The races of Neverwinter, which one is right for you?

Neverwinter is out, and that means the call of adventure is at your doorstep! However, with any new MMO, and especially one boasting D&D lore, you can rest assured that you'll be able to pick from a diverse cast of races, each with their own racial bonuses. While every single race can be any class in the game, certain races are undeniably better suited for certain classes.

Human

Neverwinter Human

"Of all the civilized races, humans are the most adaptable and diverse. Human settlements can be found almost anywhere, and human morals, customs, and interests vary greatly."

That sums up humans rather well. Unsure players who maybe don't have a class preference, might want to give humans a shot since they're able to asume almost any role with easy. With their increased defense, they're able to withstand slightly more damage, and their ability to put Ability Points into any stat make them truly versatile.

Racial Traits:
Increase Defense by 3%
+2 to any Ability Score
Gain an additional Heroic Feat point at level 10/15/20

Half-Elf

Neverwinter Half Elf

"Descended from elves and humans, half-elves are a vital race in which the best features of elves and humans often appear."

Half-Elves are natural born warriors who also could dabble into some healing. They make great Guardians with their Constitution boost, as well as Clerics with the boost in Wisdom. Their Knack for Success trait makes them gain slightly more gold and deflect damage than other races, which makes the Half-Elves the keen choice for those with an affinity for all things shiny.

Racial Traits: 
+2 Constitution
+2 Charisma or +2 Wisdom
+1 to a non-class Ability Score
+1% Deflect, +1% Critical Severity, and +1% Gold Find

Elf (Wood Elf)

Neverwinter Wood Elf

"Wild and free, wood elves guard their forested lands using stealth and deadly arrows from the trees. They build their home in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered a wood elf community until it is too late."

Unlike their Half-Elf brethren, Wood Elves are much more magic focused. They excell at being both Clerics and Wizards, though with their Dexterity bonus, they can also make good Rogues. For Rogues especially, the Wild Step racial bonus helps allow the Elf be mobile, by having a resistance to being slowed.

Racial Traits:
+2 Dexterity
+2 Intelligence or +2 Wisdom
Increased chance to Critically Strike by 1%
10% resistance to effects that Slow your movement

Dwarf

Neverwinter Dwarf

"Carved from the bedrock of the universe, dwarves endured an age of servitude to giants before winning their freedom. Their mighty mountain fortress-cities testify to the power of their ancient empires. Even those who live in human cities are counted among the staunchest defenders against the darkness that threatens to engulf the world."

Dwarves are natural born warriors, which makes it no surprise that they're perfectly suited for either Great Weapon warrior or Guardian, thanks to their bonuses to Constitution and Strength. This is further supported by their racial resistance to Knock and Repel effects, which allows them to be in the fray as close ranged fighters. However, players also have a choice of Wisdom bonus, which also fits a Cleric.

Racial Traits:
+2 Constitution
+2 Strength or +2 Wisdom
Increased resistance to Knock and Repel effects
Increased damage resistance to Damage Over Time (DoT) effects

Halfling

Neverwinter Halfling

"Halflings are a small race known for their resourcefulness, quick wits, and steady nerves. They are a nomadic folk who roam waterway and marshlands. No people travel farther or see more of what happens in the world than Halflings."

Don't mistake their small stature for weakness. Halflings make great Thieves, thanks to their bonus to Dexterity, making them quick and nimble. Since Thieves are close-range fighters, the racial trait for a chance to deflect attacks and increased crowd control certainly help minimize some damage. Small as they are, Halflings are fit to be Guardians, given their bonus to constitution. Coupled with their racial traits make them formidable tanks, making them prime for the front lines.

Racial Traits:
+2 Dexterity
+2 Charisma or +2 Constitution
3% chance to Deflect incoming attacks
Increased resistance to Crowd Control effects by 10%

Half-Orc

Neverwinter Half-Orc

"Half-orcs combine the best qualities of humans and orcs, though some would argue that the good qualities of orcs are few and hard to find. From their orc blood, half-orcs inherit great physical strength and toughness. They are fierce warriors, fleet of foot as they charge into battle."

When you think Half-Orc, the first thing that comes to mind is probably a battle hardened warrior. Naturally, given their bonuses to either Constitution or Strength, they make great Guardians or Great Weapon fighters. However, given their natural finesse at Dexterity, Half-Orcs, believe it or not, also make pretty good Thieves.

Racial Traits:
+2 Dexterity
+2 Constitution or +2 Strength
Critical Hits do an additional 5% damage
10% bonus to Runspeed for 3 seconds when you enter combat. This effect can only occurs once every 20 seconds

Tiefling

Neverwinter Tiefling

"Heirs to an ancient infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and tieflings were left to make their own way in a world that often fears and resents them."

This hulking race of demon-like humanoids are naturally great at being Wizards, thanks to their bonus to intelligence. Those who prefer their Tiefling to be more tanky can also go the Guardian route thanks to the Constitution bonus. However, thanks to their racial bonus of dealing additional damage to those below half health, they are a much better choice as a Wizard, since they're more of a DPS (damage per second) class.

Racial Traits:
+2 Charisma
+2 Constitution or +2 Intelligence
Deal an additional 5% damage to targets below half health
10% chance to lower the Power of the attacker by 5% for 5 seconds, when hit