Another idea, if not roles…
HUMAN
* Ability Modifiers: None.
* Languages: Alignment, Common.
* Detect Secret Doors: 1-in-6 chance.
* Listening At Doors: 1-in-6 chance to detect noise.
* Luck: Once per day, re-roll one ability check, skill check, saving throw, or attack roll.
AASIMAR (CELESTIAL-BLOODED)
* Ability Modifiers: +1 WIS, -1 DEX.
* Languages: Alignment, Celestial, Common.
* Infravision: See in darkness to 60 feet.
* Celestial Resistance: +2 bonus on saving throws versus poison, disease, and death magic.
* Detect Evil: Sense the presence of supernatural evil within 30 feet, once per day.
* Innate Magic: At 2nd level, cast Light once per day. At 4th level, cast Protection from Evil once per day.
* Healing Touch: Once per day, restore 1d4 hit points to one creature by touch.
* Divine Heritage: +1 bonus to reaction rolls involving benevolent celestial beings.
BUGBEAR
* Ability Modifiers: +1 STR, -1 CHA.
* Languages: Alignment, Common, Goblin, Hobgoblin, Orcish.
* Stature: Large, approximately 7 feet tall; uses ordinary weapons and equipment.
* Infravision: See in darkness to 60 feet.
* Stealth: 3-in-6 chance of moving silently despite large size.
* Ambush: Gain +2 on attack rolls against surprised opponents.
* Powerful Build: Double carrying capacity for determining encumbrance.
* Intimidation: +1 bonus to reaction rolls when threatening or coercing others.
CATFOLK
* Ability Modifiers: +1 DEX, -1 CON.
* Languages: Alignment, Catfolk, Common.
* Infravision: See in darkness to 60 feet.
* Catfall: Reduce falling damage by 1d6, provided you are conscious and able to move.
* Climbing: 3-in-6 chance to climb rough natural surfaces without equipment.
* Keen Hearing: 3-in-6 chance to detect noise when listening at doors.
* Natural Weapons: Claws inflict 1d4 damage instead of a weapon attack.
* Stealth: 3-in-6 chance of moving silently in natural surroundings.
* Quick Reflexes: +1 bonus on saving throws versus Breath and other avoidable area attacks.
* Balance: +2 bonus on saving throws against falling, slipping, or being knocked prone.
CENTAUR
* Ability Modifiers: +1 STR, -1 DEX.
* Languages: Alignment, Common, Elvish, Sylvan.
* Stature: Large quadruped; armor must be specially fitted.
* Movement: 180 feet (60 feet per round), reduced appropriately by encumbrance.
* Hooves: May make one hoof attack for 1d4 damage instead of a weapon attack.
* Charge: Double damage on one successful melee attack with a spear or lance after moving at least 20 feet in a straight line.
* Wilderness Knowledge: 2-in-6 chance to identify tracks, natural hazards, or useful plants.
* Natural Mobility: Ignore movement penalties from ordinary grasslands and open woodland.
* Equine Limitations: Cannot climb ladders, use narrow stairways, or enter spaces too small for a horse.
DRAGONBORN
* Ability Modifiers: +1 STR, -1 DEX.
* Languages: Alignment, Common, Draconic.
* Stature: Large-framed humanoid; ordinary weapons and armor may be used, but armor requires special fitting.
* Breath Weapon: Once per day, breathe a 15-foot cone of elemental energy, inflicting 1d6 damage plus 1d6 for every three Levels; save versus Breath for half damage.
* Draconic Ancestry: Choose acid, cold, fire, lightning, or poison when creating the character.
* Elemental Resistance: +2 bonus on saving throws against the character’s ancestral element.
* Natural Armor: +1 AC when unarmored.
* Intimidation: +1 bonus to reaction rolls when threatening or coercing others.
DROW
* Ability Modifiers: -1 CON, +1 DEX
* Languages: Alignment, Common, Deepcommon, Elvish, Gnomish.
* Detect Secret Doors: 2-in-6 chance.
* Immunity to Ghoul Paralysis: Completely unaffected.
* Infravision: See in darkness to 90 feet.
* Innate Magic: At 2nd level, cast Darkness once per day. At 4th level, cast Detect Magic once per day.
* Light Sensitivity: Suffer -2 penalty to attack and -1 to Armor Class in bright light (daylight, Continual Light spell).
* Listening At Doors: 2-in-6 chance to detect noise.
DUERGAR
* Ability Modifiers: -1 CHA, +1 CON
* Languages: Alignment, Common, Deepcommon, Elvish, Gnomish.
* Statue: Small and medium weapons only; no longbow or two-handed swords.
* Detect Construction Tricks: New work, sliding walls, slopes 2-in-6 chance.
