As a person of mixed race, when I play a mixed-race character, I generally want one of two options: I want it to either not matter at all, so I can momentarily live in a fantasy world where things I have no control over have no bearing on the quality and quantity of interactions I have with other characters. Or I want it to be handled with care, the nuance of being part of multiple races and cultures a part of the worldbuilding, not just an awkward obstacle for my character to deal with.
Racial Traits and D&D
What is race in D&D? In the real world, race is a construct, made up of physical characteristics we attribute to groups of people, with no one ‘race’ having a monopoly on any one trait. Genetics have a say in people’s appearances, health, and mobility but it is the construct of culture which says what is beautiful, acceptable, and useful. Humans who look vastly different from each other can still for the most part make another human together. Culture might dictate people from different backgrounds avoid each other or even look down on one another but it can’t physically keep two cells from smushing into each other, forming one cell which divides into more cells which all hold the instructions for making a person.
In Dungeons and Dragons, the idea of race is a bit more fantastical. There are many sentient races, and their biologies are so divergent some of them can see in the dark! Or control the elements! Or have tails! Yet some of the racial stats could be attributed more to culture than to race, and there’s no delineation between these “cultural” racial traits and the “fantastical” ones. An elf gaining a bonus to their Dexterity score could be innate to their supernaturally lithe build, or the result of physical training in a culture that values physical dexterity. This is left to the player or the DM’s discretion. On the other hand, the Elven Weapon Training trait is almost certainly something cultivated, promoted by adults and other culture keepers. Languages are learned, not inherited and circumstances may have characters able to understand languages but unable to speak them.
Just like in real life, a mixed-race character might physically favor one parent’s traits over the other, as genetics are not like mixing paint but more like mixing a set of marvelous pigments, where some colors just mix, some disappear altogether and some create colors nobody would have put money on. Semblances of ancestors past suddenly surface, as dominant and recessive genes flip on and off. A child’s ears might be pointier than expected, their face less hairy than expected. When deciding the appearance of your character, consider what traits might express themselves. If you have siblings from the same parents, they may look just like you or so different that people don’t believe you are related!
In a just world, nobody would care what race anyone is. But it’s not like that in the real world. Likewise, in the many worlds of D&D, every race has an opinion on every other race. When facing a character of more than one race, the players’ actions may fall under scrutiny as others try to figure out which side the character takes after or where their loyalties lie. Mixed-race characters may also be subject to other people trying to decipher their appearance and thinking they’re something they’re not. Inquiries into their background might result in surprise, curiosity, disbelief and even flat-out rejection. Not fitting someone’s expectations can be jarring for people and many people, regardless of race, do not like to be wrong.
Mixed-Race Characters in Your Game
A character might be mixed-race, but could be a member of any number of cultures and subcultures. An elf raised from birth by humans in a human-majority settlement will still have an elf’s Darkvision and Fey Ancestry traits, but may not have the martial traditions or hold the beliefs of their elven ancestors. That elf’s player could work with their DM to replace their Elven Weapon Training feature with a Human Weapon Training feature to give them proficiency with a different set of weapons like pikes and glaives instead of longswords. Likewise, a half-orc raised around orcs might refuse to speak Common, in order to form a stronger bond with their orc caretakers.
D&D has two “mixed-race races” in the Player’s Handbook already: half-elves and half-orcs. If you want to play another mixed-race character, like a human with one halfling parent, or a half-elf whose non-elven parent was a dwarf rather than a human, you’ll have to get creative. An easy way is to just choose one race as a mechanical base, and leave your physical appearance and cultural background as flavor, not represented by mechanics. While creating your character’s background and personality, however, be aware that characters made up of two or more races could face challenges and obstacles others may not have to—if racial discrimination is alive and well in your fantasy world.
Your character’s parents or guardians and their views of their races and cultures are very likely to influence your character. How your parents regarded themselves in relation to their communities influence what they pass on. Parents might shun their culture, disagreeing with some part of it. Or they may cling to it, teaching it as a source of comfort in a hostile environment. In addition, there may be gaps in your knowledge if the only people like you are your parents. Living outside of ancestral homelands might mean your character has never tasted a certain dish, not the way your parents remember it. But food may be the thing that they share from home, avoiding topics that are uncomfortable but eager to pile your plate high with your favorite dessert.
