Racial Templates

Nonhuman characters are not created from the racial templates in DF3, but are chosen from those below. More exotic races might be approved on a case-by-case basis, but keep in mind that more exotic often equals more conspicuous and/or specialized, and such individuals will be greeted with corresponding suspicion in human society. Note also that characters with non-zero Size Modifier use specially-sized equipment (see “Tiny Tools,” DF3 pg. 8). Racial templates are usually purchased with the character’s discretionary points; see Affording Racial Templates (DF3, p. 4) for other ideas.

Humans are the majority in Waterdeep by a wide margin, as they are all along the Sword Coast, and throughout the West. It’s a human city, after all, and the noble families and politicians are almost exclusively human (though rumors persist of families with various inhuman ancestors and blood-ties). Natives to the city are primarily fair-skinned and light-haired Tethyrian westerners, but more than a little dusky-skinned southern Calishite blood has settled and intermarried. Other ethnicities from across Faerûn, and more distant lands, can be found in the docks and markets, although relatively few maintain permanent residences in the city. Many who do are merchants, mercenaries, and sailors, wintering in the city only if they can’t afford to get out before the snows come and the roads and harbor close for the winter. 0 points.

Dwarves, mostly from the various strongholds and fortress-cities in the frigid Spine of the World mountains to the north, come to Waterdeep to ply their trade, whether that be as craftsmen, merchants, or mercenaries. They don’t mind the bleak, cold winters so much (it reminds them of home), so many maintain year-round residence in the city. They’re generally well-regarded by locals, who see them as honorable and reliable businessmen. 30 points.

Elves tend to avoid the crowded, foul-smelling cities of men, but a handful of high elves – wizards, sages, artisans – have made their homes in the city for their own enigmatic reasons. Other elves pass through irregularly, often in search of adventure or magical lore, though few wood elves can stomach the city (or dungeons) for long. Natives react to elves much as they do other somewhat exotic foreigners who might be powerful mages – usually polite, professional courtesy, with a dash of superstitious awe. High or Wood Elf: 45 points.

Gnomes, like their dwarven cousins, generally come to the city to practice their professional trades; skilled inventors and technologists find an eager market for their technical wonders among the well-to-do aristocracy and merchant classes of the city. The prominence of the technology-cult of Gond also makes the city appealing to technophiles, and many gnomes come to study and collaborate with local inventors. 20 points.

Half-elves who grew up among humans, or who enjoy city life, often find Waterdeep to be a haven of tolerance in a world that seems to have little place for half-bloods. They make up a significant minority in the city, and many are fully integrated into the human urban classes … more than a few are well-respected mages in the Arcanists’ Guild, and even the Order of the Black Staff, and a few have even married into the nobility. Half-elves of high, wood, and even dark elven blood can be found in the city. Half High or Wood Elf: 20 points; Half Dark Elf: 25 points.

Half-orcs and half-ogres likewise find Waterdeep’s tolerant and cosmopolitan atmosphere to their liking, migrating from less friendly places around the Realms to make up one of the larger minority populations in the city. They tend to concentrate among the poorer classes, living most often in the slums and barrios of the Dock Ward, where they have a reputation for forming some of the more brutal street gangs. Those who claw their way out of poverty often do so as mercenaries or muscle-for-hire. Half-orc: 20 points; Half-ogre: 30 points.

Halflings make up another significant minority in the city, and a plurality among the non-humans, integrating well with the human merchant and professional classes. Although they constantly struggle for equal social footing with the often-condescending humans, their natural wit, shrewdness, and community solidarity (not to mention the tall folks’ tendency to underestimate them) help them to compete in many urban professions. 10 points.

Bloodlines of a number of exotic and supernatural creatures dot the city as well – elementally infused blood of the Djinn and I’frit has come with Calishite families, and certain local noble houses are rumored to have intermarried with various otherworldly beings, celestials, even demons, in ages past. 20 points.



  • Human……………………………… 0 points
  • Dwarf……………………………… 30 points
  • Elf, High…………………………… 45 points
  • Elf, Wood…………………………. 45 points
  • Gnome (Lantan)…………………. 20 points
  • Halfling……………………………. 10 points
  • Half-Elf, Dark…………………… 25 points
  • Half-Elf, High……………………. 20 points
  • Half-Elf, Wood………………….. 20 points
  • Half-Ogre………………………….. 30 points
  • Half-Orc…………………………… 20 points
  • Bloodlines
    • Celestial Blood………………… 20 points
    • Infernal Blood………………… 20 points
    • Elemental-Infused Blood….. 20 points


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Racial Templates

Forgotten Realms: Splendors & Shadow Lex