Follow TV Tropes

Following

History Characters / DungeonsAndDragonsRaces

Go To

OR

Is there an issue? Send a MessageReason:
None


* ReligiousBruiser: Dragonborn have a strong tendency to be devoutly religious; the 3e dragonborn were literally created from worshippers of Bahamut and so were usually clerics or paladins, whilst in 4e they were naturally devout by inclination and with strong traditions of worshipping Bahamut and Tiamat. Their combination of Strength and Charisma bonuses also made 4e dragonborn mechanically optimized for the paladin class, encouraging this portrayal. In the Fifth Edition version of the Forgotten Realms however, they're typically {{Nay Theist}}s - religion reminds them too much of slavery.

to:

* ReligiousBruiser: Dragonborn have a strong tendency to be devoutly religious; the 3e dragonborn were literally created from worshippers of Bahamut and so were usually clerics or paladins, whilst in 4e they were naturally devout by inclination and with strong traditions of worshipping Bahamut and Tiamat. Their combination of Strength and Charisma bonuses also made 4e dragonborn mechanically optimized for the paladin class, encouraging this portrayal. In the Fifth Edition version of the Forgotten Realms however, they're typically (but not exclusively) {{Nay Theist}}s - religion reminds them too much of slavery.
Is there an issue? Send a MessageReason:
None


* ReligiousBruiser: Dragonborn have a strong tendency to be devoutly religious; the 3e dragonborn were literally created from worshippers of Bahamut and so were usually clerics or paladins, whilst in 4e they were naturally devout by inclination and with strong traditions of worshipping Bahamut and Tiamat. Their combination of Strength and Charisma bonuses also made 4e dragonborn mechanically optimized for the paladin class, encouraging this portrayal. In the Fifth Edition version of the Forgotten Realms however, they're typically NayTheists - religion reminds them too much of slavery.

to:

* ReligiousBruiser: Dragonborn have a strong tendency to be devoutly religious; the 3e dragonborn were literally created from worshippers of Bahamut and so were usually clerics or paladins, whilst in 4e they were naturally devout by inclination and with strong traditions of worshipping Bahamut and Tiamat. Their combination of Strength and Charisma bonuses also made 4e dragonborn mechanically optimized for the paladin class, encouraging this portrayal. In the Fifth Edition version of the Forgotten Realms however, they're typically NayTheists {{Nay Theist}}s - religion reminds them too much of slavery.
Is there an issue? Send a MessageReason:
None


* ReligiousBruiser: Dragonborn have a strong tendency to be devoutly religious; the 3e dragonborn were literally created from worshippers of Bahamut and so were usually clerics or paladins, whilst in 4e they were naturally devout by inclination and with strong traditions of worshipping Bahamut and Tiamat. Their combination of Strength and Charisma bonuses also made 4e dragonborn mechanically optimized for the paladin class, encouraging this portrayal.

to:

* ReligiousBruiser: Dragonborn have a strong tendency to be devoutly religious; the 3e dragonborn were literally created from worshippers of Bahamut and so were usually clerics or paladins, whilst in 4e they were naturally devout by inclination and with strong traditions of worshipping Bahamut and Tiamat. Their combination of Strength and Charisma bonuses also made 4e dragonborn mechanically optimized for the paladin class, encouraging this portrayal.
portrayal. In the Fifth Edition version of the Forgotten Realms however, they're typically NayTheists - religion reminds them too much of slavery.
* SlaveRace: In the Forgotten Realms, dragonborn hail from Abeir, not Toril, where they toiled as slaves to the dragons that lived there.
Is there an issue? Send a MessageReason:
None


Adventurers in the realms of ''TabletopGame/DungeonsAndDragons'' come in many shapes and sizes and from as many backgrounds as you can imagine. A character's [[http://tvtropes.org/pmwiki/pmwiki.php/Classes/DungeonsAndDragons class]] is only half of the equation; their race plays an equal part in determining that character's history, how they view the world, and how the world views them.

to:

Adventurers in the realms of ''TabletopGame/DungeonsAndDragons'' come in many shapes and sizes and from as many backgrounds as you can imagine. A character's [[http://tvtropes.org/pmwiki/pmwiki.php/Classes/DungeonsAndDragons [[Classes/DungeonsAndDragons class]] is only half of the equation; their race plays an equal part in determining that character's history, how they view the world, and how the world views them.
Is there an issue? Send a MessageReason:
None


* ReligiousBruiser: Nentir Vale minotaurs are usually highly religious, with evil ones worshipping their creator, Baphomet, whilst benevolent ones worship Erathis, Moradin, Bahamut and Pelor. FridgeBrilliance kicks in when you realize that, even without their grudge against Melora and Kord, as the Unaligned gods of wilderness and battle, the two are probably too close to the temptations of Baphomet for non-evil minotaurs to feel comfortable worshipping them: Pelor & Bahamut's tenets of focusing on honor and using strength for goodness serve to reinforce their will against their EnemyWithin, whilst accepting their "inner beast" or revelling in strength for its own sake is a narrow step away from Baphomet's malevolent creedo.

to:

* ReligiousBruiser: Nentir Vale minotaurs are usually highly religious, with evil ones worshipping their creator, Baphomet, whilst benevolent ones worship Erathis, Moradin, Bahamut and Pelor. FridgeBrilliance kicks in when you realize that, even without their grudge against Melora and Kord, as the Unaligned gods of wilderness and battle, the two are probably too close to the temptations of Baphomet for non-evil minotaurs to feel comfortable worshipping them: Pelor & and Bahamut's tenets of focusing on honor and using strength for goodness serve to reinforce their will against their EnemyWithin, whilst accepting their "inner beast" or revelling in strength for its own sake is a narrow step away from Baphomet's malevolent creedo.
creed.
Is there an issue? Send a MessageReason:
None


This page is intended to serve as a collection for all playable races in D&D, regardless of their setting of origin. Thus, githzerai are here, whilst their githyanki relatives remain on the Characters/PlanescapeRaces page.

to:

This page is intended to serve as a collection for all playable races in D&D, ''D&D'', regardless of their setting of origin. Thus, githzerai are here, whilst their githyanki relatives remain on the Characters/PlanescapeRaces page.



These races represent the archetypical player character options in D&D, having been present in every single edition.

to:

These races represent the archetypical player character options in D&D, ''D&D'', having been present in every single edition.



* OurDwarvesAreAllTheSame: Zigzagged. D&D dwarves owe their foundation to Tolkien's take, and so the common "Mountain Dwarf" and "Hill Dwarf" subspecies are secondary {{Trope Codifier}}s for the "generic dwarf" archetype. However, many of the more obscure dwarf subspecies play with the archetype to some extent:

to:

* OurDwarvesAreAllTheSame: Zigzagged. D&D ''D&D'' dwarves owe their foundation to Tolkien's take, and so the common "Mountain Dwarf" and "Hill Dwarf" subspecies are secondary {{Trope Codifier}}s for the "generic dwarf" archetype. However, many of the more obscure dwarf subspecies play with the archetype to some extent:



* CantArgueWithElves: D&D has a ''very'' long tradition of its elves being beloved and cherished by the creators, to the point that the AD&D elven sourcebook, "The Complete Book of Elves", is a definite old shame to its creator.

to:

* CantArgueWithElves: D&D ''D&D'' has a ''very'' long tradition of its elves being beloved and cherished by the creators, to the point that the AD&D elven sourcebook, "The Complete Book of Elves", is a definite old shame to its creator.



* LandOfFaerie: Elves often have some nebulous connection to this place, although it's usually portrayed as somewhere they came from rather than where they live. The Lythari and the Eladrin are exceptions, as both are natives of the faerielands of D&D.
* OurElvesAreBetter: There are quite a few different varieties of elves throughout the D&D multiverse.

to:

* LandOfFaerie: Elves often have some nebulous connection to this place, although it's usually portrayed as somewhere they came from rather than where they live. The Lythari and the Eladrin are exceptions, as both are natives of the faerielands of D&D.
''D&D''.
* OurElvesAreBetter: There are quite ''quite'' a few different varieties of elves throughout the D&D ''D&D'' multiverse.



*** Two unique examples of Aquatic Elf are the [[Literature/{{Dragonlance}} Krynnish]] Dargonesti and Dimernesti, or Deep Elves and Shoal Elves, respectively. These races not only mirror the High Elf/Wood Elf split in their aquatic environment, complete with Dargonesti having innate spells that the Dimernesti lack, but have the unique ability of VoluntaryShapeshifting.

to:

*** Two unique examples of Aquatic Elf are the [[Literature/{{Dragonlance}} Krynnish]] Dargonesti and Dimernesti, or Deep Elves and Shoal Elves, respectively. These races not only mirror the High Elf/Wood Elf split split, respectively, in their aquatic environment, complete with Dargonesti having innate spells that the Dimernesti lack, but have the unique ability of VoluntaryShapeshifting.VoluntaryShapeshifting -- the Dargonesti can turn into dolphins, and the Dimernesti into giant otters.




to:

* WingedHumanoid: The Avariels of the TabletopGame/ForgottenRealms and the Ee'aar of TabletopGame/{{Mystara}} are races of elves characterized by their possession of feathered, flight-capable wings sprouting from their shoulders.



* OurDwarvesAreAllTheSame: D&D gnomes are actually based on mythological dwarves from Germanic, Swedish and other European myths, hence their fundamentally dwarf-like appearance being contrasted by a friendly, peasant-like attitude and a knack for magic.

to:

* OurDwarvesAreAllTheSame: D&D ''D&D'' gnomes are actually based on mythological dwarves from Germanic, Swedish and other European myths, hence their fundamentally dwarf-like appearance being contrasted by a friendly, peasant-like attitude and a knack for magic.



* BareFistedMonk: Their culture resonates strongly with the precepts of the Monk class, and githzerai are considered to make iconic D&D monks, much like halfling rogues, elf wizards, dwarf fighters and orc barbarians.

to:

* BareFistedMonk: Their culture resonates strongly with the precepts of the Monk class, and githzerai are considered to make iconic D&D ''D&D'' monks, much like halfling rogues, elf wizards, dwarf fighters and orc barbarians.



These races are specifically linked to a given Campaign Setting, and have not seen a broader appeal in subsequent editions.

to:

These races are specifically linked to a given Campaign Setting, and world and/or campaign setting. While some have appeared in settings beyond the ones they debuted in, they have not seen a broader appeal in subsequent editions.



* GiantSpider: At four feet long and two feet wide, an aranea may be on the small scale of this as far as D&D goes, but that's still pretty healthy by real-world standards.

to:

* GiantSpider: At four feet long and two feet wide, an aranea may be on the small scale of this as far as D&D ''D&D'' goes, but that's still pretty healthy by real-world standards.



** Secondly, they're "beastweres"; intelligent beasts that have the ability to assume human form, instead of the more conventional "human that turns into a beast". This is a small grouping of shapeshifters in D&D lore.

to:

** Secondly, they're "beastweres"; intelligent beasts that have the ability to assume human form, instead of the more conventional "human that turns into a beast". This is a small grouping of shapeshifters in D&D ''D&D'' lore.



* OurOrcsAreDifferent: D&D orcs have undergone significant changes over the various editions. In the earliest versions of the game, they were described as natural servitors, with a drive to conquer melded by a respect for superior strength that made them fitting lackies for any EvilSorcerer or BlackKnight who could beat them into submission. In 3rd edition, they morphed into a more aggressive, rampaging horde-like race, who fought for their own love of battle and divinely-mandated conquest.

to:

* OurOrcsAreDifferent: D&D ''D&D'' orcs have undergone significant changes over the various editions. In the earliest versions of the game, they were described as natural servitors, with a drive to conquer melded by a respect for superior strength that made them fitting lackies for any EvilSorcerer or BlackKnight who could beat them into submission. In 3rd edition, they morphed into a more aggressive, rampaging horde-like race, who fought for their own love of battle and divinely-mandated conquest.



* MixAndMatchCritters: Kobold artwork in both Basic D&D and AD&D 2nd edition portrays them as a strange blending of attributes. The former look like dog-headed LizardFolk, whilst the latter is a scaly-skinned blending of dog, lizard, rat and humanoid. Downplayed in 5th edition, which sticks mostly to the DraconicHumanoid version of 3rd and 4th edition, but adds a distinctly canine nose to their otherwise reptilian snout.
* OurGoblinsAreDifferent: D&D kobolds play with the trope. They certainly fill many of the standard attributes of goblindom -- being small, weak, cowardly and dangerous only in numbers -- but, officially, they're not part of the goblinoid family. And, save for AD&D 1st edition, where they had artwork that looked like a big-eyed, nubbly-horned, pug-faced goblinoid, they don't look like goblins either.

to:

* MixAndMatchCritters: Kobold artwork in both Basic D&D ''Basic D&D'' and AD&D ''AD&D'' 2nd edition portrays them as a strange blending of attributes. The former look like dog-headed LizardFolk, whilst the latter is a scaly-skinned blending of dog, lizard, rat and humanoid. Downplayed in 5th edition, which sticks mostly to the DraconicHumanoid version of 3rd and 4th edition, but adds a distinctly canine nose to their otherwise reptilian snout.
* OurGoblinsAreDifferent: D&D ''D&D'' kobolds play with the trope. They certainly fill many of the standard attributes of goblindom -- being small, weak, cowardly and dangerous only in numbers -- but, officially, they're not part of the goblinoid family. And, save for AD&D 1st edition, where they had artwork that looked like a big-eyed, nubbly-horned, pug-faced goblinoid, they don't look like goblins either.



