Secret Lesson 55

Human, Orc, Tiefling, and Languages

In the previous two lessons, we studied six of the nine Species in the SRD:

DRAGONBORN

DWARF

ELF

GNOME

GOLIATH

and:

HALFLING

Now we complete the SRD Character Species with:

HUMAN

ORC

and:

TIEFLING

These three Species demonstrate three very different approaches to character design.

The Human emphasizes:

FLEXIBILITY

SKILL

and:

HEROIC INSPIRATION

The Orc emphasizes:

MOBILITY

ENDURANCE

and:

SURVIVAL

The Tiefling emphasizes:

SUPERNATURAL FIENDISH MAGIC

DAMAGE RESISTANCE

and:

MAGICAL LEGACY

Afterward, we will complete this part of Character Origins with:

LANGUAGES

Your character normally begins knowing:

COMMON

plus:

TWO STANDARD LANGUAGES


PART ONE — SPECIES OVERVIEW

Species Creature Type Size Speed
Human Humanoid Small or Medium 30 ft.
Orc Humanoid Medium 30 ft.
Tiefling Humanoid Small or Medium 30 ft.

All three have:

HUMANOID

as their Creature Type.

All three have:

SPEED 30 FEET

But Human and Tiefling provide:

A SIZE CHOICE

while Orc is:

MEDIUM


PART TWO — HUMAN

The Human Species represents extraordinary:

ADAPTABILITY

Its mechanics don't focus on:

DARKVISION

NATURAL WEAPONS

ELEMENTAL RESISTANCE

or:

INNATE SPELLCASTING

Instead, Human traits provide:

HEROIC INSPIRATION

A SKILL PROFICIENCY

and:

AN ORIGIN FEAT

The complete Human entry appears directly after Halfling in the SRD Character Species section.


PART THREE — HUMAN BASIC TRAITS

Creature Type:

HUMANOID

Size:

MEDIUM OR SMALL

You choose when you select the Species.

Approximate Medium height:

4–7 FEET

Approximate Small height:

2–4 FEET

Speed:

30 FEET

Human Special Traits:

RESOURCEFUL

SKILLFUL

and:

VERSATILE


PART FOUR — HUMAN SIZE

Unlike several Species we have studied, Human allows:

SMALL

or:

MEDIUM

You choose:

WHEN YOU SELECT THE SPECIES


EXAMPLE

One Human character might be:

MEDIUM

Another Human character might be:

SMALL

Both are still:

HUMAN

and:

HUMANOID

The Size choice doesn't remove or modify the other Human traits.


PART FIVE — RESOURCEFUL

Whenever you finish:

A LONG REST

you gain:

HEROIC INSPIRATION


HEROIC INSPIRATION REMINDER

We studied Heroic Inspiration earlier in the course.

You can expend it immediately after rolling:

ANY DIE

to:

REROLL THAT DIE

You must use:

THE NEW ROLL


EXAMPLE

Your Human finishes a Long Rest.

You gain:

HEROIC INSPIRATION

Later you make an important attack.

d20:

4

You spend Heroic Inspiration.

Reroll:

16

You must use:

16

and resolve the attack normally.


ONLY ONE HEROIC INSPIRATION AT A TIME

The general Heroic Inspiration rules say:

YOU CAN NEVER HAVE MORE THAN ONE INSTANCE

If a rule gives you Heroic Inspiration while you already have it, you may give that new Heroic Inspiration to:

A PLAYER CHARACTER IN YOUR GROUP

who doesn't currently have it.


HUMAN RESOURCEFUL EXAMPLE

You finish a Long Rest.

You already have:

HEROIC INSPIRATION

Resourceful would give you another.

You can't store:

TWO

Instead, under the general Heroic Inspiration rule, you may give it to another player character in your group who:

DOESN'T HAVE HEROIC INSPIRATION


WHY RESOURCEFUL MATTERS

This means a Human has a reliable way to begin each adventuring period after a Long Rest with access to:

A REROLL

Resourceful isn't limited to:

ATTACK ROLLS

Heroic Inspiration can reroll:

ANY DIE

immediately after you roll it.


PART SIX — SKILLFUL

Human gives proficiency in:

ONE SKILL OF YOUR CHOICE


ANY SKILL?

The Human trait doesn't provide a restricted list.

You choose:

ONE SKILL


EXAMPLE — HUMAN WIZARD

Perhaps choose:

ARCANA


HUMAN FIGHTER

Perhaps:

PERCEPTION


HUMAN ROGUE

Perhaps:

PERSUASION

The choice depends on:

THE CHARACTER YOU WANT TO BUILD


SKILL PROFICIENCY REMINDER

When the GM determines that your chosen Skill Proficiency is relevant to:

AN ABILITY CHECK

you can add:

YOUR PROFICIENCY BONUS

according to the normal proficiency rules.


PART SEVEN — VERSATILE

Human also gains:

ONE ORIGIN FEAT OF YOUR CHOICE

The SRD recommends:

SKILLED

but you aren't required to choose Skilled.


IMPORTANT

The wording is:

AN ORIGIN FEAT OF YOUR CHOICE

So you can choose any Origin Feat for which the relevant rules allow you to qualify.


HUMAN + BACKGROUND FEAT

Remember that your:

BACKGROUND

already grants an Origin Feat.

Versatile gives the Human:

AN ADDITIONAL ORIGIN FEAT


EXAMPLE

Background:

SOLDIER

provides:

SAVAGE ATTACKER

Human Versatile might provide:

SKILLED

The character therefore begins with both Origin Feats because they come from:

DIFFERENT FEATURES


ORIGIN FEATS LATER

We won't explain all Origin Feat mechanics here because they have their own dedicated lesson:

LESSON 57

For now, remember the important Human rule:

VERSATILE = ONE ORIGIN FEAT OF YOUR CHOICE


PART EIGHT — HUMAN IN PRACTICE

The Human doesn't have one narrow combat identity.