Race and Inherent Evil in D&D
Playing a D&D game with mixed-race characters invites examination of D&D’s simplified and fantastical view of race. If you want to explore the nature of race in your D&D game, dismantling the idea that entire races are evil could be of benefit. This isn’t to say that evil doesn’t exist! Murder, subjugation, cannibalism, destruction, and oppression are all terrible things to be thwarted in a campaign. And while the descriptions and depictions of many of D&D’s “evil” races make them all look like monsters, the idea that every single individual within a given population with certain biological features is evil, with perhaps a few exceptions…? When you say it out loud, it sounds bad! Organizations, which are based on values can be nefarious and there are cultural practices which are reprehensible. But the language around race and alignment, if those around the table are interested in making the gaming table a more welcoming place to people of all backgrounds, should address the value systems of the characters, the players and the world they are playing in.
D&D is, in many ways, subconsciously rooted in Western and imperialistic ideology. Gary Gygax and Dave Arneson were fans of wargaming which clashed imperial armies against one another, and of stories in which individualistic heroes battled foreign hordes and took their treasure. To no great surprise, the language used since D&D’s early days to describe its “evil” races has been used to describe many real oppressed groups in modern history. The idea of humans being a race which conquers and that being presented as one of their more respectable traits, when paired with the prevalence of evil races, should come under scrutiny by those wanting to create a gaming space that is welcoming and fun. Giving your orcs and drow villains (and so forth) real reasons to do evil things makes them characters, not caricatures.
The drow culture of Menzoberranzan, for example, is evil not because drow are inherently evil, but because their leaders have created a culture of fear and mistrust. Standing up to people from a culture that encourages evil, imperialistic acts is something most people can relate to, and it can deepen the story of your game. It takes more effort to deepen your worldbuilding like this, but can create a more impactful result when the players defeat the villains and restore balance to the realm. A culture which encourages its people to be cruel came from somewhere, some idea, and that idea should be challenged—if you’re playing a heroic campaign, that is.
Listen to Jeremy Crawford talk about drow society in the video above. Or, listen to Mike Mearls talk of the role of orcs in this interview with Todd Kenreck.
Playing a Mixed-Race Character
If you’re interested in playing mixed-race characters or games where culture is a bigger part of the world, here are tips for Dungeon Masters and players to consider when creating characters and building scenarios.
For Dungeons Masters to Consider:
- What types of mixed races exist in your world? Consider allowing players to homebrew other possibilities by taking Racial Traits from both races. Maybe a halfling-orc could look like a Halfling with the Stout subrace; keep the +1 to Constitution and choose either the +2 to Strength or Dexterity, and take the halfling’s base speed of 25 feet, thanks to your short legs. Pick four of the Racial Traits from between the Halfling entry and the Orc entry and take Common and up to two Languages their character may know. The player may choose according to their characters backstory. Try to make sure that your player doesn’t cherry-pick the best traits from each race, though; you’re the ultimate arbiter of your game’s balance.
- Consider allowing players to play characters raised in cultures different than their race. An elf raised by a family of kindly stone giants or a goliath tribe might gain Giant as a language, and the goliath race’s Mountain Born trait while losing Elven as a language and their Elven Weapon Training trait.
- What is the dominant race and culture of the world and what kind of power/advantages do they have over outsiders, if any?
- Who passes down the culture and traditions of the people in your world? Is it solely left to parents? Extended family? Religious leaders? Where can characters interested in their heritage go to find information about where they’re from and is this information readily available?
- What is the attitude of player races towards people who shirk their culture or never grew up around it? Do they pity them, scorn them or try to teach?
- Which groups of people are most likely to come into contact with each other? How and where does this happen?
- How much does race matter in the society the characters live in? Is prejudice rampant and codified in the laws, embedded in the culture in a non-codified way or frowned upon? How will different NPCs react to people who do not fit their expectations?