* OurMonstersAreWeird: Gnolls actually started out as a hybrid of ''gnomes and trolls'' in the very earliest editions of D&D, but by the time of Basic had become the less-silly hyena-folk they have been defined as ever since.

to:

* OurMonstersAreWeird: Gnolls actually started out as a hybrid of ''gnomes and trolls'' in the very earliest editions of D&D, ''D&D'', but by the time of Basic had become the less-silly hyena-folk they have been defined as ever since.
Is there an issue? Send a MessageReason:
None


* TooDumbToLive: The giff obsession with firearms can lead to very dim decisions. For starters, they've been known to try and use their firearms in the Phlogiston... where the air is ''flammable''. The downside of that should be obvious. For another, the iconic (if not only) giff-designed spelljammer is the Great Bombard, which can more accurately be described as a [[BFG enormous cannon]] mounted on a ship that is ''just'' big enough to carry it. It's slow, it's clumsy, and it has almost as much a chance to explode and kill everybody aboard when it fires a shot as it does of doing the same thing if somebody else hits it -- ''especially'' in the Phlogiston.

to:

* TooDumbToLive: The giff obsession with firearms can lead to very dim decisions. For starters, they've been known to try and use their firearms in the Phlogiston... where the air is ''flammable''. The downside of that should be obvious. For another, the iconic (if not only) giff-designed spelljammer is the Great Bombard, which can more accurately be described as a [[BFG an [[{{BFG}} enormous cannon]] mounted on a ship that is ''just'' big enough to carry it. It's slow, it's clumsy, and it has almost as much a chance to explode and kill everybody aboard when it fires a shot as it does of doing the same thing if somebody else hits it -- ''especially'' in the Phlogiston.



* BeastFolk: Gnolls resemble humanoid hyenas.

to:

* BeastFolk: Gnolls resemble humanoid hyenas.hyenas, generally with more emphasis on "hyena" than "humanoid".



* ALoadOfBull: Minotaurs resemble meldings of human (or ogre) and bovine.

to:

* ALoadOfBull: Minotaurs resemble meldings of human (or ogre) and bovine.bovine, generally with bovid heads and legs.
Is there an issue? Send a MessageReason:
None


** J'hol are adapted for live in mountains and rocky badlands, and have the most humanoid appearance of any kreen subrace.

to:

** J'hol are adapted for live life in mountains and rocky badlands, and have the most humanoid appearance of any kreen subrace.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:248:http://static.tvtropes.org/pmwiki/pub/images/88268_620_121.jpg]]

Added: 5881

Changed: 1429

Is there an issue? Send a MessageReason:
None


** The Renardie lupins are essentially France, as seen through the eyes of swashbuckling stories like ''Literature/TheThreeMusketteers''.

to:

** The Renardie lupins are essentially France, as seen through the eyes of swashbuckling stories like ''Literature/TheThreeMusketteers''.''Literature/TheThreeMusketeers''.



* ResurrectiveImmortality: The wolvenfolk subrace had a unique ability to come back from the dead on their own if they could pass a Constitution saving throw. However, this cost them two levels and forcibly shifted their alignment one step towards LawfulEvil; if they had no levels, or were already Lawful Evil in alignment, then they were truly dead. And to take this into BlessedWithSuck territory, ordinary resurrection spells don't work on them.



* UndergroundMonkey: The list of canid, lupine and vulpine races covered by the Dragon #237 depiction of the race is beyond ridiculous.



* BareFistedMonk: In 3rd edition, Monk was their racially favored class.




to:

* TheRedMage: Scro culture dictates that those who learn magic at all multiclass as both arcane and divine magic-users. This grants them a much greater versatility in magical ability.



* HalfHumanHybrid: They are the children of human-dwarf pairings. Like many real-life hybrids -- but ''unlike'' many fictional hybrids such as ''D&D'' usually has -- they're sterile as mules, hence the name.

to:

* DeathByChildbirth: When they were first created, muls were stated to frequently cause the death of their mothers due to their size.
* {{Determinator}}: This is actually their racial Hat; muls have tremendous reserves of stamina, needing far less food and water than humans or dwarves, and needing a far smaller amount of rest in order to stay healthy. This is one of the reasons they are bred in the first place.
* HalfHumanHybrid: They are the children of human-dwarf pairings. Like many real-life hybrids -- but ''unlike'' many fictional hybrids such as ''D&D'' usually has -- they're traditionally portrayed as being as sterile as mules, hence the name.
* LighterAndSofter: 4th edition removed some of their grimdark attributes, such as being sterile or their propensity to kill their mothers.
* MadeOfIron: Muls are incredibly resistant to pain, disease and poison.
* MultipleChoicePast: Downplayed; whilst muls in Athas have remained consistent, 4th edition also provided an alternative past for them so they could be incorporated into the TabletopGame/NentirVale or homebrew setting by making them the true-breeding result of a drow slave-breeding program that escaped drow control.
* SlaveRace: Their racial Hat; muls only exist because they are so useful as a work-force that powerful tyrants are willing to force humans and dwarves to breed on an industrial scale. Whilst the original masters were the Sorcerer-Kings of Athas, in other settings, they could be created by drow, red dragons or tyrannical golden or bronze dragons, to name a few.




to:

Predatory, humanoid mantids who are most associated with the world of Athas, where they were first given a major role as a playable character race. They are also known to exist in the Shining South of the TabletopGame/ForgottenRealms.
----
* AllThereInTheManual: The AD&D 2nd edition sourcebook "Thri-Kreen of Athas" was and remains the biggest devoted source of material they have. That said, much of the things established in that sourcebook have never been used again, such as the kreen subraces.



* ChameleonCamouflage: Thri-kreen in 5th edition's Monster Manual have the ability to blend into their backgrounds.
* FantasticNamingConvention: In "Thri-Kreen of Athas", we learn that "kreen" is the actual racial name of the mantis-folk; "thri" and "tohr" are cultural prefixes that indicate whether they are nomadic or settled in nature. Also, kreen subraces that have full-fledged nations always have names starting with a "j" (Jeral, J'ez, J'hol), whilst those who have no nations of their own have names starting with a "t" (To'ksa, T'keech, Tondi).
* InASingleBound: Thri-kreen have always had tremendous leaping abilities.
* OneGenderRace: The kreen subrace called the Tondi are an all-female species that reproduces by parthenogenesis. They can still successfully mate and produce hybrid offspring with males from other kreen subraces, but kreen have a cultural aversion to this.
* PinkMeansFeminine: The Tondi, an all-female kreen subrace, are pink with purple highlights. Subverted in that the J'hol subrace have males and females, and are still depicted as quite pink.
* RetCon:
** The keen appearance has increasingly more humanoid over the editions, going from a giant mantis with humanoid limbs to a multi-armed biped with insectile aspects.
** When they first appeared in the "Dark Sun Monstrous Compendium Appendix I", Tohr-Kreen were described as an all-around superior species to Thri-Kreen, being physically and mentally superior in every single way. Then "Thri-kreen of Athas" retconned that original version of tohr-kreen into actually being biologically and mentally modified drones created by the Zik-chil to serve as spies on the humanoid races of the Tyr Regions and missionaries to try and civilize the thri-kreen, with their proper names being "Zik-trin'ta".
** The kreen subraces are an unusual example; they've never been explicitly retconned, they've just never been used outside of Dark Sun AD&D.
* ThisLooksLikeAJobForAquaman: The one advantage that the T'keech are known to have over their kinsfolk: they're a jungle-adapted species, meaning they don't suffer from the chitin-rot and respiratory infections that plague other kreen subspecies in regions that are too humid. Of course, as they live on Athas, the only place that meets that description is the lost rainforests of the Ringing Mountains.
* UndergroundMonkey: There are six different kreen subraces. There are also the non-related Trin (savage and barely sapient mantis-folk) and Zik-chil (biological engineers who may or may not be the same thing as the Xixchil of TabletopGame/{{Spelljammer}}). As for the kreen subraces...
** The sandy yellow-tan To'ksa and Jerals are extremely similar, with only abdomen size and shape, hand structure, antennae length, neck length and the positioning of breathing holes indicating which are which. The to'ksa are hardy but more savage and feral, the "iconic thri-kreen", whilst Jerals are comparatively frailer but smarter and more civilized, the "iconic tohr-kreen". They are the only subraces with official stats.
** J'ez are intelligent but warlike and aggressive black-colored kreen with extremely distinctive circular mouthparts full of fangs. They serve the tohr-kreen nations as philosphers and generals with equal aplomb.
** J'hol are adapted for live in mountains and rocky badlands, and have the most humanoid appearance of any kreen subrace.
** T'keech are green kreen adapted for life in comparatively lush environments, which restricts them in the present day to oases.
** Tondi are an all-female kreen subrace based on Orchid Mantids, whose elaborately spiky physiology lets them imitate ohi flowers or outcroppings of rock crystal.
* WomenAreWiser: The all-female Tondi are known to have a deep, instinctive appreciation for nature, leading many to become herbalists or even full-fledged druids.



* HeinousHyena: They're monstrous, humanoid hyenas that were originally created by the demon lord Yeenoghu. They are AlwaysChaoticEvil to the point that the 5th edition Monster Manual compares them to demons, in that they lack anything resembling a conscience and nothing can sway them from their destructive tendencies.

to:

* HeinousHyena: They're monstrous, humanoid hyenas that were originally created by the demon lord Yeenoghu. They are AlwaysChaoticEvil to the point that the 5th edition Monster Manual compares them to demons, in that they lack anything resembling a conscience and nothing can sway them from their destructive tendencies. That said, this trope has flexed a little over the editions; in AD&D, they weren't originally evil until Yeenoghu usurped them from Gorellik, 3rd edition had non-evil gnolls be the default in Eberron, and 4th edition had an article in Magazine/{{Dragon}} #367 that extensively covered non-evil gnoll tribes.



* ReligiousBruiser: Gnolls have a very pronounced tendency to worship deities, perhaps as part of their pack instinct. In 4th edition, even those clans tht have forsaken Yeenoghu still tend to wind up as devout worshippers of the Primal Spirits, Kord[[note]]God of Strength and Battle[[/note]], or Melora[[note]]Goddess of the Wild[[/note]].

to:

* ReligiousBruiser: Gnolls have a very pronounced tendency to worship deities, perhaps as part of their pack instinct. In 4th edition, even those clans tht have forsaken Yeenoghu still tend to wind up as devout worshippers of the Primal Spirits, Kord[[note]]God of Strength and Battle[[/note]], the Raven Queen[[note]]Goddess of Death[[/note]] or Melora[[note]]Goddess of the Wild[[/note]].
* TookALevelInJerkass: 5th edition is the first edition where they've been completely and utterly evil without exception.
Is there an issue? Send a MessageReason:
None


[[/folder]]

to:

[[/folder]][[/folder]]
----

Added: 501

Changed: 108

Is there an issue? Send a MessageReason:
None


** Finally, their most unique trait is that their "human" form is ''not'' set by species. The "human form" of an aranea can actually be any Small or Medium humanoid, including not just humans, dwarves and elves, but also monstrous races like orcs, goblins, gnolls, and lizardfolk. And "human forms" don't run in families, so the child of two aranea with elven forms could be born with a gnollish form. This trait is completely unique to aranea; no other werebeast in D&D has this trait.

to:

** Finally, their most unique trait is that their "human" form is ''not'' set by species. The "human form" of an aranea can actually be any Small or Medium humanoid, including not just humans, dwarves and elves, but also monstrous races like orcs, goblins, gnolls, and lizardfolk. And "human forms" don't run in families, so the child of two aranea with elven forms could be born with a gnollish form. This trait is completely unique to aranea; no other werebeast in D&D ''D&D'' has this trait.



A race of feline humanoids native to Mystara, where they have both a kingdom of their own on Mystara called Bellayne and a separate culture on the moon called Myoshima. They first appeared in the modules X1: Isle of Dread and X2: Castle Amber, then went on to appear in ''Magazine/{{Dragon}}'' #181, Champions of Mystara, Red Steel, the Savage Coast of Mystara, and ''Magazine/{{Dragon}}'' #247.

to:

A race of feline humanoids native to Mystara, where they have both a kingdom of their own on Mystara the planet itself, called Bellayne Bellayne, and a separate culture on the moon moon, called Myoshima. They first appeared in the modules X1: Isle of Dread and X2: Castle Amber, then went on to appear in ''Magazine/{{Dragon}}'' #181, Champions of Mystara, Red Steel, the Savage Coast of Mystara, and ''Magazine/{{Dragon}}'' #247.




to:

[[quoteright:292:http://static.tvtropes.org/pmwiki/pub/images/mm35_pg161b.jpg]]
A species of small, reptilian humanoids, the kobolds are individually some of the weakest and squishiest enemies in the games. To make up for this, they tend to rely on ambushes, misdirection, [[TrapMaster complex and elaborate traps]] and the confusing, maze like layouts of their warrens. Somewhat ironically, they're also distantly related to some of ''D&D''[='=]s most powerful and impressive creatures, the dragons.
----


Added DiffLines:

[[quoteright:336:http://static.tvtropes.org/pmwiki/pub/images/gnoll_5e.png]]
Is there an issue? Send a MessageReason:
None


* OurMonstersAreWeirder: Gnolls actually started out as a hybrid of ''gnomes and trolls'' in the very earliest editions of D&D, but by the time of Basic had become the less-silly hyena-folk they have been defined as ever since.

to:

* OurMonstersAreWeirder: OurMonstersAreWeird: Gnolls actually started out as a hybrid of ''gnomes and trolls'' in the very earliest editions of D&D, but by the time of Basic had become the less-silly hyena-folk they have been defined as ever since.

