Character Races
Introduction
Player Character Races
After creating your character's ability scores, you must select a player character race. This chapter details the six standard fantasy species available for your character: human, elf, dwarf, gnome, half-elf, or halfling. Each race has unique powers and different class options.
Dwarf
Dwarves are short and stocky, averaging 4 to 4-½ feet tall with ruddy cheeks, dark eyes, and dark hair. They typically live for 350 years and are known for being dour, taciturn, strong, and brave. They have a love for precious metals, especially gold, and dislike the sea, preferring hilly or mountainous underground regions. They have resistance to magic and poisons and possess infravision up to 60 feet. Dwarves are skilled miners with the ability to detect various underground phenomena.
Ability Score Ranges
Ability | Min/Max |
---|---|
Strength | 8/18 |
Dexterity | 3/17 |
Constitution | 11/18 |
Intelligence | 3/18 |
Wisdom | 3/18 |
Charisma | 3/17 |
Racial Adjustments
- Constitution: +1
- Charisma: -1
Available Classes
Cleric, Fighter, Thief, Fighter/Cleric, Fighter/Thief
Languages
Common, Dwarf, Gnome, Goblin, Kobold, Orc, and any others your DM allows (limited by Intelligence or proficiency slots).
Special Abilities
- Bonus to saving throws against magical wands, staves, rods, and spells (+1 for every 3 ½ points of Constitution).
- Exceptional resistance to toxic substances (same bonus as against magical attacks).
- 20% chance to malfunction when using magical items not specifically suited to their class (except weapons, shields, armor, gauntlets, and girdles; this penalty does not apply to dwarven clerics using priest items).
- +1 to hit orcs, half-orcs, goblins, and hobgoblins in melee.
- Opponents subtract 4 from their attack rolls when attacking dwarves (ogres, trolls, ogre magi, giants, or titans).
- Infravision up to 60 feet.
- Skilled miners with abilities to detect grade/slope, new tunnels, shifting walls, stonework traps, and determine approximate depth underground.
Elf
Elves are shorter and slimmer than humans with finely chiseled features and melodic voices. They are quick and strong, often living over 1,200 years. They have an affinity for natural beauty, magic, and swordplay, and are generally aloof, preferring the company of their own kind. They have a 90% resistance to sleep and charm-related spells and possess infravision up to 60 feet. Elves are also adept at finding secret and concealed doors.
Ability Score Ranges
Ability | Min/Max |
---|---|
Strength | 3/18 |
Dexterity | 6/18 |
Constitution | 7/18 |
Intelligence | 8/18 |
Wisdom | 3/18 |
Charisma | 8/18 |
Racial Adjustments
- Dexterity: +1
- Constitution: -1
Available Classes
Cleric, Fighter, Wizard, Thief, Ranger, Fighter/Mage, Fighter/Thief, Fighter/Mage/Thief, Mage/Thief
Languages
Common, Elf, Gnome, Halfling, Goblin, Hobgoblin, Orc, and Gnoll (limited by Intelligence or proficiency slots).
Special Abilities
- 90% resistance to sleep and charm-related spells.
- +1 bonus to attack rolls when using bows (except crossbows) or short/long swords.
- Bonus to surprise opponents (-4 penalty to opponent's surprise die rolls) if not in metal armor and either alone, with only other elves or halflings (also not in metal armor), or 90 feet or more away from their party.
- Infravision up to 60 feet.
- One-in-six chance to notice a concealed door when passing within 10 feet.
- One-in-three chance to find a secret door and a one-in-two chance to discover a concealed door when actively searching.
Gnome
Gnomes are smaller than dwarves with dark tan or brown skin and white hair, living for about 350 years. They have a lively sense of humor and love living things and finely wrought items, especially gems. They prefer rolling, rocky, and wooded hills uninhabited by humans. Gnomes are highly magic resistant and possess infravision up to 60 feet. They are exceptional tunnelers with abilities to detect various underground conditions.
Ability Score Ranges
Ability | Min/Max |
---|---|
Strength | 6/18 |
Dexterity | 3/18 |
Constitution | 8/18 |
Intelligence | 6/18 |
Wisdom | 3/18 |
Charisma | 3/18 |
Racial Adjustments
- Intelligence: +1
- Wisdom: -1
Available Classes
Fighter, Thief, Cleric, Illusionist, Fighter/Thief, Illusionist/Thief, etc. (two classes only)
Languages
Common, Dwarf, Gnome, Halfling, Goblin, Kobold, and the simple common speech of burrowing mammals (limited by Intelligence or proficiency slots).
Special Abilities
- Bonus to saving throws against magical wands, staves, rods, and spells (+1 for every 3 ½ points of Constitution).
- 20% chance for failure when using any magical item except weapons, armor, shields, illusionist items, and thief items duplicating thieving abilities.
- +1 to attack rolls to hit kobolds or goblins in melee.
