Ability scores: STR — Strength; DEX — Dexterity; CON — Constitution; INT — Intelligence; WIS — Wisdom; CHA — Charisma. AC — Armour Class; HD — Hit Dice; hp — hit points; XP — experience points; NPC — non-player character; PC — player character. THAC0 — the attack matrix row to use (To Hit Armour Class 0). Distances marked ′ are in feet. Book titles and page numbers refer to the source books.
Dragonborn
- Requirements
- Minimum CON 9, minimum INT 9
- Ability modifiers
- None
- Languages
- Alignment, Common, Dragon
Dragonborn are tall, powerful demihumans with scaled skin and dragon-like heads. They typically weigh about 250 pounds and stand around 6′ tall. As reptiles, they reproduce by laying eggs. Unlike true dragons, dragonborn do not have wings or tails. Dragonborn live in clans based on the colour of their scales (see Draconic Bloodline) and are known for their fierce loyalty and their love of hoarding gold. It is believed that dragonborn were created by the dragon gods.
| Class | Maximum level |
|---|---|
| Assassin | 7th |
| Cleric | 8th |
| Fighter | 10th |
| Knight | 10th |
| Illusionist | 6th |
| Paladin | 8th |
| Magic-user | 8th |
| Thief | 6th |
Breath Weapon
Like dragons, dragonborn can exhale a breath weapon of destructive energy. The shape of the breath weapon and the type of damage it inflicts depend on the species of dragon that the character has an affinity with (see Draconic Bloodline).
Frequency of use: Once per day.
Area: The size of the breath weapon depends on the shape:
- Cloud: 10′ wide, 15′ long.
- Cone: 15′ wide at the far end, 20′ long.
- Line: 5′ wide, 30′ long.
Damage: All caught in the area suffer damage equal to half the dragonborn’s current hit points (rounded up). A save versus breath is allowed for half damage.
Draconic Bloodline
Each dragonborn has an affinity with a specific species of dragons. This determines their breath weapon and the colour of their scales. The player should roll on the table below to determine the character’s draconic affinity.
| d10 | Colour | Damage | Shape |
|---|---|---|---|
| 1–2 | Black | Acid | Line |
| 3–4 | Blue | Lightning | Line |
| 5–6 | Green | Poison | Cloud |
| 7–8 | Red | Fire | Cone |
| 9–10 | White | Cold | Cone |
Draconic Resistance
A dragonborn gains a +2 bonus to saving throws against the type of damage associated with their breath weapon.
Dragon-Affecting Magic
Dragonborn are affected by magic that specifically targets dragons (e.g. a sword +1, +3 vs dragons).
Drow
- Requirements
- Minimum INT 9
- Ability modifiers
- −1 CON, +1 DEX
- Languages
- Alignment, Common, Deepcommon, Elvish, Gnomish
Drow (also known as dark elves) are slender, fey demihumans with pointed ears, skin as black as the night sky, and hair of silver or white. They have extremely long lifespans, being nigh immortal. Drow dwell exclusively underground, carving great cities of stone and crystal. They are ruled by a cult of priests and priestesses who worship strange subterranean deities. They are related to the elves of the surface world and share their love of nature and magic. Drow typically weigh about 120 pounds and are from 5 to 5½ feet tall.
| Class | Maximum level |
|---|---|
| Acrobat | 10th |
| Assassin | 10th |
| Cleric* | 11th |
| Fighter | 7th |
| Knight | 9th |
| Magic-user | 9th |
| Ranger | 9th |
| Thief | 11th |
* At the referee’s option, drow clerics may only exist as NPCs.
Detect Secret Doors
Drow have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance (see Dungeon Adventuring, p222).
Immunity to Ghoul Paralysis
Drow are completely unaffected by the paralysis ghouls can inflict.
Infravision
Drow have infravision to 90′ (see Darkness, p220).