Added: 527

Changed: 1341

Removed: 543

Is there an issue? Send a MessageReason:
Grammar and indenting fixes, copy-and-pasted the Heinous Hyena entry for gnolls with some edits to make it flow better here.


*** 2nd edition also had Gray Elves, who were basically High Elves turned UpToEleven, particularly in terms of being xenophobic elitists. These were basically folded into High Elves by the time of 3rd edition.

to:

*** ** 2nd edition also had Gray Elves, who were basically High Elves turned UpToEleven, particularly in terms of being xenophobic elitists. These were basically folded into High Elves by the time of 3rd edition.



* {{Hobbits}}: Explicitly called such in their earliest appearance. A later reprint changed the name to Halfling after it was discovered that the word "Hobbit" was copyrighted by Tolkein's notoriously litigious estate. Halflings are still quite similar to their inspiration, but have shifted in flavor over the years to something somewhat more unique.

to:

* {{Hobbits}}: Explicitly called such in their earliest appearance. A later reprint changed the name to Halfling after it was discovered that the word "Hobbit" was copyrighted by Tolkein's Tolkien's notoriously litigious estate. Halflings are still quite similar to their inspiration, but have shifted in flavor over the years to something somewhat more unique.



* TheEveryman: This is humanity's traditional "hat" in D&D.

to:

* TheEveryman: This is humanity's traditional "hat" in D&D.''D&D''.






* FearlessFool: The entire race is almost incapable of feeling fear, due to their childlike innocence and playful mirth.
** At least until Malystryx burned Kenderhome to cinders. A lot of the survivors became "Afflicted", which made them morose, nervous and paranoid. It's not entirely clear whether being Afflicted is purely psychological or partly magical.

to:

* FearlessFool: The entire race is almost incapable of feeling fear, due to their childlike innocence and playful mirth.
** At
mirth... at least until Malystryx burned Kenderhome to cinders. A lot of the survivors became "Afflicted", which made them morose, nervous and paranoid. It's not entirely clear whether being Afflicted is purely psychological or partly magical.



** Kender were literally created by the Hickmans asking themselves "okay, halflings in D&D 1e are all thieves; why is that? And if that's the case, how can they still be a good race and so hang out with heroic adventurers?" The result was the kender as they are now; a race of fearless, sticky-fingered eternal children who don't mean to be thieves, but who still act like thieves out of their incessant curiosity.

to:

** Kender were literally created by the Hickmans asking themselves "okay, halflings in D&D ''D&D'' 1e are all thieves; why is that? And if that's the case, how can they still be a good race and so hang out with heroic adventurers?" The result was the kender as they are now; a race of fearless, sticky-fingered eternal children who don't mean to be thieves, but who still act like thieves out of their incessant curiosity.




to:

----
* HalfHumanHybrid: They are the children of human-dwarf pairings. Like many real-life hybrids -- but ''unlike'' many fictional hybrids such as ''D&D'' usually has -- they're sterile as mules, hence the name.



These races represent D&D's long tradition of MonsterAdventurers.

to:

These races represent D&D's ''D&D''[='=]s long tradition of MonsterAdventurers.



* GenocideDilemma: The fact that, in AD&D, orcs[[note]]and many other races, including giants and gnolls, but orcs are ''the'' race most parties encounter early on[[/note]] had both a detailed writeup depiction the typical number of children to be had in one of their villages ''and'' a status as AlwaysChaoticEvil has led to this trope being known as the "Orc Baby Dilemma" in D&D circles.
* PigMan: The Basic D&D and Advanced D&D depictions of orcs were notably porcine-featured, and are considered the TropeCodifier for "orcs as pigmen" in anime and manga.

to:

* GenocideDilemma: The fact that, in AD&D, ''AD&D'', orcs[[note]]and many other races, including giants and gnolls, but orcs are ''the'' race most parties encounter early on[[/note]] had both a detailed writeup depiction the typical number of children to be had in one of their villages ''and'' a status as AlwaysChaoticEvil has led to this trope being known as the "Orc Baby Dilemma" in D&D ''D&D'' circles.
* PigMan: The Basic D&D ''Basic D&D'' and Advanced D&D ''Advanced D&D'' depictions of orcs were notably porcine-featured, and are considered the TropeCodifier for "orcs as pigmen" in anime and manga.



** Ondonti are an orcish subrace native to [[TabletopGame/ForgottenRealms Faerun]]; descending from orc childrens who were [[RaisedByHumans rescued and adopted by priests of a Goddess of Peace]], they are a pacifistic race who dwell in sheltered valleys and practice an agrarian lifestyle. They also have some innate priestly magic, are resistant to poison, and are naturally protected from CharmPerson type spells.

to:

** Ondonti are an orcish subrace native to [[TabletopGame/ForgottenRealms Faerun]]; descending from orc childrens children who were [[RaisedByHumans rescued and adopted by priests of a Goddess of Peace]], they are a pacifistic race who dwell in sheltered valleys and practice an agrarian lifestyle. They also have some innate priestly magic, are resistant to poison, and are naturally protected from CharmPerson type spells.



* OurGoblinsAreDifferent: Bugbears are the largest of the goblinoids and the strongest, but are still fairly savage and brutal creatures.
** As of 5th edition, they are incredibly lazy.

to:

* OurGoblinsAreDifferent: Bugbears are the largest of the goblinoids and the strongest, but are still fairly savage and brutal creatures. \n** As of 5th edition, they are also incredibly lazy.



* HeinousHyena: They're monstrous, humanoid hyenas that were originally created by the demon lord Yeenoghu. They are AlwaysChaoticEvil to the point that the 5th edition Monster Manual compares them to demons, in that they lack anything resembling a conscience and nothing can sway them from their destructive tendencies.



* TheMaze: Minotaurs are heavily associated with labyrinths, and described as avid builders of maze-like structures.
** Taken UpToEleven by the minotaurs of the Nentir Vale; not only do maze-designs serve as clan sigils, but they put them ''everywhere''. They wear them on their clothes and banners, put them on amulets and pendants, paint them on shields and armor, etch them into weapons, they even tattoo them into their flesh! They revere the maze so much they actually use it as a spiritual symbol, embodying the struggle between
* RageAgainstTheHeavens: In the Nentir Vale, many minotaurs and minotaur clans hold a deep and abiding hatred for the gods as a result of the destruction of Ruul.
** More subtly, even goodly minotaurs almost completely refuse to worship Melora and Kord, for their role in destroying Ruul in the first place.

to:

* TheMaze: Minotaurs are heavily associated with labyrinths, and described as avid builders of maze-like structures.
**
structures. Taken UpToEleven by the minotaurs of the Nentir Vale; not only do maze-designs maze designs serve as clan sigils, but they put them ''everywhere''. They wear them on their clothes and banners, put them on amulets and pendants, paint them on shields and armor, etch them into weapons, they even tattoo them into their flesh! They revere the maze so much they actually use it as a spiritual symbol, embodying the struggle between
* RageAgainstTheHeavens: In the Nentir Vale, many minotaurs and minotaur clans hold a deep and abiding hatred for the gods as a result of the destruction of Ruul.
**
Ruul. More subtly, even goodly minotaurs almost completely refuse to worship Melora and Kord, for their role in destroying Ruul in the first place.
Is there an issue? Send a MessageReason:
None


* ThenLetMeBeEvil: It's commonly noted that tieflings tend to turn to evil because people assume their ancestry [[InTheBlood mkes them evil]] and mistreat them, until they ultimately snap.

to:

* ThenLetMeBeEvil: It's commonly noted that tieflings tend to turn to evil because people assume their ancestry [[InTheBlood mkes makes them evil]] and mistreat them, until they ultimately snap.




to:

** As of 5th edition, they are incredibly lazy.
Is there an issue? Send a MessageReason:
None


* {{Hobbits}}: They were first created as expies of Tolkien's hobbits, but have shifted in flavor over the years to something somewhat more unique.

to:

* {{Hobbits}}: They were first created as expies of Tolkien's hobbits, Explicitly called such in their earliest appearance. A later reprint changed the name to Halfling after it was discovered that the word "Hobbit" was copyrighted by Tolkein's notoriously litigious estate. Halflings are still quite similar to their inspiration, but have shifted in flavor over the years to something somewhat more unique.

Added: 11891

Changed: 2588

Removed: 993

Is there an issue? Send a MessageReason:
None


*** 2nd edition also had Gray Elves, who were basically High Elves turned UpToEleven, particularly in terms of being xenophobic elitists. These were basically folded into High Elves by the time of 3rd edition.



*** Two unique examples of Aquatic Elf are the [[Literature/{{Dragonlance}} Krynnish]] Dargonesti and Dimernesti, or Deep Elves and Shoal Elves, respectively. These races not only mirror the High Elf/Wood Elf split in their aquatic environment, complete with Dargonesti having innate spells, but have the unique ability of VoluntaryShapeshifting.

to:

*** Two unique examples of Aquatic Elf are the [[Literature/{{Dragonlance}} Krynnish]] Dargonesti and Dimernesti, or Deep Elves and Shoal Elves, respectively. These races not only mirror the High Elf/Wood Elf split in their aquatic environment, complete with Dargonesti having innate spells, spells that the Dimernesti lack, but have the unique ability of VoluntaryShapeshifting.



* NamesTheSame: Originally, a race called the dragonborn appeared in 3rd edition's ''Races of the Dragon'' sourcebook; these were humanoid worshippers of Bahamut who had chosen to undergo a divine metamorphosis into DraconicHumanoid versions of themselves in order to better oppose Tiamat. The TabletopGame/NentirVale dragonborn of 4th edition has absolutely nothing in common with these dragonborn besides being a DraoonicHumanoid, and the race has effectively replaced its 3e namesake.

to:

* MultipleChoicePast: As was standard for many of the "non-core" races in 4th edition, the Dragonborn of the TabletopGame/NentirVale had many possible origins presented for their race prior to the rise and fall of Arkhosia, but nothing definitive.
* NamesTheSame: Originally, a race called the dragonborn appeared in 3rd edition's ''Races of the Dragon'' sourcebook; these were humanoid worshippers of Bahamut who had chosen to undergo a divine metamorphosis into DraconicHumanoid versions of themselves in order to better oppose Tiamat. The TabletopGame/NentirVale dragonborn of 4th edition has absolutely nothing in common with these dragonborn besides being a DraoonicHumanoid, DraconicHumanoid, and the race has effectively replaced its 3e namesake.




to:

* ReligiousBruiser: Dragonborn have a strong tendency to be devoutly religious; the 3e dragonborn were literally created from worshippers of Bahamut and so were usually clerics or paladins, whilst in 4e they were naturally devout by inclination and with strong traditions of worshipping Bahamut and Tiamat. Their combination of Strength and Charisma bonuses also made 4e dragonborn mechanically optimized for the paladin class, encouraging this portrayal.




to:

Large, powerfully built tribal humanoids who favor the rugged mountainous regions of the world.
--------------



Water-breathing humanoids who may have originated on the Elemental Plane of Water.
--------------
* AmazingTechnicolorPopulation: In 5th edition, at least, they have blue skin and green hair.
* ApparentlyHumanMerfolk: They've evolved into this appearance over the editions; having first appeared as merfolk with two tails in lieu of legs, they swiftly mutated into resembling humans with webbed appendages and gills.
* OurMermaidsAreDifferent: They're cousins to the "normal" merfolk, but far better suited for adventuring out of the water.



* AmazingTechnicolorPopulation: Deva skin is two-toned, being comprised of a unique pattern of dark colors (hues of blue, violet, gray or black) and pale colors (white or pale gray), with either light or dark dominating and being offset by markings from the other. Their hair is usually either one of these colors, or even two-toned, but occasionally is an entirely different color.



* YouGottaHaveBlueHair: Deva skin is two-toned, being comprised of a unique pattern of dark colors (hues of blue, violet, gray or black) and pale colors (white or pale gray), with either light or dark dominating and being offset by markings from the other. Their hair is usually either one of these colors, or even two-toned, but occasionally is an entirely different color.