Instead, it gives:

FLEXIBILITY

Resourceful gives:

HEROIC INSPIRATION

Skillful gives:

ONE SKILL PROFICIENCY

Versatile gives:

ONE ORIGIN FEAT

A Human can therefore adapt particularly easily to:

MANY DIFFERENT CLASSES

and:

MANY DIFFERENT CHARACTER CONCEPTS


PART NINE — HUMAN EXAMPLE

Meet:

ARDEN

Arden is a:

HUMAN FIGHTER

Size:

MEDIUM

Speed:

30 FEET

Background:

SOLDIER


RESOURCEFUL

After every Long Rest:

HEROIC INSPIRATION


SKILLFUL

Arden chooses:

PERCEPTION

proficiency.


VERSATILE

Arden chooses an Origin Feat.

Suppose:

SKILLED

following the SRD recommendation.

Arden still receives all normal:

SOLDIER BACKGROUND FEATURES

and:

FIGHTER CLASS FEATURES

The Human traits are:

ADDITIONAL

to those other character-building layers.


PART TEN — ORC

The Orc Species emphasizes:

POWERFUL MOMENTUM

ENDURANCE

and:

THE ABILITY TO KEEP FIGHTING

Its basic characteristics are:

Creature Type:

HUMANOID

Size:

MEDIUM

approximately:

6–7 FEET TALL

Speed:

30 FEET

Its Special Traits are:

ADRENALINE RUSH

DARKVISION

and:

RELENTLESS ENDURANCE

 


PART ELEVEN — ADRENALINE RUSH

Adrenaline Rush allows the Orc to take:

THE DASH ACTION

as:

A BONUS ACTION


NORMAL DASH

Dash is normally:

AN ACTION

unless another rule changes its action cost.

Adrenaline Rush provides exactly such an exception.

The Orc can use:

BONUS ACTION — DASH

while keeping its:

ACTION

available.


EXAMPLE

Orc Speed:

30 FEET

Normal movement:

30 FEET

Bonus Action Adrenaline Rush:

DASH

Additional movement:

30 FEET

Potential movement:

60 FEET

before another rule changes it.


ACTION REMAINS AVAILABLE

The Orc can still use its Action for something such as:

ATTACK

because the Dash came from:

THE BONUS ACTION


EXAMPLE — ORC FIGHTER

Move:

30 FEET

Bonus Action:

ADRENALINE RUSH

Dash:

+30 FEET

Then Action:

ATTACK

The Orc can therefore cover considerable distance while remaining offensively active.


PART TWELVE — ADRENALINE RUSH TEMPORARY HIT POINTS

Adrenaline Rush does more than provide:

DASH

Whenever you use the trait in this way, you also gain Temporary Hit Points equal to:

YOUR PROFICIENCY BONUS


LEVEL 1 EXAMPLE

PB:

+2

Adrenaline Rush:

+2 TEMPORARY HP


LEVEL 5

PB:

+3

Temporary HP:

3


LEVEL 9

PB:

+4

Temporary HP:

4


LEVEL 17

PB:

+6

Temporary HP:

6


IMPORTANT

The Temporary Hit Points are gained:

WHEN YOU USE ADRENALINE RUSH TO DASH

You don't activate the temporary HP separately.


PART THIRTEEN — TEMPORARY HIT POINT REMINDER

Temporary Hit Points:

AREN'T NORMAL HIT POINTS

They act as a buffer against damage.

And:

TEMPORARY HIT POINTS DON'T STACK

If you already have Temporary Hit Points and receive another amount, you don't add the two values together.

You follow the normal Temporary Hit Point rules.


EXAMPLE

Current Temporary HP:

5

Adrenaline Rush gives:

3

You don't get:

8 TEMPORARY HP

You choose which set of Temporary Hit Points to keep under the normal rules.


PART FOURTEEN — ADRENALINE RUSH USES

You can use Adrenaline Rush a number of times equal to:

YOUR PROFICIENCY BONUS


LEVELS 1–4

PB:

+2

Uses:

2


LEVELS 5–8

PB:

+3

Uses:

3


LEVELS 9–12

PB:

+4

Uses:

4


LEVELS 13–16

PB:

+5

Uses:

5


LEVELS 17–20

PB:

+6

Uses:

6


RECOVERY

This trait is especially notable because all expended uses return after:

A SHORT REST

or:

A LONG REST

Not only after a Long Rest.


EXAMPLE

Level 5 Orc:

3 USES

You expend all three.

Finish:

A SHORT REST

All three uses return.


PART FIFTEEN — ORC DARKVISION

The Orc has:

DARKVISION 120 FEET

That is the same Darkvision range we previously saw on:

DWARF

and:

DROW

and twice the normal 60-foot Darkvision possessed by several other Species.


DARKVISION REMINDER

Within the range:

DIM LIGHT → BRIGHT LIGHT

for your vision,

and:

DARKNESS → DIM LIGHT

Colors in Darkness are perceived as:

SHADES OF GRAY

under the general Darkvision rule.


PART SIXTEEN — RELENTLESS ENDURANCE

Relentless Endurance is one of the Orc's defining survival traits.

When you are reduced to:

0 HIT POINTS

but:

NOT KILLED OUTRIGHT

you can choose to drop to:

1 HIT POINT

instead.


EXAMPLE

Current HP:

12

You take:

17 DAMAGE

Normally:

12 − 17 =

0 HP

with 5 damage remaining beyond that point.