- Opponents subtract 4 from their attack rolls when attacking gnomes (gnolls, bugbears, ogres, trolls, ogre magi, giants, or titans).
- Infravision up to 60 feet.
- Exceptional tunneling abilities to detect grade/slope, unsafe walls/ceiling/floors, approximate depth, and approximate direction underground (requires one round of concentration).
Half-Elf
Half-elves are of mixed elven and human ancestry, typically resembling their elven parent but slightly taller and heavier, living around 160 years. They possess the curiosity and ambition of humans and the refined senses and love of nature of elves. They are versatile and can live in both elven and human communities, though they may face suspicion in less civilized areas. Half-elves have a 30% resistance to sleep and charm-related spells and possess infravision up to 60 feet. They are also skilled at finding secret and concealed doors.
Ability Score Ranges
Ability | Min/Max |
---|---|
Strength | 3/18 |
Dexterity | 6/18 |
Constitution | 6/18 |
Intelligence | 4/18 |
Wisdom | 3/18 |
Charisma | 3/18 |
Racial Adjustments
- No adjustments
Available Classes
Cleric, Druid, Fighter, Ranger, Mage, Specialist Wizard, Thief, Bard, Cleric/Fighter, Cleric/Fighter/Mage, Cleric/Ranger, Cleric/Mage, Fighter/Mage, Fighter/Thief, Fighter/Mage/Thief, Mage/Thief
Languages
Common, Elf, Gnome, Halfling, Goblin, Hobgoblin, Orc, and Gnoll (limited by Intelligence or proficiency slots).
Special Abilities
- 30% resistance to sleep and charm-related spells.
- Infravision up to 60 feet.
- One-in-six chance to notice a concealed door when passing within 10 feet.
- One-in-three chance to find a secret door and a one-in-two chance to discover a concealed door when actively searching.
Halfling
Halflings are short and plump, resembling small humans with round faces, curly hair, and hairy feet, typically living around 150 years. They are sturdy, industrious, quiet, and peaceful, preferring the comforts of home. They enjoy good living and have a natural talent with slings and thrown weapons. Halflings have a high resistance to magic and poisons and some have infravision.
Ability Score Ranges
Ability | Min/Max |
---|---|
Strength | 7/18* |
Dexterity | 7/18 |
Constitution | 10/18 |
Intelligence | 6/18 |
Wisdom | 3/17 |
Charisma | 3/18 |
Racial Adjustments
- Dexterity: +1
- Strength: -1
Available Classes
Cleric, Fighter, Thief, Fighter/Thief
Languages
Common, Halfling, Dwarf, Elf, Gnome, Goblin, and Orc (limited by Intelligence or proficiency slots).
Special Abilities
- High resistance to magical spells (+1 bonus on saving throws vs. wands, staves, rods, and spells for every 3 ½ points of Constitution).
- Similar resistance to poisons (same Constitution bonus on saving throws vs. poison).
- +1 bonus to attack rolls when using thrown weapons and slings.
- Bonus to surprise opponents (-4 penalty to opponent's surprise rolls) if not in metal armor and either alone, with only other halflings or elves, or 90 feet or more away from their party.
- 15% chance of infravision out to 60 feet (pure Stout lineage).
- 25% chance of limited infravision out to 30 feet (mixed Stout lineage).
- 75% accuracy in noting if a passage is an up or down grade (if pure or partially Stout).
- 50% accuracy in determining direction underground (if pure or partially Stout).
Notes
* Halfling fighters do not roll for exceptional Strength.
Human
Humans are treated as a single race in the AD&D game, encompassing all the varieties known on Earth. They are more social and tolerant than most other races.
Ability Score Ranges
Ability | Min/Max |
---|---|
All scores | No minimums or maximums |
Racial Adjustments
- No adjustments
Available Classes
Fighter, Paladin, Ranger, Mage, Illusionist, Cleric, Druid, Thief, Bard
Languages
Generally start knowing only their regional language, but may learn additional languages (up to their Intelligence score limit or proficiency slot limit).
Special Abilities
- Can be of any character class and rise to any level in any class.
Average Height and Weight
Race | Male Height | Female Height | Height Mod | Male Weight | Female Weight | Weight Mod |
---|---|---|---|---|---|---|
Dwarf | 43" | 41" | 1d10 | 130 lbs | 105 lbs | 4d10 |
Elf | 55" | 50" | 1d10 | 90 lbs | 70 lbs | 3d10 |
Gnome | 38" | 36" | 1d6 | 72 lbs | 68 lbs | 5d4 |
Half-elf | 60" | 58" | 2d6 | 110 lbs | 85 lbs | 3d12 |
Halfling | 32" | 30" | 2d8 | 52 lbs | 48 lbs | 5d4 |
Human | 60" | 59" | 2d10 | 140 lbs | 100 lbs | 6d10 |