* Detect Room Traps: Non-magical traps spotted 2-in-6 chance.
* Infravision: See in darkness to 90 feet.
* Light Sensitivity: Suffer -2 penalty to attack and -1 to Armor Class in bright light (daylight, Continual Light spell).
* Resilience: Saving throw bonus versus poison or magic, +2 for Constitution 7 to 10; +3 for 11 to 14; +4 for 15 to 17; or +5 or 18.
* Stealth: 3-in-6 chance of moving silently when underground.
DWARF
* Ability Modifiers: -1 CHA, +1 CON
* Languages: Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold,
* Statue: Small and medium weapons only; no longbow or two-handed swords.
* Detect Construction Tricks: New work, sliding walls, slopes 2-in-6 chance.
* Detect Room Traps: Non-magical traps spotted 2-in-6 chance.
* Infravision: See in darkness to 60 feet.
* Listening At Doors: 2-in-6 chance to detect noise.
* Resilience: Saving throw bonus versus poison or magic, +2 for Constitution 7 to 10; +3 for 11 to 14; +4 for 15 to 17; or +5 or 18.
ELF
* Ability Modifiers: -1 CON, +1 DEX
* Languages: Alignment, Common, Elvish, Gnoll, Hobgoblin, Orcish.
* Detect Secret Doors: 2-in-6 chance.
* Immunity to Ghoul Paralysis: Completely unaffected.
* Infravision: See in darkness to 60 feet.
* Listening At Doors: 2-in-6 chance to detect noise.
FAIRY
* Ability Modifiers: +1 DEX, -1 STR.
* Languages: Alignment, Common, Elvish, Sylvan.
* Stature: Tiny; small weapons only, with weapon damage reduced by one die size.
* Flight: Fly at a movement rate of 120 feet (40 feet per round), provided wings are unobstructed.
* Infravision: See in darkness to 60 feet.
* Fey Resistance: +2 bonus on saving throws versus charm and illusion magic.
* Innate Magic: At 2nd level, cast Light once per day. At 4th level, cast Invisibility once per day, affecting only yourself.
* Woodland Stealth: 3-in-6 chance of remaining unnoticed among natural vegetation.
* Fey Speech: Communicate simple ideas with small woodland animals.
* Fragile: Maximum hit points reduced by 1 per Hit Die, to a minimum of 1 per die.
GNOME
* Ability Modifiers: None.
* Languages: Alignment, Common, Dwarvish, Gnomish, Kobold, the secret language of burrowing mammals.
* Statue: Small and medium weapons only; no longbow or two-handed swords.
* Infravision: See in darkness to 90 feet.
* Listening At Doors: 2-in-6 chance to detect noise.
* Magic Resistence: Saving throw bonus versus magic, +2 for Constitution 7 to 10; +3 for 11 to 14; +4 for 15 to 17; or +5 or 18.
* Speak with Burrowing Mammals: Badgers, gophers, moles, and so forth.
GOBLIN
* Ability Modifiers: -1 STR, +1 DEX.
* Languages: Alignment, Common, Goblin, Hobgoblin, Orcish.
* Stature: Small and medium weapons only; no longbows or two-handed swords.
* Infravision: See in darkness to 60 feet.
* Light Sensitivity: Suffer -1 penalty to attack rolls in direct sunlight.
* Stealth: 3-in-6 chance of moving silently when underground.
* Listening At Doors: 2-in-6 chance to detect noise.
* Defensive Bonus: +1 AC versus opponents larger than a human.
GOLIATH
* Ability Modifiers: +1 STR, -1 CHA.
* Languages: Alignment, Common, Giant.
* Stature: Large-framed humanoid; ordinary weapons and armor may be used, but armor requires special fitting.
* Powerful Build: Double carrying capacity for determining encumbrance.
* Mountain Born: Ignore penalties from high altitude and natural cold weather.
* Stone’s Endurance: Once per day, reduce damage from one physical attack by 1d6.
* Climber: 3-in-6 chance of climbing natural cliffs or steep rocky surfaces without equipment.
* Sure-Footed: +2 bonus on saving throws against falling, being knocked down, or losing balance.
HALFLING
* Ability Modifiers: +1 DEX, -1 STR
* Languages: Alignment, Common, Halfling.
* Statue: Small and medium weapons only; no longbow or two-handed swords.
* Defensive Bonus: +2 AC versus opponents larger than a human).
* Listening At Doors: 2-in-6 chance to detect noise.
* Missile Attack Bonus: +1 attack bonus with ranged weapons.
* Resilience: Saving throw bonus versus poison or magic, +2 for Constitution 7 to 10; +3 for 11 to 14; +4 for 15 to 17; or +5 or 18.
HOBGOBLIN
* Ability Modifiers: +1 CON, -1 CHA.
