Dnd main 4 races





Stat: +1 to two

Average size: 5 to 6 ft.

Speed: 30 ft.

Stat: Dexterity +2

Average size: 3 ft, 40 pounds

Speed: 25 ft.

Stat: Dexterity +2

Average size: 5 to 6 ft., slender

Speed: 30 ft.

Stat: Constudion +2

Average size: 4 to 5 ft., 150 pounds

Speed: 25 ft., armor don´t reduce 

Humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

Languages: Common and one extra language of your choice (  typically learns languages of other peoples they deal with including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Elf, Halfling and Dwarf

The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.

Lucky: When you roll a 1 on an attack roll, ability check, saving throw. You can reroll the dice and must use the new roll.

Brave: advantage on saving throws against being frightened

Halfling Nimbleness: You can move through space of any creature that is of a size larger than yours

Languages: Common and Halfling ( isn’t secret language, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Oral tradition however is very strong. )

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.


Keen senses: proficiency in perception 

Fey Ancestry: advantage 0n saving throws
against being charmed and magic can’t put you to sleep

Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After
resting this way, you gain same benefit that of 8 hours of sleep

Languages: Common and Elvish ( fluid, with subtle intonations and intricate grammar. literature is rich and varied,
their songs and poems are famous among other race.

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.


Dwarven Resilienee: advantage on saving
throws against poison and resistance against poison damage

Stoneeunning: Whenever you make an Intelligence/History check related to the origin of stonework, you are considered proficient in the History skill and add
double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages: Common and Owarvish ( full of hard consonants and guttural sounds, and those characteristics spill over into
whatever other language a dwarf might speak )


Weapons: battleaxe, handaxe, throwing hammer, warhammer

1 of those tools: smith’s tooIs, brewer’s
supplies, or mason’s tools.