Most (if not all) the races available in the D&D settings are also available in the Seven Spheres. Elves, Dwarves, Halflings, Gnomes, Teiflings, Aasimars, Humans, Orcs, Tabaxi, Warforged (reskinned as Androids), and Dragonborn are all races commonly found across the Realms, while the rest are uncommon or rare.
Common Ancestries found in Helus and the Seven Realms
The most common races, or Ancestries as I will be calling them for now, are listed below. These ancestries will list a brief bio, statistics for these ancestries can be found in the D&D products.
Humans
The most populous species on Helus, Humans have spread to each the reams, adapting to the various terrains and magics of the various realms. Humans are a tenacious bunch, and their versatility has allowed them to take advantage of the powers of the realms.
Elves
The fair folk, master of the arcane magics and ancient in nature. They have sharp, angular features, many colored hair and eyes, and typically androgynous. Elven culture is often envied as nobility go-to for fashion and etiquette. Dark Elves are said to have gained forbidden knowledge from Luneus, and thus have been changed, though they are not inherently evil.
Dwarves
Masters of technology, dwarves are stout and stubborn. Dwarven culture focuses on a mixture of innovation and tradition. Their home realm is mostly desert with vast reserves of metals and minerals that the dwarven kingdoms use for their artificery.
Halflings
This ancestry is considered to be a subrace of fey creatures found across the various realms. The Halfling people tend to have an eye for business and trade, though many feign enjoying the simple things.
Gnomes
Another subspecies of fey, Gnomes come from the primal world of Phreus, though they’ve spread throughout the seven realms offering entertainment and illusion training.
Orcs
Proud, strong, usually muscular and heavily tattooed, with skin colors ranging from green, red, and blue, the orcish people live in a tribal culture, calling upon the primal powers to enhance their strengths and work with the natural world. Orc tribes do war with one another, but in Helus, orcs tribes live close together. Once every few years, all the tribes come together in Pherus for a ritual to empower and bless the tribes of the orcs. Orcs and Half-Orcs can be used to represent the two main subtypes of this ancestry. Half-orcs are more technologically adept, having had several generations lived in other realms. Phrean Orcs are more tribal, thus use the Orc statistics.
Feyborn
Feyborn are humanoids that have similar traits fey. Satyrs, Firbolg, and Gnomes are considered Feyborn, so you may use those statistics if you choose to play a Feyborn character.
Aasimar, Tiefling, and other Chroneans
Chroneans are as common as elves and dwarves, though their ancestries are more diverse than any other. If you choose to play a Chronean, note that Aasimars are Sephyr, Tieflings are Fienyr, and Chroneans can use the Leonin, Centuar, Genasi, Goliath, Loxodon, and Minotaur.
Goblins
Tricksters and often seen as vermin, Goblins are tenacious little creatures that can be found anywhere. They have a habit of getting into small places, scavenge seemingly useless junk and turning it into crazy inventions, and overall tricky little people.
Androids
From the Technocracy of Areus, androids were first created as servants and laborers for the dwarves in the most dangerous circumstances, until a revolt nearly two decades prior forced the dwarven society to free them and allow them to create their own people as needed. During the early awakening years, many androids fled to the other realms to hid themselves. Now, androids are seen as unusual peoples that are simply trying to find their own way in the world. Androids in 5e use the Warforged statistics, as do the Robots.
Other ancestries, such as the Kobolds, Lizardfolk, Changlings, and Dragonborn are uncommon, keeping to themselves. That’s not to say it’s unheard of for an adventuring party to have these ancestries mixed in, they simply aren’t as common on helus.
Additionally, these two common ancestries, Asyr and Necryl, can be used:
Necryl
Creatures who have aberrant features, often strange jaw formations and deformities. Necryl civilization is wrapped in secrecy and power, where the most powerful have held power for centuries, though when an assassination does occur, it doesn’t topple their civilization. More likely, a Necryl will work with you as long as it benifits them.
Necryl Traits
Ability Score Increase
Your Charisma increases by 2 and your wisdom increases by 1.
Age
Necryl reach maturity around the same time as humans, however they live significantly longer than humans.
Alignment
Most necryl are generally evil, though willing to cooperate with others to fulfill their own goals and won’t kill unless necessary (usually sacrifices).
Size
Necryl are medium creatures, standing usually around 5′ 8″.
Speed
Necryl have a 30 ft movement speed.
Darkvision
Your occult bloodline gives you darkvision, up to 60 ft.
Eldritch Legacy
Your blood contains ancient secrets of the elders. You gain the Prestidigitation cantrip.
At 3rd level, you can cast the hex spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages
You can speak, read, and write in common and deep speech (also known as Necrylian)
Asyr
Humanoid, shorter than a human but very powerful in psionics, which they call Ki, weaker physically than almost all races. Asyr culture is peaceful, trying to find a balance within themselves to find peace without. They almost never fight unless there is no other option, and asyr are usually diplomats. They are feared by other races because many others believe kinesis grants the ability to read minds, but that power isn’t something the Asyrs have, though they have the power of suggestion.
Asyr Traits
Ability Score Increase
Your Wisdom increases by 2 and your dexterity increases by 1.
Age
Asyr reach maturity around the same time as humans, though normally they go to a secondary school before adventuring.
Alignment
Most Asyr are well disciplined, thusly lean more lawful.
Size
Asyr are medium creatures, standing usually around 5′ 2″.
Speed
Asyr have a 30 ft movement speed.
Mystical Flight
You are light on your feet, able to float much more easily. You can cast Feather Fall on yourself at will, and at 3rd level you can cast Levitate 3/per day plus your spellcasting modifier.
Wisdom is your spellcasting ability for these spells.
Languages
You can speak, read, and write in common and Asyran