Assuming the hit doesn't kill you outright under the relevant rules, you can activate:

RELENTLESS ENDURANCE

Instead of dropping to 0:

YOU DROP TO 1 HP


IMPORTANT

Relentless Endurance doesn't:

HEAL YOU AFTER YOU REACH 0

It changes the result so that you:

DROP TO 1 HP INSTEAD


OUTRIGHT DEATH

The feature specifically requires that you were:

NOT KILLED OUTRIGHT

If the damage kills the character outright under the game's rules:

RELENTLESS ENDURANCE CAN'T SAVE YOU


RECOVERY

Once you use Relentless Endurance:

YOU CAN'T USE IT AGAIN

until you finish:

A LONG REST


IMPORTANT DIFFERENCE

Adrenaline Rush:

PB USES

and recovers on:

SHORT OR LONG REST

Relentless Endurance:

ONE USE

and recovers only after:

A LONG REST

Keep these resources separate.


PART SEVENTEEN — ORC IN PRACTICE

The Orc combines three useful areas.

For mobility:

ADRENALINE RUSH

For a small defensive buffer:

TEMPORARY HIT POINTS

For darkness:

DARKVISION 120 FEET

For surviving a devastating hit:

RELENTLESS ENDURANCE

This makes the Orc especially good at:

CLOSING DISTANCE

STAYING MOBILE

and:

REFUSING TO FALL


PART EIGHTEEN — COMPLETE ORC EXAMPLE

Meet:

GORAN

Goran is a level 5 Orc Barbarian.

PB:

+3

Speed:

30 FEET

Darkvision:

120 FEET


ADRENALINE RUSH

Uses:

3

per Short or Long Rest.

Each use:

BONUS ACTION DASH

plus:

3 TEMPORARY HP


COMBAT

An enemy is:

50 FEET AWAY

Goran moves:

30 FEET

Uses Adrenaline Rush:

BONUS ACTION DASH

and can use the additional movement to reach the enemy.

He gains:

3 TEMPORARY HP

and still has his:

ACTION

available.


LATER

Goran is reduced to 0 HP but isn't killed outright.

Relentless Endurance:

1 HP INSTEAD

That trait is now unavailable until:

A LONG REST


PART NINETEEN — TIEFLING

The final SRD Character Species is:

TIEFLING

Tieflings possess supernatural traits connected to:

THE LOWER PLANES

Mechanically, the Species offers a choice between three:

FIENDISH LEGACIES

Each legacy provides:

DAMAGE RESISTANCE

A CANTRIP

and:

HIGHER-LEVEL SPELLS

The Tiefling entry and its complete Fiendish Legacies table appear at the end of the Character Species section.


PART TWENTY — TIEFLING BASIC TRAITS

Creature Type:

HUMANOID

Size:

SMALL OR MEDIUM

chosen when you select the Species.

Approximate Medium height:

4–7 FEET

Approximate Small height:

3–4 FEET

Speed:

30 FEET

Special Traits:

DARKVISION

FIENDISH LEGACY

and:

OTHERWORLDLY PRESENCE


PART TWENTY-ONE — TIEFLING DARKVISION

Tiefling Darkvision:

60 FEET

This functions according to the normal:

DARKVISION

rules we have already studied.


PART TWENTY-TWO — FIENDISH LEGACY

When you choose Tiefling, choose one:

ABYSSAL

CHTHONIC

or:

INFERNAL

You gain:

THE LEVEL 1 BENEFIT

of that legacy immediately.


AT CHARACTER LEVEL 3

You learn:

THE LEVEL 3 SPELL

shown for your Legacy.


AT CHARACTER LEVEL 5

You learn:

THE LEVEL 5 SPELL

shown for your Legacy.


IMPORTANT

These are:

CHARACTER LEVELS

not levels in a particular Class.


MULTICLASS EXAMPLE

Fighter 2 / Warlock 1:

Total character level:

3

The Tiefling gains its:

LEVEL 3 FIENDISH LEGACY SPELL

even though neither Class individually has reached level 3.


PART TWENTY-THREE — FIENDISH LEGACY SPELLCASTING ABILITY

When you choose your Fiendish Legacy, also choose:

INTELLIGENCE

WISDOM

or:

CHARISMA

That becomes your:

SPELLCASTING ABILITY

for spells cast through:

FIENDISH LEGACY


EXAMPLE

A Tiefling Wizard might choose:

INTELLIGENCE

A Tiefling Cleric might choose:

WISDOM

A Tiefling Sorcerer might choose:

CHARISMA

But any of the three choices is legal regardless of Class.


SPELL SAVE DC

When one of these Species spells requires a Saving Throw:

8 + CHOSEN ABILITY MODIFIER + PROFICIENCY BONUS


EXAMPLE

Chosen ability:

CHARISMA

Charisma:

16

Modifier:

+3

PB:

+3

Species Spell Save DC:

8 + 3 + 3 =

DC 14


SPELL ATTACK BONUS

If one of the Species spells requires a Spell Attack:

Chosen ability modifier + PB.

Using the same example:

3 + 3 =

+6


PART TWENTY-FOUR — HIGHER-LEVEL LEGACY SPELLS

The spells gained at character levels:

3

and:

5

are:

ALWAYS PREPARED


FREE CASTING

You can cast each one:

ONCE WITHOUT A SPELL SLOT

You regain the ability to cast it in that way after:

A LONG REST


SPELL SLOTS

If you have Spell Slots of the appropriate level, you can also cast these spells using:

YOUR SPELL SLOTS


EXAMPLE

A level 5 Tiefling Sorcerer has a Fiendish Legacy spell.

First casting:

FREE SPECIES CAST

Later:

EXPEND A SPELL SLOT

to cast it again.

