Every single D&D race explained
Summary
TLDRThis script from a Dungeons & Dragons (D&D) video offers a comprehensive guide for new players creating their first character. It emphasizes the importance of choosing a race, which affects a character's physical traits and abilities. The video discusses various races, including dwarves, elves, half-elves, humans, halflings, gnomes, half-orcs, tieflings, and dragonborn, detailing their unique characteristics, abilities, and potential for role-playing. It also covers subraces, providing insights into their special abilities and how they can influence gameplay and character development, encouraging players to consider both mechanical benefits and personal connections to their characters.
Takeaways
- π² The video is aimed at new Dungeons & Dragons (D&D) players, particularly those creating their first character.
- π The two most important aspects to consider when creating a character are class and race, with race being the focus of this video.
- π Race in D&D defines physical attributes and innate abilities, such as pointy ears and height, but also includes more than just physical traits.
- π The three 'S's' - Size, Speed, and Specialty - are the key characteristics for each race, with size affecting combat positioning and speed influencing movement during turns.
- π§ββοΈ Dwarves are short, stocky, and medium-sized with special abilities like dark vision, constitution boost, and dwarven resilience against poison.
- π§ββοΈ Elves are similar in size to humans, have a long lifespan, and possess abilities like keen senses, resistance to charm, and immunity to magical sleep.
- π§ββοΈ Half-elves are hybrids with traits from both humans and elves, including average size, dark vision, charisma boost, and the ability to choose proficiency in two skills.
- π€ Humans are medium-sized with average movement speed and no dark vision, but they have a balanced attribute boost with plus one to all ability scores.
- π³ Halflings are small and cheerful, with a unique 'lucky' trait that allows them to reroll a roll of one, and they are adept at stealth and have a natural dexterity boost.
- π€ Gnomes are small, intelligent beings with dark vision, intelligence boost, and gnome cunning to resist certain types of magic, with subraces offering different abilities like communicating with small beasts or tinkering.
- π Dragonborn are humanoids with draconic ancestry, having above-average size, no dark vision, strength and charisma boosts, and unique breath weapons based on their dragon ancestry.
- π₯ Tieflings are infernal-human hybrids with unique appearances, charisma and intelligence boosts, resistance to fire damage, and the ability to cast infernal cantrips.
Q & A
What are the two most important things to consider when creating a character in D&D according to the script?
-The two most important things to consider when creating a character in D&D are the character's class, which defines what the character does, and the character's race, which provides certain physical and special attributes.
What are the three 'S's referred to in the script when discussing the characteristics of each race in D&D?
-The three 'S's referred to in the script are Size, Speed, and Specialty. Size determines how big the character is and their movement on a battle map. Speed determines how many feet the character can move per turn in combat. Specialty refers to the unique attributes each race has that differentiate them from others.
Why might a player choose to play a Dwarf character in D&D?
-A player might choose to play a Dwarf character in D&D because of their unique attributes such as dark vision, increased constitution, and dwarven resilience against poison, as well as the opportunity to play a character with a rugged and resilient nature or to break stereotypes by playing a Dwarf with a different role or personality.
What is the significance of the 'dark vision' ability in D&D and which races typically have it?
-Dark vision is significant in D&D as it allows characters to see in darkness as if it were dim light, which is very useful for dungeon delving. Races like Dwarves, Elves, Gnomes, and Half-Orcs typically have this ability.
What are the benefits of choosing an Elf character in D&D and what are their unique features?
-Elf characters in D&D benefit from a long lifespan, which allows for rich backstories, increased dexterity, keen senses, and resistance to magical charm and sleep. Unique features include the ability to learn cantrips and the potential for increased movement speed and stealth capabilities depending on the sub-race.
How does the 'lucky' racial feature for Halflings work in D&D and what does it mean for gameplay?
-The 'lucky' racial feature for Halflings in D&D allows them to reroll a roll of 1 on an attack roll, ability check, or saving throw, taking the higher result. This means that Halflings have a safety net against the worst possible outcomes in gameplay, making them more resilient.
What are the racial features of Gnomes in D&D and how do they reflect their intelligence and small size?
