Human
Humans are the predominant race in Faerun, and they rule most of the significant empires and kingdoms in the Forgotten Realms. Humans may choose any class and excel in it.
- Advantages: One bonus Feat at first level, two extra Skill Points at first level, and +1 Skill Point every level thereafter.
- Disadvantages: None.
Favored Class: Whichever class has the highest level.
Aasimar
Aasimar carry the blood of a celestial being, the begotten offspring from the union of a mortal and a diety. Aasimar are usually good aligned and fight against evil in the world. They typically have fair skin, golden eyes, and often a birthmark in the shape of the deity's holy symbol. Aasimar are blessed with insight and personal magnetism and are typically paladins.
- Advantages: +2 to Wisdom, +2 to Charisma, Darkvision, Sunscorch 1/day, and +5 to Acid, Cold, Electrical Resistances.
- Disadvantages: Character level is considered 1 level higher when the experience for advancing levels is determined.
Favored Class: Paladin
Tiefling
The infernal counterpart to aasimar, Tieflings are human with a hint of the diabolical in their bloodline. Though their appearance is mostly human, they often have telltale signs that belie their ancestry. Tieflings usually have dusky skin and dark or reddish hair. Though many sport small horns, cat eyes, or other bizarre features, most tieflings try to hide their abnormalities from humans.
- Advantages: +2 to Intelligence, +2 to Dexterity, +2 to Bluff and Hide skill checks, Blindness 1/day, Darkvision, and +5 to Fire, Cold, Electrical Resistances.
- Disadvantages: A -2 to Charisma, and character level is considered 1 level higher when the experience for advancing levels is determined.
Favored Class: Rogue
Shield Dwarf
Shield Dwarves are short stocky humanoids with ruddy cheecks, dark eyes, and dark hair. Though there are exceptions, they tend to be a dour and taciturn people. Dwarves have a natural resistance to magic and poison and possess darkvision, which allows them to see objects in the dark.
- Advantages: +2 to Constitution, +2 to Search, +2 to Fortitude saves against poison, +2 to saves against spells, +1 to hit vs. orcs, goblins, and bugbears, +4 AC vs. giants, and darkvision.
- Disadvantages: -2 to Charisma.
Favored Class: Fighter
Gold Dwarf
In a time when the dwarven race is in sad decline, the Gold Dwarves of the Realms received a divine gift from Moradin, the Soul Forger. The father of the dwarven gods granted the Thunder Blessing upon his people, resulting in a slow growth of the gold dwarf population. Though its effects may not be felt for decades, gold dwarves are already starting to re-establish themselves in the Realms as shrewd traders and proud, if somewhat haughty, warriors.
- Advantages: +2 to Constitution, +2 to Search, +2 to Fortitude saves against poison, +2 to saves against spells, +1 to hit vs. drow, mind flayers, and driders, +4 AC vs. giants, and darkvision.
- Disadvantages: -2 to Dexterity.
Favored Class: Fighter
Duergar
Also known as Duergar, the Gray Dwarves of the Forgotten Realms live even deeper underground than their shield dwarf and gold dwarf cousins. The duergar share little in common with other dwarves and practice slavery in their monstrous subterranean cities. Often motivated by greed, and a thirst for power, duergar are known throughout the Realms as devious, effecient warriors. Duergar almost always have gray hair and skin.
- Advantages: +2 to Constitution, +2 to Search, +2 to Fortitude saves against poison, +2 to saves against spells, +4 AC vs. giants, and darkvision, can cast Invisibility 1/day, Immunity to Paralysis, +4 to Move Silently.
- Disadvantages: -4 to Charisma, and character level is considered 2 levels higher when the experience for advancing levels is determined, -2 to hit, damage, and saving throws when outside during the day.
Favored Class: Fighter
Moon Elf
Moon Elves tend to be shorter and slimmer than humans with delicate features. Elves are generally looked upon as being frivolous and aloof. Moon elves have a natural resistance to sleep magic, possess darkvision, and are skilled in the use of the bow and longsword.
- Advantages: +2 to Dexterity, +2 to Search, Immunity to Sleep, +2 to saves vs Enchantment magic, starts with the feats Martial Weapon: Large Sword and Martial Weapon: Bow, and darkvision.
- Disadvantages: -2 to Constitution.
Favored Class: Wizard
Drow
Dark elves, also known as Drow, are the subterranean cousins of high elves. Their black skin and pale hair are a curse for their allegience with the spider goddess, Lloth. Drow societies are usually ruled by cruel clerics of Lloth and their noble houses. Dark elves are known for their arrogance, cruelty, and penchant for civil war.
Special Abilities:
- Advantages: +2 to Dexterity, +2 to Intelligence, +2 to Charisma, +2 to Search, Spell Resistance of 11 + character level, +2 to all Will saves, Immunity to Sleep, +2 to saves vs Enchantment magic, starts with the feats Martial Weapon: Large Sword and Martial Weapon: Bow, darkvision, and Faerie Fire 3/day.