- If one of your players is playing a mixed-race character of an ‘evil’ race—and you haven’t already considered ways to make your orcs and drow and so forth not inherently evil—talk about their expectations in dealing with NPCs, if the character plans on exploring their alignment or if they just want the stats and the cool trappings. Any of it is fine and can be fun, if players and Dungeons Masters communicate.
For Players to Consider:
- What interests you in playing a mixed-race character? What ideas do you want to explore? What things in the world do you need to exist to support your characters backstory? If race relations are heated between your parents races in this setting, how did your parents meet? Or has your family been made up of mixed-race people for generations?
- Did your character grow up raised around both races or cultures that your parents belong to? Was one more dominant than the other, or preferred over the other?
- Did they grow up in a monolingual or multilingual home?
- Is one of the races your character comes from a dominant or minority group? What are the relations between the groups currently? What history is there?
- Were your parents/caregivers good adherents of their cultures? Or are they rebels, out to do new things?
- Do you have siblings or friends who shared similar experiences to you? Is there a community or place you can go to be around people who know you?
- Do you feel pressure to be a ‘good example’ of one of your races? Or do you staunchly insist you are your own individual who should live free of judgement from those who have just met you?
- Do you wish you fit in to a community? How do you react if people ask you ‘where are you from’ in reference to your race?
- Are there parts of your cultures you try to honor or uphold? Is there an aspect of your culture you aren’t proud of? Perhaps you love the influence music has had on the world at large but dislike how children are treated. The oral tradition is what you miss every night but the food is too rich and the insistence that people clean their plates is annoying.
- How do you identify? How do people of other races classify you, as opposed to how you self-identify?
Playing games conscious of race and culture can be satisfying and interesting to everyone. What adventures and alliances await for the player who don’t blindly attack orcs wandering the plains, or who meet surface-dwelling drow with an extended hand rather than a drawn blade? You’ll have to play to find out!
What interesting stories involving fantasy races have you created with characters or NPCs at your table? Let us know in the comments!
Tristan J. Tarwater is a writer of novels, comics and RPG bits. Their RPG credits include Reality Makes the Best Fantasy, V20: Dark Ages, 7th Sea: Lands of Ice and Fire and Rolled and Told: Pull Your Weight! Residing in Portland, Oregon, they occasionally run games for their spouse, kid, and friends but never for their two cats. You can find them on Twitter at @backthatelfup.
I was prepared for this to be a very awkward article, but it was supremely well-handled and well-considered! I have a lot of issues with how 5e treats race, and this tackles most of them. Thank you! I've always been interested in the idea of fantastical race as opposed to species, and I think that a realistic fantasy world would have a lot more variation than we're lead to believe. I think this likely stems from our modern perception of the dark-medieval-rennaissance worlds as starkly divided between races. All rich westerners are depicted as white in much of the historical fiction set in these eras, and never the races shall meet etc. Now, that's a bit idiotic if you don't mind me saying. There have been mixed-race people, even in positions of power, ever since Cleopatra, and long long before then. Medieval Europe must have had many people of many racial backgrounds and, while darker-skinned people did see discrimination (and I'm not saying that racism is a modern or less real thing!), it wasn't nearly as cut-and-dry as it is treated today. Even Shakespeare tried to tackle these issues in works like Othello and The Merchant of Venice, albeit in an incredibly clumsy and ill-considered fashion. If a fantasy roleplaying setting were built from the ground-up with these things in mind, I feel like we'd see a lot more of a nuanced racial situation and many fewer Pure Evil races. Just my opinion though!