* Languages: Alignment, Common, Goblin, Hobgoblin, Orcish.
* Infravision: See in darkness to 60 feet.
* Martial Discipline: +1 bonus to attack rolls when fighting alongside at least one allied hobgoblin.
* Battle Formation: +1 AC when standing adjacent to an ally carrying a shield.
* Military Training: Proficient with all ordinary weapons and armor permitted by class.
* Steadfast: +2 bonus on saving throws versus fear and magical intimidation.
KOBOLD
* Ability Modifiers: -1 STR, +1 DEX.
* Languages: Alignment, Common, Draconic, Goblin, Kobold.
* Stature: Small and medium weapons only; no longbows or two-handed swords.
* Infravision: See in darkness to 60 feet.
* Detect Construction Tricks: New work, sliding walls, slopes, 2-in-6 chance.
* Detect Room Traps: Non-magical traps spotted on a 3-in-6 chance.
* Trapcraft: +1 bonus to rolls involving setting, disarming, or avoiding mechanical traps.
* Light Sensitivity: Suffer -1 penalty to attack rolls in direct sunlight.
* Defensive Bonus: +2 AC versus opponents larger than a human.
ORC
* Ability Modifiers: +1 STR, -1 CHA.
* Languages: Alignment, Common, Goblin, Orcish.
* Infravision: See in darkness to 60 feet.
* Light Sensitivity: Suffer -1 penalty to attack rolls in direct sunlight.
* Intimidation: +1 bonus to reaction rolls when threatening or coercing others.
* Ferocity: Gain +1 to melee damage rolls when reduced to half hit points or fewer.
* Resilience: +2 bonus on saving throws versus poison and disease.
SVIRFNEBLIN
* Ability modifiers: None
* Languages: Alignment, Common, Deepcommon, Gnomish, Dwarvish, Kobold, the language of earth elementals.
* Blend Into Stone: 4-in-6 in gloom, 2-in-6 in well-lit conditions.
* Statue: Small and medium weapons only; no longbow or two-handed swords.
* Defensive Bonus: +2 AC versus opponents larger than a human).
* Detect Construction Tricks: New work, sliding walls, slopes 2-in-6 chance.
* Infravision: See in darkness to 90 feet.
* Light Sensitivity: Suffer -2 penalty to attack and -1 to Armor Class in bright light (daylight, Continual Light spell).
* Listening At Doors: 2-in-6 chance to detect noise.
* Illusion Resistence: +2 bonus on saving throws versus illusions.
* Speak With Earth Elementals: Native elemental creatures.
TIEFLING
* Ability Modifiers: +1 CHA, -1 WIS.
* Languages: Alignment, Common, Infernal.
* Infravision: See in darkness to 60 feet.
* Fiendish Resistance: +2 bonus on saving throws versus fire and poison.
* Innate Magic: At 2nd level, cast Darkness once per day. At 4th level, cast Charm Person once per day.
* Infernal Heritage: +1 bonus to reaction rolls involving fiends and infernal creatures.
* Unsettling Presence: -1 penalty to reaction rolls involving superstitious or openly hostile strangers.
* Hellish Rebuke: Once per day, inflict 1d6 fire damage on one creature that has just damaged you in melee, unless it saves versus Spells.
TROLL
* Ability Modifiers: +1 STR, +1 CON, -2 CHA.
* Languages: Alignment, Common, Giant, Troll.
* Stature: Large, 7 to 9 feet tall; armor and clothing must be specially fitted.
* Infravision: See in darkness to 60 feet.
* Regeneration: Recover 1 hit point per exploration turn (10 minutes), provided the character has at least 1 hit point. Fire and acid damage cannot be regenerated.
* Natural Weapons: Claws inflict 1d6-1 damage each.
* Powerful Build: Double carrying capacity for determining encumbrance.
* Keen Scent: 2-in-6 chance to detect nearby creatures by smell.
* Fire Vulnerability: Suffer -2 on saving throws against fire and acid.
WOLFFOLK
* Ability Modifiers: +1 CON, -1 CHA.
* Languages: Alignment, Common, Wolffolk.
* Infravision: See in darkness to 60 feet.
* Keen Scent: 3-in-6 chance to detect hidden creatures, food, or unusual odors within 30 feet.
* Tracking: 3-in-6 chance to follow a creature’s scent trail in ordinary outdoor conditions.
* Keen Hearing: 3-in-6 chance to detect noise when listening at doors.
* Pack Tactics: +1 to melee attack rolls when an ally is adjacent to the same enemy.
* Natural Weapons: Bite inflicts 1d4 damage instead of a weapon attack.
* Wilderness Endurance: +2 bonus on saving throws against exhaustion and natural cold.