The free Species casting and your normal Spell Slots are:

SEPARATE RESOURCES


PART TWENTY-FIVE — ABYSSAL LEGACY

Choose:

ABYSSAL

and you gain:

POISON DAMAGE RESISTANCE

You also know:

POISON SPRAY


LEVEL 3

Gain:

RAY OF SICKNESS


LEVEL 5

Gain:

HOLD PERSON


ABYSSAL PROGRESSION

Character Level Benefit
1 Poison Resistance, Poison Spray
3 Ray of Sickness
5 Hold Person

ABYSSAL THEME

Mechanically, Abyssal provides:

POISON RESILIENCE

POISON MAGIC

and later:

CONTROL MAGIC


PART TWENTY-SIX — CHTHONIC LEGACY

Choose:

CHTHONIC

and you gain:

NECROTIC DAMAGE RESISTANCE

You also know:

CHILL TOUCH


LEVEL 3

Gain:

FALSE LIFE


LEVEL 5

Gain:

RAY OF ENFEEBLEMENT


CHTHONIC PROGRESSION

Character Level Benefit
1 Necrotic Resistance, Chill Touch
3 False Life
5 Ray of Enfeeblement

CHTHONIC THEME

Mechanically, Chthonic emphasizes:

NECROTIC POWER

SURVIVABILITY

and:

WEAKENING ENEMIES


PART TWENTY-SEVEN — INFERNAL LEGACY

Choose:

INFERNAL

and you gain:

FIRE DAMAGE RESISTANCE

You also know:

FIRE BOLT


LEVEL 3

Gain:

HELLISH REBUKE


LEVEL 5

Gain:

DARKNESS


INFERNAL PROGRESSION

Character Level Benefit
1 Fire Resistance, Fire Bolt
3 Hellish Rebuke
5 Darkness

INFERNAL THEME

Mechanically, Infernal emphasizes:

FIRE

RETALIATION

and:

MAGICAL DARKNESS


PART TWENTY-EIGHT — FIENDISH LEGACIES COMPARED

Legacy Resistance Cantrip Level 3 Level 5
Abyssal Poison Poison Spray Ray of Sickness Hold Person
Chthonic Necrotic Chill Touch False Life Ray of Enfeeblement
Infernal Fire Fire Bolt Hellish Rebuke Darkness

Each legacy provides exactly:

ONE RESISTANCE

ONE CANTRIP

ONE LEVEL 3 SPELL

and:

ONE LEVEL 5 SPELL


PART TWENTY-NINE — DAMAGE RESISTANCE

The Resistance is active from:

CHARACTER LEVEL 1

It doesn't require:

AN ACTION

and doesn't have:

LIMITED USES


EXAMPLE — ABYSSAL

Incoming Poison damage:

17

Resistance:

17 ÷ 2 = 8.5

Round down:

8 POISON DAMAGE


EXAMPLE — INFERNAL

Incoming Fire damage:

30

Resistance:

15 FIRE DAMAGE


IMPORTANT

Resistance isn't:

IMMUNITY

The Tiefling still takes damage.

It is:

HALVED

according to the normal Resistance rules.


PART THIRTY — OTHERWORLDLY PRESENCE

Every Tiefling, regardless of Fiendish Legacy, knows:

THAUMATURGY

This comes from:

OTHERWORLDLY PRESENCE


SPELLCASTING ABILITY

When you cast Thaumaturgy through this Species trait, it uses:

THE SAME SPELLCASTING ABILITY

chosen for:

FIENDISH LEGACY


EXAMPLE

Infernal Tiefling.

Fiendish Legacy ability:

CHARISMA

Therefore:

FIRE BOLT

HELLISH REBUKE

DARKNESS

and:

THAUMATURGY

all use:

CHARISMA

when a Spellcasting Ability is relevant.


IMPORTANT

Otherworldly Presence is shared by:

ALL THREE TIEFLING LEGACIES

It isn't an additional legacy option.


PART THIRTY-ONE — COMPLETE TIEFLING EXAMPLE

Meet:

VESPER

Vesper is a level 5 Tiefling Warlock.

Size:

MEDIUM

Legacy:

INFERNAL

Chosen Species Spellcasting Ability:

CHARISMA

Charisma:

18

Modifier:

+4

PB:

+3


DARKVISION

60 FEET


FIRE RESISTANCE

Always active.


CANTRIPS FROM SPECIES

FIRE BOLT

and:

THAUMATURGY


CHARACTER LEVEL 3 SPELL

HELLISH REBUKE

Always prepared.

One free cast per:

LONG REST

plus Spell Slot casting if appropriate.


CHARACTER LEVEL 5 SPELL

DARKNESS

Always prepared.

One free cast per:

LONG REST

plus Spell Slot casting if appropriate.


SPECIES SPELL SAVE DC

8 + 4 + 3 =

DC 15


SPECIES SPELL ATTACK BONUS

4 + 3 =

+7


PART THIRTY-TWO — HUMAN, ORC, AND TIEFLING COMPARED

Trait Human Orc Tiefling
Creature Type Humanoid Humanoid Humanoid
Size Small or Medium Medium Small or Medium
Speed 30 ft. 30 ft. 30 ft.
Darkvision 120 ft. 60 ft.
Skill benefit 1 Skill
Feat benefit 1 Origin Feat
Reroll/resource Heroic Inspiration
Mobility Adrenaline Rush
Survival Relentless Endurance Resistance
Spellcasting Fiendish Legacy + Thaumaturgy

PART THIRTY-THREE — WHICH SPECIES FITS WHICH PLAYSTYLE?

There is no rule declaring one Species:

THE BEST

Their mechanics support different ideas.


