The 18 Races

Race is chosen at character creation, and changeable later only with a Potion of Rebirth from the Diamond Mall. Each sets a modifier on all five attributes, applied over a base of 10. Green is a bonus, red a penalty.

At a Glance

RaceSTRDEXINTVITLUKArchetype
Human+1+1+1+1+1Versatile generalist
Elf0+6+6−40Frail spellcaster/archer
Dwarf+4−30+50Stout warrior/miner
Orc+70−5+30Brutal muscle
Halfling−4+500+5Nimble and lucky
Gnome−40+60+3Brilliant tinkerer
Dragonborn+5−30+40Draconic might
Tiefling00+6−4+4Infernal cunning
Hexblood0+3+70−5Witch-marked savant
Undead0−4+2+70Deathless endurance
Lupin+4+5−300Wolf-blooded hunter
Faerie−4+200+7Fey fortune
Goblin0+6−40+3Scrappy survivor
Duergar+50+50−4Deep-forged smith
Kobold−4+5+400Cunning trap-maker
Tortle+2−40+80Living fortress
Tabaxi0+70−3+2Cat-quick wanderer
Aasimar+4−4+3+30Celestial knight — the born Paladin
Net totals
Human nets +5 across all five attributes with no downside anywhere. Every other race nets +5 to +8 but concentrates its bonus in one or two attributes at the cost of a debuff elsewhere — pick a specialist race to lean hard into one build, or Human to keep every attribute usable.

Race Compendium

Human

Adaptable and balanced in every discipline. No great specialty, no dead attribute either.

STR+1DEX+1INT+1VIT+1LUK+1

Plays well as: Any class

Elf

Graceful spellcasters and archers, but frail of body.

DEX+6INT+6VIT−4

Plays well as: Mage Necromancer Ranger

Dwarf

Stout miners and warriors, slow of foot.

STR+4VIT+5DEX−3

Plays well as: Warrior Paladin

Orc

Brutal muscle bought at the cost of cunning.

STR+7VIT+3INT−5

Plays well as: Warrior Paladin

Halfling

Nimble and fortunate, but lacking in raw power.

DEX+5LUK+5STR−4

Plays well as: Rogue Ranger

Gnome

Brilliant tinkerers and alchemists, physically weak.

INT+6LUK+3STR−4

Plays well as: Mage Necromancer

Dragonborn

Scaled scions of dragonkind, mighty but ponderous.

STR+5VIT+4DEX−3

Plays well as: Warrior Paladin

Tiefling

Infernal blood grants cunning and uncanny fortune, at a mortal cost.

INT+6LUK+4VIT−4

Plays well as: Mage Necromancer

Hexblood

Witch-marked wanderers, brilliant and deft, but fortune shuns them.

INT+7DEX+3LUK−5

Plays well as: Mage Ranger

Undead

The deathless endure all things, though stiffened joints betray them.

VIT+7INT+2DEX−4

Plays well as: Necromancer Cleric Paladin

Lupin

Wolf-blooded hunters, swift and strong, ruled by instinct.

DEX+5STR+4INT−3

Plays well as: Rogue Ranger

Faerie

Fey wanderers wrapped in luck and mischief, frail as gossamer.

LUK+7DEX+2STR−4

Plays well as: Rogue Ranger

Goblin

Scrappy survivors — quick fingers, quicker feet, questionable plans.

DEX+6LUK+3INT−4

Plays well as: Rogue Ranger

Duergar

Deep-forged kin of the dwarves: strong, cunning, and famously joyless.

STR+5INT+5LUK−4

Plays well as: Paladin Warrior

Kobold

Small, clever trap-makers with a draconic spark.

DEX+5INT+4STR−4

Plays well as: Ranger Mage

Tortle

Shell-backed wanderers, nigh unkillable and never in a hurry.

VIT+8STR+2DEX−4

Plays well as: Warrior Paladin

Tabaxi

Cat-quick and curious, landing on their feet more often than not.

DEX+7LUK+2VIT−3

Plays well as: Rogue Ranger

Aasimar

Celestial-blooded knights — strong of arm, divine of mind, enduring of body, slowed by consecrated plate.

STR+4INT+3VIT+3DEX−4

Plays well as: Paladin