Secret Lesson 52
Character Species: General Rules and How Species Work
In the previous lesson, we studied:
BACKGROUNDS
A Background helps describe:
WHAT YOUR CHARACTER DID BEFORE BECOMING AN ADVENTURER
Now we move to another fundamental part of:
CHARACTER ORIGINS
Your character also belongs to a:
SPECIES
A Species determines a set of game traits your adventurer gains from being a particular kind of sapient life form.
Your character might be:
HUMAN
or belong to a fantastical Species such as:
DRAGONBORN
DWARF
ELF
GNOME
GOLIATH
HALFLING
ORC
or:
TIEFLING
But before studying those Species individually, we need to understand:
HOW SPECIES WORK
PART ONE — WHAT IS A SPECIES?
The peoples of the multiverse include many different kinds of:
SAPIENT LIFE
Some Species might trace their origins to:
A WORLD
A PLANE OF EXISTENCE
A GOD
or another source.
Others may have appeared in:
MULTIPLE REALMS
Whatever their origins, members of these Species have spread throughout:
THE MULTIVERSE
and contribute to:
MANY DIFFERENT CULTURES
Mechanically, a character's Species is:
A SET OF GAME TRAITS
that your adventurer gains from being a member of that life form.
SPECIES IS NOT JUST APPEARANCE
Choosing a Species can obviously influence what your character:
LOOKS LIKE
But Species is also a:
MECHANICAL CHARACTER CHOICE
It can affect things such as:
SIZE
SPEED
SPECIAL SENSES
DAMAGE RESISTANCE
MOVEMENT ABILITIES
MAGIC
and other special characteristics.
The exact benefits depend on:
THE SPECIES YOU CHOOSE
PART TWO — SPECIES IS DIFFERENT FROM BACKGROUND
This distinction is extremely important.
Your:
BACKGROUND
represents previous:
EXPERIENCE
TRAINING
and:
LIFE HISTORY
Your:
SPECIES
provides game traits associated with the Species itself.
EXAMPLE
Imagine two characters.
Both are:
ELVES
One has the Background:
SAGE
The other has:
SOLDIER
They share their:
ELF SPECIES TRAITS
But their Backgrounds provide different:
ABILITY SCORE INCREASES
ORIGIN FEATS
SKILL PROFICIENCIES
TOOL PROFICIENCIES
and:
EQUIPMENT
Their Species is the same.
Their previous lives are not.
ANOTHER EXAMPLE
Two Soldiers could be:
A HUMAN SOLDIER
and:
A DWARF SOLDIER
They share the mechanics granted by:
SOLDIER
but receive different:
SPECIES TRAITS
PART THREE — SPECIES IS DIFFERENT FROM CLASS
Species is also separate from:
CLASS
Class represents the abilities you develop as an adventurer.
For example:
FIGHTER
WIZARD
ROGUE
CLERIC
or:
RANGER
Species represents:
WHAT KIND OF SAPIENT LIFE FORM YOUR CHARACTER IS
EXAMPLE
You could create:
A DWARF WIZARD
AN ELF BARBARIAN
A GNOME FIGHTER
AN ORC CLERIC
A HUMAN SORCERER
or:
A TIEFLING PALADIN
The Species rules don't assign you a particular:
CLASS
PART FOUR — THE FOUR PARTS OF A SPECIES
Every Species description in the SRD follows the same basic structure.
A Species includes:
1. CREATURE TYPE
2. SIZE
3. SPEED
4. SPECIAL TRAITS
Understanding these four categories makes the individual Species descriptions much easier to read.
PART FIVE — CREATURE TYPE
Every creature in the game has:
A CREATURE TYPE
A character's Species determines that character's:
CREATURE TYPE
Creature Types are defined in the:
RULES GLOSSARY
which we will study later in the course.
ALL SRD CHARACTER SPECIES
Every playable Species included in the SRD 5.2.1 Character Origins section has the Creature Type:
HUMANOID
That includes:
DRAGONBORN
DWARF
ELF
GNOME
GOLIATH
HALFLING
HUMAN
ORC
and:
TIEFLING
IMPORTANT
A Species can have a fantastical origin without changing its Creature Type.