!!Rakasta
-->Origin: '''TabletopGame/{{Mystara}}'''

!!Kender
-->Origin: '''Literature/{{Dragonlance}}'''
A race of small, elf-like humanoids native to [[Literature/{{Dragonlance}} Krynn]], kender are similar in some ways to the halflings of other worlds, and yet in others are very different.

to:

\n!!Rakasta\n-->Origin: '''TabletopGame/{{Mystara}}'''\n\n!!Kender\n-->Origin: '''Literature/{{Dragonlance}}'''\nA canid race of small, elf-like humanoids native to [[Literature/{{Dragonlance}} Krynn]], kender are similar in some ways to Mystara, where they inhabit various regions, particularly the halflings faux-French kingdom of other worlds, Renardie. First introduced in the Advanced Dungeons & Dragons 1e modules X2: Castle Amber and yet X9: Savage Coast, they were heavily fleshed out in others are very different.''Magazine/{{Dragon}}'', appearing in volumes #179 and #181 for 1st edition, #237 for 2nd edition, and #325 for 3rd edition. They also appeared in the official publications of Champions of Mystara for AD&D 1e, and Red Steel & Savage Coast of Mystara for AD&D 2e.



* BerserkButton: Lupins ''hate'' werewolves, and use their natural ability to detect them in order to be skilled werewolf hunters. This is especially prevalent amongst the
* FantasyCounterpartCulture:
** The Renardie lupins are essentially France, as seen through the eyes of swashbuckling stories like ''Literature/TheThreeMusketteers''.
** The 3e "tribal" lupins are basically Great Plains Native Americans, if the Native Americans [[HorseOfADifferentColor rode giant wolves instead of horses]] and hunted werewolves.
* {{Hobbits}}: The Fennec breed of lupins in AD&D 2e were essentially the lupin equivalent to halflings, complete with preternatural luck.
* InterspeciesRomance: One of their rumored origins is that they are the result of crossbreeding between either hutaakans[[note]]non-evil necromantic jackal-folk[[note]] and gnolls, or humans and gnolls.
* FantasticFoxes: In 2nd edition, ''Magazine/{{Dragon}} #237'' introduced no fewer than '''three''' fox-based lupin subraces: the druidic Foxfolk, the flamboyant swashbuckling Renardois Folk, and the desert-dwelling, preternaturally lucky Fennecs.
* NobleWolf: The Tribal Lupins of 3e embody this to the T, and this may be why lupins were retconned into all being wolf-like in appearance in 3rd edition.
** Ironically, subverted by the actual wolvenfolk of AD&D 2e, who were spiritually connected to the local GodOfDeath and had an association with {{necromancy}}.
* PettingZooPeople: The lupins of AD&D were a vast array of humanoid canids, lupines and vulpines all capable of interbreeding freely and many resembling distinct breeds of dog, including dachshunds, beagles, pit-bulls, chow-chows, dalmatians, shar-pei, basset hounds, bloodhounds and that's a short list.
* RetCon: 3rd edition retconned out the diverse array of canid forms that lupins could take and portrayed them exclusively as humanoid wolves.
* SpellMyNameWithAnS: Their kingdom has been titled both "Renardy" and "Renardie" across various appearances.

!!Rakasta
-->Origin: '''TabletopGame/{{Mystara}}'''
A race of feline humanoids native to Mystara, where they have both a kingdom of their own on Mystara called Bellayne and a separate culture on the moon called Myoshima. They first appeared in the modules X1: Isle of Dread and X2: Castle Amber, then went on to appear in ''Magazine/{{Dragon}}'' #181, Champions of Mystara, Red Steel, the Savage Coast of Mystara, and ''Magazine/{{Dragon}}'' #247.
--------------
* CatFolk: They're humanoid cats. Much like lupins, their AD&D 2e Dragon appearance presents them with a massive array of subraces based on different kinds of cats, from cave lions and sabertooths to cheetahs, jaguars, pumas, leopards, tigers, and so forth, all the way down to house cats. Even obscure species like snow & cloud leopards, servals, caracals and lynxes show up.
* CrazyAwesome: Myoshima is a culture of CatFolk {{Samurai}} who live on the moon and ride [[HorseOfADifferentColor flying sabertoothed tigers]].
* FantasyCounterpartCulture: Bellayne is extremely British, in contrast to the very French neighboring lupin kingdom of Renardie, whilst Myoshima is blatantly Japanese.

!!Kender
-->Origin: '''Literature/{{Dragonlance}}'''
A race of small, elf-like humanoids native to [[Literature/{{Dragonlance}} Krynn]], kender are similar in some ways to the halflings of other worlds, and yet in others are very different.
--------------




!!Scro
-->Origin: '''TabletopGame/{{Spelljammer}}'''
Descendants of spelljamming orcs defeated during the First Unhuman War, scro forsook their traditional lifestyle and reverence for Gruumsh, instead rallying around the visionary leader Dukgash and restyling themselves so as to transcend their former weakness and defeat the elves.

to:

\n!!Scro\n-->Origin: '''TabletopGame/{{Spelljammer}}'''\nDescendants of spelljamming orcs defeated during the First Unhuman War, scro forsook Humanoid hippos who roam Wild Space as mercenaries, selling their traditional lifestyle and reverence for Gruumsh, instead rallying around considerable skills at battle to the visionary leader Dukgash and restyling themselves so as to transcend their former weakness and defeat the elves.highest bidder.



* ApeShallNeverKillApe: Giff will usually do anything they are ordered to do by their superiors, but they will '''never''' fight another giff. If anyone is stupid enough to make the order, the giff regiments will usually just spend some time chatting and catching up, and then mutually abandon their former leaders.
* TheBigGuy: Giff are massive in every sense of the word, with incredible strength and durability to back up their stature.
* DoesNotLikeMagic: Because of their lackluster mental capacities, giff have very little skill with magic, and most of them find it rather disturbing.
* DumbMuscle: Giff are unimaginative and just generally not very bright, and this even manifests itself as penalties to Intelligence (2e, 3e) and Wisdom (3e).
* FantasyCounterpartCulture: They're essentially a parody of Age of Sail British army troopers, especially with their childish fixation upon ridiculously ostentatious military garb, proper maintenance of said garb, and complicated military hierarchies.
* JustFollowingOrders: The giff "religion", such as it is, basically asserts that the purpose of the giff in the multiverse is to obey orders. This is partly why they're a culture of mercenaries.
* MoreDakka: Giff '''love''' gunpowder weaponry; they're obsessed with firearms, and paying them in gunpowder is one of the best ways to secure their loyalty. Because spelljamming involves traveling through the Phlogiston, a place where the local atmosphere is ''highly flammable'', most other races think they're nuts.
* PintSizedPowerhouse: Like the Duthka'gith, they play with the trope; whilst taller than a normal human being, their strength matches that of creatures even larger than they are.
* TooDumbToLive: The giff obsession with firearms can lead to very dim decisions. For starters, they've been known to try and use their firearms in the Phlogiston... where the air is ''flammable''. The downside of that should be obvious. For another, the iconic (if not only) giff-designed spelljammer is the Great Bombard, which can more accurately be described as a [[BFG enormous cannon]] mounted on a ship that is ''just'' big enough to carry it. It's slow, it's clumsy, and it has almost as much a chance to explode and kill everybody aboard when it fires a shot as it does of doing the same thing if somebody else hits it -- ''especially'' in the Phlogiston.
* UseYourHead: Giff have incredibly thick skulls and like slamming their heads against things in order to exert their authority. In 2nd edition, they even have the ability to headbutt as a unique melee attack that does 2d6 damage -- which, by the mechanics of the time, averages out as enough damage to kill a normal man with a casual blow!

!!Scro
-->Origin: '''TabletopGame/{{Spelljammer}}'''
Descendants of spelljamming orcs defeated during the First Unhuman War, scro forsook their traditional lifestyle and reverence for Gruumsh, instead rallying around the visionary leader Dukgash and restyling themselves so as to transcend their former weakness and defeat the elves.
--------------




to:

A hybrid of human and dwarf first introduced on the world of Athas.




to:

** The Sharakim were an obscure one-book[[note]]Races of Destiny[[/note]] race added in 3rd edition; in addition to having small, {{oni}}-like horns, they were a highly civilized, gregarious and non-evil race. This is because they were descended from a tribe of humans cursed for killing and eating a sacred stag, which left them trapped in a orc-like form and desperate to not be mistaken for orcs.



!!Duthka'gith
A mutant offshoot of the githyanki race created at the order of the lich-queen Vlaakith CLVII, duthka'gith bear the essence of the fiendish red dragon Ephelomon in their veins, adding draconic and fiendish might to the power of the githyanki. Duthka'gith were introduced in Polyhedron #159, which was first printed in Dungeon #100.

to:

!!Duthka'gith
A mutant offshoot
!!Minotaur
Bestial creatures that resemble a bipedal hybrid
of man and bull. Their depiction has changed considerably over the githyanki race created at the order of the lich-queen Vlaakith CLVII, duthka'gith bear the essence of the fiendish red dragon Ephelomon in their veins, adding draconic and fiendish might to the power of the githyanki. Duthka'gith were introduced in Polyhedron #159, which was first printed in Dungeon #100.years.


Added DiffLines:

* ALoadOfBull: Minotaurs resemble meldings of human (or ogre) and bovine.
* BeastInTheMaze: This is pretty much their archetype.
* DefectorFromDecadence: In the ''TabletopGame/NentirVale'', this trope is zigzagged. The minotaurs were originally created by the Primordial Baphomet as soldiers to try and wrest control of the wild from the Goddess Melora. When the Dawn War was lost, Baphomet fled to the Abyss, abandoning his creations, who were then taken in and raised to a civilized people by the combined efforts of Erathis and Moradin. When Baphomet became a Demon Prince, he was able to reach out to his children and corrupt many of them, forcing the gods Melora and Kord to destroy the minotaur empire of Ruul, scattering both the fallen minotaurs and those who either repented or had resisted to form their own clans.
* EnemyWithin: Nentir Vale minotaurs all struggle with the demonic savagery that lurks in their hearts, courtesy of their spiritual link to their creator, Baphomet. The common minotaur you fight as a player character represents one of those who lost the struggle.
* FantasticCasteSystem: The minotaurs of the Nentir Vale divide their society into four distinct castes; Priest, Warrior, Commoner and Slave. However, there are innumerable gradients, subdivisions and refinements of each caste that make their society [[IncrediblyLamePun truly labyrinthine]].
* FantasyCounterpartCulture: The minotaurs of [[Literature/{{Dragonlance}} Krynn]] are based upon the Roman Empire, complete with being surprisingly adept at sailing and naval battles.
* LaserGuidedKarma: The Krynnish minotaurs were originally slaves to the ogres during the Age of the First Dragonwars, the time of Huma. But, even before then, they had been slavers themselves. After Takhisis was defeated and they freed themselves, they went right back to slaving... and were then enslaved ''again'' by the ogres after the gods returned.
* TheMaze: Minotaurs are heavily associated with labyrinths, and described as avid builders of maze-like structures.
** Taken UpToEleven by the minotaurs of the Nentir Vale; not only do maze-designs serve as clan sigils, but they put them ''everywhere''. They wear them on their clothes and banners, put them on amulets and pendants, paint them on shields and armor, etch them into weapons, they even tattoo them into their flesh! They revere the maze so much they actually use it as a spiritual symbol, embodying the struggle between
* RageAgainstTheHeavens: In the Nentir Vale, many minotaurs and minotaur clans hold a deep and abiding hatred for the gods as a result of the destruction of Ruul.
** More subtly, even goodly minotaurs almost completely refuse to worship Melora and Kord, for their role in destroying Ruul in the first place.
* ReligiousBruiser: Nentir Vale minotaurs are usually highly religious, with evil ones worshipping their creator, Baphomet, whilst benevolent ones worship Erathis, Moradin, Bahamut and Pelor. FridgeBrilliance kicks in when you realize that, even without their grudge against Melora and Kord, as the Unaligned gods of wilderness and battle, the two are probably too close to the temptations of Baphomet for non-evil minotaurs to feel comfortable worshipping them: Pelor & Bahamut's tenets of focusing on honor and using strength for goodness serve to reinforce their will against their EnemyWithin, whilst accepting their "inner beast" or revelling in strength for its own sake is a narrow step away from Baphomet's malevolent creedo.

!!Duthka'gith
A mutant offshoot of the githyanki race created at the order of the lich-queen Vlaakith CLVII, duthka'gith bear the essence of the fiendish red dragon Ephelomon in their veins, adding draconic and fiendish might to the power of the githyanki. Duthka'gith were introduced in Polyhedron #159, which was first printed in Dungeon #100.
--------------

Added: 6997

Changed: 1772

Is there an issue? Send a MessageReason:
None


* BreathWeapon
* DraconicHumanoid

to:

* BreathWeapon
BreathWeapon: The defining attribute of 4th edition's Dragonborn, and subsequently 5th edition. Dragonborn possess the ability to exhale destructive gouts of flame, frost, venom, acid or lightning, and in 4th edition, they had multiple racial feats that modified their breath weapon, from being able to turn it from a gout into a fireball-style explosive projectile to inflicting multiple types of damage simultaneously.
* DraconicHumanoid
DamageReduction: A variant; dragonborn have an inherent ability to resist one form of elemental damage, which is always the same type that they use for their breath weapon.
* DraconicHumanoid: Dragonborn literally look like humanoid dragons, and were in fact designed to be a core-race, playable-from-1st-level equivalent to the various ''other'' draconic humanoids that had showed up in past editions.
* NamesTheSame: Originally, a race called the dragonborn appeared in 3rd edition's ''Races of the Dragon'' sourcebook; these were humanoid worshippers of Bahamut who had chosen to undergo a divine metamorphosis into DraconicHumanoid versions of themselves in order to better oppose Tiamat. The TabletopGame/NentirVale dragonborn of 4th edition has absolutely nothing in common with these dragonborn besides being a DraoonicHumanoid, and the race has effectively replaced its 3e namesake.
* NonindicativeName: Despite their name, dragonborn are ''not'' directly related to dragons, at least not in the sense of being born from them in the way that the half-dragons of earlier editions were. The three most common creation myths of their people is that they were created from lesser versions of the same spirits that Io used to create the first dragons, that they spontaneously manifested from the blood spilled when Io was slain, or that they were Io's original creations and dragons were {{Living Weapon}}s created in their image in the Dawn War. 5th edition muddles the issue by explicitly naming one of the dragonborn's racial traits "Draconic Ancestry" and tying their breath weapon directly to one of the iconic Chromatic or Metallic Dragons, in essence allowing dragonborn to serve as "legal" Half-Dragon PCs.



