This page lists the races to which a player character in the Worlds of Adventure campaign may belong.

Racial ability maximums

Although a character’s ability scores may increase with level (thanks to the ability score increase that a character gains at every fourth character level) and with age (see Table: Aging Effects), no character’s ability scores may increase beyond the maximum for his or her race. Each race’s maximum ability scores are 20, modified by the racial bonus or penalty for a particular ability score. (For example, a human’s racial maximum ability scores are all 20; while a dwarf’s maximum Constitution is 22 and his maximum Charisma is 18.)

Magic may increase a character’s actual ability score past this limit, as can an inherent bonus to an ability score (such as one gained via a wish from a genie).


(no racial ability score modifiers)

Human racial class variants


+2 Constitution, −2 Charisma.

Dwarf racial class variants


+2 Dexterity, −2 Constitution.

Alternate elf racial traits


(no racial ability score modifiers)

Alternate half-elf racial traits


+2 Strength, −2 Intelligence or −2 Charisma (player’s choice)

(This choice also affects the character’s maximum ability score; see “Racial ability maximums”, above.)

A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.

Alternate half-orc racial traits

Half-orc racial class variants


+2 Constitution, −2 Strength.


+2 Dexterity, −4 Strength.