You are on page 1of 5

Forgotten Realms Racial Traits for Beyond Jewelspar

Dwarves
Gold Dwarves: Gold dwarves have all the dwarven racial traits given in the Player's Handbook except as follows:
+2 Constitution, -2 Dexterity: Gold dwarves are stout and tough, but not as quick or agile as other races, +1 racial bonus on attack rolls against aberrations: Gold dwarves are trained in special combat techniques against the many bizarre creatures that live in the Underdark. (This replaces the attack bonus against ores and goblinoids.) Automatic Languages: Dwarven, Common, home region. Bonus Languages: Giant, Gnome, Goblin, Shaaran, Terran, Untheric.

Gray Dwarves: Gray dwarves have all the dwarven racial traits given in the Player's Handbook except as follows:
+2 Constitution, -4 Charisma. Duergar are extremely withdrawn and guarded. Darkvision up to 120 feet. Immune to paralysis, phantasms, and magic or alchemical poisons (but not normal poisons). Duergar acquired immunity to some illusions and many toxic substances during their servitude to mind flayers, +4 racial bonus on Move Silently checks. Gray dwarves excel in stealthy movement. +1 racial bonus on Listen and Spot checks. Spell-Like Abilities: 1/dayenlarge and invisibility as a wizard twice the duergar's level (minimum 3rd level). These affect only the duergar and whatever it carries. Light Sensitivity: Duergar suffer a -1 circumstance penalty to attack rolls, saves, and checks in bright sunlight or within the radius of a daylight spell. Automatic Languages: Dwarven, Undercommon, home region. Bonus Languages: Common, Draconic, Giant, Goblin, Ore, Terran. Level Adjustment +1: Duergar arc more powerful and gain levels more slowly than most of the other common races of Faerun. See the Powerful Races sidebar for more information.

Shield Dwarves: Shield dwarves have all the dwarven racial traits given in the Player's Handbook except as
follows: Automatic Languages: Dwarven, Common, home region. Bonus Languages: Chondathan, Draconic, Giant, Goblin, Illuskan

Elves
Drow: Drow have all the elven racial traits given in the Player's Handbook except as follows:
+2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma. The drow have ruthlessly selected for agility, intelligence, and force of personality over generations . Spell-Like Abilities: 1/daydancing lights, darkness, and faerie fire. These abilities are as the spells cast by a sorcerer of the drow's character level. Darkvision up to 120 feet. This replaces elven low-light vision. Proficient with either rapier or shortsword; proficient with hand crossbow and light crossbow. This replaces the standard elven weapon proficiencies. Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. In addition, drow suffer a -1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light, Spell resistance of 11 + character level, +2 racial bonus on Will saves against spells and spell-like abilities. Automatic Languages: Elven, Undercommon, home region. Bonus Languages: Abyssal, Common, Draconic, Drow Sign Language, Goblin, Illuskan; Level Adjustment +2: Drow are more powerful and gain levels more slowly than most of the other common races of Faerun. See the Powerful Races sidebar for more information.

Moon Elves: Moon elves have all the elven racial traits given in the Player's Handbook except as follows:
Automatic Languages: Elven, Common, home region. Bonus Languages: Auran, Chondathan, Gnoll, Gnome, Halfling, Illuskan, Sylvan.

Sun Elves: Sun elves have all the elven racial traits given in the Player's Handbook except as follows,
+2 Intelligence, -2 Constitution, Sun elves value study and contemplation over the feats of agility learned by most other elves. Automatic Languages: Elven, Common, home region. Bonus Languages: Auran, Celestial, Chondathan, Gnome, Halfling, Illuskan, Sylvan.

Wild Elves: Wild Elves have all the elven racial traits given in the Player's Handbook except as follows:
+2 Dexterity, -2 Intelligence. Wild elves are hardier than other elves, but favor physical action and feats of athleticism instead of learning to solve problems. Automatic Languages: Elven, Common, home region. Bonus Languages: Gnoll, Illuskan, Orc, Sylvan, Tashalan.

Wood Elves: Wood Elves have all the elven racial traits given in the Player's Handbook except as follows:
+2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence, -2 Charisma. Wood elves are strong but slight, and tend to be less cerebral and intuitive than other elves. Automatic Languages: Elven, Common, home region. Bonus Languages: Chondathan, Draconic, Gnome, Goblin, Gnoll, Sylvan.