* GoodCounterpart
* GoodIsNotNice

to:

* GoodCounterpart
GoodCounterpart: They're an InUniverse case of this; they're literally the exact same thing as tieflings, humanoids with outsider ancestry, but their ancestors were the angelic Celestials rather than fiends.
* GoodIsNotNiceGoodIsNotNice:: Even a good aasimar is not necessarily a sweet-heart. Celestials include proud warriors and lethal soldiers as well as healers and guardians.



* VolcanicVeins: In 4th Edition and beyond, they have marks on their bodies that glow with elemental power.

to:

* VolcanicVeins: In 4th Edition and beyond, they have marks vein-like markings on their bodies that glow with elemental power.
power, called ''szuldar''.



!!Deva
-->Origin: '''TabletopGame/NentirVale'''
Angels from the Astral Sea who became so enamored with mortal life and the world they lived in that they chose to give up their connections to the heavenly realms. Now, they reincarnate over and over, roaming the world that they grew so fascinated with.
--------------
* AlternateCompanyEquivalent: A variation; they're essentially this to the aasimars of earlier editions, but Wizards of the Coast owns the rights to both aasimar ''and'' to devas. They were created because [=WotC=] felt that the aasimars of old were rather lackluster in execution, being defined almost entirely by their status as the GoodCounterpart to the tieflings. Ironically, their "Ecology" article in ''Magazine/{{Dragon}} #374'' brought up the theory that devas being able to have partly-angelic children with other races may make them something of a counterpart to the elementally-touched genasi.
* ImmortalProcreationClause: Zigzagged. Devas can and do have offspring through sexual encounters with mortals. However, their own numbers are fixed; aside from redeeming rakshasas, or having other angels make the pact with the Primal Spirits, the total number of devas can never increase. The offspring of devas are instead mortals of their other parent's race with a deva heritage, granting them the power to call upon the astral splendor of their souls.
* MonochromaticEyes: Deva eyes are always a solid pale gray or white color, completely without iris or pupil.
* ResurrectiveImmortality: Devas can be killed, but they don't ''stay'' dead. Instead, they ultimately come back in a new body at certain special spots, although this can take centuries and their past existence becomes nothing but vague memories in the back of their head. There are implications that devas can change their physical shapes, and perhaps even their genders, as a part of this process, but nothing really explicit.
* YouGottaHaveBlueHair: Deva skin is two-toned, being comprised of a unique pattern of dark colors (hues of blue, violet, gray or black) and pale colors (white or pale gray), with either light or dark dominating and being offset by markings from the other. Their hair is usually either one of these colors, or even two-toned, but occasionally is an entirely different color.



!!Duthka'gith
A mutant offshoot of the githyanki race created at the order of the lich-queen Vlaakith CLVII, duthka'gith bear the essence of the fiendish red dragon Ephelomon in their veins, adding draconic and fiendish might to the power of the githyanki. Duthka'gith were introduced in Polyhedron #159, which was first printed in Dungeon #100.

to:

!!Duthka'gith
A mutant offshoot
!!Gnoll
Humanoid hyenas known mostly for their use
of slavery, their indiscriminately carnivorous appetites, and their long-standing allegiance to the githyanki race created demon prince Yeenoghu. Yet, at the order of the lich-queen Vlaakith CLVII, duthka'gith bear the essence of the fiendish red dragon Ephelomon in same time, gnolls have deeper potential; they are fiercely loyal to their veins, adding draconic packmates, and fiendish might to actually have a long tradition of being viable MonsterAdventurers, with PC stats in every edition bar the power of the githyanki. Duthka'gith were introduced in Polyhedron #159, which was first printed in Dungeon #100.5th.


Added DiffLines:

* AlwaysChaoticEvil: Zigzagged; the ChaoticEvil demon-worshippers get almost all of the press, but gnolls don't ''have'' to be evil in any edition prior to 5th. 4th edition in particular went to the trouble of pointing out the various ways that gnolls can turn their backs on their demonic linage and a (comparatively) peaceful race, whilst in 3rd edition's ''TabletopGame/{{Eberron}}'' setting, the default gnolls were the non-evil Droaamite mercenary clans of the Znir Pact.
* AnimalisticAbomination: In 4th edition, they were given a creation myth of having been hyenas that either spontaneously evolved into humanoid forms after eating corpses left in the wake of one of Yeenoghu's rampages and thus absorbing his fiendish taint, or which were forcefed demons by Yeenoghu and transformed into a merging of demon and hyena. 5th edition doubled-down on this aspect, portraying gnolls as little more than living avatars for Yeenoghu's endless hunger.
* AnimalStereotypes: The portrayal of gnolls owes a lot to the many negative stereotypes associated with the spotted hyena, such as being lazy, shiftless, cruel, gluttonous and malicious.
* BeastFolk: Gnolls resemble humanoid hyenas.
* GoodIsNotSoft: Even gnolls who forsake evil aren't conventionally nice. A combination of psychology and cultural traits makes them bluntly spoken and assertive; for example, gnolls speak in "demands", as part of their posturing for the social hierarchy.
* ImAHumanitarian: Gnolls will eat ''any'' meat, including the flesh of other sapient creatures. Goodly gnolls won't actively hunt other sapients for food, but may still eat those they kill in self-defense, whilst malevolent gnolls actively seek out meat that talks.
* LazyBum: A long-standing characteristic of gnolls is being described as hating physical labor and preferring to enslave others to do the work for them. This trait has become less pronounced since 4th edition.
* MadeASlave: Prior to 4th edition, at least, gnoll culture was heavily slave-based; in 4th edition, that's only true for the Yeenoghu-worshipping clans, whilst in 5th edition it's not true -- because 5e's gnolls are so ravenous and demon-tainted that they can't help but eat anyone they catch.
* MonstrousCannibalism: One of the reasons why Flinds, an EliteMook subspecies of gnoll, are so feared and respected by the common gnolls is because they will readily devour gnolls. In fact, "flind" is traditionally described as being gnollish for "Eater of Gnolls".
* OurMonstersAreWeirder: Gnolls actually started out as a hybrid of ''gnomes and trolls'' in the very earliest editions of D&D, but by the time of Basic had become the less-silly hyena-folk they have been defined as ever since.
* ReligiousBruiser: Gnolls have a very pronounced tendency to worship deities, perhaps as part of their pack instinct. In 4th edition, even those clans tht have forsaken Yeenoghu still tend to wind up as devout worshippers of the Primal Spirits, Kord[[note]]God of Strength and Battle[[/note]], or Melora[[note]]Goddess of the Wild[[/note]].

!!Duthka'gith
A mutant offshoot of the githyanki race created at the order of the lich-queen Vlaakith CLVII, duthka'gith bear the essence of the fiendish red dragon Ephelomon in their veins, adding draconic and fiendish might to the power of the githyanki. Duthka'gith were introduced in Polyhedron #159, which was first printed in Dungeon #100.
--------------
Is there an issue? Send a MessageReason:
None



to:

* JackOfAllStats: Non-variant humans have equal stats all around.




to:

* JackOfAllTrades: They are very good skill monkeys, being able to become proficient in many types of skills.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BornLucky: Their racial variant of the Lucky feat can be used an unlimited number of times (but only once per roll).
Is there an issue? Send a MessageReason:
None


* TheMagocracy: Aranea value intelligence and, especially, magic, so the most powerful mages rule their society. On Mystara, Herath is even formally titled "The Magocracy of Herath" for emphasis. In Advanced Dungeons & Dragons, it was stated that all aranea NPCs should have the spellcasting abilities of 3rd level wizards, whilst in 3e, they're born with the spellcasting prowess of a 3rd level sorcerer.

to:

* TheMagocracy: Aranea value intelligence and, especially, magic, so the most powerful mages rule their society. On Mystara, Herath is even formally titled "The Magocracy of Herath" for emphasis. In Advanced Dungeons & Dragons, it was stated that all aranea NPCs {{Non Player Character}}s should have the spellcasting abilities of 3rd level wizards, whilst in 3e, they're born with the spellcasting prowess of a 3rd level sorcerer.

Added: 311

Changed: 570

Is there an issue? Send a MessageReason:
None


* LightIsNotGood

to:

* LightIsNotGood
LightIsNotGood: Though Aasimar are commonly good-aligned, they are just as capable of being evil as Tieflings are of being good.



* ElementalEmbodiment

to:

* ElementalEmbodiment
ElementalEmbodiment: Genasi are humanoids with elemental heritage, similar to the tiefling's demonic or the aasimar's angelic blood.
* ElementalHair: Genasi hair tends to match their elemental type, such as red, fiery hair for fire genasi.
* FlamingHair: Fire genasi may sometimes have flames for hair.
* OurGeniesAreDifferent: Though genasi can be descended from many kinds of elemental creatures, genies tend to be the most common progenitors.
* VolcanicVeins: In 4th Edition and beyond, they have marks on their bodies that glow with elemental power.




to:

* OurGiantsAreBigger: Goliaths are small compared to other giants, being only around 7-8 feet in height. However, they are one of the largest of the races available to player characters; able to use larger weapons compared to the others.
Is there an issue? Send a MessageReason:
It turns out that githyanki have actually been playable in D&D since AD&D; should they be moved here?

Added DiffLines:

!!Duthka'gith
A mutant offshoot of the githyanki race created at the order of the lich-queen Vlaakith CLVII, duthka'gith bear the essence of the fiendish red dragon Ephelomon in their veins, adding draconic and fiendish might to the power of the githyanki. Duthka'gith were introduced in Polyhedron #159, which was first printed in Dungeon #100.
--------------
* AmazingTechnicolorPopulation: In 3rd edition, they essentially look like red-orange githyanki.
* AuthorityEqualsAsskicking: They were created to serve as military elite leaders for the githyanki armies, and as part of that, they are much more powerful than their ordinary githyanki relatives.
* BreathWeapon: Like any creature with red dragon blood, duthka'gith can spew flames at people.
* ExtraParentConception: The ritual for creating duthka'gith artificially involves taking a fertilized githyanki egg and magically fusing the unhatched embryo with the "seed" of Ephelomon, imbuing them with the fiendish red dragon's fundamental nature.
* GoneHorriblyRight: Vlaakith CLVII intended for the duthka'gith to embody the best of githyanki, red dragons and fiends. She got that... but she also got the ''worst'' of all three races as well. Duthka'gith are inherently chaotic, amazingly arrogant, disdainful of the restrictions of normal githyanki society, impulsive, boorish and savage.
* HornedHumanoid: Their 4e artwork depicts them as more visibly hybridized between githyanki and dragons, part of which takes the form of massive horns.
* LargeAndInCharge: Duthka'gith are significantly larger than their githyanki ancestors, averaging at 7ft tall and 210 pounds.
* ManBitesMan: They have a powerful bite attack inherited from their draconic ancestry.
* NonHumanHumanoidHybrid: Half githyanki and half red dragon, with traces of fiend to go with it.
* PintSizedPowerhouse: Played with. At 7ft tall, nobody would call them "small" normally, but they are strong as lesser giants, who tend to average a good three or four feet ''minimum'' on them in comparison.
* PlayingWithFire: Needless to say, duthka'gith like fire attacks a lot, especially because they're immune to it. They're particularly drawn to the Holocaust Warrior prestige class, a [[MagicKnight Gish]] specialized in fiery spells and attacks.
* PsychicPowers: They possess all of the same psionic abilities as a purebred githyanki.
* SuperStrength: Duthka'gith are immensely strong, with a whopping '''+8''' positive modifier to their Strength score in 3.5. For comparison, that kind of strength bonus is on par with ''ogres and trolls''!

Added: 7810

Changed: 710

Removed: 833

Is there an issue? Send a MessageReason:
None


!!Halfling

* {{Hobbits}}: They were first created as expies of Tolkien's hobbits, but have shifted in flavor over the years to something somewhat more unique.



* HollywoodAtheist: A variation on the trope. The githzerai acknowledge the

to:

* HollywoodAtheist: A variation on the trope. The githzerai acknowledge the deities as valid powers, but do not worship them, instead preferring to seek a more philosophical/secular form of freedom. It's not as intense as the githyanki's loathing of the gods as oppressors, but there are definite similarities.