-Gnomes in D&D have racial features that reflect their intelligence and small size, such as dark vision, increased intelligence, and gnome cunning which provides resistance to certain types of magic. Subraces like Forest Gnomes and Rock Gnomes have additional features like increased dexterity and the ability to make or repair items.
What is the 'Relentless Endurance' racial feature of Half-Orcs and how can it impact gameplay?
-The 'Relentless Endurance' racial feature of Half-Orcs allows them to drop to 1 hit point instead of falling unconscious when their hit points reach zero, once per day. This can significantly impact gameplay by providing Half-Orcs with an extra round of action before needing to be healed or before they are defeated.
What are the unique aspects of Tieflings in D&D and how do they reflect their infernal bloodline?
-Tieflings in D&D have unique aspects such as hellish resistance to fire damage, infernal legacy which allows them to cast certain cantrips for atmospheric effects, and the ability to choose from a variety of infernal appearances. Their infernal bloodline is reflected in their appearance, resistance to fire, and their ability to perform infernal-themed cantrips.
How does the 'Draconic Ancestry' of Dragonborn in D&D affect their gameplay and what are the choices available to players?
-The 'Draconic Ancestry' of Dragonborn in D&D affects their gameplay by determining their breath weapon and resistance to specific types of damage based on the type of dragon they are descended from. Players can choose from 10 different types of dragons, each providing a unique breath weapon and damage resistance.
What is the significance of the 'Menacing' racial feature of Half-Orcs and how does it influence their interactions in D&D?
-The 'Menacing' racial feature of Half-Orcs makes them good at intimidating others, which can be used to influence interactions in D&D. It reflects their generally larger and more imposing size, giving them an advantage in social situations where intimidation is useful.
Outlines
π² Introduction to D&D Character Creation
This paragraph introduces the topic of creating a character in Dungeons and Dragons (D&D), emphasizing the importance of choosing a class and race. It humorously addresses the lifelong commitment to the game and the addiction it can cause. The speaker highlights the significance of race in defining a character's physical attributes and inherent abilities, such as pointy ears and height. The paragraph also introduces the concept of 'size, speed, and specialty' as key characteristics for each race, with size affecting combat positioning, speed determining movement per turn, and specialty encompassing unique abilities and attributes that set races apart. The speaker encourages new players to choose a race based on personal preference rather than optimization, to enhance the role-playing experience.
π° Dwarves: Resilience and Subraces
This section delves into the specifics of the Dwarf race in D&D, discussing their small stature, medium size classification, and the implications for movement speed in combat. Dwarves are characterized by their dark vision, ability score improvement to constitution, and their unique racial traits like Dwarven Resilience, which offers resistance to poison. The paragraph also covers the two subraces of Dwarves: Hill Dwarves, who are less rugged with a wisdom score boost and additional hit points, and Mountain Dwarves, who are more typical with increased strength and constitution scores. The speaker appreciates the diversity in Dwarf personalities and encourages breaking stereotypes.
π§ββοΈ Elves: Longevity and Subraces
The paragraph discusses the Elven race, noting their medium size, 30 ft movement speed, and dark vision. Elves are distinguished by their long lifespans, which can inspire creative backstories. They receive a dexterity boost, keen senses, and Fay ancestry, which grants resistance to charm and sleep spells. The speaker mentions the three Elven subraces: High Elves, known for their intelligence and innate magical abilities; Wood Elves, who excel in stealth and movement through forests; and Drow, who have superior dark vision but suffer from a sunlight disadvantage. The unique traits of each subrace are highlighted, emphasizing the role of player choice in character development.
π§ββοΈ Half-Elves: Versatility and Adaptability
This section focuses on Half-Elves, who are human-elf hybrids. They are described as having an identity crisis due to their mixed heritage, which can be an interesting aspect of their backstory. Half-Elves have a medium size, 30 ft movement speed, dark vision, and a charisma boost. They also receive a bonus to any two ability scores of the player's choice and the Fay ancestry trait. The speaker notes that Half-Elves are fan favorites due to their relatability and the 'fantasy edge' they provide, making them a good choice for new players.