For example:
DRAGONBORN
have a draconic lineage.
But their listed Creature Type is still:
HUMANOID
Similarly, a Tiefling has supernatural characteristics associated with the Lower Planes.
Its Creature Type is still:
HUMANOID
WHY CREATURE TYPE MATTERS
Some game effects refer specifically to:
CREATURE TYPES
For example, a rule might affect a:
HUMANOID
or another type of creature.
When that happens, your Creature Type helps determine:
WHETHER THE RULE APPLIES TO YOU
EXAMPLE
Imagine a hypothetical rule that says:
"CHOOSE ONE HUMANOID"
Because all the Character Origins Species in the SRD have the:
HUMANOID
Creature Type, a character using one of those Species could satisfy that part of the requirement.
This is an:
EXAMPLE
not a new Species rule.
PLAYABLE NON-HUMANOID SPECIES
The SRD specifically notes that playable Species with creature types other than:
HUMANOID
can appear in other books.
However, within the Species contained in the:
SRD 5.2.1 CHARACTER ORIGINS
they are all:
HUMANOID
PART SIX — SIZE
Your Species determines your:
SIZE
The Species entry tells you what Size your character has.
COMMON CHARACTER SIZES
Among the SRD Species, the most common possibilities are:
SMALL
and:
MEDIUM
Some Species have a fixed Size.
Others allow:
A CHOICE
between Small and Medium.
HEIGHT IS NOT EXACTLY THE SAME AS SIZE
The Species descriptions sometimes provide approximate:
HEIGHT RANGES
But Size is a:
GAME CATEGORY
A character can vary considerably in height while still being:
MEDIUM
or:
SMALL
EXAMPLE
Dragonborn are listed as:
MEDIUM
with an approximate height of:
5–7 FEET
Dwarves are also:
MEDIUM
despite being approximately:
4–5 FEET
tall.
So:
HEIGHT ALONE DOESN'T DEFINE THE GAME SIZE CATEGORY
The Species entry tells you the actual Size.
PART SEVEN — WHY SIZE MATTERS
Size interacts with many rules throughout the game.
It can matter for things such as:
MOVEMENT
OCCUPIED SPACE
GRAPPLING
CARRYING
and numerous features that specify a target of a certain Size.
We have already encountered examples in earlier lessons.
EXAMPLE — GRAPPLING
The rules for an Unarmed Strike place Size restrictions on certain options such as:
GRAPPLE
So knowing whether a creature is:
SMALL
MEDIUM
LARGE
or another Size can affect which rules are legal.
EXAMPLE — CLASS FEATURE
In previous lessons, we encountered features that work only on creatures that are:
LARGE OR SMALLER
or:
HUGE OR SMALLER
Those restrictions use:
THE CREATURE'S SIZE CATEGORY
not simply how tall the creature appears.
PART EIGHT — SOME SPECIES LET YOU CHOOSE SIZE
The SRD establishes that some Species contain enough physical diversity that you can choose whether your character is:
SMALL
or:
MEDIUM
When a Species provides that choice:
YOU CHOOSE WHEN CREATING THE CHARACTER
IMPORTANT
You don't get to choose Small or Medium for every Species.
You follow:
THE SPECIES ENTRY
If it says:
MEDIUM
your Size is Medium.
If it says:
SMALL OR MEDIUM
you choose one of those options.
PART NINE — SPEED
Your Species also determines your character's:
SPEED
Speed represents the distance your character can normally move when using their movement.
EXAMPLE
If your Species gives you:
SPEED 30 FEET
you normally have:
30 FEET OF MOVEMENT
available on your turn before considering other features or effects.
SPEED CAN LATER CHANGE
Species determines your starting Speed, but other rules can modify it.
For example:
CLASS FEATURES
SPELLS
CONDITIONS
MAGIC ITEMS
and other effects can increase, decrease, or otherwise interact with Speed.
EXAMPLE — MONK
Suppose your Species gives:
SPEED 30 FEET
Later, the Monk's:
UNARMORED MOVEMENT
might increase that Speed.
The Species provides the starting value.
The Class feature then modifies it.