Gnomes
Deep Gnomes: Deep Gnomes have all the Gnome racial traits given in the Player's Handbook except as follows:
-2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma. Quick and perceptive, svirfneblin are suspicious and retiring to an extreme. Darkvision up to 120 feet. This replaces gnome low-light vision. Spell-Like Abilities: 1/dayblindness, blur, and change self. These abilities are as the spells cast by a wizard of the svirfneblin's character level (save DC 10 + spell level) This ability replaces the gnome ability to cast the 0-level spells dancing lights, ghost sound, and prestidigitation. Stonecunning: Like dwarves, svirfneblin receive a +1 racial bonus on checks to notice unusual stonework. Something that isn't stone but that is disguised as stone also counts as unusual stonework, A deep gnome who merely conies within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. Nondetection (Su): Svirfneblin have a continuous nondetection supernatural ability as the spell cast by a wizard of their character level. Spell resistance of 11 + character level. +4 dodge bonus against all creatures (no special bonus against giants), +2 racial bonus on all saving throws. +2 racial bonus on Hide checks, which improves to +4 in darkened areas underground. Automatic Languages: Gnome, Undercommon, home region. Bonus Languages: Common, Draconic, Dwarven, Elven, Illuskan, Terran. Level Adjustment +2: Svirfneblin are more powerful and gain levels more slowly than most of the other common races of Faerun.

Rock Gnomes: Deep Gnomes have all the Gnome racial traits given in the Player's Handbook except as follows:
Automatic Languages; Gnome, Common, home region. Bonus Languages: Chondathan, Draconic, Dwarven, Goblin, Illuskan, Sylvan, Terran,

Half Races
Half-Elves: Racial Abilities: Half-elves have all the half-elven racial traits given in the Player's Handbook except as
follows: Automatic Languages: Elven, Common, home region. Bonus Languages: Any (except secret languages, such as Druidic).

Half-Orcs: Racial Abilities: Half-orcs have all the half-orc racial traits given in the Player's Handbook except as
follows: Automatic Languages: Orc, Common, home region. Bonus Languages: Damaran, Giant, Gnoll, Goblin, Illuskan, Undercommon.

Halflings
Ghostwise Halflings: Ghostwise halflings have all the halfling racial traits given in the Player's Handbook
except as follows: Speak without Sound (Su) A ghostwise halfling, unlike other halftings, can communicate telepathically with any creature within 10 feet, just as if speaking to him or her. The halfling can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails. Ghostwise halflings do not receive the standard halfling +1 racial bonus on all saving throws. They simply are not as lucky as their lightfoot cousins. Automatic Languages: Halfling, Common, home region. Bonus Languages: Chondathan, Elven, Gnoll, Shaaran, Sylvan.

Lightfoot Halflings: Lightfoot halflings are the standard halflings found in the Player's Handbook. They have all
the halfling racial traits given in Chapter 2 of the Player's Handbook except as follows: Automatic Languages: Halfling, Common, home region. Bonus Languages: Chessentan, Chondathan, Damaran, Dwarven, Elven, Illuskan, Goblin.

Strongheart Halflings: Strongheart halflings have all the halfling racial traits given in Chapter 2 of the Player's
Handbook except as follows: Strongheart halflings gain one extra feat at 1st level, because they have a strong drive to compete and many opportunities to practice their skills. Strongheart halflings do not receive the halfling racial +1 bonus on all saving throws. They have not experienced the same kind of adversity that the lightfoot halflings have survived. Automatic Languages: Halfling, Common, home region. Bonus Languages: Dwarven, Gnoll, Goblin, Halruaan, Shaaran.

Humans
Humans: Humans must pick a home region from the list Forgotten Realms Campaign Setting. Human characters,
regardless of region, have all the human racial traits given in the Player's Handbook except as follows: Automatic Languages: Common, home region. Bonus Languages: Any (other than secret languages, such as Druidic).

Planetouched
Aasimar: Aasimar have the following traits:
+2 Wisdom, +2 Charisma: Aasimar are blessed with insight and personal magnetism. Medium-size. Aasimar base speed is 30 feet. Acid, cold, and electricity resistance 5. Light (Sp): Aasimar can use light once per day as cast by a sorcerer of their character level. +2 racial bonus on Listen and Spot checks. Darkvision up to 60 feet, Outsider: Aasimar are native outsiders. Automatic Languages: Common, home region. Bonus Languages: Any (except secret languages, such as Druidic). Level Adjustment +1: Aasimar art slightly more powerful and gain levels more slowly than most of the other common races of Faerun.

Tiefling: Tieflings have the following racial traits:


+2 Dexterity, +2 Intelligence, -2 Charisma: Tieflings are gifted with heightened reflexes and cunning, but tend to disturb people with whom they interact. Medium-size. Tiefling base speed is 30 feet. Cold, fire, and electricity resistance 5. Darkness (Sp): Tieflings can use darkness once per day as cast by a sorcerer of their character level. +2 racial bonus on Bluff and Hide checks. Darkvision up to 60 feet. Outsider: Tieflings are native outsiders. Automatic Languages: Common, home region. Bonus Languages: Any (except secret languages, such as Druidic). Level Adjustment +1: Tieflings are slightly more powerful and gain levels more slowly than most of the other common races of Faerun.

You might also like