π¨βπ¦° Humans: Versatility and Lack of Dark Vision
Humans in D&D are characterized by their medium size, 30 ft movement speed, and lack of dark vision, which is humorously acknowledged as a realistic touch. Humans are described as 'jack of all trades, master of none,' receiving a +1 bonus to all ability scores, totaling five points. The speaker suggests that playing a human can be a unique choice due to their rarity among players and the opportunity to explore a 'truly fantastical race.'
πΆ Halflings: Luck and Subraces
Halflings are portrayed as the 'silly little guys' of D&D, with a small size, 25 ft movement speed, and the ability to move through smaller spaces. They lack dark vision but have a significant racial trait called 'lucky,' which allows them to reroll a natural 1 on any roll. The paragraph introduces the two Halfling subraces: Lightfoot Halflings, who have a wanderlust nature and a charisma boost, and Stout Halflings, who share poison resistance with dwarves and a constitution boost. The speaker appreciates the potential for humor and creativity in playing a Halfling.
π§ββοΈ Gnomes: Intelligence and Subraces
Gnomes are highlighted for their small size, intelligence, and enthusiasm for life. They have a small size, 25 ft movement speed, and dark vision. Gnomes receive a significant boost to their intelligence score and the 'gnome cunning' trait, which provides resistance to certain types of magic. The two gnome subraces are discussed: Forest Gnomes, who have a dexterity boost and can communicate with small beasts, and Rock Gnomes, who have a constitution boost and the 'tinker' trait, allowing them to create various clockwork items. The speaker finds the gnome subraces to have distinct personalities, offering rich character options.
πΎ Half-Orcs: Menacing and Resilience
Half-Orcs are described as having a diverse appearance and behavior due to their mixed heritage. They are medium-sized with 30 ft movement speed and dark vision. Half-Orcs receive a strength and constitution boost, the 'menacing' trait, which aids in intimidation, and 'savage attacks,' which increase critical hit damage. A standout feature is 'relentless endurance,' allowing them to survive a would-be fatal blow with a single hit point. The speaker admires Half-Orcs for their bad-assery and the flexibility in character creation they offer.
π₯ Tieflings: Infernal Heritage and Racial Abilities
Tieflings are depicted as having infernal bloodlines, with unique physical features like horns and resistance to fire damage. They lack a homeland and are often marginalized in society, leading to a reliance on their charisma and intelligence. Tieflings receive a charisma and intelligence boost, medium size, 30 ft movement speed, and dark vision. Their 'infernal legacy' allows them to cast 'thurify,' a cantrip with various magical effects. The speaker is a fan of Tieflings for their cool appearance and the creative potential in their backstory.
π Dragonborn: Draconic Ancestry and Unique Abilities
Dragonborn are humanoid dragon hybrids, characterized by their imposing size, strength, and charisma. They have a medium size, 30 ft movement speed, but no dark vision. A key feature of Dragonborn is the choice of draconic ancestry, which determines their breath weapon and resistance to specific types of damage. There are ten dragon types to choose from, each with unique attributes. The speaker finds Dragonborn to be the most unique and customizable race in D&D, suitable for players seeking a distinctive character.
Mindmap
Keywords
π‘Dungeons & Dragons (D&D)
π‘Race
π‘Size
π‘Speed
π‘Specialty
π‘Ability Score Improvement
π‘Subrace
π‘Half-Elf
π‘Halfling
π‘Gnome
π‘Half-Orc
π‘Tiefling
π‘Dragonborn
Highlights
Introduction to character creation in Dungeons and Dragons (D&D), emphasizing the lifelong impact of choosing your first character.
Explanation of the importance of choosing your character's class and race, with a focus on the latter for this video.
Description of 'race' in D&D, including physical attributes like pointy ears and height, and going beyond mere appearances.
Introduction of the 'three S's: Size, Speed, and Specialty, as key characteristics for each race in D&D.
Discussion on the combat implications of 'Size' and its effect on movement during gameplay.
Clarification on 'Speed' and its significance in determining movement per turn in combat.
Emphasis on 'Specialty' as the most impactful characteristic on a character's abilities and attributes.
Recommendation to choose a race based on aesthetics or narrative appeal rather than optimization for new players.
Overview of the Dwarf race, including their small stature, mountainous lifestyle, and typical professions.
Dwarves' racial abilities such as Darkvision, ability score improvement to Constitution, and Dwarven Resilience against poison.
