can live up to 350 years.

Racial Bonuses
 Swiftness
 Cave Dweller
 Stubborn

## DWARVES

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of Goblins and Orcs—these common threads unite all Dwarves.

Dwarves usually reach adulthood around 40 years of age and can live up to 250 years.

Racial Bonuses
 Strong Arm
 Sturdy 2
 Tinkering 2

## ELVES

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

Elves usually reach adulthood around 110 years of age and can live up to 350 years.

Racial Bonuses
 Swiftness
 Subtlety

## GNOLLS

Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.

Gnoll usually reach adulthood around 18 years of age and can live up to 40 years.

Racial Bonuses
 Strong Arm
 Dull Mind
 Thick Fur
 Insulated Fur
 Climbing Claws

## GNOMES

A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.

Gnome usually reach adulthood around 40 years of age and can live up to 500 years.

Racial Bonuses
 Master Tinkerer

## HOBGOBLINS

Hobgoblins are large goblinoids with dark orange or red-orange skin. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except skill and cunning in battle.

Hobgoblins usually reach adulthood around 20 years of age and can live up to 70 years.

Racial Bonuses
 Militaristic
 Encumbered
 Combat Training
 Conditioning

## HUMANS

An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

Humans usually reach adulthood around 20 years of age and can live up to 80 years.

Racial Bonuses
 Second Wind
 Sturdy
 Fleet Footed
 Deep Breath
 Tireless

## LIZARDFOLK

Lizardfolk are primitive reptilian humanoids that lurk in swamps and jungles. Fiercely territorial, they kill when it is expedient and do whatever it takes to survive. Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.

Lizardfolk usually reach adulthood around 14 years of age and can live up to 60 years.

Racial Bonuses
 Basker
 Water Retention
 Scaled
 Adaptive camouflage

## MERFOLK

Traditionally the fish tail only replaces the legs, however many modern day depictions show the tail starting at the waist. Merfolk are associated with perilous events such as floods, storms, shipwrecks, and drownings. In other folklore traditions they can be benevolent or beneficent, bestowing boons or falling in love with humans. They are commonly depicted as being highly attractive with long flowing hair and are often associated with the Sirens.

Merfolk usually reach adulthood around 18 years of age and can live up to 70 years.

Racial Bonuses
 Sturdy
 Quick Dry
 Fish Food
 Flippers
 Buoyant
 Gilled
 Benthic Vision
 Fish Oil

## ORCS

Orcs are savage humanoids with stooped postures, piggish faces, and prominent teeth that resemble tusks. They gather in tribes that satisfy their bloodlust by slaying any humanoids that stand against them.

Orcs usually reach adulthood around 18 years of age and can live up to 40 years.

Racial Bonuses
 Rage
 Unflinching
 Iceborn
 Strength of the Ancients

## SUNMO

Sunmo are a fusion of human and monkey traits. This relation is evident in their fur, tails, fangs and other traits. However, their intelligence, larger size, and more bipedal posture suggest some closeness to humanity. Sunmo are slightly smaller than humans, but are sill medium. They usually have more defined muscles than monkeys, though they are still rather slender, keeping a very athletic appearance.

Sunmo usually reach adulthood around 18 years of age and can live up to 40 years.

Racial Bonuses
 Tinkering 2
 Clumsy Swimmer
 Apes Together Strong
 Furry

## TABAXI

Tabaxi were taller than most humans at six to seven feet. Their bodies were slender and covered in spotted or striped fur. Like most felines, Tabaxi had long tails and retractable claws. Tabaxi fur color ranged from light yellow to brownish red. Tabaxi eyes were slit-pupiled and usually green or yellow.

Tabaxi usually reach adulthood around 20 years of age and can live up to 80 years.

Racial Bonuses
 Agility
 Feline Swiftness
 Soft Fur
 Climbing Claws

## TIEFLINGS

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the Tiefling. And to twist the knife, Tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.

Tieflings usually reach adulthood around 20 years of age and can live up to 150 years.

Racial Bonuses
 Agility
 Innate Intellect
 Clumsy Swimmer
 Hellborn

## URSA

The Ursa were said to have come into being, long ago, when a long forgotten people cried out to the gods with full faith and desire, asking to be given the form of the bears that they venerated, weaving a spell of great potency alongside their prayers. Whether it was the effects of the magic, or the gods truly did answer the prayer is irrelevant. All that matters is that this people were indeed transformed into beings neither bear nor human, but something in between and entirely new.

Ursa usually reach adulthood around 18 years of age and can live up to 60 years.

Racial Bonuses
 Primal Strength
 Massive
 Hibernal Layers
 Climbing Claws