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Options for Everyone
Racial
Bonuses
Illustration by Steve Argyle
Player’s Handbook
®
3
introduced a new option for
player character races. Instead of receiving a +2
bonus to two ability scores, each race was given one
constant ability bonus and a choice between two
alternatives for the second bonus. That approach has
been standard in all books published since then.
Most of the races from previous books were
updated in
Heroes of the Fallen Lands
TM
and
Heroes
of the Forgotten Kingdoms
TM
, leaving just a handful
untouched—until now.
This article extends the option to the remaining six
player character races. Now all characters can adopt
those racial archetypes that are thematically fitting
but which previously were less attractive choices.
Deva
For millennia, servants of the gods of good bound
themselves to mortal forms so that they could directly
battle the forces of darkness upon the world. Those
remaining in the Astral Sea watched their fellows’
progress with pride and gratitude, mixed with a
growing concern. The devas’ efforts against the
followers of evil were noble and brave, but uncoor-
dinated and often impulsive. Worse, the devas had
trouble recruiting mortal allies to fight alongside
TM & © 2011 Wizards of the Coast LLC. All rights reserved.
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Ability
Racial Ability Bonuses
them. A call reverberated through the Plane Above,
summoning great leaders and evangelists to abandon
their well-earned rests and cloak themselves in f lesh
once more. So it was that new devas began appearing
in the world, dedicated to bringing light against dark-
ness, gathering mortals to their righteous banners,
and guiding their hosts to victory.
secrets of the mind and of the arcane world. With
their characteristic introspection and deliberateness
of purpose, some kalashtar probe that darkness to
fuel their studies into magic and psionics.
warforged along with their more workmanlike fellows.
Examples of these late-model designs tend to be slim-
mer and more graceful in appearance, and often wear a
striking black, gold, or silver finish. They are extremely
logical, as one might expect of thinking machines, with
near-perfect memory and an insatiable hunger for
knowledge and learning. They often pursue careers as
wizards or artificers.
Shadar-kai
The goal of many shadar-kai is to be remembered in
glory when life reaches its inevitable end. They test
their own limits and then strive to push beyond them,
to achieve the only immortality that matters: being
counted among those heroes who are remembered
in legend. To achieve that end, shadar-kai are willing
to take extreme risks, to gamble everything on one
throw of the dice. Some, however, take a longer view
of life. They see the road to glory as a long and rugged
slope rather than as a looming precipice. To them, the
inward-directed life of the monk and the psion hold a
special attraction. A select few, upon tasting the rich-
ness of life beyond the Shadowfell, lose themselves in
the vibrance of the primal world. Like all shadar-kai,
they will always be strangers to true joy, yet this sense of
wonder sets them apart from their kin.
Genasi
Genasi have the wild souls of elemental beings, and
their essentially supernatural nature is part of all that
they do. Just as their souls manifest elemental power
in different ways, genasi are varied beings. Almost all
have keen minds, but their bodies show the effect of
their heritage in different ways. Some are physically
powerful like a storm, while others possess a capacity
to endure like stone.
Ability Score bonuSeS
Fixed
race
bonus
either/or
changeling
cha
Dex/int
Deva
Wis
int/cha
Dragonborn cha
Str/con
Drow
Dex
Wis/cha
Dwarf
con
Str/Wis
eladrin
int
Dex/cha
elf
Dex
int/Wis
Goliath
These mountain-bred nomads forge powerful ties to
the primal world during their alpine wanderings. The
inf luence of their unforgiving environment is obvious
in their culture, which emphasizes honesty, boldness,
and reverence for nature. Goliaths learn from an
early age to draw strength from the mountains that
nurture them. Although most pursue the straight-
forward life of a warrior, their powerful links to the
primal world also urge them toward the paths of the
warden, the seeker, the shaman, and the druid.
Genasi
int
Str/con
Githzerai Wis
Dex/int
Gnome
int
Dex/cha
Goliath
Str
con/Wis
Half-elf
con
Wis/cha
Halfling
Dex
con/cha
Warforged
Most warforged designs, being intended for close
combat, emphasized physical power and durability.