GENERAL RULE AND EXCEPTION
Remember one of the first principles from:
LESSON 2
A specific rule can modify a general rule.
So if your Species says:
SPEED 30 FEET
but another feature explicitly adds:
+10 FEET
your resulting Speed becomes:
30 + 10 =
40 FEET
while that feature applies.
PART TEN — SPECIAL TRAITS
The fourth major part of a Species is:
SPECIAL TRAITS
These are unique characteristics associated with the Species':
PHYSIOLOGY
or:
MAGICAL NATURE
When you choose a Species:
YOU GAIN ALL ITS LISTED SPECIAL TRAITS
unless an individual trait tells you to make a choice.
EXAMPLE — DRAGONBORN
Without teaching the complete Dragonborn yet, its Species traits include things associated with its:
DRACONIC NATURE
Such as:
DRACONIC ANCESTRY
BREATH WEAPON
DAMAGE RESISTANCE
DARKVISION
and:
DRACONIC FLIGHT
We will study all of those rules in:
LESSON 53
EXAMPLE — DWARF
Dwarf traits include characteristics related to:
RESILIENCE
TOUGHNESS
DARKVISION
and:
STONECUNNING
Again, the exact mechanics belong in:
LESSON 53
PART ELEVEN — YOU RECEIVE ALL LISTED TRAITS
This is an important beginner rule.
When a Species lists several Special Traits, you don't normally choose:
ONE TRAIT
and discard the others.
You receive:
ALL THE TRAITS LISTED FOR THE SPECIES
EXAMPLE
If a Species lists:
Trait A
Trait B
Trait C
Trait D
you normally receive:
A + B + C + D
EXCEPTION — A TRAIT MAY CONTAIN A CHOICE
A particular trait can instruct you to:
CHOOSE AN OPTION
In that case, you make the choice specified by:
THAT TRAIT
EXAMPLE — DRACONIC ANCESTRY
Dragonborn have a trait called:
DRACONIC ANCESTRY
That trait requires choosing a kind of:
DRAGON ANCESTOR
The choice then affects other Dragonborn traits.
So the character receives:
DRACONIC ANCESTRY
but the trait itself contains:
A CHOICE
PART TWELVE — SPECIES AND ABILITY SCORES
In the SRD 5.2.1 Character Origins structure:
BACKGROUND
is what provides your origin-based:
ABILITY SCORE INCREASES
The Species section instead defines:
CREATURE TYPE
SIZE
SPEED
and:
SPECIAL TRAITS
IMPORTANT
Don't look at Species expecting the Ability Score increases we studied in:
LESSON 51
Those came from:
BACKGROUND
EXAMPLE
A Soldier provides Ability Score choices involving:
STRENGTH
DEXTERITY
and:
CONSTITUTION
Those increases don't change because your Soldier is:
HUMAN
DWARF
or:
ORC
The Background is providing those Ability Score increases.
The Species provides its:
OWN SPECIES TRAITS
PART THIRTEEN — SPECIES AND CULTURE
The SRD explains that Species have spread across:
THE MULTIVERSE
and contribute to:
MANY DIFFERENT CULTURES
This means Species and culture shouldn't automatically be treated as:
THE SAME THING
EXAMPLE
Two Dwarves might come from:
COMPLETELY DIFFERENT SOCIETIES
Two Humans might have:
COMPLETELY DIFFERENT TRADITIONS
Two Elves might grow up in:
DIFFERENT WORLDS
Their Species can be the same while their:
BACKGROUNDS
EXPERIENCES
and:
CULTURES
are very different.
RULE VERSUS STORY
The Species description gives:
THE GAME RULES
The player and campaign can establish much of:
THE CHARACTER'S CULTURAL STORY
provided nothing contradicts the rules being used.
PART FOURTEEN — LIFE SPAN
The SRD also provides a general rule for:
LIFE SPAN
Members of most Species live for approximately:
80 YEARS
EXCEPTIONS
Some Species have different normal life spans.