I don't really want to make the usual comparison because Wizards has done some amazing things with its world, but... Paizo does this incredibly well with their Golarion and broader Starfinder settings, with a nuanced set of races such that each new set of Iconics is more likely to prompt a discussion of which specific cultural races the characters are likely to identify with, rather than "hey look it's a half-orc wearing a hat". Non-Binary and Trans Iconic characters all over the place too, which is nice, as is the new "Ancestry" thing. Wizards of the Coast does this... less well, and there's really no excuse at this point not to be the best in the business. 5e has an incredible reputation for open-mindedness that's frankly a little undeserved looking at the source materials alone. The community is what makes it such an open, lovely experience; people like the author of this article and the Critical Role cast and fanbase especially. I hope I'm not being too harsh in saying that 5e rests on its coattails a little more than would be ideal. Honestly, I don't think it's from a place of malice or closed-mindedness, just its risk-averse business strategy at work. Everything needs to be safe and squeaky-clean, and I'm a little fed up of gender and race being treated as taboo topics (though the Sex section in the PHB is nice if a li'l awkward). I'll... stop before my Enby Fury goes too far, especially since I'm not as familiar with the 5e settings as I'd like. I will say that Eberron is really making strides here! The Kalashtar, Warforged and Shifter all have interesting and nuanced relationships with gender that can be easily explored at a table, and race is more easily explored in a world where one of the Noble Houses is Half-Orc rather than just Human or Elf. It would be nice if non-aberrant Dragonmarks could be taken by anyone, but I can understand why not.
P.S. I will say that 5e makes things especially difficult with the Drow and Orcs due to the incredibly tangible presence of Lolth and Grummsh but honestly, if you're not playing in the Forgotten Realms setting, those things are very very easy to remove. I feel like, as per usual, 5e is far too tied to D&D's history to make the strides it really should be making, but articles like this really help! How would you suggest fixing this in a campaign that still has Driderwoman and The Uncalmable Sulk coming up and wrecking shop now and again?
P.P.S. I thought I was just going to say Hey Yo Great Article and vamoose, but I felt it was important to say some things. Sorry! I really love the article and didn't mean to bring up broader issues without context.
Generally speaking, I prefer interracial relationships in my fantasy games to be sterile, with mixed-race offspring being very rare. This is largely because of the issues above; you have a few dozen races for the players to choose from, but only two half-breeds. What about a dwarf and an elf? Dwarf and an orc? Halfling and kobold? Bugbear and hobgoblin?
You could detail half-racial traits for all of them, but that just sounds like too much work and too many options. There are plenty of interesting stories to tell without going that route; and if that is the story you want to tell, then you might find a system that does a better job of facilitating that.
This is such a great article, and so well done. It has been interesting to me as someone who thinks a lot more about character backstory and RP than battle stats to get involved with D&D and constantly have the thought "but what if the other half isn't human?" or "I wonder what drow/fire genasi would look like, think like, act like" and you have definitely given a lot of really great advice for, pardon the pun, fleshing out some of those more complex character backgrounds.
Even here on planet Earth, while it's easy to boil races down into simple categories like black or white, the variety even within a race is endless. I myself have a coloring that is much more similar to my mother but a body type more similar to my father. It was upon realizing this that I began to think about what the worlds of D&D would be like in reality, not just as a game. I'm now hoping to create a homebrew world for a one-shot for my family where the genetic pool is much much more interwoven. This was actually partially inspired by my dad's character. He insisted that he wanted to be a 6'4" dwarf whose grandfather was a Goliath. My first reaction was "dwarves aren't that tall, Dad..." until I couldn't think of a reason why that might not actually have happened. Here's hoping it works within the mechanics of the game! A lot of the considerations you suggest and the mechanics that go with them will definitely be helpful in that effort!
That's certainly one way to go about it, though that would then become an issue of species rather than race. The generally quite intelligent youtuber Lindybeige has a really cool video on this concept specifically regarding Half Elves (and if y'all don't know his work, he's worth a look; just know that you'll become extremely intellectually furious at completely inconsequential foibles forevermore).
However apt it may be for home games, I don't think this would work well for a large-scale and established setting like the Forgotten Realms where they're very much all the Tolkeinesque idea of "race". Having an almost feat-based system where you can build a race from scratch would be nice, but 5e is understandably averse to over-complication and option management. We all know what happened with the Mystic, after all, and when the most complicated class only gets to make non-spell decisions every three levels you know that the system isn't built for robust versatility. It's not a flaw with the system, but a feature of the design philosophy that has really defined 5e as a system in my eyes.
(Spoiler is just design philosophy rambling; not important though maybe interesting if you're a really specific kind of odd.)
