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