Races

There are many races in the world of Dota 2, but as far as playable races we needed to limit it down to a certain select few.

Human
Based on 5e Human

Humans are one of the most predominant races in Dota 2.


 * Age. Humans reach adulthood in their late teens and live less than a century.


 * Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.


 * Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.


 * Speed. Your base walking speed is 30 feet.


 * Languages. You can speak, read, and write Common and one extra language of your choice.

Standard Human

 * Ability Score Increase. Your ability scores each increase by 1.

Variant Human

 * Ability Score Increase. Two different ability scores of your choice increase by 1.


 * Skills. You gain proficiency in one skill of your choice.


 * Feat. You gain one Feat of your choice.

Variant Human: Juggernaut
The Juggernauts are a class of swordsman from the Isle of Masks. They value honor and respect, and practice a tradition of ritual and swordsmanship.

Monkey King
Something based on Monkey King's race.

Tusk
Something based on Tusk's race.

Pangolier
Something based on Pangolier's race.

Bristleback
Something based on Bristleback's race.

Hoodwink
Something based on Hoodwink's race.

Drow
Based on 5e Changeling

The Drow are a diminutive race that inhabit the forests. Short and physically repulsive, the Drow are covered in warts and coarse whiskers. They value silence, stealth, and sublety, and have been known to aid strangers in need. Some Drow can take other forms, known to others as changelings. The Northern Drow, a branch of their race, lives near the arctic regions. The Drow Ranger was adopted by Drow after her parents were slain by bandits. She is not a Drow herself.


 * Ability Score Increase. Your Charisma score increases by 2, and one ability score of your choice increases by 1.


 * Age. Changelings mature slightly faster than humans but share a similar lifespan – typically a century or less. While a changeling can shapeshift to conceal their age, the effects of aging still catch up to them.


 * Alignment. Changelings hate to be bound in any way, and those who follow the path of the Traveler believe that chaos and change are important aspects of life. Most tend toward pragmatic neutrality as opposed to being concerned with lofty ideals. Despite common fears, few changelings embrace evil.


 * Size. In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.


 * Speed. Your base walking speed is 30 feet.


 * Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.


 * Languages. You can speak, read, and write Common and two other languages of your choice.


 * Change Appearance. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change.
 * You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
 * You stay in the new form until you use an action to revert to your true form or until you die.

Keen
Based on 5e Goblin

The Keen or Keen Folk are a race of small humanoids inhabiting a wide area of the known world. They are clever and technologically advanced, making up for their physical weakness with science. Most Keen shun the practice of magic, preferring to unlock the powers of nature through rational experimentation.


 * Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.


 * Age. Keen reach adulthood at age 8 and live up to 60 years.


 * Alignment. Keen are typically neutral evil, as they care only for their own needs. A few keen might tend toward good or neutrality, but only rarely.


 * Size. Keen are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.


 * Speed. Your base walking speed is 30 feet.


 * Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


 * Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.


 * Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.


 * Languages. You can speak, read, and write Common and Keen.

Oglodi
Based on 5e Half-Orc

The Oglodi are a race of humanoids that inhabit the Dota 2 world. They are known for their physical toughness, and their respect for strength. Oglodi can be red-skinned or light-skinned, and some are much larger than others.


 * Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.


 * Age. Oglodi mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.


 * Alignment. Oglodi inherit a tendency toward chaos from their oglodi parents and are not strongly inclined toward good.


 * Size. Oglodi are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.


 * Speed. Your base walking speed is 30 feet.


 * Darkvision. Thanks to your Oglodi blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


 * Menacing. You gain proficiency in the Intimidation skill.


 * Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.


 * Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.


 * Languages. You can speak, read, and write Common and Oglodi. Oglodi is a harsh, grating language with hard consonants. It has no script of its own.

Centaur
Based on 5e Centaur

Centaurs are a race of four-legged beings. Their upper halves resemble a horned man, while their lower halves are that of a horse. Most inhabit the land of Druud. Some centaurs have light skin, while others have blue skin. Their hides are thick, enough to deflect attacks.


 * Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.


 * Age. Centaurs mature and age at about the same rate as humans.


 * Alignment. Centaurs are inclined toward neutrality.


 * Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.


 * Speed. Your base walking speed is 40 feet.


 * Fey. Your creature type is fey, rather than humanoid.


 * Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.


 * Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


 * Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.


 * Survivor. You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.


 * Languages. You can speak, read, and write Common and Sylvan.

Centaur Variant: Magnoceros
The Magnoceroi (singular: Magnoceros) are a race of furry quadrupeds, with a prominent single horn. They lived around Mount Joerlak until its eruption, after which they headed north to find refuge. According to the master-smiths of Mount Joerlak, Magnoceroi horns are more precious than any alloy. This led the Magnoceroi to frequent and bloody encounters with hunters.

