--Dwarf When determining ability scores, Dwarves start with a 14 in Constitution, a 12 in Wisdom, and an 8 in Charisma. All other scores begin at 10. Size: Medium Base Speed: 25 feet (5 squares) Vision: Darkvision, 60 feet Special Abilities: Dwarven Resilience: You have advantage on all saving throws against poison, and have resistance to poison damage. Dwarven Stability: You have advantage in any contest where someone/thing attempts to knock you down or otherwise move you against your will. Dwarven Endurance: Your speed is never reduced by armor or encumbrance. --Elf When determining ability scores, Elves start with a 14 in Dexterity, a 12 in Intelligence, and an 8 in Constitution. All other scores begin at 10. Size: Medium Base Speed: 35 feet (6 squares) Vision: Low-Light Vision Special Abilities: Fey Ancestry: You have advantage on all saving throws against being charmed, and are immune to sleep effects. Keen senses: You have advantage on all ability checks to see or hear things. Light of Foot: You have advantage on all ability checks made to balance. Trance: You do not need to sleep. Instead, you meditate deeply for four hours a day, performing restorative mental exercises learned through years of practice. Resting in this way counts as a [LONG REST] long rest. While in trance you do not suffer the -10 penalty to hear things as if asleep. --Goblin When determining ability scores, Goblin characters start with a 16 in Dexterity, a 12 in Constitution, and an 8 in Strength and Charisma. All other scores begin at 10. Size: Small Base Speed: 30 feet (6 squares) Vision: Darkvision, 60 feet Special Abilities: Sneaky: You have advantage on all ability checks to hide or move silently. Scavenger Heritage: You can eat things that would make others sick, and have advantage on any saving throw that would result in the nauseated or sickend conditions. Additionally, you have advantage on any ability check to forage for food and water, and may make such checks in a city or other urban environment. --Half-Elf When determining ability scores, Half-Elves start with a 10 in all scores and may spend an additional 4 points on ability increases. Size: Medium Base Speed: 30 feet (6 squares) Vision: Low-Light Vision Special Abilities: Mixed Heritage: Half-Elves qualify as both Elves and Humans in regards to any effect or ability. Fey Ancestry: You have advantage on all saving throws against being charmed or put to sleep. Keen senses: You have advantage on all ability checks to see or hear things. Light sleeper: You do not suffer the normal -10 penalty to hear things while sleeping. --Half-Orc When determining ability scores, Half-Orcs start with a 12 in Strength, a 10 in all other scores, and may spend an additional 2 points on ability increases. Size: Medium Base Speed: 30 feet (6 squares) Vision: Darkvision, 60 feet Special Abilities: Mixed Heritage: Half-Orcs qualify as both Orcs and Humans in regards to effect or ability. Orcish Snout: You gain [SCENT] Scent as an extraordinary ability. Orcish Ferocity: You gain [DIE HARD] Die Hard as a bonus feat. --Halfling When determining ability scores, Halflings start with a 14 in Dexterity, a 12 in Charisma, and an 8 in Strength. All other scores begin at 10. Size: Small Base Speed: 20 feet (4 squares) Vision: Normal Special Abilities: Brave: You have advantage on all saving throws against fear effects. Lucky: Once per short rest, you may reroll any natural 1 rolled on a d20. Sure-Footed: You have advantage on all ability checks that could result in falling (such as climbing, jumping, etc.). Halfling Nimblness: You can move through the square of any creature that is one size larger than you without initiating a contest. --Human When determining ability scores, Humans start with a 11 in all scores and may spend an additional 4 points on ability increases. Size: Medium Base Speed: 30 feet (6 squares) Vision: Normal Special Abilities: Varied background: You gain training in an additional [SKILLS] skill. Human Ingenuity: Once per short rest, you may apply your skill die to any d20 roll. --Lizardfolk When determining ability scores, Lizardfolk start with a 14 in Strength, a 12 in Constitution, and an 8 in Intelligence. All other scores begin at 10. Size: Medium Base Speed: 30 feet (6 squares) Vision: Darkvision, 60 feet Special Abilities: Aquatic Heritage: You have advantage on all swim checks, and you can hold your breath under water for a number of rounds equal to 4 times your Constitution score before risking drowning. Draconic Heritage: You have three natural attacks - two claw attacks that deal 1d4 slashing damage, and a bite that deals 1d4 piercing damage. These attacks have the power or finesse descriptor (your choice).