HUMAN

Strong for:

CUSTOMIZATION

SKILL ACCESS

ORIGIN FEAT FLEXIBILITY

and:

HEROIC INSPIRATION


ORC

Strong for:

MOBILITY

TEMPORARY HIT POINTS

DARKVISION

and:

SURVIVING 0 HP


TIEFLING

Strong for:

INNATE MAGIC

DAMAGE RESISTANCE

and choosing among:

THREE MAGICAL LEGACIES

This is gameplay guidance.

It doesn't restrict:

CLASS

BACKGROUND

or:

PERSONALITY


PART THIRTY-FOUR — LANGUAGES

We have now completed all:

NINE SRD CHARACTER SPECIES

But Character Origins includes another important choice:

LANGUAGES

A character normally knows at least:

THREE LANGUAGES

The SRD specifies:

COMMON

plus:

TWO STANDARD LANGUAGES

that you either:

CHOOSE

or:

ROLL

from the Standard Languages table.


PART THIRTY-FIVE — WHAT DOES KNOWING A LANGUAGE MEAN?

If your character knows a language, your character can:

COMMUNICATE IN IT

READ IT

and:

WRITE IT

Those three capabilities are included in:

KNOWING THE LANGUAGE


EXAMPLE

You know:

DWARVISH

You can:

SPEAK OR OTHERWISE COMMUNICATE IN DWARVISH

READ DWARVISH

and:

WRITE DWARVISH

according to the language rules.


PART THIRTY-SIX — COMMON

Every player character knows:

COMMON

You don't need to spend one of your two additional choices on it.

So your minimum language structure is:

COMMON

plus:

STANDARD LANGUAGE 1

plus:

STANDARD LANGUAGE 2

Total:

AT LEAST THREE LANGUAGES


OTHER SOURCES

Your:

CLASS

or:

OTHER FEATURES

might grant additional languages.

Therefore:

THREE IS A MINIMUM

not necessarily your final total.


PART THIRTY-SEVEN — STANDARD LANGUAGES

The Standard Languages in the SRD are:

1d12 Language
Common
1 Common Sign Language
2 Draconic
3–4 Dwarvish
5–6 Elvish
7 Giant
8 Gnomish
9 Goblin
10–11 Halfling
12 Orc

 


STANDARD LANGUAGES

Beyond Common, the table therefore includes:

COMMON SIGN LANGUAGE

DRACONIC

DWARVISH

ELVISH

GIANT

GNOMISH

GOBLIN

HALFLING

and:

ORC


PART THIRTY-EIGHT — CHOOSE OR ROLL

The SRD allows you to:

CHOOSE

your two Standard Languages,

or:

ROLL

for them using:

1D12

and the Standard Languages table.


EXAMPLE — CHOOSING

You decide your character knows:

COMMON

ELVISH

and:

DRACONIC

No roll is required if you are choosing.


EXAMPLE — ROLLING

First d12:

7

Language:

GIANT

Second d12:

2

Language:

DRACONIC

The character knows:

COMMON

GIANT

and:

DRACONIC


WHY SOME LANGUAGES OCCUPY TWO RESULTS

The table assigns:

DWARVISH

to:

3–4

Elvish to:

5–6

and Halfling to:

10–11

If you choose languages instead of rolling:

THIS DOESN'T MATTER

The number ranges exist for:

RANDOM GENERATION


PART THIRTY-NINE — STANDARD DOES NOT MEAN SPECIES-LOCKED

A character doesn't need to belong to a Species to know a language associated historically with that Species.

For example:

HUMAN

can choose:

DWARVISH

An Orc can choose:

ELVISH

An Elf can choose:

GIANT

These languages have become:

WIDESPREAD

in the setting, which is why they appear in the:

STANDARD LANGUAGES TABLE


IMPORTANT

Your Species entries didn't automatically say:

DWARF KNOWS DWARVISH

or:

ELF KNOWS ELVISH

Your language choices are handled separately through:

CHARACTER CREATION

unless another feature specifically grants a language.


PART FORTY — COMMON SIGN LANGUAGE

One of the Standard Languages is:

COMMON SIGN LANGUAGE

It appears directly in the Standard Languages table.

It is therefore one of the languages a character can:

CHOOSE

or potentially:

ROLL

as one of the two additional Standard Languages.


PART FORTY-ONE — RARE LANGUAGES

The SRD also contains:

RARE LANGUAGES

These are languages that are:

SECRET

or:

DERIVED FROM OTHER PLANES OF EXISTENCE

and are therefore less widespread in worlds of:

THE MATERIAL PLANE


COMPLETE RARE LANGUAGE LIST

ABYSSAL

CELESTIAL

DEEP SPEECH

DRUIDIC

INFERNAL

PRIMORDIAL

SYLVAN

THIEVES' CANT

and:

UNDERCOMMON

 


PART FORTY-TWO — YOU DON'T NORMALLY CHOOSE RARE LANGUAGES AS YOUR TWO STANDARD CHOICES

The basic character-creation rule tells you to choose or roll your two additional languages from:

THE STANDARD LANGUAGES TABLE

Rare Languages are:

A SEPARATE TABLE

Some:

FEATURES

allow a character to learn a Rare Language.


EXAMPLE

You can't simply replace one of your normal Standard Language choices with:

ABYSSAL

unless some rule gives you the ability to learn that Rare Language.


PART FORTY-THREE — PRIMORDIAL

Primordial contains four dialects:

AQUAN

AURAN

IGNAN

and:

TERRAN


IMPORTANT COMMUNICATION RULE

Creatures that know one of those Primordial dialects can communicate with creatures that know:

A DIFFERENT PRIMORDIAL DIALECT

 


EXAMPLE

Creature A knows:

AQUAN

Creature B knows:

IGNAN

Even though those are different dialects, the SRD says they can:

COMMUNICATE WITH EACH OTHER


PART FORTY-FOUR — SOME RARE LANGUAGES ARE ALREADY FAMILIAR

We have encountered some Rare Languages elsewhere in the course.