Introduction of Dwarf subraces: Hill Dwarf and Mountain Dwarf, with distinct abilities and characteristics.
Elves described as long-lived, beautiful, and medium-sized with Darkvision and several unique abilities.
Elven abilities including Keen senses, Fey ancestry for magical resistance, and the benefits of high elf, wood elf, and drow subraces.
Half-elves as a blend of human and elf, with the potential for an identity crisis and unique racial abilities.
Human race described as versatile with a balanced set of ability score improvements and no specific niche.
Halflings characterized by their small size, luck ability, and subraces that offer stealth and resistance to poison.
Gnomes detailed as intelligent and small with dark vision, gnome cunning, and subraces that offer unique abilities like communicating with beasts or tinkering.
Half-orcs as a hybrid race with menacing presence, savage attacks, and relentless endurance as key abilities.
Tieflings presented as infernal-blooded humanoids with unique racial traits like hellish resistance and infernal legacy.
Dragonborn as dragon-human hybrids with unique racial abilities, breath weapons, and resistance based on draconic ancestry.
Closing remarks encouraging character creation and exploration of the different races in D&D.
Transcripts
I am a human don't believe me watch this
I can't see anything cuz it's dark and I
don't have dark vision if you're new to
D and D and just getting into creating
your first character then first of all
welcome if you're anything like me this
is the start of a lifelong crippling
addiction that will Define your
personality for decades the two most
important things to choose when making
your first character are of course your
class which defines what your character
does I have a whole video about classes
right somewhere on it's somewhere on the
screen but we don't care about class
right now cuz we're worried about race
race defines if you have pointy ears and
are tall or if you have pointy ears and
are short or if you don't have pointy
ears at
all unfortunately there's more to each
race than just the pointiness of their
ears so in this video we're going to
break down every part of each of the
races in the players handbook and
hopefully by the time this video is over
you'll be ready to commit to one of
these races for your character and then
have them be your lifelong partner or
you know just some character you play
with in a one shot and then make a
million other characters whichever you
want to go with the most important
characteristics for each race are the
three s's or as I like to call
them those are size speed and Specialty
size is a category that just means how
big your character is it's most
important in combat when you're taking
up tiles on a battle map characters who
are considered small take up one tile
but can squeeze past bigger characters
characters who are medium take up one
tile and can't squeeze past and then you
have things like large and huge which
take up multiple tiles but none of the
races we're talking about today go to
large or huge so we're just worried
about small and medium speed is also
something that is mostly important in
combat it determines how many feet you
can move per turn but the most important
part of each race is what I call their
specialty each race comes with a few
special attributes that differentiate
them from the other races every race has
what's called an ability score
Improvement which adds a few points to
one of the ability scores those being
strength dexterity Charisma Constitution
intelligence and wisdom and then
typically each race gets a few more
special attributes that help them out in
certain situations or make them more
resilient in certain situations but
we'll get to each of those the specialty
is definitely what is going to have the
biggest impact on your character but I
would highly recommend just picking
whatever race sounds the coolest or
looks the coolest to you I wouldn't go
for optimizing on your first character
unless that's how you want to play
you'll have a lot better of a time at
the table if you feel like you can
connect with the character you've
created and race goes a long way to
doing that that sounds a little nerdy
but we are talking about DND so it's it
gets pretty nerdy dwarves are short
little buggers who have been around for
quite a while cuz they can live up to
400 years sometimes even more in typical
fantasy like Lord of the Rings which is
a huge inspiration for D and D races as
you'll see as we go through all of them
dwarves are mountain people usually like
miners or Warriors or any other rugged
profession that they can possibly be
they're also known for talking like this
oh God I can't do a Scottish accent this
is probably a good time to say that
there's a lot of things in the player's
handbook and in other source material
that tells you how a certain race acts
but you should feel completely free to
ignore that it's a useful jumping off
point for making your character to know
the typical behaviors of a race but a
race is made up of people and people are
different from one another so if you
want to make a dwarf who's not rugged
and is more like a magic user Druid
who's really in tune with nature go for
it dude freaking do it it's a fantasy
game what's stopping you but what is an
objective truth about dwarves is that
