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.