When that happens:
THE SPECIES TEXT TELLS YOU
So the general rule is:
ABOUT 80 YEARS
unless the Species has:
A SPECIFIC EXCEPTION
GENERAL RULE
Remember:
SPECIFIC RULES OVERRIDE GENERAL RULES
If a Species description says that its members normally live much longer than 80 years:
USE THAT SPECIES RULE
PART FIFTEEN — PHYSICAL MATURITY
Regardless of normal Species life span, the SRD states that members of:
ALL SPECIES
reach physical maturity at approximately:
THE SAME AGE
This separates:
MATURITY
from:
TOTAL LIFE SPAN
A Species might live much longer than another Species without requiring proportionally longer physical development.
PART SIXTEEN — CHOOSING YOUR CHARACTER'S AGE
Your character can be:
ANY AGE
provided that age isn't beyond:
THE SPECIES' NORMAL LIFE SPAN
EXAMPLE
Suppose a Species follows the general:
ABOUT 80-YEAR
life span.
You might create:
A YOUNG ADULT
A MIDDLE-AGED ADVENTURER
or:
AN OLDER ADVENTURER
provided the character's age remains within the Species' normal life span.
IMPORTANT
Age by itself doesn't automatically change:
ABILITY SCORES
PROFICIENCY BONUS
HIT POINTS
or:
CLASS LEVEL
The general Species age rule in this section doesn't introduce those mechanical changes.
PART SEVENTEEN — THE NINE SRD CHARACTER SPECIES
The SRD 5.2.1 Character Origins section contains:
NINE SPECIES
They are:
1. DRAGONBORN
2. DWARF
3. ELF
4. GNOME
5. GOLIATH
6. HALFLING
7. HUMAN
8. ORC
9. TIEFLING
We will study every one.
LESSON 53
DRAGONBORN
DWARF
ELF
LESSON 54
GNOME
GOLIATH
HALFLING
LESSON 55
HUMAN
ORC
TIEFLING
and:
LANGUAGES
PART EIGHTEEN — HOW TO READ A SPECIES ENTRY
When you reach a Species description, follow the same process every time.
STEP 1 — CREATURE TYPE
Ask:
WHAT TYPE OF CREATURE AM I?
For all nine SRD Species:
HUMANOID
STEP 2 — SIZE
Record:
SMALL
MEDIUM
or the choice provided by the Species.
STEP 3 — SPEED
Record the Species':
SPEED
on your character sheet.
STEP 4 — READ EVERY SPECIAL TRAIT
Each trait can create:
NEW RULES
NEW RESOURCES
NEW ACTIONS
NEW SENSES
or:
MODIFICATIONS TO EXISTING RULES
STEP 5 — MAKE REQUIRED CHOICES
If a trait says:
CHOOSE
make that choice and record it.
STEP 6 — NOTE LIMITED USES
Some Species traits can be used only:
A CERTAIN NUMBER OF TIMES
They might recover after:
A SHORT REST
A LONG REST
or according to another rule.
Record those limits carefully.
STEP 7 — NOTE LEVEL-BASED IMPROVEMENTS
Some Species traits improve when your character reaches:
CERTAIN CHARACTER LEVELS
Notice the phrase:
CHARACTER LEVEL
This is important.
Character level means your:
TOTAL LEVEL
not necessarily the level of one particular Class.
EXAMPLE
If a Species trait improves at:
CHARACTER LEVEL 5
a multiclass character whose total level reaches 5 meets that character-level requirement even if no single Class is level 5.
This distinction comes from the wording of the relevant Species feature.
PART NINETEEN — SPECIES TRAITS CAN INTERACT WITH CLASS FEATURES
Species and Class are separate systems, but their features can:
INTERACT
EXAMPLE — SPEED
Species Speed:
30 FEET
Monk feature:
+10 FEET
Total while the Monk feature applies:
40 FEET
EXAMPLE — DAMAGE RESISTANCE
Suppose a Species gives:
RESISTANCE
to a particular Damage Type.
If the character takes that type of damage:
THE RESISTANCE RULES APPLY
regardless of which Class the character has.
EXAMPLE — DARKVISION
If your Species grants:
DARKVISION
you possess that sense whether your Class is:
FIGHTER
CLERIC
WIZARD
or something else.
The trait comes from:
SPECIES
not Class.