Innate Magic
At 2nd level, a drow is able to cast the darkness spell (the reverse of light) once per day and, at 4th level, detect magic once per day (see Cleric Spells, p134).
Light Sensitivity
When in bright light (daylight, continual light), drow suffer a −2 penalty to attack rolls and a −1 penalty to Armour Class.
Listening at Doors
Drow have a 2-in-6 chance of hearing noises (see Dungeon Adventuring, p222).
Duergar
- Requirements
- Minimum CON 9, minimum INT 9
- Ability modifiers
- −1 CHA, +1 CON
- Languages
- Alignment, Common, Deepcommon, Dwarvish, Gnomish, Goblin, Kobold
Duergars (also known as grey dwarves) are short, scrawny, bearded demihumans who live in strongholds and cities deep underground. They are renowned for their greed for precious metals and stones and for their xenophobia toward other races. Like other dwarves, duergars have a naturally strong constitution and a high resistance to magic. Duergars are around 4′ tall, weigh about 120 pounds, and have lifespans of up to 500 years. Their skin and hair are grey and their visages are ugly.
| Class | Maximum level |
|---|---|
| Assassin | 9th |
| Cleric* | 8th |
| Fighter | 9th |
| Thief | 9th |
* At the referee’s option, duergar clerics may only exist as NPCs.
Combat
Due to their short height, duergars can only use small or normal sized weapons. They cannot use longbows or two-handed swords.
Detect Construction Tricks
As expert miners, duergars have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.
Detect Room Traps
Due to their expertise with construction, duergars have a 2-in-6 chance of detecting non-magical room traps when searching (see Dungeon Adventuring, p222).
Infravision
Duergars have infravision to 90′ (see Darkness, p220).
Light Sensitivity
When in bright light (daylight, continual light), duergars suffer a −2 penalty to attack rolls and a −1 penalty to Armour Class.
Listening at Doors
Duergars have a 2-in-6 chance of hearing noises (see Dungeon Adventuring, p222).
Resilience
Duergars’ natural constitution and resistance to magic grants them a bonus to saving throws versus paralysis, poison, spells, and magic wands, rods, and staves. This bonus depends on a duergar’s CON score, as follows:
| CON score | Saving throw bonus |
|---|---|
| 6 or lower | No bonus |
| 7–10 | +2 |
| 11–14 | +3 |
| 15–17 | +4 |
| 18 | +5 |
Stealth
Underground, duergars have a 3-in-6 chance of moving silently.
Dwarf
- Requirements
- Minimum CON 9
- Ability modifiers
- −1 CHA, +1 CON
- Languages
- Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold
Dwarves are stout, bearded demihumans, about 4′ tall and weighing about 150 pounds. Dwarves typically live underground and love fine craftsmanship, gold, hearty food, and strong drink. They have skin, hair, and eye colours in earth tones. Dwarves are known for their stubbornness and practicality. They are a hardy people and have a strong resistance to magic.
| Class | Maximum level |
|---|---|
| Assassin | 9th |
| Cleric* | 8th |
| Fighter | 10th |
| Thief | 9th |
* At the referee’s option, dwarven clerics may only exist as NPCs.
Combat
Due to their short height, dwarves can only use small or normal sized weapons. They cannot use longbows or two-handed swords.
Detect Construction Tricks
As expert miners, dwarves have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.
Detect Room Traps
Due to their expertise with construction, dwarves have a 2-in-6 chance of detecting non-magical room traps when searching (see Dungeon Adventuring, p222).
Infravision
Dwarves have infravision to 60′ (see Darkness, p220).
Listening at Doors
Dwarves have a 2-in-6 chance of hearing noises (see Dungeon Adventuring, p222).