- Disadvantages: -2 to Constitution, and character level is considered 2 levels higher when the experience for advancing levels is determined, -1 to hit, damage, and saving throws when outside during the day.
Favored Class: Male - Wizard, Female - Cleric
Wild Elf
Wild Elves are rarely seen by others, because they live in the heart of thick forests and have incredible skill at remaining hidden. Also called green elves, their skin tends to be dark brown and their hair ranges from black to light brown, lightening to silvery white with age.
- Advantages: +2 to Dexterity, +2 to Search, Immunity to Sleep, starts with the feats Martial Weapon: Large Sword and Martial Weapon: Bow, and darkvision.
- Disadvantages: -2 to Intelligence.
Favored Class: Sorcerer
Gnome
Kin to dwarves, Gnomes are noticably smaller than their distant cousins. (Gnomes, as they proudly maintain, are also less rotund than dwarves.) Most have dark tan or brown skin, white hair, rather large noses and they can see in the dark with darkvision.
- Advantages: +2 to Constitution, +1 to hit vs. kobolds, goblins, hobgoblins, and bugbears, +4 AC vs. giant-sized creatures, and darkvision.
- Disadvantages: -2 to Strength.
Favored Class: Illusionist Specialist Wizard
Deep Gnome
Also know as svirfneblin, the Deep Gnomes of the Realms are a secretive, mysterious race. Found in the deepest caverns of the Underdark, the deep gnomes live in constant fear of slavery or destruction at the hands of the drow, mind flayers, and duergar. Deep gnomes are legendary for their ability to handle stone and gems. They have gray skin and gray or white hair.
- Advantages: +2 to Dexterity, +2 to Wisdom, +2 to Search, +2 to Hide (+4 when "Inside"), Spell Resistance of 11 + character level, +1 to hit vs. kobolds, goblins, hobgoblins, and bugbears, +4 miscellaneous bonus to AC, Mirror Image 1/day, Blur 1/day, Invisibility 1/day, non-detection, and darkvision.
- Disadvantages: -2 to Strength, -4 to Charisma, and character level is considered 3 levels higher when the experience for advancing levels is determined.
Favored Class: Illusionist Specialist Wizard
Lightfoot Halfling
Lightfoot Halflings are a short, generally plump people, much like small humans. Their faces are round and broad, and often quite florid. Their hair is typically curly, and the tops of their feet are covered with coarse hair.
- Advantages: +2 to Dexterity, +2 to Move Silently, +1 to all saving throws, +2 to saving throws vs. Fear, and a +1 to hit with thrown weapons.
- Disadvantages: -2 to Strength.
Favored Class: Rogue
Strongheart Halfling
While the lightfoot halflings value the experience of travel and the sight of new lands and people, Strongheart Halflings are a more organized, orderly, and industrious race. They build to last, and fiercely defend their homelands against threats that their lightfoot kin would simply flee.
- Advantages: +2 to Dexterity, +2 to Move Silently, bonus Feat at first level, +2 to saving throws vs. Fear, and a +1 to hit with thrown weapons.
- Disadvantages: -2 to Strength.
Favored Class: Rogue
Ghostwise Halfling
Ghostwise Halflings are the feral, reclusive cousins of lightfoot and strongheart halflings. They are found most often in the southern forests of the Realms living in small communities. Ghostwise halflings are rarely seen in large cities, but occasionally set out to explore the world for reasons known only to themselves. Visitors to ghostwise settlements often report that the halflings have a kinship so tight with their fellows that they can communicate without speaking.
- Advantages: +2 to Dexterity, +2 to Move Silently, Set Natural Snares 3/day, +2 to saving throws vs. Fear, and a +1 to hit with thrown weapons.
- Disadvantages: -2 to Strength.
Favored Class: Barbarian
Half-Elf
Half-Elves are a mix of human and elven blood. They are a handsome folk, combining the best of both races. A half-elf has the curiosity, inventiveness, and ambition of their human ancestors, and the refined sense, love of nature, and artistic tastes of their elven heritage.
- Advantages: +1 to Search, +2 to saves vs Enchantment magic, Immunity to Sleep spells, and darkvision.
- Disadvantages: None.
Favored Class: Whichever class has the highest level.
Half-Orc
Half-Orcs are born from the union of human and orc parents. They are as tall as humans, but a little heavier, due to their muscular builds. Their greenish pigmentation, sloping forehead, jutting jaw, prominant teeth and coarse body hair make their lineage plain for all to see. Half-orcs are also known for their great strength.
- Advantages: +2 to Strength and darkvision.
- Disadvantages: -2 to Intelligence and -2 to Charisma.
Favored Class: Barbarian