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What Languages to Pick in D&D 5e

A grey-bearded elf in dark armour reads a scroll of glowing script by candlelight, a small horned creature crouched at the edge of the desk

Every hero knows Common plus two languages rolled or chosen from the Standard Languages table; class features can add more. Languages are the quietest choice in character creation. Two lines, picked in a hurry, rarely looked at again. Then a kobold starts talking, and the table finds out whether anyone understood. Here is the rule from the SRD, and a count of who in the SRD's own stat blocks speaks what.

The rule

The SRD's character creation chapter:

Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. Your class and other features might also give you languages.

Three things in that paragraph matter:

The two tables

The Standard Languages table, with its 1d12 column:

1d12Language
—Common
1Common Sign Language
2Draconic
3–4Dwarvish
5–6Elvish
7Giant
8Gnomish
9Goblin
10–11Halfling
12Orc

The SRD says these "originated with the first members of the most prominent species in the setting and have since spread widely."

The Rare Languages are "either secret or derived from other planes of existence": Abyssal, Celestial, Deep Speech, Druidic, Infernal, Primordial, Sylvan, Thieves' Cant and Undercommon. You don't pick from this list at level 1 unless a feature says so:

Some features let a character learn a rare language.

Primordial has a footnote worth knowing:

Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one.

So one language covers all four dialects.

Who speaks what: 330 stat blocks counted

The SRD's monster chapter gives every creature a Languages line. The rule for reading it:

This entry lists languages that the monster can use to communicate. Sometimes a monster can understand a language but can't communicate with it, which is noted in its entry. "None" indicates that a creature doesn't comprehend any language.

We counted every Languages line in SRD 5.2.1's monsters and animals: 330 stat blocks. 130 say "None". Of the other 200, here is how many use or understand each language:

LanguageStat blocksShare of the 200
Common12763.5%
Draconic4623%
Primordial (any dialect)2311.5%
Abyssal189%
Infernal178.5%
Giant136.5%
Sylvan126%
Elvish126%
Celestial105%
Goblin84%

Deep Speech and Thieves' Cant appear 3 times each, Undercommon and Druidic twice. Dwarvish, Gnomish, Halfling, Orc and Common Sign Language: none of the stat blocks speak them. 22 blocks say "Common plus one other language", which the GM fills in. 25 have telepathy.

What that means for your two picks:

Rolling instead of choosing

If you roll, each character rolls 1d12 twice (reroll a language you already have). The 2-in-12 languages come up twice as often:

LanguageOne hero knows itAt least one in a party of four
Dwarvish, Elvish or Halfling32.4%79.1%
Common Sign, Draconic, Giant, Gnomish, Goblin or Orc17.1%52.8%

A rolling party of four has a 47.2% chance that nobody speaks Draconic. If the campaign has dragons in it, choose.

Languages from your class

Two classes hand out a rare language at level 1, and one hands out two of your choice at level 2.

The Rogue, Thieves' Cant:

You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in "Character Creation."

"The language tables" means both, so a Rogue can take Infernal or Sylvan here.

The Druid, Druidic:

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.

The Ranger at level 2, Deft Explorer:

Languages. You know two languages of your choice from the language tables in "Character Creation."

Telepathy

Telepathy skips the language barrier, mostly:

Unless a rule states otherwise, the contacted creature doesn't need to share a language with the telepath to understand this communication, but the contacted creature must be able to understand at least one language or be telepathic itself to understand.

A creature without telepathy can receive telepathic messages but can't initiate a telepathic conversation.

So when a demon with telepathy 120 ft. speaks into your head, you understand it even without Abyssal, and you can answer while the link lasts.

When nobody speaks it: the spells

Comprehend Languages (level 1, Bard, Sorcerer, Warlock, Wizard; Action or Ritual; 1 hour):

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.

It is a ritual, so a Wizard can cast it without a slot. It lets you understand, not speak, and it doesn't read Druidic messages.

Tongues (level 3, Bard, Cleric, Sorcerer, Warlock, Wizard; touch; 1 hour):

This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.

Tongues works both ways. A creature whose Languages line says "None" still can't understand you.

Quick reference

The Book of Dice covers the d12 behind the Standard Languages table in Part I, The Object.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

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