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RaW Ep36: Races Pt3 (Half-Orcs, Dragonborn, Teiflings)

RaW Ep36: Races Pt3 (Half-Orcs, Dragonborn, Teiflings)

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The Scary Races: Half-Orcs, Dragonborn, and Tieflings

These three races share something in common that the “benign” races don’t: everywhere they go, people are afraid of them. That fear shapes everything, from the mechanical design to the roleplay potential, and it makes them some of the most interesting characters you can build.

Half-Orc

The Half-Orc gets Strength +2 and Constitution +1, which points straight at Barbarian or Fighter. That’s fine. The stat block isn’t the interesting part.

The interesting part is Relentless Endurance, which is genuinely underrated at most tables. When you drop to zero hit points from a hit that doesn’t outright kill you, you land at 1 instead. Once per long rest. The math on this is better than it looks: if you’re sitting at 2 HP and absorb a 20-point hit, that’s effectively 18 points of healing your party cleric doesn’t have to spend to get you back into the fight. For a frontline character, that’s enormous.

Savage Attacks sweetens critical hits by rolling one of the weapon’s damage dice an additional time on top of the normal crit bonus. Stack this on a Great Weapon Fighter and crits feel like crits should feel.

Then there’s the Mark of Gruumsh, a constant psychic pull toward violence that’s baked into the lore. It’s easy to play a Half-Orc as a smash-first character and leave it there, but the more interesting version is treating Gruumsh as a narrative problem to solve. A voice in your head demanding violence is a character arc waiting to happen.

Dragonborn

Strength +2 and Charisma +1 points obviously at Paladin, and yes, Dragonborn Paladin is extremely good. The Charisma feeds your spellcasting, the Strength feeds your melee, and the flavor locks in beautifully with the Paladin’s oath structure, especially if you’re leaning into Bahamut worship.

The breath weapon scales from 2d6 at 1st level to 5d6 at 16th, recharges on a short or long rest, and the DC grows with your Constitution modifier plus proficiency bonus. One thing worth knowing: it deals non-magical elemental damage. That means it bypasses resistance to magical damage, but it won’t touch creatures that require magical damage to hurt. Know your enemies.

Dragonborn lore leans heavily on self-reliance and clan loyalty, which creates a built-in tension for party play. A character who doesn’t ask for help, surrounded by people whose survival depends on cooperation, has somewhere to go as the campaign progresses.

Tiefling

Tieflings get Intelligence +1, Charisma +2, darkvision, and fire resistance from Hellish Resistance. The resistance alone is worth noting because fire damage comes up constantly and it is very easy to forget you have it.

The free spells are the headline feature: Thaumaturgy as a cantrip, Hellish Rebuke at 3rd level (cast at 2nd level, once per day), and Darkness at 5th level. All of them use Charisma as the spellcasting modifier. For a Sorcerer or Warlock this stacks beautifully on top of what you’re already doing. For a non-caster class, it’s a meaningful toolkit that adds options without requiring spell slots.

The customization range on Tiefling appearance is wider than any other race in the Player’s Handbook, from nearly human with a small tail to full horns-and-hooves demon aesthetics. That flexibility is probably why they’re one of the most popular race picks at any table.

PHB reference: Races chapter, pages 40-43 (Half-Orc), 32-34 (Dragonborn), 42-43 (Tiefling).

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