Legacy Races

The following Legacy Races are suitable for play at 1st character level:

  • Aasimar: Wise and confident native outsiders native to the Material Plane, who trace their heritage back to beings of the outer planes such as Elysium or Heaven (+2 Wisdom, +2 Charisma).
  • Android: Living humanoid constructions from another realm, they are agile and smart, but have difficulty relating to others (+2 Dexterity, +2 Intelligence, –2 Charisma).
  • Astomoi: Studious and enlightened humanoids who survive on the essence of scents (+2 Intelligence, +2 Wisdom, –2 Constitution).
  • Caligni: Fast and hardy, but resistant of new ideas, these dark-dwelling humanoids are a throwback to a bygone age (+2 Dexterity, +2 Constitution, –2 Intelligence).
  • Catfolk: Agile and likable bipedal feline humanoids, with an impulsive nature (+2 Dexterity, +2 Charisma, –2 Wisdom).
  • Changeling: Attractive and clever humanoids descended from hags (+2 Wisdom, +2 Charisma, –2 Constitution).
  • Deep One Hybrid: Resilient aquatic humanoids who walk with a lumbering gait, and possess a fanatical devotion to their otherworldly masters (+2 Constitution, +2 Wisdom, –2 Dexterity).
  • Dhampir: Alluring and quick humanoids who trace their ancestry to the blood of vampires (+2 Dexterity, +2 Charisma, –2 Constitution).
  • Drow: Manipulative and agile dark-dwelling humanoids with pointed ears, and a history of demon worship (+2 Dexterity, +2 Charisma, –2 Constitution).
  • Duergar: Hardy and wise deep-dwelling humanoids with short statures, and a wholly belligerent attitude (+2 Constitution, +2 Wisdom, –4 Charisma).
  • Dwarf: Gruff and rugged humanoids with short statures, and cunning minds (+2 Constitution, +2 Wisdom, -2 Charisma).
  • Elf: Long-lived and studious humanoids with pointed ears, and flexible but slight frames (+2 Dexterity, +2 Intelligence, -2 Constitution).
  • Fetchling: Commanding and lithe outsiders native to the Material Plane, who trace their heritage back to beings of the Shadow Plane (+2 Dexterity, +2 Charisma, –2 Wisdom).
  • Gathlain: Quick and personable fey, with plant-covered bodies, and wings of living vegetation (+2 Dexterity, +2 Charisma, -2 Constitution).
  • Ghoran: Resilient and eager, but slow-thinking plant creatures, with strangely delectable flesh (+2 Constitution, +2 Charisma, –2 Intelligence).
  • Gillmen: Attractive and vigorous aquatic humanoids, with minds susceptible to the manipulations of their aboleth masters (+2 Constitution, +2 Charisma, –2 Intelligence).
  • Gnoll: Powerful and hardy bipedal hyena humanoids, who live a brutal lifestyle with little room for academia (+4 Strength, +2 Constitution, –2 Intelligence, –2 Charisma).
  • Gnome: Likable and easygoing humanoids with small, hardy bodies (+2 Constitution, +2 Charisma, –2 Strength).
  • Goblin: Manic and wildly unpleasant humanoids with small, fast bodies (+4 Dexterity, -2 Strength, -2 Charisma).
  • Grippli: Nimble and perceptive bipedal frog humanoids with small, acrobatic bodies (+2 Dexterity, +2 Wisdom, –2 Strength).
  • Half-Elf: Versatile humanoids who trace their ancestry to that of both elf and human parentage (+2 to One Ability Score).
  • Half-Orc: Versatile humanoids who trace their ancestry to that of both human and orc parentage (+2 to One Ability Score).
  • Halfling: Likable and nimble humanoids with small bodies, and hairy oversized-feet (+2 Dexterity, +2 Charisma, –2 Strength).
  • Hobgoblin: Quick and resilient humanoids, who have been bred for war (+2 Dexterity, +2 Constitution).
  • Human: Humanoids with a varied and versatile background with many variations by nationality (+2 to One Ability Score).
  • Ifrit: Fast and confident outsiders native to the Material Plane, who trace their heritage back to beings of the Fire Plane (+2 Dexterity, +2 Charisma, -2 Wisdom).
  • Kasatha: Contemplative and nimble humanoids, with four arms, and alien features (+2 Dexterity, +2 Wisdom).
  • Kitsune: Fast and nimble bipedal fox humanoids, with the ability to take human form (+2 Dexterity, +2 Charisma, –2 Strength).