PART TWENTY — SPECIES TRAITS ARE NOT CLASS FEATURES
This distinction helps when reading character sheets.
If you gain something because you are:
A DWARF
it remains a:
SPECIES TRAIT
If you gain something because you are:
A FIGHTER
it is a:
CLASS FEATURE
If you gain something because you were:
A SOLDIER
it comes from:
BACKGROUND
Different sources can contribute simultaneously to:
ONE CHARACTER
PART TWENTY-ONE — BUILDING A CHARACTER FROM SEVERAL LAYERS
Imagine a character named:
ARDEN
Arden is a:
HUMAN
with the Background:
SAGE
and the Class:
FIGHTER
Those choices answer different questions.
SPECIES
HUMAN
answers:
WHAT SPECIES IS ARDEN?
BACKGROUND
SAGE
answers:
WHAT DID ARDEN DO BEFORE ADVENTURING?
CLASS
FIGHTER
answers:
WHAT KIND OF ADVENTURER IS ARDEN?
THESE LAYERS WORK TOGETHER
The final character receives:
HUMAN SPECIES TRAITS
plus:
SAGE BACKGROUND TRAITS
plus:
FIGHTER CLASS FEATURES
The character isn't defined by only one of those choices.
PART TWENTY-TWO — SPECIES AND ROLE-PLAYING
Species mechanics can inspire:
CHARACTER IDEAS
but don't need to dictate an entire personality.
EXAMPLE
A Dragonborn possesses:
DRACONIC TRAITS
That doesn't tell you whether the character is:
BRAVE
COWARDLY
SERIOUS
HUMOROUS
GENEROUS
or:
SELFISH
Those personality choices belong to:
THE CHARACTER
AN ELF
An Elf has particular Species traits.
That doesn't mean every Elf must have:
THE SAME PROFESSION
THE SAME BACKGROUND
THE SAME PERSONALITY
or:
THE SAME CULTURE
THE GAME MECHANICS TELL YOU WHAT THE SPECIES DOES
The player decides much of:
WHO THE CHARACTER IS
PART TWENTY-THREE — RULE, EXAMPLE, AND INTERPRETATION
This distinction is particularly important when describing Species.
ACTUAL RULE
If a Species says:
SPEED 30 FEET
then:
YOUR SPEED IS 30 FEET
before another applicable rule modifies it.
EXAMPLE
We might imagine that your character learned to run through:
MOUNTAIN TRAILS
That can explain their adventurous history.
But unless a rule says otherwise:
IT DOESN'T INCREASE SPEED
INTERPRETATION
A Species trait might inspire a particular character concept.
That is:
ROLE-PLAYING INTERPRETATION
It isn't an additional mechanical benefit.
PART TWENTY-FOUR — WHAT SPECIES DOES NOT REPLACE
Choosing Species does not replace your:
BACKGROUND
You still choose one.
It doesn't replace your:
CLASS
You still choose one.
And it doesn't replace the rest of:
CHARACTER CREATION
Your finished adventurer combines all those systems.
AT THE TABLE
During play, Species traits work like any other character rules.
When a relevant situation happens:
CHECK THE TRAIT
Determine:
WHAT TRIGGERS IT
WHETHER IT REQUIRES AN ACTION
WHETHER IT HAS LIMITED USES
WHAT DICE OR SAVES ARE INVOLVED
and:
WHAT HAPPENS AFTERWARD
EXAMPLE — SPECIES TRAIT WITH A SAVE
Suppose a Species feature forces another creature to make:
A SAVING THROW
The Species trait will tell you how to calculate:
THE DC
and what happens on:
SUCCESS
or:
FAILURE
You follow that trait exactly.
EXAMPLE — SPECIES TRAIT WITH LIMITED USES
Suppose a Species trait says:
USES = PROFICIENCY BONUS
At character levels 1–4:
PB:
+2
So you have:
2 USES
If the trait says they return after:
A LONG REST
you restore all those uses when that Long Rest is completed.
This exact type of structure will appear in the Species we study next.
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING SPECIES AND BACKGROUND ARE THE SAME THING
They aren't.
SPECIES
represents the character's form of sapient life.
BACKGROUND
represents previous experience.