* BoisterousBruiser
* TheBigGuy

to:

* BoisterousBruiser
BoisterousBruiser: Goliath culture revolves around competition; they love to test their might and show off how skilled they are.
* TheBigGuy
TheBigGuy: Goliaths are essentially a GoodCounterpart to the common Ogre race, being notably bigger, stronger and tougher than almost any other standard player character race in the game.




!!Giff
-->Origin: '''TabletopGame/{{Spelljammer}}'''

!!Scro
-->Origin: '''TabletopGame/{{Spelljammer}}'''

* FantasyCounterpartCulture: Scro society has a very Prussian (or Nazi) overtone to it; warlike yet disciplined, demanding physical perfection and adherence to a strict code of conduct, as well as dedication to the greater goals of their race.
* OurOrcsAreDifferent: In contrast to ordinary orcs, scro are strictly disciplined, regimented, perfectionist, and driven. They are highly educated and expected to control their emotions.

!!Mul
-->Origin: '''TabletopGame/{{Dark Sun}}'''

!!Thri-Kreen
-->Origin: '''TabletopGame/{{Dark Sun}}'''

* BigCreepyCrawlies: Man-sized mantids, with perhaps a dash of grasshopper in the body-structure.
[[/folder]]

[[folder: Monstrous Races]]
These races represent D&D's long tradition of MonsterAdventurers.

to:

\n!!Giff\n-->Origin: '''TabletopGame/{{Spelljammer}}'''\n\n!!Scro\n-->Origin: '''TabletopGame/{{Spelljammer}}'''\n\n* FantasyCounterpartCulture: Scro society has a very Prussian (or Nazi) overtone A race of small, elf-like humanoids native to it; warlike yet disciplined, demanding physical perfection and adherence to a strict code of conduct, as well as dedication [[Literature/{{Dragonlance}} Krynn]], kender are similar in some ways to the greater goals halflings of their race.
* OurOrcsAreDifferent: In contrast to ordinary orcs, scro
other worlds, and yet in others are strictly disciplined, regimented, perfectionist, and driven. They are highly educated and expected to control their emotions.

!!Mul
-->Origin: '''TabletopGame/{{Dark Sun}}'''

!!Thri-Kreen
-->Origin: '''TabletopGame/{{Dark Sun}}'''

* BigCreepyCrawlies: Man-sized mantids, with perhaps a dash of grasshopper in the body-structure.
[[/folder]]

[[folder: Monstrous Races]]
These races represent D&D's long tradition of MonsterAdventurers.
very different.


Added DiffLines:

* BeautyEqualsGoodness: Well, "Cuteness Equals Goodness", but the same principle applies. The fact that kender are so childlike and cute is pointed out as part of their fundamental goodness and why they are an important part of the world around them.
* BerserkButton: Don't call a kender a thief. It's one of the few things that makes them mad.
* CuriousAsAMonkey: So curious that they examine the contents of other people's pockets
* CuteCrittersActChildlike: They're small people, and tend to be playful, curious, and lacking in self-preservation. The novels and gamebooks are adamant that this is supposed to be perceived as endearing.
* ChaoticStupid: This is how they're perceived both InUniverse and out; a near-total lack of fear, combined with intense curiosity, a short attention span, and a low tolerance for boredom, means kenders are very prone to doing dangerous things just because they can or because it amused them. There's a reason there's a Krynnish saying that amounts to "the most terrifying sound in the world is a Kender saying 'oops'."
* FearlessFool: The entire race is almost incapable of feeling fear, due to their childlike innocence and playful mirth.
** At least until Malystryx burned Kenderhome to cinders. A lot of the survivors became "Afflicted", which made them morose, nervous and paranoid. It's not entirely clear whether being Afflicted is purely psychological or partly magical.
* FragileSpeedster: They are small, childlike, dexterous rogues, so naturally they can't take a lot of punishment.
* GameplayAndStoryIntegration:
** Kender were literally created by the Hickmans asking themselves "okay, halflings in D&D 1e are all thieves; why is that? And if that's the case, how can they still be a good race and so hang out with heroic adventurers?" The result was the kender as they are now; a race of fearless, sticky-fingered eternal children who don't mean to be thieves, but who still act like thieves out of their incessant curiosity.
** In a reversal of the usual use of this trope, fans of the ''TabletopGame/DungeonsAndDragons'' have been known to create house rules to reflect their propensity to pull random crap out of their pockets and pouches, Also, literally their only rule difference to normal halflings relates to their unique abilities, such as taunting and fear resistance.
* GoneHorriblyWrong: The reason why they're so disliked in the fandom; by canon, kender are supposed to steal interesting knicknacks, like shiny pebbles, chunks of glass, and other bits and bobs that look neat, but aren't worth anything. Naturally, players seized upon their kleptomanical fluff to both pilfer everything that might be valuable, and to harass the party by stealing anything and everything belonging to other members of the party.
** Additionally, whilst Hickman may have found the antics of TheLoonie who played the first kender to be amusing and a good way to keep the game interesting, most other parties find characters acting similarly to instead work out as disruptive and annoying.
* {{Hobbits}}: They were designed to fill the same niche as ''D&D'''s halflings, but bear little resemblance to Tolkien's hobbits apart from size.
* {{Hypocrite}}: As mentioned above, kender hate thievery and thieves, but are incapable of keeping out of peoples' homes and pockets. They protest that they always intend to return the things they steal, but that doesn't change the fact that they steal them in the first place.
* InterspeciesRomance: Would you believe they can have children with humans? Because it's true.
* KleptomaniacHero: Kender players are ''encouraged'' to act like this, simply because kender always grab whatever looks interesting and then stick it in their pocket.
* StickyFingers: This is pretty much their most defining trait, to the point the "typical kender greeting" from other races is to curse at the kender and protectively grab their pockets or pouches.
* UnpopularPopularCharacter: InUniverse, kender are despised as a race of annoying little pests, as you'd kind of expect people to react to a {{Motor Mouth}}ed tall-tale-telling race of kleptomaniacs. In RealLife, the novelists and game-writers adore them, and readily use them as fits to fill the PluckyComicRelief and TheHeart roles.
** Likewise, in the ''D&D/Dragonlance'' gaming community, kender have a small niche of fans who utterly adore them, and a larger group who absolutely hate them; as irritating as kender characters may or may not be in the novels, at the gaming table, a kender in the hands of an immature player is a recipe for disaster. They're tailor-made to appeal to TheLoonie, and TheRoleplayer can be just as bad because the race's fluff actually ''encourages'' ChaoticStupid behavior.

!!Giff
-->Origin: '''TabletopGame/{{Spelljammer}}'''

!!Scro
-->Origin: '''TabletopGame/{{Spelljammer}}'''
Descendants of spelljamming orcs defeated during the First Unhuman War, scro forsook their traditional lifestyle and reverence for Gruumsh, instead rallying around the visionary leader Dukgash and restyling themselves so as to transcend their former weakness and defeat the elves.
--------------
* DefectorFromDecadence: Aside from scro forced to team up with the party for plot-related reasons, this is the main source of scro player characters; the harsh strictures and intense demands of scro society leads to a large underclass of failures and dissidents, many of whom flee their home spheres and will willingly team up with anyone, even humans.
* FantasyCounterpartCulture: Scro society has a very Prussian (or Nazi) overtone to it; warlike yet disciplined, demanding physical perfection and adherence to a strict code of conduct, as well as dedication to the greater goals of their race.
* OurOrcsAreDifferent: In contrast to ordinary orcs, scro are strictly disciplined, regimented, perfectionist, and driven. They are highly educated and expected to control their emotions.

!!Mul
-->Origin: '''TabletopGame/{{Dark Sun}}'''

!!Thri-Kreen
-->Origin: '''TabletopGame/{{Dark Sun}}'''

* BigCreepyCrawlies: Man-sized mantids, with perhaps a dash of grasshopper in the body-structure.
[[/folder]]

[[folder: Monstrous Races]]
These races represent D&D's long tradition of MonsterAdventurers.
--------------


Added DiffLines:

* GenocideDilemma: The fact that, in AD&D, orcs[[note]]and many other races, including giants and gnolls, but orcs are ''the'' race most parties encounter early on[[/note]] had both a detailed writeup depiction the typical number of children to be had in one of their villages ''and'' a status as AlwaysChaoticEvil has led to this trope being known as the "Orc Baby Dilemma" in D&D circles.


Added DiffLines:

* ExplosiveBreeder: Like fellow small, vulnerable evil creature the goblin, kobolds are noted for being able to produce offspring at a prolific rate.
* GenderBender: In 5th edition, it's stated that kobolds react to a sudden gender imbalance by having members of the too-prolific gender randomly shift to the underpresent gender until they've equalized. This allows kobolds to bounce back from severe casualties; if all their males are slaughtered, some females will assume male status and help restore a breeding population, whilst the reverse happens should someone try to wipe out a tribe by killing off its females.
* HappinessInSlavery: From 3rd edition onward, kobolds revere dragons so much that they happily serve them with near-religious fervor, no matter how badly their draconic masters treat them in return. Taken UpToEleven in 4th edition, where's noted that their reverence is so strong that kobolds will literally throw themselves into the mouth of a hungry dragon should it give into its instincts and try to consume some of their servitors.

Added: 8056

Changed: 1994

Is there an issue? Send a MessageReason:
None


* BigRedDevil
* DarkIsNotEvil
* HornedHumanoid

to:

* BigRedDevil
BigRedDevil: Tieflings of the TabletopGame/NentirVale are known for their red skin, prominent horns, MonochromaticEyes and serpentine tails, which gives them a strongly diabolic mien.
* DarkIsNotEvil
DarkIsNotEvil: Tieflings do tend to be evil, but a lot of that is due to [[ThenLetMeBeEvil people pushing them to evil]] rather than something InTheBlood. Many tieflings are perfectly decent people, and the TabletopGame/NentirVale tieflings in particular have no particular stigma against them.
* HornedHumanoid
HornedHumanoid: Prior to 4th edition, horns were one of the more common mutations amongst tieflings. Past 4th edition, they're universally depicted with horns in their artwork.
* InformedAttribute: Prior to 4th edition, whilst stated in their fluff to be extremely diverse in their possible appearance, almost all of their artwork tended to portray them as humans with one or more of the following traits: horns, hooves, claws, or tails. This ultimately led to their redesign in 4th edition.
* ThenLetMeBeEvil: It's commonly noted that tieflings tend to turn to evil because people assume their ancestry [[InTheBlood mkes them evil]] and mistreat them, until they ultimately snap.



* GoodCounterpart

to:

* GoodCounterpart
BareFistedMonk: Their culture resonates strongly with the precepts of the Monk class, and githzerai are considered to make iconic D&D monks, much like halfling rogues, elf wizards, dwarf fighters and orc barbarians.
* BerserkButton: They '''hate''' illithids, and are extremely hostile to the githyanki as well, although they will always choose to confront an illithid over a githyanki.
* BizarreAlienReproduction: Downplayed; despite their mammalian ancestry and appearance, githzerai canonically reproduce by laying eggs.
* EarlyInstallmentWeirdness:
** When initially introduced into the game, githzerai were a very Chaos-aligned race, with strong anarchistic leanings and a drive for independence and freedom above all else. After the popularity of the very Lawful natured Dak'kon in ''VideoGame/PlanescapeTorment'', and the increased association of the Monk class with the Lawful alignment, the race was reflavored to be more strictly Lawful in nature.
** They also originally had their own tyrannical wizard-king and self-proclaimed god, a mirror to Vlaakith CLVII, who was retconned out of the lore and replaced with Zerthimon, who was originally a purely legendary character.
** Their appearances changed remarkably; initially, they looked almost perfectly human, but were redesigned to more closely resemble githyanki in 3rd edition.
* GoodCounterpart: To the githyanki; githzerai chose to seek a spiritual awakening to recover from their experiences as a SlaveRace, whilst the githyanki chose to declare war on all other races so none would ever be strong enough to enslave them again.
* HollywoodAtheist: A variation on the trope. The githzerai acknowledge the
* HumanSubspecies: The githzerai are actually descended from human beings, mutated by a combination of ancient illithid flesh-crafting and their generations spent in either Limbo or the Elemental Chaos, depending on your choice of cosmology.
* MagicKnight: Much like their githyanki kin, githzerai have a strong tradition of multiclassed fighter/wizards, which they refer to as Zerths.
* MeaningfulName: Githzerai means "Those Who Spurn Gith" in their own tongue, reinforcing the ancient split that divided their people.
* PsychicPowers: All githzerai possess potent psionic abilities, a result of the mutations they underwent at illithid hands.
* ReconcileTheBitterFoes: There is a secret underground society amongst both the githyanki and the githzerai dedicated to reconciling their races, called the Sha’sal Khou.
* RubberForeheadAliens: Githzerai share the same features as githyanki, namely yellow skin, elf-like ears, and somewhat skeletal faces, with sunken eyes and flattened noses that are more nasal slits than anything. Indeed, many wouldn't be able to tell the two apart at a casual glance.
* SlaveRace: Their ancestors were humans enslaved by the illithids for labor and food.



* EyesAreMental: It's frequently noted that aranea in spider form can be distinguished from "normal" giant spiders by their eerily human-like eyes. Which says something about the kind of world that Mystara is where this is worth noting.