Troll
Based on Homebrew 5e Troll

Trolls are a race in Dota 2. They have four fingers and four toes on each hand and foot. Trolls are known for being ill tempered, easily offended, and highly argumentative. Haughty by nature, they sometimes seek out fashionable garbs if they have the coin.

Most trolls live underground, in places like The Hoven. Young male trolls continue to reside with their matriarchs well into adulthood, until they are forcibly pushed from their subterranean chambers. After this, male trolls form bands and engage in raids for loot and plunder.

Some trolls are capable of magic, including the ability to summon undead. Dancing is a part of troll culture, including many lively jigs.


 * Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increased by 1.


 * Age. Trolls reach adulthood at the age of 17 and can live for well over 200 years,


 * Alignment. Most trolls tend to be evil. But there are Trolls who rather have a peaceful life.


 * Size. Trolls vary widely in height and build, from 6 feet to 8 feet tall. Your size is Medium.


 * Speed. Your base walking speed is 30 feet.


 * Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


 * Berserking Strike. When you deal damage to a creature with a melee weapon attack, you can deal bonus damage equal to your level + your proficiency bonus. After you use this trait, you can’t use it again until you finish a short or long rest.


 * Da Voodoo Shuffle. Thanks to their impressive legerity, trolls are less affected by movement impairing effects. You ignore non-magical difficult terrain.


 * Regeneration. At the start of your turn, you can expend one Hit Dice. Roll the die and add your Constitution modifier. You recover that many hit points. After you use this trait, you can’t use it again until you finish a short or long rest.


 * Beast Slaying. Trolls hunt with a keen awareness and have experience killing beasts. You have advantage on Wisdom (Survival) checks to track and find beasts.


 * Languages. You can speak, read, and write Common and Troll. Trolls have a characteristic way of speaking. Words like "yo" (a greeting) and "mon" (man) are common expressions. They speak with varying accents that resemble that of a more tropical language.

Ogre
Based of Homebrew 5e Ogrekin

Ogres are a large, humanoid race. They are brutishly strong, and not very intelligent. With the help of alchemy, one ogre was able to break out of a prison through sheer strength. Ogres will eat Keen, although how common this practice is remains unknown.


 * Ability Score Increase. Your Constitution score increases by 2.


 * Age. Ogres and Oni share the expanded lifespan of the giants, but not by much, while half-ogres have shorter lifepsnas. All three kinds of ogrekin are considered mature at 14 years of age, ogres can live to be 140, onis 200, and half-ogres only about 60-70.


 * Alignment. All three kinds of ogrekin have a tough time adjusting to laws that are not specifically catered to them, drawing them towards Chaotic alignments.


 * Size. Ogrekin are very large, with them all averaging about 9 feet in height. Half-ogres are about 400 pounds, ogres about 1000, and oni about 300. Your size is Large.


 * Speed. Your base walking speed is 30 feet.


 * Darkvision. You have 60 feet of darkvision.


 * Giant Slam. After landing a successful melee weapon attack, you may use your bonus action to try and shove the target you hit. This cannot be used to shove the target prone.


 * Hardy. You add your level to your maximum hit points.


 * Languages. You can speak, read, and write Common and Giant.

Ursa
Based on Homebrew 5e Ursine

The Ursa are a race of large, bear-like beings. They live in wild woods under frozen mountains, and are highly protective of their territory. The ursa are a strong and righteous people, and denmothers can be very ferocious when protecting their young. Ulfsaar is the only ursa known by name. Sensing a looming danger beyond ursine lands, he has set out to destroy the threat at its source. Most ursa do not find armor practical.


 * Ability Score Increase. Your Constitution increases by 2 and your Strength score increases by 1.


 * Age. Ursines are known to live long lives, the oldest being nearly 900 years old.


 * Alignment. Ursines are extremely lawful.


 * Size. Ursines range from the side of regular medium to the larger end, though none too large. Your size is Medium.


 * Speed. Your base walking speed is 25 feet.


 * Thick Fur. While not wearing armor, your Armor Class is 13 + your Constitution modifier. You may use a shield and still be granted this bonus. You are unaffected by the effects of extreme cold, as described in chapter 5 of the Dungeon Master’s Guide.


 * Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


 * Sharp Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


 * Durable. You have great durability. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


 * Languages. You can speak, read and write Common and Beast.