The armorers and artificers of House Cannith, how-
ever, experimented with many different warforged
patterns during the Last War, and smaller numbers of
warforged were built for very different purposes. Some
of the last warforged designs to emerge from the cre-
ation forges were given superior mental ability in order
to quickly master various forms of arcane magic. House
Cannith hoped to sell these warforged battlemages
for a premium price, but the end of the Last War put
a stop to the production of these new, more intelligent
Half-orc
Dex
Str/con
Human
any
none
Kalashtar
cha
int/Wis
Minotaur
Str
con/Wis
Mul
con
Str/Wis
revenant
Dex
cha/con
Shadar-kai
Dex
int/Wis
Shardmind
int
Wis/cha
Kalashtar
Those who know the kalashtar understand the con-
f lict that roils beneath their serene exteriors. For a
kalashtar, every hour is a struggle against the dark
madness that lurks beyond the perimeter of sanity’s
light. But the madness that threatens also contains
Shifter
Wis
Str/Dex*
thri-kreen
Dex
Str/Wis
tiefling
cha
con/int
Warforged
con
Str/int
Wilden
Wis
Dex/con
*Determined by choice of longtooth or razorclaw
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Con f e s s i on s o f a f u l l - t i m e w i z a r d
Head of the Class
By Shelly MazzanoBle
Illustration by William O’Conner
By now you’ve all probably seen the episode of
nBC’s
Community
about the
most epic
dungeons &
dragons
®
game ever.
if you haven’t seen it, you’ve
probably read all about it. news sites, bloggers, even
the pop culture rags i frequent were all ablaze pre-
viewing, then recapping the episode.
the verdict?
one of
Community’s
finest episodes and one of the
greatest depictions of d&d
ever.
Phew. what a relief ! when the d&d Brand team
was contacted months ago by the producers, we were
excited yet dubious.
Community
is a huge television
show, which happens to kick off nBC’s hugest night
of television. it also is a critical darling. no doubt this
would generate great awareness for the brand.
But we were skeptical, as always when we give
our blessing to let d&d go out and play with strang-
ers. that’s our baby! i imagine my mom felt the same
way when she let me go off with my new sixth-grade
friends, Kim and alisa, to friendly’s for reece’s Pieces
sundaes. (i smoked my first cigarette in friendly’s
ladies' room and swiped a pocketful of straws from
the ice cream counter, which i later capitalized on
when the spitball craze hit west middle. i guess mom
was right to be worried.)
sure, we always see scripts in advance, as we did
with
Community
. i begged my boss to act it out with
me (i sooooooo want to be shirley Bennett), but
she thought we could find a better use for our time.
whatever. some people apparently didn’t appreci-
ate my
Ode to
the Real Housewives of Orange County
.
Philistines.
the script looked good on paper—no horrible,
antiquated stereotypes, no perpetuation of ancient
myths, not one mention of doritos. But still . . . what
if the writers changed a line at the last minute?
what if one of the actors improvised? worse, what
if
Community’s
community just didn’t get d&d’s
community?
let’s be honest, making fun of d&d is like Kimbo
slice picking on the kids who stereotypically play it.
oK, some of the stuff is funny (“
I attack the darkness”
in particular), but for the most part—
snooze
. aren’t
we over that garbage yet? Haven’t we proved that
people who play d&d also own homes, have pets,
take vacations with their families, live aboveground,
and so on? with the exception of maybe having
higher-than-average intelligence and being better
looking in general, d&d players are just like every-
one else.
TM & © 2011 Wizards of the Coast LLC. All rights reserved.
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Con f e s s i on s o f a f u l l - t i m e w i z a r d
thankfully, the Brand team’s apprehension was
put to rest, thanks largely to series creator dan Har-
mon’s own d&d background. He’s clearly not one of
those stereotypes the media likes to promote, and the
writers knew better than to trot out 30-something-
year-old typecasts for a few laughs. instead, we got
a charming, endearing, well-represented game of
d&d. Here are a few things i thought they showed
exceptionally well.