However, it's a part of the design philosophy that they seem to really want to change because it restricts the growth of the system, hence the increasing volume of options in newer books. It's a delicate balancing act between staying as the basic pick-up-and-play system that it's always trying to be and keeping up with a diverse selection of balanced options so that people don't move on to other things. Because it's a company before it's anything else, Wizards of the Coast can't afford to be satisfied with elegant simplicity... but it's learned enough from 3.5 and from its competitors to know that bloat is the second best way to kill a system. The best way is calling it 4e, of course.
Nonetheless, 5e is never going to be the system for a really robust and intricate system of character creation. That has upsides and downsides, and one of the downsides is that we're never going to get half-goblin half-orc
all-herozealot barbarians shrieking Booyahg while flailing necrotic-infused gobbos around like the improvised weapons they were always born to be.Truly, this cannot be the best possible reality...
Players and DMs need to read this.
The Plane Shift: Innistrad MtG/D&D5e crossover had specific provincial human traits, depending on where in Innistrad they reside. It's not a crazy idea. Like people born in Nepal definitely would tend to have a high CON (and something like the Mountain Born trait). I would agree that using negative modifiers should be kept to a minimum (or not used at all, but WotC has released Kobolds and Orcs as playable races, so here we are).
I typically just rule that humans, being the most versatile race, are the only things that even CAN breed with other races, and the resulting half-orcs/elves are much like mules or ligers; keeps things simple.
Thanks for posting this article, I really enjoyed it! Some of the points were things I had already thought about as a DM (my party has a half-elf in it, who has never met their elven parent, and a goliath who was raised by wood elves), but some of the ideas were totally new to me, and have given me some new ideas to think about. The list of points for players and DMs is really useful, I think I may share this with my players in my current campaign!
Great article! I’m certainly going to use some of these points to further explore my gnome-raised goblin artificer.
A lot of races in D&D get the “The gods made this race evil” treatment, and I really enjoyed what you brought up about how a race’s culture is what often spawns that tendency towards an evil alignment, and not their race itself.
What a great article! You covered a lot of interesting points and content that I think will make the game better. I'm currently playing a Mist Genasi Bard that's the child of a Water and Genasi adventurers. Going through the homebrew content on here is a great way to get fodder for mixed race PCs. I'm also a big fan of half elf variants that give you traits specific to what your elf lineage is.
This is an extremely good take, and now I want to play a character with mixed ancestry...
This is one of the more interesting conversations produced from an article on Beyond.
The issue is that "races" in D&D are really more like species than races. Some species simply cannot procreate. A shark and a dog. Some can but end up sterile, the mule. Some can and their offspring remain viable for procreation, wolf and dog. IRL races do not work this way.
Really thinking this through opens a can of worms. For instance, Illuskan and Shou human are probably analogous to different RL races. However there is no difference in ability between them in the game. Yet, there are ability differences between a hill dwarf and a mountain dwarf as subraces. So they are either actually different races, like Illuskan and Shou, or they are subspecies. If they are actually different races, then Illuskan and Shou should have differences in ability based on race. For a multitude of reasons, I don't think different actual races should have differences in ability. I do think different species can and should. Hence, specie is probably more accurate than race.
It's a semantic point but it does effect the game. That said, it probably all moot. The language of "race" is so ingrained in the mythology and history of the game I doubt it will ever change.
“Culture might dictate people from different backgrounds avoid each other or even look down on one another but it can’t physically keep two cells from smushing into each other, forming one cell which divides into more cells which all hold the instructions for making a person.”
You should write poetry! 😜
I really like the idea of using a character’s culture, rather than race, as influencing a character’s alignment and personality, whether in conformity to said culture or defiance of it. To take one of the few such examples from our own world, Nazi Germany would be characterized as lawful evil. Most Germans at the time conformed to their society as directed by an evil tyrant despite individual dissent to any given points for a variety of reasons. Yet we also see dissenters who worked against the cruel dictator, such as Dietrich Bonhoeffer and the White Rose Society (if anyone is unfamiliar, look them up.) They proved that not all Germans were complicit in the crimes of the Reich.