they're small but they're not classified
as small despite being short dwarves are
very stocky they're very rounded out and
for that reason D and D classifies them
as a medium which means they're not
going to be squeezing around other
creatures on a battle map despite this
dwarves only get 20 5 ft of movement
speed per turn or five tiles the average
is 30 ft but smaller characters usually
get 25 because of their small legs so
dwarves unfortunately are not considered
small and still get lower movement speed
so sorry guys that's that's a tough draw
for them but now we get to the good
stuff the Specialties first of all
dwarves get dark vision which means they
can see up to 60 ft in dim light and
they can see in darkness as if it was
dim light so it's a really useful
ability to have when dungeon delving and
it's one that luckily almost every
single race has unfortunately we as
humans do not have that even in DND D
but we'll get to it as for their ability
scores dwarves get plus two to their
constitution because you know they're so
rugged and resilient and this means they
have things like more hit points and are
able to stay concentrated on spells or
are just less likely to be affected by
poison actually that brings me to the
next special ability they have dwar dwar
resilience Dwarven resilience literally
means they are less likely to be
affected by poisons and if they do take
damage from poison that damage is cut in
half so dwarves are really built around
this idea that they are strong and
resilient but this is not where it ends
with dwarves because dwarves are one of
a few races that have a subrace that you
need to pick when you make your
character the first subrace is the hill
dwarf which is the less rugged version
of a dwarf they get a plus one to their
wisdom score and they get one hit point
per level they level up which can be
pretty useful the other subrace is the
mountain dwarf which is the much more
stereotypical dwarf the rugged resilient
Lord of the Rings gimly dwarf that you
know from typical fantasy these guys get
a plus two to their strength score in
addition to the plus two in their
constitution they already got so these
people are ready to rumble in melee
combat if that's the direction you want
to take them overall dwarves are cool I
think they're pretty neat and I
especially like to see stereotype
breaking dwarves because dwarves get a
lot of personality and I think that
that's cool this must be the 2023
Oscar's best actor category where
they're announcing Austin Butler's movie
in which he played the titular role
because we're talking about
elves Elvis D and D elves much like
dwarves are pretty close to the tolken
style elf they're about the same size as
humans but they are described as being
hauntingly beautiful so feel free to
make an ugly elf the player handbook
also says that they like jewelry so one
of the defining characteristics of elves
in D and D is that they live for a super
long time by far the most of any race
they can live as much as 700 years and
sometimes more they're not Immortal but
they're pretty close to it relative to
other races what I like about that
lifespan is it leaves a lot of room for
creativity in your character's backstory
there's a lot of time for them to have
had defining moments or time to have
learned combat Styles or magic it's just
it it gives you a lot of creative
freedom unsurprisingly elves are
classified as medium and can move 30 ft
and they also get dark vision as you'll
soon come to see this is basically the
standard package as far as those
categories go 30 ft movement medium size
dark vision the like so many races are
that elves get quite a few Specialties
but let's start with the ability score
elves get a plus two to their dexterity
score because they're so damn graceful
dexterity helps you fight with finesse
weapons like rapers and also helps you
shoot things like bows and other ranged
weapons so basically if you're trying to
make a legalist character D and D has
you covered with elves they're ready to
shoot bows elves get something called
Keen senses which just means they're
really good at perception checks and
they also get Fay ancestry which means
they're less likely to be magically
Charmed and they cannot be put to sleep
by Magic which is a very Danger ous
condition to be put in and also means
you're going to have way fewer turns in
combat where you're not doing anything
so good for you elves and just like
dwarves we've got subraces the first is
the high elf which is basically the hoyy
toyy mightier than thou elf that you see
in a lot of other fantasy they're really
really intelligent and almost every
single member of the highelf society has
been trained in some form of magic so
even if you're a barbarian highelf which
you totally can be you're going to learn
what's called a canant trip cantrips are
spells that you can cast whenever you
want without using any other resource
than your action it's a really useful
thing to have in your back pocket no
matter what you're playing so it's cool
that these guys get it High Elves also
get plus one to their intelligence score
because you know they're so damn smart
wood elves have mastered the forests
that they've grown up in and are able to
move around them and hide within them
with complete ease wood elves get a plus
one to their wisdom score and also get
plus five 5T of movement speed so