MISTAKE 2 — THINKING SPECIES DETERMINES CLASS
It doesn't.
A Species can be paired with:
DIFFERENT CLASSES
MISTAKE 3 — LOOKING TO SPECIES FOR YOUR BACKGROUND ABILITY SCORE INCREASES
In the SRD 5.2.1 Character Origins structure, those Ability Score increases come from:
BACKGROUND
MISTAKE 4 — THINKING EVERY SPECIES PROVIDES THE SAME SPECIAL TRAITS
Each Species has:
ITS OWN TRAITS
MISTAKE 5 — CHOOSING ONLY ONE SPECIAL TRAIT FROM A SPECIES
You normally receive:
ALL LISTED SPECIAL TRAITS
A specific trait might then instruct you to make a choice.
MISTAKE 6 — ASSUMING EVERY SPECIES CAN CHOOSE SMALL OR MEDIUM
Only do so if:
THE SPECIES ENTRY SAYS YOU CAN
MISTAKE 7 — USING HEIGHT INSTEAD OF THE SIZE CATEGORY
Approximate height and mechanical Size aren't identical concepts.
Use the Species' listed:
SIZE
MISTAKE 8 — ASSUMING A DWARF MUST BE SMALL BECAUSE DWARVES ARE SHORTER THAN MANY HUMANS
The SRD Dwarf entry lists:
MEDIUM
The game Size category is determined by:
THE RULE
not assumptions based only on height.
MISTAKE 9 — THINKING SPEED IS ALWAYS 30 FEET
Species determines Speed.
You must read:
THE SPECIES ENTRY
MISTAKE 10 — THINKING SPECIES SPEED CAN NEVER CHANGE
Class features, spells, conditions, and other rules can:
MODIFY SPEED
MISTAKE 11 — THINKING DRAGONBORN HAVE THE DRAGON CREATURE TYPE
The SRD Character Origins Dragonborn has:
HUMANOID
as its Creature Type.
MISTAKE 12 — THINKING TIEFLINGS HAVE THE FIEND CREATURE TYPE
The SRD Tiefling character Species has:
HUMANOID
as its Creature Type.
MISTAKE 13 — THINKING ELVES ARE FEY CREATURES BECAUSE OF THEIR FANTASTICAL NATURE
The SRD Elf character Species has:
HUMANOID
as its Creature Type.
MISTAKE 14 — THINKING ALL SPECIES LIVE EXACTLY 80 YEARS
The general rule says:
MOST SPECIES
live for about 80 years.
Specific Species can have:
DIFFERENT LIFE SPANS
MISTAKE 15 — IGNORING A SPECIFIC LIFE-SPAN EXCEPTION
If the Species gives a different normal life span:
THE SPECIFIC RULE WINS
MISTAKE 16 — ASSUMING LONGER-LIVED SPECIES TAKE PROPORTIONALLY LONGER TO REACH PHYSICAL MATURITY
The SRD states that members of all Species reach physical maturity at approximately:
THE SAME AGE
MISTAKE 17 — MAKING A CHARACTER OLDER THAN THE SPECIES' NORMAL LIFE SPAN
Your character can be any age that:
ISN'T BEYOND THE SPECIES' NORMAL LIFE SPAN
MISTAKE 18 — ASSUMING SPECIES DETERMINES CULTURE
The SRD describes Species as having spread throughout the multiverse and contributing to:
MANY CULTURES
Species and culture aren't automatically identical.
MISTAKE 19 — TREATING ROLE-PLAYING IDEAS AS EXTRA SPECIES FEATURES
A narrative idea doesn't give:
EXTRA SPEED
EXTRA PROFICIENCIES
EXTRA DAMAGE
or another mechanical benefit unless:
A RULE SAYS SO
MISTAKE 20 — CONFUSING CHARACTER LEVEL WITH CLASS LEVEL
When a Species feature explicitly refers to:
CHARACTER LEVEL
use the character's:
TOTAL LEVEL
This becomes particularly relevant for multiclass characters.
QUICK RECAP
A character's Species represents:
A SET OF GAME TRAITS
associated with their form of sapient life.