* MyBrainIsBig: In their spider form, aranea possess a distinctively engorged, hunch-like growth on their thorax, which holds their enlarged brain.



* OurOrcsAreDifferent

to:

* OurOrcsAreDifferent
FantasyCounterpartCulture: Scro society has a very Prussian (or Nazi) overtone to it; warlike yet disciplined, demanding physical perfection and adherence to a strict code of conduct, as well as dedication to the greater goals of their race.
* OurOrcsAreDifferent: In contrast to ordinary orcs, scro are strictly disciplined, regimented, perfectionist, and driven. They are highly educated and expected to control their emotions.



* BigCreepyCrawlies: Man-sized mantids, with perhaps a dash of grasshopper in the body-structure.



* OurOrcsAreDifferent

to:

* OurOrcsAreDifferent
PigMan: The Basic D&D and Advanced D&D depictions of orcs were notably porcine-featured, and are considered the TropeCodifier for "orcs as pigmen" in anime and manga.
* MightMakesRight: Orcs value strength and follow those who are strong enough to impose their will.
* OurOrcsAreDifferent: D&D orcs have undergone significant changes over the various editions. In the earliest versions of the game, they were described as natural servitors, with a drive to conquer melded by a respect for superior strength that made them fitting lackies for any EvilSorcerer or BlackKnight who could beat them into submission. In 3rd edition, they morphed into a more aggressive, rampaging horde-like race, who fought for their own love of battle and divinely-mandated conquest.
** The TabletopGame/ForgottenRealms actually plays around with the standard "orcs as savage monsters" depiction. In the [[TabletopGame/AlQadim Zakhara region]], orcs are actually a peaceful and civilized people. Likewise, the remnants of an abandoned army of Thayan orcs have similarly integrated into the population of Thesk after they saved the locals from being overrun by the Tuigan Horde. During 4th edition, there was also the orcish Kingdom of Many-Arrows in the Frozen North, which was the first orc-founded kingdom and ran as a surprisingly civilized place, though not without both internal division and external hostility -- sadly, it was destroyed during the change from 4th edition to 5th.
** Ondonti are an orcish subrace native to [[TabletopGame/ForgottenRealms Faerun]]; descending from orc childrens who were [[RaisedByHumans rescued and adopted by priests of a Goddess of Peace]], they are a pacifistic race who dwell in sheltered valleys and practice an agrarian lifestyle. They also have some innate priestly magic, are resistant to poison, and are naturally protected from CharmPerson type spells.
** In TabletopGame/{{Eberron}}, orcs are a peaceful race who live InHarmonyWithNature -- in fact, they ''pioneered'' the religious and mystical traditions of druidism that other races practice today. They're also a VestigialEmpire reduced to swamp-dwelling clans of {{Barbarian Hero}}es after they exhausted their former glory battling against aberrations in the ancient past, and have no great hostility towards humans. In fact, half-orcs in Eberron have a presumed standard of being consensually conceived.


Added DiffLines:

* ExplosiveBreeder: Their ability to replenish their casualties and overpopulate their surroundings is what's kept them alive as a species.
* OurGoblinsAreDifferent: The most "classic" of goblinoids, the goblins are small, sneaky and cowardly humanoids who grow bold and vicious when in sufficient numbers.
* ZergRush: Goblins are neither very strong, very smart, nor very well armed. But when in numbers, sheer bloodlust can allow them to swamp foes and drag them down to a vicious death.


Added DiffLines:

* OurGoblinsAreDifferent: Bugbears are the largest of the goblinoids and the strongest, but are still fairly savage and brutal creatures.


Added DiffLines:

* OurGoblinsAreDifferent: Human-sized, disciplined, driven and militaristic, hobgoblins are the most civilized and, in many ways, the most dangerous of all the goblinoids. From 3rd edition onward, their discipline and strict, militaristic culture served to better define them when compared to the more anarchist horde-structure of the orcs.


Added DiffLines:


* AdmiringTheAbomination: Kobolds do have their own patron god, Kurtulmak, but from 3rd edition onwards they also tend to deify their draconic "cousins". That said, they feel a particular reverence for the more vindictive and vengeful Chromatics over the more peaceful Metallics. By extension, they also tend to worship Tiamat, due to her being the Goddess of Chromatic Dragons.
* DraconicHumanoid: In 3rd edition, kobolds were reflavored as a degenerate offshoot of the dragon family, clinging to their kinship as a source of pride and strength in a world that otherwise belittled and humiliated them. As part of this, they were visually redesigned to small, puny LizardFolk with obvious resemblances to dragons. This has became a defining trait of the race, surviving from third edition through fourth and into fifth.
* MixAndMatchCritters: Kobold artwork in both Basic D&D and AD&D 2nd edition portrays them as a strange blending of attributes. The former look like dog-headed LizardFolk, whilst the latter is a scaly-skinned blending of dog, lizard, rat and humanoid. Downplayed in 5th edition, which sticks mostly to the DraconicHumanoid version of 3rd and 4th edition, but adds a distinctly canine nose to their otherwise reptilian snout.
* OurGoblinsAreDifferent: D&D kobolds play with the trope. They certainly fill many of the standard attributes of goblindom -- being small, weak, cowardly and dangerous only in numbers -- but, officially, they're not part of the goblinoid family. And, save for AD&D 1st edition, where they had artwork that looked like a big-eyed, nubbly-horned, pug-faced goblinoid, they don't look like goblins either.
* TrapMaster: In contrast to goblins, who tend to rely on [[ZergRush superior numbers and bloodlust]], kobolds prefer sneak attacks, ambush and a lethal arsenal of traps to defeat their assailants.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ElvesVersusDwarves: Downplayed, in that elves and dwarves generally don't ''like'' each other overly much, but they are rarely directly at war, at least in official campaign settings.


Added DiffLines:

* CantArgueWithElves: D&D has a ''very'' long tradition of its elves being beloved and cherished by the creators, to the point that the AD&D elven sourcebook, "The Complete Book of Elves", is a definite old shame to its creator.
* DistinctionWithoutADifference: A complaint amongst the fandom is that, traditionally, this ends up fitting High Elves vs. Wild Elves; both love nature, both believe in being InHarmonyWithNature, and both are magical beings. They're essentially the same race with just slightly different proportions in regards magic love vs. nature love. This state of affairs was even lampshaded by Wizards of the Coast, who used it as justification for replacing High and Wood Elves with Eladrin and Elves in 4th edition.
* ElvesVersusDwarves: Downplayed, in that elves and dwarves generally don't ''like'' each other overly much, but they are rarely directly at war, at least in official campaign settings.
* GodGuise: Young avariels have been known to use their wings and their elven beauty to trick gullible mortals into believing that they are angels, although their elders strictly discourage this behavior.
* HeroicAlbino: Invoked with the Lythari, who have pale-white skin and silver hair, but aren't proper albinos, as their eyes are green or blue.
* {{Hypocrite}}: One of the most common cases is that elven "harmony" is recurrently portrayed as featuring the use of magic to essentially subjugate the land, compelling plants to grow in unnatural directions to create living treehouses and to assist in taming animals, which means that elven forests are, at least around the cities, no less domesticated than the settled lands of other races.
* InHarmonyWithNature: This is a common depiction of elves, especially the Wood Elf subrace. However, the trope is played with by being often undercut with a layer of hypocrisy, which writers rarely overtly call out.
* LandOfFaerie: Elves often have some nebulous connection to this place, although it's usually portrayed as somewhere they came from rather than where they live. The Lythari and the Eladrin are exceptions, as both are natives of the faerielands of D&D.
* OurElvesAreBetter: There are quite a few different varieties of elves throughout the D&D multiverse.
** High Elves are generally portrayed as the more "traditionally civilized" elves. They still live InHarmonyWithNature, but they focus more overtly on arcane magic and use it as a tool to build cities and empires. As a result, they are usually the least xenophobic of the elven races. They are sometimes depicted as having a greater affinity for arcane magic than other elves.
** Wood Elves are primal elves who truly respect nature and try to live as close to it as possible. Unlike their city-building cousins, they rarely form anything more civilized than a loose confederacy of tribes or clans, and they definitely don't build traditional structures.
** Aquatic Elves are an elven subrace that dwells in deep water, a trait characterized by their propensity for blue skin, webbed digits, and gills. Though usually more land-friendly than mermaids, Aquatic Elves tend to be the most xenophobic of their kind, and so are rarely important to the affairs of the surface world.
*** Two unique examples of Aquatic Elf are the [[Literature/{{Dragonlance}} Krynnish]] Dargonesti and Dimernesti, or Deep Elves and Shoal Elves, respectively. These races not only mirror the High Elf/Wood Elf split in their aquatic environment, complete with Dargonesti having innate spells, but have the unique ability of VoluntaryShapeshifting.
** Dark Elves, or "Drow", are dark-skinned malevolent elves who reside in the Underdark. The traditional depiction of Dark Elves is as losers of an ancient civil war, forced to retreat to the inhospitable world beneath where they have embraced demon-worship, slavery, BlackMagic and other evils as they plot revenge.
** Avariels and Ee'aar, native to [[TabletopGame/ForgottenRealms Faerun]] and TabletopGame/{{Mystara}} respectively, are characterized mostly by their unique possession of wings.
** Lythari are faerie-blooded elven lycanthropes who can freely switch between the form of a silvery-white elf or a giant silvery-white wolf as they see fit.
** Eladrin, native to the TabletopGame/NentirVale setting, are the "original" elven form; ethereal and otherworldly humanoids with MonochromaticEyes, the ability to teleport at will, and a natural affinity for arcane magic, they are the masters of LandOfFaerie, just as humans master the mortal world. These conceptually replace the standard High Elves in their world.
** TabletopGame/NentirVale Elves are a weakened form of elf, the result of eladrin who fled to or were stranded in the human world eons ago and lost most of their faerie magic in the bargain. They have little true interest in arcane magic anymore, and instead practice primal magics, as these allow them to truly live InHarmonyWithNature. Conceptually, they replace Wood Elves.
** The elves of TabletopGame/{{Eberron}} are all quite distinctive; the Aerenal are ancestor-worshippers who guard their own continent and practice a [[TheSacredDarkness non-evil form]] of {{necromancy}}, the Valenar are ancestor-worshipping, warlike horse-riding mercenaries, the Khorvaire elves have adapted due to generations of living amongst humans, and the Drow are non-evil, dark-skinned elves who inhabit the ancient elven homeland and still live by primordial, primitive traditions.
** Rockseer Elves are a mysterious race of elves with a mystical connection to earth and stone, native to [[TabletopGame/ForgottenRealms Faerun]]. Peaceful but fatalistic, they have potent earth-related magics, such as the ability to innately pass through stone as if it were thin air.
* OurWerebeastsAreDifferent:
** Lythari are elven lycanthropes who only have elf and wolf forms and who are not evil, unlike normal werewolves.
** Dargonesti and Dimernesti are elves who can assume the forms of dolphins and giant otters, respectively.


Added DiffLines:

* TheEveryman: This is humanity's traditional "hat" in D&D.


Added DiffLines:

* ChildByRape: It's not the presumed default origin for them, but several settings include the presumption that it happens. Tanis Half-Elven of [[Literature/{{Dragonlance}} Krynn]] is the most iconic example of a rape-fathered half-elf.


Added DiffLines:



Added DiffLines:

* BigRedDevil
* DarkIsNotEvil
* HornedHumanoid


Added DiffLines:

* BreathWeapon
* DraconicHumanoid


Added DiffLines:

* GoodCounterpart
* GoodIsNotNice
* LightIsNotGood


Added DiffLines:

* ElementalEmbodiment


Added DiffLines:

* GoodCounterpart


Added DiffLines:

* BoisterousBruiser
* TheBigGuy


Added DiffLines:

* AllThereInTheManual: Very little information was provided about the bariaur in the original Planescape run; instead, their creator went on to write two sourcebooks all about them and made them freely available online, fleshing out their culture and their spirituality.


Added DiffLines:

* IResembleThatRemark: Literally! Bariaur ''hate'' to be compared to centaurs, and regard it as quite insulting, but they share the exact same body structure, the same herbivorous appetite, and even many cultural traits.


Added DiffLines:

* TheUnfavorite: Despite being one of the three races first introduced in the Planescape boxed set, alongside the Tiefling and the Githzerai, they have never gained any great traction with the fandom.