Resilience
Dwarves’ natural constitution and resistance to magic grants them a bonus to saving throws versus poison, spells, and magic wands, rods, and staves. This bonus depends on a dwarf’s CON score, as follows:
| CON score | Saving throw bonus |
|---|---|
| 6 or lower | No bonus |
| 7–10 | +2 |
| 11–14 | +3 |
| 15–17 | +4 |
| 18 | +5 |
Elf
- Requirements
- Minimum INT 9
- Ability modifiers
- −1 CON, +1 DEX
- Languages
- Alignment, Common, Elvish, Gnoll, Hobgoblin, Orcish
Elves are slender, fey demihumans with pointed ears. They have extremely long lifespans, being nigh immortal. This long-term perspective gives them a tendency to seem aloof to the concerns of humans, or even frivolous. Elvish music, arts, and crafts are renowned as the finest among all folk. Above all, they love nature and magic. Elves typically weigh about 120 pounds and are between 5 and 5½ feet tall.
| Class | Maximum level |
|---|---|
| Acrobat | 10th |
| Assassin | 10th |
| Cleric* | 7th |
| Druid* | 8th |
| Fighter | 7th |
| Knight | 11th |
| Magic-user | 11th |
| Ranger | 11th |
| Thief | 10th |
* At the referee’s option, elven clerics and druids may only exist as NPCs.
Detect Secret Doors
Elves have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance (see Dungeon Adventuring, p222).
Immunity to Ghoul Paralysis
Elves are completely unaffected by the paralysis that ghouls can inflict.
Infravision
Elves have infravision to 60′ (see Darkness, p220).
Listening at Doors
Elves have a 2-in-6 chance of hearing noises (see Dungeon Adventuring, p222).
Phase Elf
- Requirements
- Minimum INT 9
- Ability modifiers
- −1 CON, +1 DEX
- Languages
- Alignment, Common, Elvish, Doppelgänger, Dragon, Pixie
Phase elves are slender, fey demihumans with pointed ears. They typically weigh about 120 pounds and are between 5½ and 6 feet tall. Their hair tends to be violet or silver and their eyes are either pure black or pure white—without an iris or pupil (see Dual Persona). Phase elves originate from an alternate dimension which is inaccessible to other races, and about which they never speak.
| Class | Maximum level |
|---|---|
| Acrobat | 10th |
| Assassin | 10th |
| Fighter | 7th |
| Illusionist | 11th |
| Knight | 10th |
| Magic-user | 11th |
| Ranger | 10th |
| Thief | 10th |
Detect Secret Doors
Phase elves have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance (see Dungeon Adventuring in Old-School Essentials).
Dual Persona
A phase elf has two independent but interconnected personae or phases, each with a different character class. When creating a phase elf character, the player must select two classes, one per phase (e.g. a fighter phase and a thief phase).
Phasing: Each morning, upon awakening, the character may choose to switch to their other phase. This is called phasing. Phasing is possible at most once per day.
THAC0 and saves: The character uses the values for their current phase’s class.
Class abilities: The character can only use abilities of their current phase’s class. This includes spell-casting and allowed weapons and armour.
Hit points: The character has a single pool of hit points, shared by both phases. When rolling for hit points at character creation, roll the HD of both classes and divide the total by two. Upon gaining a level, any hit points gained are also divided by two. Fractions are tracked and may add up to a whole number later on.
Experience points: The character has a separately tracked experience level and XP count for each of their two classes. XP earned is divided between the two classes as the referee sees fit, based on which phase (or phases) the character was in while adventuring. When the character has gained enough XP in one of their classes, that class increases in level.
Eye colour: When in the one phase, the character’s eyes are pure white; when in the other phase their eyes are pure black.
Personalities: The two phases have complete knowledge of the other’s actions. They usually share the same name, but their personalities and goals may differ.
Alignment: The two phases may be of different alignment.
Immunity to Ghoul Paralysis
Phase elves are completely unaffected by the paralysis that ghouls can inflict.
Infravision
Phase elves have infravision to 60′ (see Darkness under Hazards and Challenges in Old-School Essentials).
Listening at Doors
Phase elves have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in Old-School Essentials).