instead of moving 30 ft per turn they
can move 35 ft per turn which is
surprisingly useful they're also able to
stealth a little bit easier than other
races but stealth is a little bit of a
confusing thing and I could make an
entire video just on that so for now
just know that they're able to stealth
easier and they get more movement speed
which is the cool part anyway and
finally we have the Dr the Dr are elves
that are from a place called the underd
dark the underd dark is known for being
and also being dark and also being very
spooky it's a really cool place and if a
campaign ever takes you there be
prepared but it's also going to be a lot
of fun since the Dr are from the underd
dark they have darker skin typically and
they also get Superior dark vision which
means they can see twice as far in
darkness as any other race with dark
vision the Dr will also learn a can trip
at level one much like the highelf but
will continue to learn canant trips as
they level up which is super cool but
there's a reason for this and that's
because the Dr are the only race with a
debuff they actually have a negative
effect when they're in the sunlight if
you're a Dr in the sun trying to make an
attack or do any sort of ability check
that requires your sight you're going to
have disadvantage which means you're
much less likely to succeed at whatever
you're doing this seems bad and I mean
like it is but it's also so cool to have
this kind of flavor with a race and
again no other race has something like
this and I'm I'm a huge fan of it and
that's all there is to say about elves h
i only there was some sort of Elf that
was not quite fully
elf half elf half elves are human elf
hybrids and I know what you're thinking
oh are there human hybrids of every
other
race nope the player's handbook
describes half elves as being viewed as
elves by humans and as humans by elves
which means they have a lot of times an
identity crisis and I think that's a
really cool part of your backstory that
you can incorporate
or you could ignore it altogether again
it's your story do what you want half
elves are also great for people who kind
of want to be a human but want a little
bit of a fantasy Edge to it boom half
elves they're basically the same size
and traits as humans but they have
pointy ears and a bit of Elven ancestry
half elves of course are classified as
medium with 30 ft of movement speed and
you guessed it dark vision but they also
get plus two to their Charisma score and
+ one to any two scores you want which
is really cool they also share the Fay
ancestry trait that I mentioned with
elves just a little bit earlier on and
they can gain Proficiency in any two
skills of their choice if you want to
know what those skills are look up a
list of the skills there's quite a few
of
them maybe I'll make a video about them
someday in my experience half elves are
a fan favorite race I think because
they're the easiest race to relate to
while still having a bit of a fantasy
twist to them and for that reason it's
not a bad starter pick if that's what
you want to go with humans are um well
they're they're humans there's a good
chance that if you're watching this
you're a human unless you're showing
this video to your cat in which case
meow humans are of course medium and
have of course 30 ft of movement speed
but humans do not have dark vision I
can't see in the dark so that's actually
just realistic good job good job D and D
you did it you made it realistic I'll be
honest not having dark vision isn't the
end of the world you can just take a c
trip that casts light or grab a torch
the worst part of not having dark vision
is actually just everyone else in your
party who probably does have dark vision
bullying you because you're blind humans
are kind of the good at everything
Master at nothing of DnD as far as races
go because instead of getting plus two
to any ability score they get plus one
to every single ability score this is
pretty cool because that's five total
points added to your ability scores
whereas other races just get two or or
three so it's pretty decent but I'm
pretty sure that's to compensate for the
fact that the humans don't really do
anything else they're just they're just
kind of humans I do want to add that if
you're feeling iffy about playing a
human because you're like oh I'm playing
a fantasy game why would I be a human in
my experience humans are one of the
rarest races that my characters play
like no one wants to be a human so if
you want to be a truly Fantastical race
feel free to be a human I've talked a
lot about how much inspiration DN D took
from Lord of the Rings and that is no
more evident than in the halfling
because these guys used to be called
Hobbits and then tolken the token estate
was like
no don't do that when you read the
players's handbook about halflings they
really are the silly little guys of DnD
but they don't have to just be that
however if you're thinking about playing
a silly little guy a halfling might be a
good pick for you the player handbook
also describes them as appearing
relatively harmless for that reason Reon
a halfling barbarian is really really
fun because of their short legs
halflings can only move 25t much like
the dwarf but unlike the dwarf they
actually are considered small so you can
squeeze around your taller allies in
combat and it's great for that reason I
