Races

All 9 D&D 5e SRD races — ability score increases, traits, and which classes they complement.

Choosing a race

Your race provides ability score increases (ASI), innate traits, and sometimes proficiencies. For optimal builds, match your race's ASI to your class's primary ability — though any race can work with any class in The Raven's Perch.

All 9 SRD races

Human

ASI: +1 to all six ability scores
Traits: None beyond the ASIs
Best for: Any class. The across-the-board +1 is versatile for multi-stat classes like Paladin or Monk.

Dwarf

ASI: +2 CON
Traits: Darkvision 60 ft. Advantage on saves against poison, resistance to poison damage. Proficiency with battleaxes, handaxes, light hammers, and warhammers. Stonecunning (double proficiency for History checks about stonework).
Best for: Fighter, Barbarian, Cleric (War Domain).

Elf

ASI: +2 DEX
Subraces: High Elf (+1 INT, one Wizard cantrip), Wood Elf (+1 WIS, mask of the wild), Dark Elf / Drow (+1 CHA, darkvision 120 ft, innate magic — but sunlight sensitivity)
Traits (all elves): Darkvision 60 ft (120 for Drow). Immunity to sleep magic. Advantage on saves against charm. Trance (4-hour rest instead of 8). Proficiency in Perception.
Best for: Rogue, Ranger, Wizard (High Elf).

Halfling

ASI: +2 DEX
Subraces: Lightfoot (+1 CHA, Naturally Stealthy), Stout (+1 CON, advantage on saves against poison)
Traits (all halflings): Lucky — when you roll a 1 on an attack roll, ability check, or saving throw, reroll and use the new roll. Brave — advantage on saves against being frightened. Halfling Nimbleness — move through the space of any creature larger than you.
Best for: Rogue, Bard (Lightfoot).

Dragonborn

ASI: +2 STR, +1 CHA
Traits: Draconic ancestry (choose a dragon type — determines damage type). Breath weapon (action, 15 ft cone or 30 ft line based on ancestry; DEX or CON save, scales with level). Damage resistance to your ancestry's damage type.
Best for: Paladin, Sorcerer, Barbarian.

Gnome

ASI: +2 INT
Subraces: Forest Gnome (+1 DEX, minor illusion cantrip, speak with small beasts), Rock Gnome (+1 CON, construct familiarity, tinker ability)
Traits (all gnomes): Darkvision 60 ft. Gnome Cunning — advantage on all INT, WIS, and CHA saving throws against magic.
Best for: Wizard, Artificer, Bard.

Half-Elf

ASI: +2 CHA, +1 to two other ability scores of your choice
Traits: Darkvision 60 ft. Advantage on saves against charm. Immunity to sleep magic. Two additional skill proficiencies of your choice.
Best for: Bard, Paladin, Warlock, Sorcerer. The flexible +1s and extra skills make this one of the most versatile choices.

Half-Orc

ASI: +2 STR, +1 CON
Traits: Darkvision 60 ft. Proficiency in Intimidation. Relentless Endurance — when reduced to 0 HP but not killed outright, drop to 1 HP instead (once per long rest). Savage Attacks — when you score a critical hit with a melee weapon, roll one of the weapon's damage dice one additional time.
Best for: Barbarian, Fighter, Paladin.

Tiefling

ASI: +2 CHA, +1 INT
Traits: Darkvision 60 ft. Resistance to fire damage. Hellish Rebuke (1/day as a reaction, 2nd-level spell), Darkness (1/day, 2nd-level spell), Thaumaturgy (cantrip). These spells use CHA.
Best for: Warlock, Sorcerer, Bard.