Wood Elf
- Requirements
- Minimum DEX 9, minimum INT 9
- Ability modifiers
- −1 CHA, +1 WIS
- Languages
- Alignment, Common, Elvish, Bugbear, Dryad, Gnoll
Wood elves are slender, fey demihumans with pointed ears. They typically weigh about 110 pounds and are between 5 and 5½ feet tall. Wood elves dwell in hidden, treetop settlements in deep forests, and are seldom seen by humans. They are reclusive and defend their homelands against trespassers. Like druids, wood elves worship the force of nature and the myriad deities that personify it.
| Class | Maximum level |
|---|---|
| Acrobat | 10th |
| Assassin | 8th |
| Druid* | 10th |
| Fighter | 7th |
| Magic-user | 7th |
| Ranger | 11th |
| Thief | 10th |
* At the referee’s option, wood elf druids may only exist as NPCs.
Detect Secret Doors
Wood elves have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance (see Dungeon Adventuring in Old-School Essentials).
Immunity to Ghoul Paralysis
Wood elves are completely unaffected by the paralysis that ghouls can inflict.
Infravision
Wood elves have infravision to 60′ (see Darkness under Hazards and Challenges in Old-School Essentials).
Listening at Doors
Wood elves have a 2-in-6 chance of hearing noises (see Dungeon Adventuring in Old-School Essentials).
Missile Attack Bonus
Wood elves’ keen coordination grants them a +1 bonus to attack rolls with all missile weapons.
Gnome
- Requirements
- Minimum CON 9, minimum INT 9
- Ability modifiers
- None
- Languages
- Alignment, Common, Dwarvish, Gnomish, Kobold, the secret language of burrowing mammals
Gnomes are a race of short demihumans with long noses and beards. They are cousins of the dwarves and the two races are on friendly terms. Gnomes prefer to dwell in underground complexes in forests or foothills. They love mining, precious stones, and machinery—from miniature marvels of clockwork to great construction engines. Gnomes are also famed for their penchant for pointy, red, felt hats. Gnomes are typically around 3½′ tall and weigh around 100 pounds.
| Class | Maximum level |
|---|---|
| Assassin | 6th |
| Cleric* | 7th |
| Fighter | 6th |
| Illusionist | 7th |
| Thief | 8th |
* At the referee’s option, gnomish clerics may only exist as NPCs.
Combat
Armour must be tailored to gnomes’ small size. Likewise, gnomes can only use weapons appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.
Defensive Bonus
Due to their small size, gnomes gain a +2 bonus to Armour Class when attacked by large opponents (greater than human-sized).
Detect Construction Tricks
As expert tunnellers, gnomes have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.
Infravision
Gnomes have infravision to 90′ (see Darkness, p220).
Listening at Doors
Gnomes have a 2-in-6 chance of hearing noises (see Dungeon Adventuring, p222).
Magic Resistance
Gnomes are naturally resistant to magic, gaining a bonus to saving throws versus spells and magic wands, rods, and staves. This bonus depends on a gnome’s CON score, as follows:
| CON score | Saving throw bonus |
|---|---|
| 6 or lower | No bonus |
| 7–10 | +2 |
| 11–14 | +3 |
| 15–17 | +4 |
| 18 | +5 |
Speak with Burrowing Mammals
Gnomes often keep burrowing mammals such as badgers and moles as pets. They know the secret language of such creatures.
Half-Elf
- Requirements
- Minimum CHA 9, minimum CON 9
- Ability modifiers
- None
- Languages
- Alignment, Common, Elvish
Half-elves are the rare offspring of elves and humans. Physically, they tend to combine the best features of their parents, having the innate beauty of elves and the robust physique of humans. They are human-like in stature, but always have at least one feature that marks their elvish heritage (e.g. pointed ears or unusually bright eyes).
| Class | Maximum level |
|---|---|
| Acrobat | 12th |
| Assassin | 11th |
| Bard | 12th |
| Cleric | 5th |
| Druid | 12th |
| Fighter | 8th |
| Knight | 12th |
| Magic-user | 8th |
| Paladin | 12th |
| Ranger | 8th |
| Thief | 12th |
Detect Secret Doors
Half-elves have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance (see Dungeon Adventuring, p222).