Added DiffLines:

* OurOrcsAreDifferent


Added DiffLines:

* OurOrcsAreDifferent
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None

Added: 11406

Changed: 584

Removed: 149

Is there an issue? Send a MessageReason:
None


* OurDwarvesAreAllTheSame: Zigzagged. D&D dwarves owe their foundation to Tolkien's take, and so the common "Mountain Dwarf" and "Hill Dwarf" subspecies are secondary {{Trope Codifier}}s for the "generic dwarf" archetype. However, many of the more obscure dwarf subspecies play with the archetype to some extent:
** Duergar are grim, malevolent, workaholic slave-taking dwarves native to the Underdark, essentially the dwarven equivalent of Drow. In 4th edition, they gained the extra trait of being diabolists; worshipping, consorting with and even interbreeding with devils. They have certain innate magical powers, mostly the ability to turn invisible or grow into giants.
** Derro are evil, [[InsaneEqualsViolent murderously crazy]] dwarves of a particularly degenerate stock, who also inhabit the Underdark. They're the most magically adept of all the dwarven subraces.
** Wild Dwarves, introduced in the TabletopGame/ForgottenRealms, are essentially jungle-dwelling headhunting Stone Age tribals, which may be why they don't get mentioned much.
** The Innugaakalikurit are Arctic Dwarves; pale-skinned, white-haired tundra-dwellers who have no stoneworking or metalsmithing skills, favor spears over axes, are expert hunters, and are impervious to the cold. Unlike most dwarves, they love sunlight, and sunbathe whenever they can.
** On [[Literature/{{Dragonlance}} Krynn]], the various Clans embody different dwarven standards. The Daergar clan are blatant expies of the Duergar, although they lack the duergar's magical ability. The Theiwar and Klar clans are [[DecompositeCharacter based on different aspects of the Derro]], with the Theiwar getting the sorcerous talents and the Klar getting the bloodlust and insanity. Finally, there are two dwarf clans unique to Krynn; the Zakhar, outcasts who suffer from a curse that leaves them hairless and disease-ridden, and the Aghar, slovenly, cowardly, unintelligent dwarves who are actually lower than ''goblins'' on the totem pole of civilized races and who are believed to stem from [[NonHumanHumanoidHybrid ancient dwarf/gnome interbreeding]].
** The dwarves of [[TabletopGame/DarkSun Athas]] are notably hairless and have lost all of their traditional skill with stone and metal-work. They have even greater stamina and work ethic, though.
** The ancient Kogolor of TabletopGame/{{Mystara}} are actually the prototypes for both common dwarves and gnomes; cheerful, jovial, friendly agrarian humanoids who dwell in mountain forests and live simple lives as foresters, herders and trappers. They have no great skill in craftsmanship, save the brewing of liquor, and are [[FantasyCounterpartCulture almost embarrassingly]] [[YodelLand Swedish]], complete with a great passion for yodeling. They are extinct on the surface, but survive in the Hollow World.



!!Half-ELf

to:

!!Half-ELf
* MasterOfIllusion: This is the iconic magical style for gnomes, and in Advanced Dungeons & Dragons, they actually couldn't study any other kind of magic.
* MotorMouth: This is a standard trait for Krynnish Tinker Gnomes, who are said to have the remarkable ability to speak and listen at the same time. They can go for ages without stopping. It's sometimes considered a more general gnomish trait as well.
* OurDwarvesAreAllTheSame: D&D gnomes are actually based on mythological dwarves from Germanic, Swedish and other European myths, hence their fundamentally dwarf-like appearance being contrasted by a friendly, peasant-like attitude and a knack for magic.
* OurGnomesAreWeirder: There are many, many different subraces of gnome, each of which puts its own unique spin on the trope.
** The common "Rock Gnome" is essentially a hybrid of dwarf and elf; skilled crafters which a knack for machinery, they're also naturally adept at magic, and are particularly gifted in the arts of illusions. Friendly and cheerful, they love to work hard and play hard, and are especially infamous for their love of practical jokes.
** Forest Gnomes are rarer than Rock Gnomes, and more solitary. They're closer to nature and have a natural affinity for druidic magic as a result of that.
** Deep Gnomes, or "Svirfneblin" in their own tongue, are grim and humorless gem-obsessed miners who inhabit the depths of the Underdark. They're notable as the only "deep humanoid" race who ''aren't'' evil by default.
** River Gnomes, from a single issue of Dragon Magazine, are essentially the waterway-dwelling equivalents to Forest Gnomes.
** Arcane Gnomes, hailing from the same issue as River Gnomes, are a Rock Gnome offshoot who have forsaken their traditional lifestyle to focus on mastering the arts of magic as a whole.
** The [[Literature/{{Dragonlance}} Krynnish]] Tinker Gnomes, or "Minoi", are essentially Rock Gnomes with no magical talent, a fixation on science, and divinely cursed to be {{Bungling Inventor}}s with a [[RubeGoldbergDevice Goldbergian design fetish]]. Their more obscure relatives, the Gnomoi, are gnomes who have broken this curse and can create sane, functional, minimalistic devices -- which causes their cursed kin to look down on them and pity them, even as the Gnomoi in return think of the Minoi as dullards who need to be carefully managed for their own good. Gnomoi are either known as "Thinker Gnomes" or "Mad Gnomes", depending on whether you ask a Minoi or anyone else.
** TabletopGame/{{Mystara}} is home to both Rock Gnomes, which are locally called Earth Gnomes, and Sky Gnomes, which are essentially a crosbreed between Arcane Gnoms and Thinker Gnomes. Sky Gnomes are masters of {{magitek}}, to the point that their homeland is a ''flying city'' they built themselves, complete with magic-powered anti-aircraft guns and biplanes to defend it, all using magic wand-based analogues to guns.

!!Half-Elf



* ChildByRape: This is pretty much their traditional standard backstory, which has led to the race receiving some backlash amongst the fandom.
* MultipleChoicePast: In 4th edition, to try and shake up the lack of appeal for the race that the writers felt stemmed from their standard origin being ChildByRape, half-orcs were presented as both a fully-fledged race in their own right and with multiple possible origins. These include widespread, consensual carnal unions between human and orc tribes, a superior race created by Gruumsh from orcish or human stock intended to supplant the old orcs, humans mutated by Gruumsh's blood, being created by Kord as a dedicated worshipper race, and being magically engineered as a SlaveRace by the hobgoblins.
* TokenEvilTeammate: Their defining hat amongst the Iconic Races; in the first three editions, before Drow or full-fledged support for MonsterAdventurers is given out, half-orcs are always present to provide an option for "monstrous" player characters. 4th and 5th edition shook up this paradigm, with the former featuring tieflings and dragonborn in the half-orc's place and the latter providing drow, tieflings and dragonborn alongside half-orcs.



!!Githzerai




!!Lupin

!!Rakasta

!!Kender

!!Giff

!!Scro

!!Mul

!!Thri-Kreen
[[/folder]]

[[folder: Monstrous Races]]
These races represent D&D's long tradition of MonsterAdventurers.

to:

\n!!Lupin\n\n!!Rakasta\n\n!!Kender\n\n!!Giff\n\n!!Scro\n\n!!Mul\n\n!!Thri-Kreen\n[[/folder]]\n\n[[folder: Monstrous Races]]\nThese races represent D&D's long tradition -->Origin: '''TabletopGame/{{Mystara}}'''
Rulers
of MonsterAdventurers.Herath on the Savage Coast of Mystara, the Aranea are a race of shapeshifting giant spiders with a powerful affinity for magic.


Added DiffLines:

* TheDreaded: On Mystara, the aranea are the source of many terrifying stories and legendarily evil. These stories are actually an InUniverse OldShame to the aranea of the present day, who are... well, not ''nice'' but far from anywhere near that monstrous. It's one of the reasons they hide their existence.
* GiantSpider: At four feet long and two feet wide, an aranea may be on the small scale of this as far as D&D goes, but that's still pretty healthy by real-world standards.
* TheMagocracy: Aranea value intelligence and, especially, magic, so the most powerful mages rule their society. On Mystara, Herath is even formally titled "The Magocracy of Herath" for emphasis. In Advanced Dungeons & Dragons, it was stated that all aranea NPCs should have the spellcasting abilities of 3rd level wizards, whilst in 3e, they're born with the spellcasting prowess of a 3rd level sorcerer.
* ManBitesMan: Aranea still possess toxic venom glands, and can deliver lethally poisoned bites in combat if forced to.
* OurWerebeastsAreDifferent: Aranea are formally considered a kind of shapeshifter, and so are vulnerable to special attacks that specifically target shapeshifters. However, they have certain unique elements that particularly distinguish them.
** Firstly, they're "werebeast type" shapeshifters; this means they have a singular "human" form they develop at birth as well as a beast form, and can switch only between those forms. Further, they're triple-changers, with "human", "hybrid" and "beast" forms, in contrast to some werebeasts, who only have the human and beast forms.
** Secondly, they're "beastweres"; intelligent beasts that have the ability to assume human form, instead of the more conventional "human that turns into a beast". This is a small grouping of shapeshifters in D&D lore.
** Finally, their most unique trait is that their "human" form is ''not'' set by species. The "human form" of an aranea can actually be any Small or Medium humanoid, including not just humans, dwarves and elves, but also monstrous races like orcs, goblins, gnolls, and lizardfolk. And "human forms" don't run in families, so the child of two aranea with elven forms could be born with a gnollish form. This trait is completely unique to aranea; no other werebeast in D&D has this trait.
* PrimalFear: Being spiders who live in forest environments and spin their cities out of their silk, aranea do '''not''' like fire much. They have no particular weakness to it, but it scares them immensely; aranea almost never learn fire-based spells.
* ProperlyParanoid: Those anti-aranea bigots planning on hunting them down with the handy "Identify Species" spell will find it doesn't work. Because the aranea ''created'' that spell, and made sure to make themselves exempt from its effects before disseminating it to the world.
* RetiredMonster: The ancient aranea did some terrible things, like when they unintentionally reduced the wallara from a mighty civilization to scattered, wandering bands of Stone Age primitives, but they never actually ''meant'' to do any harm. The typical aranea alignment is Neutral, and they mostly just want to be left alone.
* SuperIntelligence: Downplayed, but, in Advanced Dungeons & Dragons, their ''minimum'' Intelligence score was 12 -- for comparison, the human ''average'' was between 8 and 10 Intelligence.

!!Bariaur
-->Origin: '''TabletopGame/{{Planescape}}'''
Natives of the Plane of Ysgard, the Bariaur are centaur-like beings who possess the upper body of humanoids and the lower bodies of mountain sheep or goats.
--------------
* AnimalGenderBender: A small minority of females are born with horns like a ram, whilst an even smaller minority of males are born hornless.
* GenderRestrictedAbility: Cultural more than physical, but in bariaur society, only ewes (or hornless rams) practice magic, whilst rams practice martial combat.
* NoGuyWantsAnAmazon: Horned ewes are considered very unlucky and unappealing in bariaur culture, which actually drives many of them to study martial combat; they're outcasts anyway, so they may as well gain the strength to force others to respect them.
* OurCentaursAreDifferent: They're extraplanar beings who resemble mountain sheep or goats with the torso of a humanoid being growing from where the head should be.
* UseYourHead: It goes without saying that horned bariaur can deliver killer headbutts, especially if they can build up ramming speed first.

!!Lupin
-->Origin: '''TabletopGame/{{Mystara}}'''

!!Rakasta
-->Origin: '''TabletopGame/{{Mystara}}'''

!!Kender
-->Origin: '''Literature/{{Dragonlance}}'''

!!Giff
-->Origin: '''TabletopGame/{{Spelljammer}}'''

!!Scro
-->Origin: '''TabletopGame/{{Spelljammer}}'''

!!Mul
-->Origin: '''TabletopGame/{{Dark Sun}}'''

!!Thri-Kreen
-->Origin: '''TabletopGame/{{Dark Sun}}'''

[[/folder]]

[[folder: Monstrous Races]]
These races represent D&D's long tradition of MonsterAdventurers.
--------------
Is there an issue? Send a MessageReason:
I'm a little uncertain if it's okay to add more "setting-locked" PC races to this page; I welcome discussion on the matter. Anyway, bare bones because I don't have the time to add more at this moment, I'll get in when I can.

Added DiffLines:

Adventurers in the realms of ''TabletopGame/DungeonsAndDragons'' come in many shapes and sizes and from as many backgrounds as you can imagine. A character's [[http://tvtropes.org/pmwiki/pmwiki.php/Classes/DungeonsAndDragons class]] is only half of the equation; their race plays an equal part in determining that character's history, how they view the world, and how the world views them.

''TabletopGame/DungeonsAndDragons'' has a MassiveRaceSelection to choose from. While there are countless creatures in the bestiaries that could be considered "races", this page is for specifically detailing the ones intended for players; creatures without racial hit dice that have specific entries for their use as characters.

This page is intended to serve as a collection for all playable races in D&D, regardless of their setting of origin. Thus, githzerai are here, whilst their githyanki relatives remain on the Characters/PlanescapeRaces page.

--------------

[[foldercontrol]]

[[folder: Iconic Races]]
These races represent the archetypical player character options in D&D, having been present in every single edition.
--------------
!!Dwarf

!!Elf

!!Human

!!Gnome

!!Half-ELf

!!Half-Orc
[[/folder]]

[[folder: Exotic Races]]
These races represent more exotic player character options; they may be newcomers to the player's handbook, or be present in non-PHB splatbooks without fitting either of the other categories.
--------------
!!Tiefling

!!Dragonborn

!!Aasimar

!!Genasi

!!Goliath

!!Triton
[[/folder]]

[[folder: Setting-Specific Races]]
These races are specifically linked to a given Campaign Setting, and have not seen a broader appeal in subsequent editions.
--------------
!!Aranea

!!Lupin

!!Rakasta

!!Kender

!!Giff

!!Scro

!!Mul

!!Thri-Kreen
[[/folder]]

[[folder: Monstrous Races]]
These races represent D&D's long tradition of MonsterAdventurers.
--------------
!!Orc

!!Goblin

!!Bugbear

!!Hobgoblin

!!Kobold
[[/folder]]

Top