  • Kobold: Small and conniving reptilian humanoids who can trace their ancestry to dracolyte progenitors (+2 Dexterity, -4 Strength, -2 Constitution).
  • Lizardfolk: Strong and rugged reptilian humanoids, with thick-scales, and predatory features (+2 Strength, +2 Constitution, –2 Intelligence).
  • Merfolk: Graceful humanoids with the upper body of a human, and a powerful fish-like tail for a lower body (+2 Dexterity, +2 Constitution, +2 Charisma).
  • Monkey Goblin: Nimble and wildly impulsive humanoids, with small bodies covered in bristly fur, and hairless rat-like tails (+4 Dexterity, –2 Wisdom, –2 Charisma).
  • Nagaji: Forceful and determined reptilian humanoids who wear a cold, unnerving, ophidian gaze (+2 Strength, +2 Charisma, –2 Intelligence).
  • Naiad: Graceful and attractive aquatic fey descended from nymphs (+2 Dexterity, +2 Charisma, –2 Strength).
  • Orang-Pendak: Powerfully built and insightful humanoids, with small but formidable bodies covered in thick red-orange fur (+2 Strength, +2 Wisdom, –2 Intelligence).
  • Orc: Savage humanoids with powerful physiques, and short tempers (+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma).
  • Oread: Resolute and insightful outsiders native to the Material Plane, who trace their heritage back to beings of the Earth Plane (+2 Strength, +2 Wisdom, –2 Charisma).
  • Ratfolk: Small but clever bipedal rat humanoids with a love of tinkering (+2 Dexterity, +2 Intelligence, -2 Strength).
  • Reptoid: Powerful and manipulative reptilian humanoids, with the ability to take the form of nearly any humanoid (+2 Strength, +2 Charisma, –2 Dexterity).
  • Rougarou: Strong and insightful bipedal wolf humanoids, with the ability to take the form of a wolf (+2 Strength, +2 Wisdom, –2 Intelligence).
  • Samsaran: Cunning reincarnated humanoids who retain a fragment of their past-selves (+2 Intelligence, +2 Wisdom, –2 Constitution).
  • Shabti: Resilient and confident outsiders native to the Material Plane, who live on in immortal bodies (+2 Constitution, +2 Charisma).
  • Skinwalker: Instinctual and passionate humanoids, with the ability to take on a lycanthropic hybrid form (+2 Wisdom, –2 Intelligence, and +2 to one Physical Ability Score).
  • Strix: Agile and cunning humanoids, with black-feathered wings, and fiendish features (+2 Dexterity, +2 Wisdom, –2 Charisma).
  • Suli: Muscular and charming outsiders native to the Material Plane, who trace their heritage back to genies (+2 Strength, +2 Charisma, –2 Intelligence).
  • Sylph: Agile and smart outsiders native to the Material Plane, who trace their heritage back to being of the Air Plane (+2 Dexterity, +2 Intelligence, –2 Constitution).
  • Tengu: Agile and insightful bipedal avian humanoids, with a keen eye for loot, and uncanny skill with bladed weapons (+2 Dexterity, +2 Wisdom, –2 Constitution).
  • Tiefling: Unnerving native outsiders native to the Material Plane, who trace their heritage back to beings of the outer planes such as the Abyss or Hell (+2 Dexterity, +2 Intelligence, –2 Charisma).
  • Undine: Lithe and perceptive outsiders native to the Material Plane, who trace their heritage back to being of the Water Plane (+2 Dexterity, +2 Wisdom, –2 Strength).
  • Vanara: Agile monkey-like humanoids with a penchant for mischief (+2 Dexterity, +2 Wisdom, –2 Charisma).
  • Vine Leshy: Resilient and intuitive plant creatures, with small bodies, and the ability to speak with vegetation (+2 Constitution, +2 Wisdom, –2 Intelligence).
  • Vishkanya: Lithe and elegant humanoids with poisonous blood and saliva (+2 Dexterity, +2 Charisma, –2 Wisdom).
  • Wayang: Studious and grim humanoids, with small bodies, and disturbing features (+2 Dexterity, +2 Intelligence, –2 Wisdom).
  • Wyrwood: Agile and logical constructs, who are seemingly devoid of emotions (+2 Dexterity, +2 Intelligence, –2 Charisma).
  • Wyvaran: Quick and cunning bipedal dragons, with cumbersome wings, and long tails (+2 Dexterity, +2 Wisdom, –2 Intelligence).
  • Yaddithian: Long-lived and smart aberrations, with wrinkled yellow flesh, and alien features (+2 Constitution, +2 Intelligence, –2 Wisdom).