THIEVES' CANT

The Rogue gains:

THIEVES' CANT

through its Class features.

That is a:

RARE LANGUAGE


DRUIDIC

The Druid gains:

DRUIDIC

through its Class features.

That is also:

A RARE LANGUAGE

This demonstrates what the language rules mean when they say:

OTHER FEATURES CAN GIVE YOU LANGUAGES


PART FORTY-FIVE — LANGUAGE AND SPECIES ARE SEPARATE

This is important enough to repeat.

Your Species doesn't automatically determine:

EVERY LANGUAGE YOU KNOW

Character Creation gives:

COMMON

plus:

TWO STANDARD LANGUAGES

regardless of whether your Species is:

HUMAN

ORC

ELF

DWARF

or another SRD Species.


EXAMPLE — ORC SAGE

Species:

ORC

Background:

SAGE

Languages selected:

COMMON

ELVISH

GNOMISH

Nothing in the basic language rule requires the character to choose:

ORC

simply because their Species is Orc.


ROLE-PLAYING EXPLANATION

Perhaps the Orc grew up among:

ELVES

and studied with:

GNOMISH SCHOLARS

That is a narrative explanation.

The mechanical rule is simply:

CHOOSE OR ROLL TWO STANDARD LANGUAGES


PART FORTY-SIX — LANGUAGE DOESN'T AUTOMATICALLY SOLVE EVERY SOCIAL PROBLEM

Knowing a creature's language means you can:

COMMUNICATE

with it in that language.

It doesn't mean:

THE CREATURE AGREES WITH YOU

TRUSTS YOU

OBEYS YOU

or:

REVEALS INFORMATION

Those outcomes may still depend on:

ROLE-PLAYING

CIRCUMSTANCES

and potentially:

ABILITY CHECKS

when the GM determines they are appropriate.


EXAMPLE

You speak:

GIANT

and meet a hostile Giant.

Language means:

YOU CAN COMMUNICATE

It doesn't automatically turn the Giant into:

AN ALLY


PART FORTY-SEVEN — LANGUAGE IN EXPLORATION

Language can matter when discovering:

WRITTEN TEXT


EXAMPLE

The party finds an inscription written in:

DRACONIC

Character A knows Draconic.

Therefore, under the language rule, Character A can:

READ IT


CHARACTER B

doesn't know Draconic.

The basic language rule doesn't give Character B the ability to:

READ IT

Another feature or spell might potentially help, but that would come from:

ANOTHER RULE


PART FORTY-EIGHT — COMPLETE LANGUAGE EXAMPLE

Meet:

LYRA

Lyra is a Human Wizard.

Every player character knows:

COMMON

She chooses two Standard Languages:

DRACONIC

and:

ELVISH

So Lyra knows at least:

COMMON

DRACONIC

ELVISH

Her Human Species also grants:

SKILLFUL

but that gives a Skill Proficiency, not another language.

If another Class feature or Feat later gives her:

ANOTHER LANGUAGE

she adds that to the languages she already knows.


PART FORTY-NINE — COMPLETE HUMAN, ORC, AND TIEFLING SUMMARY

HUMAN

Creature Type:

HUMANOID

Size:

SMALL OR MEDIUM

Speed:

30 FEET

Traits:

RESOURCEFUL

SKILLFUL

VERSATILE


RESOURCEFUL

After:

EVERY LONG REST

gain:

HEROIC INSPIRATION


SKILLFUL

Gain proficiency in:

ONE SKILL OF YOUR CHOICE


VERSATILE

Gain:

ONE ORIGIN FEAT OF YOUR CHOICE

Recommended:

SKILLED


ORC

Creature Type:

HUMANOID

Size:

MEDIUM

Speed:

30 FEET

Traits:

ADRENALINE RUSH

DARKVISION 120 FEET

RELENTLESS ENDURANCE


ADRENALINE RUSH

Bonus Action:

DASH

and gain:

TEMPORARY HP = PB

Uses:

PB

Recovery:

SHORT OR LONG REST


RELENTLESS ENDURANCE

Reduced to 0 HP without being killed outright:

DROP TO 1 HP INSTEAD

Use:

ONCE PER LONG REST


TIEFLING

Creature Type:

HUMANOID

Size:

SMALL OR MEDIUM

Speed:

30 FEET

Darkvision:

60 FEET

Traits:

FIENDISH LEGACY

and:

OTHERWORLDLY PRESENCE


FIENDISH LEGACY

Choose:

ABYSSAL

CHTHONIC

or:

INFERNAL

Choose Spellcasting Ability:

INTELLIGENCE

WISDOM

or:

CHARISMA

Higher-level spells arrive at:

CHARACTER LEVEL 3

and:

CHARACTER LEVEL 5

They are:

ALWAYS PREPARED

Each can be cast:

ONCE FOR FREE PER LONG REST

and also with appropriate:

SPELL SLOTS


OTHERWORLDLY PRESENCE

Know:

THAUMATURGY

using the same Spellcasting Ability chosen for:

FIENDISH LEGACY


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING HUMAN MUST BE MEDIUM

Human can be:

SMALL OR MEDIUM


MISTAKE 2 — THINKING RESOURCEFUL GIVES HEROIC INSPIRATION ONLY ONCE

It triggers whenever you finish:

A LONG REST


MISTAKE 3 — TRYING TO STORE MULTIPLE HEROIC INSPIRATIONS

You can normally have:

ONLY ONE

at a time.


MISTAKE 4 — THINKING HEROIC INSPIRATION ONLY REROLLS D20S

Heroic Inspiration can reroll:

ANY DIE

immediately after you roll it.


