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.