Infravision
Half-elves have infravision to 60′ (see Darkness, p220).
Halfling
- Requirements
- Minimum CON 9, minimum DEX 9
- Ability modifiers
- +1 DEX, −1 STR
- Languages
- Alignment, Common, Halfling
Halflings are small, rotund demi-humans with furry feet and curly hair. They weigh about 60 pounds and are around 3′ tall. Halflings are a friendly and welcoming folk. Above all, they love the comforts of home—they are not known for their bravery. Halflings who gain treasure through adventuring will often use their wealth in pursuit of a quiet, comfortable life.
* At the referee’s option, halfling druids may only exist as NPCs.
Combat
Armour must be tailored to halflings’ small size. Likewise, halflings can only use weapons appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.
Defensive Bonus
Due to their small size, halflings gain a +2 bonus to Armour Class when attacked by large opponents (greater than human-sized).
Initiative Bonus (Optional Rule)
If using the optional rule for individual initiative (see Combat, p234), halflings get a bonus of +1 to initiative rolls.
Listening at Doors
Halflings have a 2-in-6 chance of hearing noises (see Dungeon Adventuring, p222).
Missile Attack Bonus
Halflings’ keen coordination grants them a +1 bonus to attack rolls with all missile weapons.
Resilience
Halflings’ natural constitution and resistance to magic grants them a bonus to saving throws versus poison, spells, and magic wands, rods, and staves. This bonus depends on a halfling’s CON score, as follows:
| CON score | Saving throw bonus |
|---|---|
| 6 or lower | No bonus |
| 7–10 | +2 |
| 11–14 | +3 |
| 15–17 | +4 |
| 18 | +5 |
Half-Orc
- Requirements
- None
- Ability modifiers
- −2 CHA, +1 CON, +1 STR
- Languages
- Alignment, Common, Orcish
Half-orcs are the rare offspring of orcs and humans. They are human-like in stature and appearance, but usually have at least one feature that marks their orcish heritage (e.g. fangs or a pig-like snout). Due to the common animosity between orcs and humans, half-orcs are typically outcasts from both their parent cultures, living on the fringes of society and making a living by whatever means they can.
| Class | Maximum level |
|---|---|
| Acrobat | 8th |
| Assassin | 8th |
| Cleric | 4th |
| Fighter | 10th |
| Thief | 8th |
Infravision
Half-orcs have infravision to 60′ (see Darkness, p220).
Human
- Requirements
- None
- Ability modifiers
- None
- Languages
- Alignment, Common
Humans are renowned for the deep passions that drive them through their short lives. They have the potential to become great leaders, forging alliances between other races, but they are easily corrupted.
Humans do not have any racial abilities but are the most flexible race, being able to select any class and advance without limits to experience level. (Other races, have a limited choice of character class and strict limits on maximum level.)
| Class | Maximum level |
|---|---|
| All non-demihuman classes | Unlimited |
Racial Abilities (Optional Rule)
If the optional rule for lifting demihuman class and level restrictions is used (see p78), it is recommended that the loss of human characters’ main advantage (i.e. unlimited advancement in any class) be compensated by the following abilities.
Ability Modifiers
+1 CHA, +1 CON.
Blessed
When rolling hit points (including at 1st level), the player of a human PC may roll twice and take the best result.
Decisiveness
When an initiative roll is tied, humans act first, as if they had won initiative. If using the optional rule for individual initiative (see Combat, p234), humans get a bonus of +1 to initiative rolls.
Leadership
All of a human’s retainers and mercenaries gain a +1 bonus to loyalty and morale.
