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Races and Classes

Races & Classes

#D&D5e

Races

  • Dwarf:
    • Hill Dwarf: Stout and sturdy, Hill Dwarves are known for their endurance and resilience. They excel in craftsmanship and are often found in mountain strongholds and underground cities.
    • Mountain Dwarf: Mountain Dwarves are tough and battle-hardened, with a natural affinity for warfare and a strong sense of honor. They are renowned for their skill in smithing and mining.
  • Elf:
    • High Elf: High Elves are graceful and refined, with a deep connection to magic and the natural world. They are skilled in both arcane and martial arts, often dwelling in secluded forests or ancient cities.
    • Wood Elf: Wood Elves are nimble and quick, with a strong bond to nature and a keen sense of intuition. They are expert hunters and trackers, preferring to live in harmony with the wilderness.
    • Dark Elf (Drow): Dark Elves, or Drow, are mysterious and cunning, dwelling in the depths of the Underdark. They are skilled warriors and powerful spellcasters, often associated with deceit and intrigue.
  • Halfling:
    • Lightfoot Halfling: Lightfoot Halflings are cheerful and outgoing, with a talent for stealth and mischief. They value friendship and community, often living in rural villages or traveling as adventurers.
    • Stout Halfling: Stout Halflings are hearty and resilient, known for their courage and determination. They are skilled at resisting poison and disease, making them excellent adventurers and defenders of their homes.
  • Human: Humans are diverse and adaptable, with a wide range of cultures and backgrounds. They are ambitious and resourceful, often shaping the world around them through their actions and ambitions.
  • Dragonborn: Dragonborn are proud and noble, with a lineage traced back to the ancient dragons. They possess draconic ancestry and often exhibit traits such as scales, claws, and breath weapons. Dragonborn are known for their strength and honor, serving as warriors, diplomats, and leaders.
  • Gnome:
    • Forest Gnome: Forest Gnomes are curious and inventive, with a love for nature and a talent for illusion magic. They are often found in secluded woodlands, tinkering with gadgets and studying the secrets of the natural world.
    • Rock Gnome: Rock Gnomes are clever and resourceful, with a knack for engineering and craftsmanship. They are known for their ingenious inventions and love of puzzles, often living in bustling cities or underground workshops.
  • Half-Elf: Half-Elves are charismatic and adaptable, with a blend of human and elven traits. They often feel like outsiders in both human and elven societies, but their unique perspective allows them to bridge the gap between different cultures and forge connections with ease.
  • Half-Orc: Half-Orcs are strong and resilient, with a heritage that combines human and orc ancestry. They are often misunderstood and mistrusted, but their fierce loyalty and determination make them formidable allies and warriors.
  • Tiefling: Tieflings are descended from fiendish beings, with demonic or infernal bloodlines. They possess distinctive features such as horns, tails, and unusual skin tones, which often lead to prejudice and mistrust. Despite this, Tieflings are resourceful and resilient, with a natural affinity for magic and cunning.

Ability Modifiers

  • Dwarf:
    • Hill Dwarf: +2 Constitution, +1 Wisdom
    • Mountain Dwarf: +2 Constitution, +2 Strength
  • Elf:
    • High Elf: +2 Dexterity, +1 Intelligence
    • Wood Elf: +2 Dexterity, +1 Wisdom
    • Dark Elf (Drow): +2 Dexterity, +1 Charisma
  • Halfling:
    • Lightfoot Halfling: +2 Dexterity, +1 Charisma
    • Stout Halfling: +2 Dexterity, +1 Constitution
  • Human: +1 to all ability scores (Variant Human allows players to allocate +1 to two different ability scores of their choice)
  • Dragonborn: +2 Strength, +1 Charisma
  • Gnome:
    • Forest Gnome: +2 Intelligence, +1 Dexterity
    • Rock Gnome: +2 Intelligence, +1 Constitution
  • Half-Elf: +2 Charisma, and +1 to two other ability scores of the player's choice
  • Half-Orc: +2 Strength, +1 Constitution
  • Tiefling: +2 Charisma, +1 Intelligence

Classes

  • Barbarian: Barbarians are primal warriors who draw their strength from the fury of their ancestors or the wilds themselves. They are masters of melee combat, relying on brute force, resilience, and primal instincts to overwhelm their foes.
  • Bard: Bards are versatile performers and spellcasters who use their charisma and creativity to inspire allies, manipulate emotions, and wield powerful magic through music, storytelling, oratory, and other forms of artistic expression.
  • Cleric: Clerics are devout followers of gods or divine forces, gifted with divine magic and empowered to heal the sick, smite the undead, and protect their allies. They serve as intermediaries between the mortal world and the divine realms, spreading faith and carrying out the will of their deities.
  • Druid: Druids are mystical guardians of the natural world, attuned to the primal forces of nature and capable of shapeshifting, communing with animals, and wielding powerful elemental magic. They are fierce protectors of the wilderness and defenders of balance and harmony in the world.
  • Fighter: Fighters are skilled warriors and masters of combat, trained in a variety of fighting styles and armed with a wide array of weapons and armor. They excel in both melee and ranged combat, relying on discipline, tactics, and martial prowess to overcome their enemies.
  • Monk: Monks are disciplined martial artists and mystics who harness the power of ki to perform extraordinary feats of agility, speed, and strength. They are masters of unarmed combat, using their bodies as weapons and channels for their inner energy.
  • Paladin: Paladins are holy warriors and champions of righteousness, sworn to uphold justice, protect the innocent, and vanquish evil in the name of their gods or sacred oaths. They combine martial prowess with divine magic, serving as beacons of hope and virtue in a dark and dangerous world.
  • Ranger: Rangers are skilled hunters and trackers who roam the wilderness, protecting civilization from threats both natural and supernatural. They are experts in archery, survival, and stealth, with a deep connection to the land and its inhabitants.
  • Rogue: Rogues are cunning thieves, scoundrels, and assassins who excel in stealth, subterfuge, and guile. They are masters of deception, infiltration, and precision strikes, using their skills to outmaneuver opponents and exploit weaknesses.
  • Sorcerer: Sorcerers are innate spellcasters who draw their magic from within, wielding raw arcane power to shape reality and cast spells. They are born with a natural affinity for magic, often manifesting in unusual abilities, bloodlines, or origins.
  • Warlock: Warlocks are pact-bound spellcasters who form pacts with otherworldly patrons in exchange for magical power. They forge mystical bonds with entities from the Shadowfell, the Feywild, or even the depths of the Abyss, gaining access to eldritch invocations and dark spells.
  • Wizard: Wizards are scholarly spellcasters who study arcane magic and harness its power through rigorous study, experimentation, and mastery of ancient lore. They are experts in spellcasting, spellcraft, and arcane theory, wielding a vast repertoire of spells and magical knowledge.

HP Die for Class

  • Barbarian: d12
  • Bard: d8
  • Cleric: d8
  • Druid: d8
  • Fighter: d10
  • Monk: d8
  • Paladin: d10
  • Ranger: d10
  • Rogue: d8
  • Sorcerer: d6
  • Warlock: d8
  • Wizard: d6
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