
They have a base speed of 25 feet, which puts them a step behind most races.ĭwarves gain +2 Constitution, which makes them hardier than normal.ĭwarves can see in the dark out to 60 feet.Īdvantage on saves against poison and resistance to poison damage means you’re not going to easily succumb to venomous creatures, poisonous foods…or drinks.Īll Dwarves are proficient with axes and hammers. Each race has a class or two which synergizes well with their innate abilities to give them an edge in combat, social situations, and/or exploration.ĭwarves are medium creatures. Each entry gives a snippet about the flavor you can expect from each race, and a rundown of that race’s unique characteristics. This article will give you a look at the races as they appear in the various sourcebooks and supplements. Depending on your campaign, you can play any one of these myriad races to create a truly unique character. A campaign book such as Eberron: Rising from the Last War contains setting-specific races that some DM’s may not want intruding into their classic setting, but will be important to a game set in Eberron. Veteran players, and those looking for more flair in their game can look to other sources, such as Volo’s Guide to Monsters which describes several monstrous and fantastic races. The Player’s Handbookcontains enough for any game group to get started. There are selections of races available in different supplements. With over 35 races available, the numerous options ensure there are flavorful characters for everyone at the table, regardless of preference or play style.

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