Mer
Based off Homebrew 5e Fishmen

Meranths, also known as Mer, are inhabitants of the seas, likely comprising of Slithereen, Naga, Levianths, and others. The Meranth are spread out across a diaspora, whose tribes are constantly at war over territory. Meranth politics are complex and opaque to the surface world, although they do maintain treaties with the nations of man.


 * Ability Score Increase. Your ability scores depend on your subrace.


 * Age. Fish-men live to around 170 years old and reach maturity at about age 25.


 * Alignment. Fish-men are like humans and have a variety of possible alignments.


 * Size. Fish-men generally have the same sizes as humans, if not a bit wider and taller. Your size is Medium.


 * Speed. Your base walking speed is 30 feet. You have a swimming speed of 30 feet.


 * Amphibious. You can breathe both air and water.


 * Conductivity. You are resistant to cold damage. However, you have disadvantage in saving throws against lightning damage.


 * Languages. You speak, read, and write in Common and Aquan.


 * Subrace. Pick one from carcharodon, aquaeneodon, cetacea, and octopoda.

Subrace: Carcharodon

 * Ability Score Increase. Your Strength score increases by 2. Your Dexterity or Constitution score increases by 1.


 * Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


 * Natural Predator. You have advantage in Wisdom (Survival) checks underwater to track creatures whose current hit points are below their hit point maximum that bleed.


 * Bite. Your great teeth are excellent natural weapons to make unarmed strikes with. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.

Subrace: Aquaeneodon

 * Ability Score Increase. Your Charisma score increases by 1, and any one other ability score of your choice increases by 2


 * Ocean Artisans. You are proficient in one tool, instrument or gaming set of your choice.


 * Able Fighter. You are proficient with tridents and spears.

Subrace: Cetacea

 * Ability Score Increase. Your Constitution score increases by 1, and your Wisdom score increases by 2.


 * Bulky. You count as one size larger when determining how much you can carry, and how much you can push, drag, or lift.


 * Thick Skin. While unarmored, your Armor Class is equal to 12 + your Dexterity modifier. You may use a shield and still gain this benefit.

Subrace: Octopada

 * Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.


 * Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.As an action you may attempt to blind a creature within 10 feet of you by shooting a black ink at them.


 * Tentacles. To properly wield weapons as you might with regular hands, you need to use at least two tentacles to hold weapons and shields. So, to wield two-handed weapons, you need to use four of your six tentacles. Due to the weight it would put on your boneless body, you cannot wield a two-handed weapon and shield simultaneously. Individually, your tentacles can interact with objects through simple actions like opening doors and jars, or carrying weights of up to 10 pounds each, but they cannot attack or use weapons or shields.

Mer Variant: Naga
The Naga are a race of aquatic beings, with a humanoid upper body and a snake-like lower body. Like other underwater races, they are considered Meranths. The Naga may also be considered part of the Slithereen, although they appear to form a subgroup within that classification. Unlike Slithereen such as  Slardar, most Naga have more human head and facial features.

Mer Variant: Slithereen
The Slithereen are an underwater race. Some members of the Slithereen race make up part of the Deep Ones. They are similar to the Naga.

Fae
Based on 5e Elf

The Fae or Faeries are a race of spiteful beings that live in the Fae Realm. They resemble insects, with wings and antennae. The Fae are known for being conniving and untrustworthy, and can disappear into the shadows, rendering themselves unseen.


 * Ability Score Increase. Your Dexterity score increases by 2.


 * Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.


 * Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.


 * Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.


 * Speed. Your base walking speed is 30 feet.


 * Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


 * Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.


 * Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.


 * Keen Senses. You have proficiency in the Perception skill.


 * Languages. You can speak, read, and write Common and Elven.


 * Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Skywrath
Based on 5e Aarakocra

The Skywrath are a race of bird-like beings. They are ruled from the Ghastly Eyrie. The Skywrath are learned in magic, and are capable of performing powerful spells. However, they are known for being short-tempered, easily offended, and vengeful. The Skywrath worship Avilliva, and perhaps Scree'auk.


 * Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.


 * Age. Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.


 * Alignment. Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.


 * Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.


 * Speed. Your base walking speed is 25 feet.


 * Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.


 * Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.


 * Languages. You can speak, read, and write Common, Aarakocra, and Auran.

Tabaxi
Based of 5e Tabaxi

Whatever the heck the Phantom Lancer or Bounty Hunter are, they are most akin to a tabaxi.


 * Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.


 * Age. Tabaxi have lifespans equivalent to humans.


 * Alignment. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.


 * Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.


 * Speed. Your base walking speed is 30 feet.


 * Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


 * Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.


 * Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


 * Cat's Talent. You have proficiency in the Perception and Stealth skills.


 * Languages. You can speak, read, and write Common and one other language of your choice.