I love the idea, because I already made them up, for a Drow Vampire crossbreed of a Half Drow/Damphyr as a result of Drow Science experiment looking to make a Drow immune to necromatic damage. In my story the female Drow goodly aligned and worshiper of Eilistraee was discovered as a spy and forced into this breeding experiment. The offspring would also be a Nuetral or Good aligned druid/monk or sorcerer/monk. Awesome character. I haven't nailed down which traits yet.
My other choice would be a mating of a Male Deva / Female Mithril Dragon who's preferred form is a female Elf Mage seer....offspring would an Assimar / Half Elf with Draconic (Mithril) bloodlines. My character idea would be a Paladin / Psionist or Mystic if they bring those classes back. Long lived 500yrs and allowed to reach 20th level in both classes. Career would include ventures to Dark Sun to learn psionics, Thay, Pirate or Sea going adventure captain, and to create a knightly order of Knights Hospitallers.....
I think where this conversation is going is in the Nurture Vs. Nature argument. I've heard both sides many times. The way I would like to think of it is like dragons. If you're a red half dragon, you're more likely to be evil, or at least have temptations to do evil things. That doesn't mean just because of your parents, or an experiment that happened to you you are inherently evil, I just think you are at least more likely to be evil. This applies to humans. Germans aren't more inherently evil that Norwegians, it's just that in their history they get a bad rep for being evil because of WWI and WWII. Goblins aren't inherently evil, just their society pushes them to that alignment. If a goblin was raised by halflings, I'd say he still would be more likely to be evil, or at least neutral that good because growing up he still would be pushed to that alignment by the halfling children he grew up with who, if you know anything about children, you would know that if there is something different than them, they push it away, probably bullying the goblin, or at least excluding it. I would say that this would probably show the goblin that the world is as cruel as his ancestors thought it was, making him become closer to his heritage than his adoptive parents.
This is just my perspective on this, I think it is still up to be debated, I just hope you like my point of view. I don't mean to offend anyone, I'm not saying Germans are evil, I'm just using an example in human history of someone who was evil, and thus gave a bad representation of the country's people as a whole.
I would be fine going either way with this one.
You could go with heredity easy enough, but also through the result of childhood games or basic adolescent training which hardens a person.
Daedheldin - I don't mean to come off as combative bro, but the idea that "race is a social construct" isn't some argument from the political left, it's the actual definition of "race" from within the field of anthropology. In anthropology, race is defined as a social construct whereby people who share similar phenotypes, especially skin colour, are deemed to belong to a particular category of people. To quote Encyclopedia Britannica, "Genetic studies in the late 20th century refuted the existence of biogenetically distinct races, and scholars now argue that 'races' are cultural interventions reflecting specific attitudes and beliefs that were imposed on different populations in the wake of western European conquests beginning in the 15th century." Culture is not an expression of ethnicity - there's a reason that Chinese families descended from those who immigrated to Canada in the late 1800s are different to those who only immigrated from China a few years ago.
Thank you very much for saying this. Thank you even more for giving a source!
The spiritual landscape of D&D really complicates the argument. With different races having different gods laying claim to their souls. I would imagine good aligned half orcs being more concerned with their spiritually then they're usually depicted. Gruumsh and Luthic having a vested interest in their souls for the battles of Acheron. I could see them being overly maybe even paradoxically religious like a catholic mobster. "I'm gonna cut off his head, but I got mass today... We'll get him after, I'm sure he won't make it too far." Those who never truly feel connected to a non orc deity might become cynics, or devil worshipers just to feel like they had a choice. Consider teen angst and agnosticism at racial trait.
I dodged this issue in my campaigns with a forced monotheism. Every one thousand years the power of the celestial thrones release their hold on the the ascended one and a war erupts to claim them Alla Dominions by Illwinter Games. The only racism that really exists in my setting comes from historical enemies. Although to reflect that no heroes have arisen from the human race (because my players are racist against anything without darkvision or special abilities) I don't have any real human empires. Even though human majority countries exist they tend to be very metropolitan with the longer lived races gravitating to positions of power.
I think playing different races should feel different and they should be treated differently so long as any negative treatment is handled a story driven character development kind of way and definitely shouldn't come from fellow players. Light a torch, seriously, surprising a group of dungeon dwellers is never worth twenty minutes of a non dark visioner feeling useless.