love that unfortunately halflings don't
get dark vision but to compensate they
get plus two to the dexterity and one of
the single best racial features in DND D
which is called lucky lucky means that
whenever you do an attack roll or an
ability check or a saving throw if you
roll a one you can roll the die and take
the higher result that basically means
that whenever you're rolling a D20 as a
halfling if you roll a one it didn't
happen roll it again if you roll another
one that's unfortunate but I mean this
is just so good it really makes these
silly little guys so much more but wait
there's more there are sub braces for
halflings two to be exact the first is
the Lightfoot halfling which is really
the Bilbo baggin of halfing Lings they
are described as having a huge sense of
wonder lust and use their Charisma and
stealthing abilities to Traverse the
world for that reason they get a plus
one to the Charisma score and are able
to stealth behind any NPC or character
that is larger than them the second sub
race is the Stout halfling which has a
lot more in common with dwarves in that
they have that same poison resistance
and they get a plus one to their
constitution scores whichever you pick
you get
lucky wait no that sounds wrong while
we're talking about silly little guy
let's move on to gnomes who are
definitely little but definitely very
smart and don't have to be silly but the
player's handbook does describe them as
having an enthusiasm for living that is
completely evident in everything they do
so that's neat but I will say that if
you have play balers Gate 3 then you
know that not all gnomes are these happy
go-lucky little people some of them are
terrorists gnomes have the same small
size and 25 ft movement speed as
halflings but they do get dark vision
and also to emphasize just how smart
they are they get a plus two to their
intelligence score gnomes also get gnome
cunning which is something that just
means they're less likely to be affected
by wisdom intelligence or Charisma based
magic and as you may have guessed there
are two subraces with gnomes the first
of these is the forest gnome which are
gnomes that you know were raised in the
forest forest gnomes get a plus one to
the dexterity I assume because they've
been bobbing and weaving through the
trees all their life and they're also
able to communic with small beasts
through the use of hand gestures and
noises which I'm pretty sure means that
you can talk to a bird by just making
bird calls and doing doing this I'm
pretty sure Forest gnomes are also able
to use the minor illusion can trip which
can help distract enemies and it
basically just makes a mirage up here
Rock gnomes are the much more Hardy and
inventive type of gnome they get a plus
one to their constitution score and are
also really good at tracing the history
of magic items and other mysterious
objects Rock gnomes also get What's
called the Tinker trait which lets them
use a set of tools called Tinker tools
to make Clockwork items these Clockwork
items can be a Clockwork toy that moves
around and makes a little bit of noise
can be really useful to serve it the
distraction you can make a fire starter
so you're able to light fires easier or
you can make a music box that plays a
song if you want I guess these two sub
races are cool cuz they're very
different from one another and have a
lot of personality to them so I think
it's a cool thing to pick out when you
decide to make your character if you go
with gnome but enough with the small
people let's get back to big people
specifically the half Ork the half or
along with the half elf are the only
hybrid braces in D and D fifth edition
but I will say there are more coming in
a future Edition half work's appearances
and behaviors vary wildly from half
workk to half workk and that's because
they have that human ancestry and the
orcish ancestry if they grew up with
Orcs then they're much more likely to be
tribal and to be mired in scars which
are signs of Honor in orcus tribes but
if they grew up in human society they
might be like any other human they could
be very intelligent Librarians or they
could still be you know a little bit
brutish from the underbelly of society
it all depends where they grew up so
there's a lot of stuff you can do with
half works it's basically a clean pallet
for you to work with you just have you
look really cool you look like an orc
but you can talk like any other person
it's great I love half Works half Works
get the standard set of being medium can
move 30 ft and of course have dark
vision but because of their generally
larger size they do get a plus two to
their strength and a plus one to their
constitution scores in addition to that
half orks get what's called menacing
which makes them really good at
intimidating people which feels a little
bit you know a little bit mean they
don't have to be so so menacing and they
also get Savage attacks which just means
you do even more damage on a critical
hit than you already do but by far my
favorite part of half works is their
relentless endurance Relentless
endurance just means that once per day
when your hit points drops to zero when
you normally fall unconscious you can
actually fall to one hit point instead
it's really useful for getting an extra
action in combat before you go
unconscious or healing so you can avoid