MISTAKE 5 — THINKING SKILLFUL HAS A RESTRICTED SKILL LIST

Human Skillful gives proficiency in:

ONE SKILL OF YOUR CHOICE


MISTAKE 6 — THINKING VERSATILE MUST GIVE SKILLED

Skilled is:

RECOMMENDED

but Versatile allows:

AN ORIGIN FEAT OF YOUR CHOICE


MISTAKE 7 — FORGETTING YOUR BACKGROUND ALSO PROVIDES AN ORIGIN FEAT

Human Versatile is:

ADDITIONAL

to the Background's Origin Feat.


MISTAKE 8 — THINKING ORCS HAVE SPEED 35 FEET

Orc Speed is:

30 FEET


MISTAKE 9 — THINKING ADRENALINE RUSH IS AN ACTION

It lets you Dash as:

A BONUS ACTION


MISTAKE 10 — THINKING ADRENALINE RUSH ONLY PROVIDES MOVEMENT

It also gives:

TEMPORARY HP = PB


MISTAKE 11 — ADDING ADRENALINE RUSH TEMPORARY HP TO EXISTING TEMPORARY HP

Temporary Hit Points:

DON'T STACK


MISTAKE 12 — THINKING ADRENALINE RUSH RECOVERS ONLY ON A LONG REST

It recovers after:

A SHORT OR LONG REST


MISTAKE 13 — THINKING ADRENALINE RUSH IS ONCE PER REST

Uses equal:

PROFICIENCY BONUS


MISTAKE 14 — THINKING RELENTLESS ENDURANCE MAKES YOU IMMORTAL

It doesn't.

It works only when you are reduced to 0 HP and:

NOT KILLED OUTRIGHT


MISTAKE 15 — THINKING RELENTLESS ENDURANCE RETURNS ON A SHORT REST

It returns after:

A LONG REST


MISTAKE 16 — THINKING ORC DARKVISION IS 60 FEET

It is:

120 FEET


MISTAKE 17 — THINKING TIEFLING CREATURE TYPE IS FIEND

Tiefling Creature Type is:

HUMANOID


MISTAKE 18 — THINKING TIEFLING MUST BE MEDIUM

Tiefling can be:

SMALL OR MEDIUM


MISTAKE 19 — TAKING ALL THREE FIENDISH LEGACIES

Choose:

ONE


MISTAKE 20 — FORGETTING TO CHOOSE A FIENDISH LEGACY SPELLCASTING ABILITY

Choose:

INTELLIGENCE

WISDOM

or:

CHARISMA


MISTAKE 21 — THINKING YOUR CLASS AUTOMATICALLY DETERMINES THE FIENDISH LEGACY ABILITY

It doesn't.

You make the choice when selecting:

THE LEGACY


MISTAKE 22 — USING CLASS LEVEL FOR FIENDISH LEGACY SPELL PROGRESSION

The feature uses:

CHARACTER LEVEL


MISTAKE 23 — COUNTING THE LEVEL 3 AND 5 LEGACY SPELLS AGAINST NORMAL PREPARED SPELL LIMITS

They are:

ALWAYS PREPARED


MISTAKE 24 — THINKING THE LEGACY SPELLS CAN ONLY BE CAST ONCE

They each have:

ONE FREE CAST PER LONG REST

but can also be cast using:

APPROPRIATE SPELL SLOTS


MISTAKE 25 — THINKING TIEFLING RESISTANCE MEANS IMMUNITY

Resistance means:

HALF DAMAGE

under the normal rules.


MISTAKE 26 — FORGETTING ALL TIEFLINGS KNOW THAUMATURGY

Otherworldly Presence gives:

THAUMATURGY

regardless of which legacy you choose.


MISTAKE 27 — THINKING EVERY CHARACTER KNOWS ONLY TWO LANGUAGES

A character knows at least:

THREE

Common:

PLUS TWO STANDARD LANGUAGES


MISTAKE 28 — SPENDING ONE OF YOUR TWO CHOICES ON COMMON

Every player character already knows:

COMMON


MISTAKE 29 — THINKING YOU MUST ROLL FOR LANGUAGES

You may:

ROLL OR CHOOSE

your two Standard Languages.


MISTAKE 30 — CHOOSING A RARE LANGUAGE AS A NORMAL STANDARD LANGUAGE CHOICE

Your normal choices come from:

THE STANDARD LANGUAGES TABLE

Rare Languages require:

AN APPROPRIATE FEATURE

or other rule that grants them.


MISTAKE 31 — THINKING SPECIES AUTOMATICALLY DETERMINES LANGUAGE

An Elf doesn't automatically have to choose:

ELVISH

An Orc doesn't automatically have to choose:

ORC

The general Character Creation rule gives:

COMMON + TWO STANDARD LANGUAGES


MISTAKE 32 — THINKING KNOWING A LANGUAGE ONLY MEANS SPEAKING IT

Knowledge means you can:

COMMUNICATE

READ

and:

WRITE

in the language.


MISTAKE 33 — THINKING PRIMORDIAL'S DIALECTS CAN'T COMMUNICATE WITH ONE ANOTHER

The SRD specifically states that creatures knowing one Primordial dialect can communicate with creatures knowing:

A DIFFERENT PRIMORDIAL DIALECT


MISTAKE 34 — THINKING SPEAKING A CREATURE'S LANGUAGE AUTOMATICALLY PERSUADES IT

Language allows:

COMMUNICATION

It doesn't guarantee:

COOPERATION


QUICK RECAP

The final three SRD Character Species are:

HUMAN

ORC

and:

TIEFLING


HUMAN

Focus:

FLEXIBILITY

Resourceful:

HEROIC INSPIRATION AFTER LONG REST

Skillful:

ONE SKILL PROFICIENCY

Versatile:

ONE ORIGIN FEAT


ORC

Focus:

MOBILITY AND ENDURANCE

Adrenaline Rush:

BONUS ACTION DASH

plus:

PB TEMPORARY HP

Uses:

PB

Recovery:

SHORT OR LONG REST

Darkvision:

120 FEET

Relentless Endurance:

0 HP → 1 HP

once per:

LONG REST

if not killed outright.