Svirfneblin
- Requirements
- Minimum CON 9
- Ability modifiers
- None
- Languages
- Alignment, Common, Deepcommon, Gnomish, Dwarvish, Kobold, the language of earth elementals
Short, thickset demihumans with long noses and gnarled, hairless, grey skin. Svirfneblins (also known as deep gnomes) are subterranean cousins of the gnomes who live close to the surface. Svirfneblins are skilled tunnellers and makers of mechanical contraptions and cunning secret doors. They love gems above all else and excavate their communities around veins of precious stones. Svirfneblins are typically around 3½′ tall and weigh around 120 pounds.
| Class | Maximum level |
|---|---|
| Assassin | 8th |
| Cleric* | 7th |
| Fighter | 6th |
| Illusionist | 7th |
| Thief | 8th |
* At the referee’s option, svirfneblin clerics may only exist as NPCs.
Blend into Stone
Svirfneblins have the uncanny ability to go unnoticed when in an environment of natural or carved stone so long as they remain silent and motionless. The chance of success is 4-in-6 in gloomy conditions or 2-in-6 in well-lit conditions.
Combat
Armour must be tailored to svirfneblins’ small size. Likewise, svirfneblins can only use weapons appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.
Defensive Bonus
Due to their small size, svirfneblins gain a +2 AC bonus when attacked by large opponents (greater than human-sized).
Detect Construction Tricks
Svirfneblins have a 2-in-6 chance of detecting new construction, sliding walls, or sloping passages when searching.
Infravision
Svirfneblins have infravision to 90′ (see Darkness, p220).
Light Sensitivity
When in bright light (daylight, continual light), svirfneblins suffer −2 to attack rolls and a −1 penalty to Armour Class.
Listening at Doors
Svirfneblins have a 2-in-6 chance of hearing noises (see Dungeon Adventuring, p222).
Illusion Resistance
Svirfneblins gain a +2 bonus to all saving throws against illusions.
Speak with Earth Elementals
Svirfneblins can speak with natives of the plane of elemental earth.
Tiefling
- Requirements
- Minimum INT 9
- Ability modifiers
- +1 DEX, −1 WIS
- Languages
- Alignment, Common
Tieflings are humans with a mysterious fiendish ancestor. They tend to be outcasts living on the fringes of society, shunned by those who fear their heritage.
| Class | Maximum level |
|---|---|
| Acrobat | 10th |
| Assassin | 10th |
| Bard | 6th |
| Fighter | 8th |
| Illusionist | 10th |
| Magic-user | 10th |
| Ranger | 6th |
| Thief | 10th |
Fiendish Heritage
No two tieflings are alike—each individual’s fiendish ancestry manifests in different ways. Roll twice on the Fiendish Appearance table and twice on the Fiendish Gifts table (re-roll duplicates).
| d10 | Cosmetic trait |
|---|---|
| 1 | 3 or 6 digits on each hand. |
| 2 | Black or red eyes, no whites/pupils. |
| 3 | Fangs or needle-like teeth. |
| 4 | Furry or feathered skin. |
| 5 | Forked tongue. |
| 6 | Goat-like hooves. |
| 7 | Long, thin tail. |
| 8 | Scaly or ridged skin. |
| 9 | Skin tinted red, green, or blue. |
| 10 | Small horns on forehead/temples. |
| d10 | Innate magical trait |
|---|---|
| 1 | Cast darkness once/day. |
| 2 | Cast detect invisible once/day. |
| 3 | Cast detect magic once/day. |
| 4 | Cast magic missile once/day. |
| 5 | Cast mirror image once/day. |
| 6 | Cast ventriloquism once/day. |
| 7 | Cold resistance (half damage). |
| 8 | Fire resistance (half damage). |
| 9 | +2 bonus to saves versus paralysis. |
| 10 | +2 bonus to saves versus poison. |
Holy Water Vulnerability
Tieflings’ fiendish heritage makes them vulnerable to damage by holy water.
Infravision
Tieflings have infravision to 60′ (see Darkness under Hazards and Challenges in Old-School Essentials).