Born of dragons, as their name proclaims, thedragonborn walk proudly through a world that greets them with fearful incomprehension.
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal.
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it.
Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.
The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies.
Half-elves combine the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves.
Many Half-Orcs become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.
In the reckonings of most worlds, humans are the youngest of the common races. Humans are the innovators, the achievers, and the pioneers of the worlds.
To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling.
A fierce warrior of primitive background who can enter a battle rage.
An inspiring magician whose power echoes the music of creation.
A priestly champion who wields divine magic in service of a higher power.
A priest of the Old Faith, wielding the powers of nature and adopting animal forms.
A master of martial combat, skilled with a variety of weapons and armor.
An master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection.
A holy knight, crusading in the name of good and order, and is a divine spellcaster.
A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization.
A scoundrel who uses stealth and trickery to overcome obstacles and enemies.
A spellcaster who draws on inherent magic from a gift or bloodline.
One who wields a magic that is derived from a bargain with an extraplanar entity.
A scholarly magic-user capable of manipulating the structures of reality.
A lawful good character typically acts with compassion and always with honor, respect for the laws and customs and a sense of duty.
A neutral good character typically acts altruistically, without regard for or against lawful precepts such as rules or tradition.
A chaotic good character does what is necessary to bring about change for the better, disdains bureaucratic organizations, and places a high value on personal freedom.
A lawful neutral character typically believes strongly in lawful concepts such as honor, order, rules, and tradition, and often follows a personal code.
A neutral character (a.k.a. true neutral) is neutral on both axes and tends not to feel strongly towards any alignment, or actively seeks their balance.
A chaotic neutral character is an individualist who follows their own heart and generally shirks rules and traditions.
A lawful evil character sees a well-ordered system as being easier to exploit and shows a combination of desirable and undesirable traits.
A neutral evil character is typically selfish and has no qualms about turning on allies-of-the-moment, and usually makes allies primarily to further their own goals.
A chaotic evil character tends to have no respect for rules, other people's lives, or anything but their own desires, which are typically selfish and cruel.