TIEFLING

Focus:

FIENDISH MAGIC

Darkvision:

60 FEET

Choose:

ABYSSAL

CHTHONIC

or:

INFERNAL

Every legacy provides:

DAMAGE RESISTANCE

A CANTRIP

LEVEL 3 SPELL

and:

LEVEL 5 SPELL

Every Tiefling also knows:

THAUMATURGY


LANGUAGES

Every player character knows:

COMMON

plus:

TWO STANDARD LANGUAGES

You can:

CHOOSE

or:

ROLL

those two.


STANDARD LANGUAGES

COMMON SIGN LANGUAGE

DRACONIC

DWARVISH

ELVISH

GIANT

GNOMISH

GOBLIN

HALFLING

ORC

plus the universally known:

COMMON


RARE LANGUAGES

ABYSSAL

CELESTIAL

DEEP SPEECH

DRUIDIC

INFERNAL

PRIMORDIAL

SYLVAN

THIEVES' CANT

UNDERCOMMON


PRIME HERO CHALLENGE

Four adventurers have just completed a Long Rest.

Character A

A Human Fighter who already has Heroic Inspiration.

Character B

A level 5 Orc Barbarian.

Character C

A level 5 Infernal Tiefling Sorcerer.

Character D

A Dwarf Rogue who chose Elvish and Giant as their two Standard Languages.


QUESTION 1

What happens to Character A because of Resourceful?

Resourceful grants:

HEROIC INSPIRATION

But the Human already has it.

Since Heroic Inspiration doesn't stack, the general rule allows the new instance to be given to:

ANOTHER PLAYER CHARACTER IN THE GROUP WHO LACKS IT


QUESTION 2

How many Adrenaline Rush uses does the level 5 Orc have?

PB at level 5:

+3

Therefore:

3 USES


QUESTION 3

When do those Orc uses recover?

SHORT OR LONG REST


QUESTION 4

What does each use provide?

BONUS ACTION DASH

and:

3 TEMPORARY HIT POINTS

because PB is +3.


QUESTION 5

The Orc is reduced to 0 HP but isn't killed outright. What can happen?

RELENTLESS ENDURANCE

allows:

1 HP INSTEAD

provided the feature hasn't already been used since the last Long Rest.


QUESTION 6

What resistance does the Infernal Tiefling have?

FIRE RESISTANCE


QUESTION 7

Which Species spells does the level 5 Infernal Tiefling have?

Cantrip:

FIRE BOLT

Level 3:

HELLISH REBUKE

Level 5:

DARKNESS

And every Tiefling also knows:

THAUMATURGY


QUESTION 8

Can the Tiefling cast Hellish Rebuke again after using its free Species casting?

YES

if the character has:

AN APPROPRIATE SPELL SLOT


QUESTION 9

Which languages does Character D know at minimum?

Every character knows:

COMMON

The character selected:

ELVISH

and:

GIANT

Therefore:

COMMON

ELVISH

GIANT

And Rogue Class features may provide another relevant language separately, such as:

THIEVES' CANT


LESSON 55 — KEY TAKEAWAYS

We have now completed:

ALL NINE SRD CHARACTER SPECIES

Human teaches us the value of:

FLEXIBILITY

Orc demonstrates:

MOBILITY

and:

REFUSING TO FALL

Tiefling introduces a flexible system of:

SUPERNATURAL LEGACIES


HUMAN

can choose:

SMALL OR MEDIUM

and gains:

HEROIC INSPIRATION

A SKILL PROFICIENCY

and:

AN ORIGIN FEAT


ORC

is:

MEDIUM

and gains:

BONUS ACTION DASH

TEMPORARY HIT POINTS

120-FOOT DARKVISION

and:

RELENTLESS ENDURANCE


TIEFLING

can be:

SMALL OR MEDIUM

and chooses one:

FIENDISH LEGACY

Every Legacy changes:

RESISTANCE

CANTRIP

and:

SPELLS

while every Tiefling also possesses:

THAUMATURGY


LANGUAGES

complete another important part of Character Origins.

Every player character begins knowing:

COMMON

plus:

TWO STANDARD LANGUAGES

Knowing a language means you can:

COMMUNICATE

READ

and:

WRITE

using it.

Rare Languages exist, but they normally require:

FEATURES

that specifically grant access to them.

With that, we now understand both:

EVERY SRD CHARACTER SPECIES

and:

THE LANGUAGE SYSTEM USED DURING CHARACTER CREATION


NEXT LESSON

LESSON 56 — FEATS: RULES, CATEGORIES, PREREQUISITES, BENEFITS, AND REPEATABLE FEATS

We have repeatedly encountered:

FEATS

Backgrounds give them.

Human can gain an additional one.

Classes grant opportunities to choose them.

But before examining every individual Feat, we need to understand:

HOW FEATS WORK

Lesson 56 will explain the four SRD Feat categories:

ORIGIN

GENERAL

FIGHTING STYLE

and:

EPIC BOON

We will also cover:

PREREQUISITES

BENEFITS

REPEATABLE FEATS

and:

WHEN A CHARACTER CAN CHOOSE A FEAT

Then:

LESSON 57

will cover every:

ORIGIN FEAT

in detail.


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.