Joining the Cause:
the “friends” are a study
group at a community college in Greendale,
Colorado. Believing that a fellow student named
neil was suffering from major depression (because
people keep calling him things like fat neil—
heartbreaking!), they decided to cheer him up by
staging a dice-rolling intervention. the fact that the
group cares so much about their friend’s well-being
outweighed the fact that the majority of them knew
nothing about d&d and, most likely, never wanted
to. this is exactly the stuff a great d&d party is
made of. sign me up.
Fighting the Villain:
every good d&d game
has a villain, and every good d&d group collec-
tively goes after him or her. in this case, the villain
wasn’t the dragon. it was Pierce the insensitive,
another student who is bullying and mean and hard
to like even if he is played by Clark Griswold. Pierce
takes great pleasure in belittling and terrorizing
neil, which makes it easy for the players to take
their eyes off the dragon and refocus their anger
on the real enemy. is anything better than joining
forces to take down a common evil? You see this at
sporting events, where a bunch of strangers bond
for a few hours merely because they’re wearing
same-colored shirts and face paint. it’s what brought
my best friend Cindy and i together in fourth
grade—our mutual hatred for stacy Kendrick and
her stupid “baby twin siblings.” umm, stacy, you
had nothing to do with their existence, unless you
count the fact that your parents knew they could
do better, so they tried again. (oh
snap
! why didn’t
i think of that cut-down in fourth grade? i need to
find her on facebook.)
Pierce was a jerk, just like any number of d&d
villains my groups have faced. there were those
responsible for the death of a party member, those
who sent us on wild goose chases, those who man-
aged to keep us at bay—bruised, beaten, and bloodied
until that final encounter when we were down to a
handful of at-wills and some crossbow bolts. (those
were the times i would try to use my daily power a
second time, and new dm would totally call me out.
talk about villains!)
Yes, it feels good to achieve great victory unas-
sisted, but there’s something even sweeter about
accomplishing a goal as a group. maybe it’s the
camaraderie. maybe it’s leaning on one another. or
maybe it’s because you look foolish trying to high-
five yourself.
getting Into Character:
i remember my first
time. i was so nervous! there was nothing smooth or
confident about my performance. not at all like you
see in the movies or read about in your handbooks.
Yep, roleplaying is so . . . awkward.
Don’t call on me, don’t call on me, don’t call on me
i
prayed, sitting on my sweaty palms and trying to
think of ways to get the group into combat asaP.
what do i say? should i change my voice? will i say
the wrong thing and get us all killed? my first experi-
ence with roleplaying was with astrid, my prissy elf
sorceress, and it happened about fourteen minutes
into my first game of d&d. the party was at an out-
door mall in sharn, shopping for adventuring gear
(that part i could roleplay) when teddy, our dm,
asked us to make a Perception check.
astrid was the only one who rolled high enough
to see the suspicious activity on the other side of the
promenade.
“You see one man throw another man over the
railing.”
“oh.”
“what do you want to do?” teddy asked.
“do?” i asked. “oh, you know, just keeping playing,
i guess. i don’t have any meetings until later.”
“Correction,” he said. “what does astrid want to
do?”
“she doesn’t have any meetings, either,” i said,
looking around at my fellow party members for some
guidance. why was he asking me this stuff? He
invited me here!
“does astrid want to say something?” teddy
prodded.
“i don’t know,” i said. “what do you guys think?”
“they don’t think anything,” teddy said, “because
they didn’t see anything. only you did.”
i found this odd, to say the least. i mean, they
clearly heard him tell me that it looks like a man just
threw another man over a railing. in broad daylight,
no less! i pointed this out to teddy, but he wasn’t get-
ting it.
“they didn’t see anything, and they sure didn’t
hear me tell you anything. You’re the only one who
noticed this. what are you going to do?”
i didn’t know. was this a big deal? should i tell the
group? do people throw people over railings a lot in
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