it entirely and it can be really a make
or break in a lot of situations so with
menacing Savage attacks and Relentless
endurance it really drives home just how
badass half ORS are I'm a huge fan but
if we're going to talk about races that
I'm truly a huge fan of we're going to
talk about my favorite race the tling
you might be wondering why they're my
favorite race is it because they have a
lot of special features or some crazy
high movement speed or anything no
they're pretty average it's because they
look so damn cool they've got horns
teelings are humanoids with an infernal
bloodline which basically you can see as
being human demon hybrids this means
they can have skin colors r in from Deep
Purple to a bright red to blue even they
get the cool horns and you can make the
horns look however you want you can have
them curl or you can have them be like
small or you can have them be broken off
like what happened why is your horn
broken T Lings are also one of the only
races that doesn't have a Homeland they
tend to live among humans and can be in
whatever part of society with humans but
in D and D lore they're typically
relegated to the fringes of society
because of how they look that might not
be true in your world or in your DM's
world but in D and D lore that is how
they're treated because of this though
they have learned how to subsist
basically on their personalities and
their smarts for this reason they get
plus two to their Charisma score and
plus one to their intelligence score
teelings get the standard set medium
size 30 ft movement speed and dark
vision but the racial features they get
is what really makes them feel like
they're from an infernal hell the first
thing they get is called hellish
resistance which means they take half
damage from fire damage which just makes
sense if you're supposed to be from the
underworld T flings also get something
called infernal Legacy which lets them
cast thury as a cantrip thury is awesome
it lets you have a bunch of magical
effects happen you can make your eyes
glow when you're talking to someone or
make your voice boom three times louder
or make flames rise or change color it
can really help add to the atmosphere of
an interaction you're having with an NPC
if you're really trying to like
intimidate them or convince them that
there's like a poltergeist going on it
leaves a lot of room for RP I love it
infernal Legacy will give you more
cantrips as you level up but at level
one you get thury and that's what we're
going to focus on for now I think T
Lings just have so much room for
creativity because of their backstory at
least in the classic D and D lore but
also they just look so cool so if you
play a tling you have my support and
last but certainly not least we have the
most exotic of the DN races the dragon
born if you've played Skyrim then this
is not that dragon born this is a
different dragon born entirely these
dragon born are Dragon humanoid hybrids
they basically look like dragons who are
walking on their hind legs they're also
generally taller and heavier than humans
so they can be pretty damn imposing
because of this imposing size dragon
born get a plus two to their strength
score but they also get a plus one to
their Charisma score I assume because
they can be pretty intimidating which is
a charisma skill they do get the
standard set of 30 ft movement and
medium size but they don't get dark
vision which I think is weird but I
guess they didn't want to make humans
the only race with no dark vision the
coolest part about dragon born is unlike
other races where you don't choose a
subrace or there's only a couple of sub
rces to choose from with dragon born you
choose what kind of dragon you're
descended from there are 10 different
dragons to choose from and they have
different attributes based on what you
choose your draconic ancestry will
change two things the first being your
breath weapon every dragon born gets a
breath weapon if you choose to be
descended from a Red Dragon for example
you'll spew out fire damage like a very
stereotypical Dragon but if you choose
to be descended from a white dragon
you'll spit out this icy breath that
does cold damage and on the other side
of that coin your draconic ancestry
grants you resistance to that damage so
red dragons are resistant to fire damage
white resistance to cold there's a whole
table in the player's handbook that
defines all this and also tells you
exactly the size of your breath weapon
dragon born in my opinion are easily the
most unique of all the races in the
player's handbook I mean they're the
only one that doesn't look strictly
humanoid in some way for that reason
they're also the one I've seen played
the least I think because you kind of
want to be able to relate to your
character a little bit and it could be
maybe a little hard to relate to like a
lizard person but if you're trying to
play something that's out there and
really cool and extremely customized
ible I think dragon born are a good pick
my light just turned off well that's
probably a sign that I've talked for too
long but that is all the races in DD
which one is your favorite which one are
you going to play if you're like me
you'll just start making characters and
eventually have made a character for
each of them but I'm gonna go
um I'm gonna go to sleep now
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