EVERY SPECIES ENTRY HAS FOUR MAIN PARTS
CREATURE TYPE
SIZE
SPEED
and:
SPECIAL TRAITS
CREATURE TYPE
All nine Species in the SRD 5.2.1 Character Origins section are:
HUMANOID
SIZE
The Species determines whether your character is:
SMALL
MEDIUM
or has a choice allowed by that Species.
SPEED
Your Species determines your starting:
SPEED
Other rules can later modify it.
SPECIAL TRAITS
You receive:
ALL LISTED TRAITS
Some traits contain:
CHOICES
LIMITED USES
or:
LEVEL-BASED IMPROVEMENTS
LIFE SPAN
Most Species live for approximately:
80 YEARS
unless a specific Species says otherwise.
MATURITY
Members of all Species reach physical maturity at approximately:
THE SAME AGE
regardless of normal life span.
CHARACTER AGE
Choose any age that doesn't exceed:
THE SPECIES' NORMAL LIFE SPAN
BACKGROUND VERSUS SPECIES
Background provides things such as:
ABILITY SCORE INCREASES
ORIGIN FEAT
SKILLS
TOOL PROFICIENCY
and:
EQUIPMENT
Species provides:
CREATURE TYPE
SIZE
SPEED
and:
SPECIAL TRAITS
PRIME HERO CHALLENGE
You are creating:
A DRAGONBORN FIGHTER
with the:
SOLDIER BACKGROUND
You are told the following:
Soldier provides:
ABILITY SCORE INCREASES
SAVAGE ATTACKER
ATHLETICS
INTIMIDATION
GAMING SET PROFICIENCY
and:
STARTING EQUIPMENT
Dragonborn provides:
CREATURE TYPE
SIZE
SPEED
and:
DRAGONBORN SPECIAL TRAITS
Fighter provides:
FIGHTER CLASS FEATURES
Which source determines each of the following?
1. Your Strength increase?
BACKGROUND
2. Your Breath Weapon?
SPECIES
3. Your Fighting Style?
CLASS
4. Your Creature Type?
SPECIES
5. Your Savage Attacker Feat?
BACKGROUND
6. Your Action Surge?
CLASS
This is the key idea:
ONE CHARACTER
is assembled from:
MULTIPLE RULE SOURCES
that work together.
LESSON 52 — KEY TAKEAWAYS
Your Species answers:
WHAT KIND OF SAPIENT LIFE FORM IS YOUR CHARACTER?
But mechanically it does much more than determine:
APPEARANCE
It gives your character:
CREATURE TYPE
SIZE
SPEED
and:
SPECIAL TRAITS
All Species in the SRD Character Origins section are:
HUMANOID
Different Species can have very different:
PHYSIOLOGICAL
and:
MAGICAL
abilities.
Those Species traits can interact with:
CLASS FEATURES
BACKGROUND TRAITS
SPELLS
and:
THE GENERAL RULES OF THE GAME
But the systems remain distinct.
Your:
SPECIES
tells us what sort of being you are.
Your:
BACKGROUND
tells us something about the life you lived.
Your:
CLASS
tells us what kind of adventurer you have become.
Together, those choices begin turning:
A SET OF NUMBERS
into:
A CHARACTER
NEXT LESSON
LESSON 53 — DRAGONBORN, DWARF, AND ELF
Now that we understand how Species work, we can begin examining them individually.
Lesson 53 will cover every SRD 5.2.1 trait for:
DRAGONBORN
including:
DRACONIC ANCESTRY
BREATH WEAPON
DAMAGE RESISTANCE
DARKVISION
and:
DRACONIC FLIGHT
Then:
DWARF
including:
DARKVISION
DWARVEN RESILIENCE
DWARVEN TOUGHNESS
and:
STONECUNNING
And finally:
ELF
including:
DARKVISION
ELVEN LINEAGE
FEY ANCESTRY
KEEN SENSES
and:
TRANCE
We will also compare the different:
ELVEN LINEAGES
and show exactly how Species traits operate:
AT THE TABLE
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Las reglas generales de Character Species, incluidos Creature Type, Size, Speed, Special Traits y las reglas de esperanza de vida, están recogidas directamente en el SRD 5.2.1.