Races

Playable 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.

Playable 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.

Unavailable races

Tiefling is not available for new characters.