Building a Character

by DMB

Search GM Binder Visit User Profile

Creating

Your Character

Table of Contents

Dragonborn

Ability Scores. +1 Str or Cha; +1 to any two stats


Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.


Alignment. Dragonborn tend to extremes, making a conscious choice towards law or chaos.


Languages. You can speak, read, and write Common and Draconic.


Size. Your size is Medium. You stand on average over 6 feet tall and weigh over 200 pounds normally.


Speed. Your speed is 30ft.


Draconic Ancestry. You have draconic ancestry, which you choose from the chart below. Your dragon type grants you resistance to the damage type as well as a breath weapon that deals that type of damage.

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Dragon Damage Type
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Breath Weapon. You can use your action to exhale the destructive energy of your draconic heritage. When you use your breath weapon, you can create a 5 x 30ft. line or a 15ft. cone. Each creature in the area of the exhalation must make a Dexterity saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 5d6 at 11th level, and 6d6 at 17th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.


Dragon Hide. Your body is protected by powerful colored scales and your fingertips end in rock hard claws. You can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. You can also extend or retract your claws at will, which can be used as natural weapons. If you hit with them, you deal 1d4 + your Strength modifier in slashing damage.


Dragon Prescence. Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Dwarf

Ability Scores. +1 Con; +1 to any two stats


Age. Dwarves mature slightly slower than humans, and are considered young until they reach the age of 50. On average, they live about 350 years.


Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society.


Languages. You can speak, read, and write Common and Dwarven.


Size. Your size is Medium, and while you range from four to five feet, your bones are thick and wide set.


Speed. Your speed is 25ft.


Darkvision. Accustomed to life underground, 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.


Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.


Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.


Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.


Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Subrace, Hill Dwarf

Dwarven Toughness. Your hit point maximum is increased by 1, and it increases by 1 every time you gain a level.

Subrace, Mountain Dwarf

Strength of the Mountain. You gain a +1 bonus to your Strength score.


Dwarven Armor Training. You have proficiency with light and medium armor.


Stand Your Ground. When you would be knocked prone or moved, you can use your Reaction to maintain your footing.

Elf

Ability Scores. +1 Dex; +1 to any two stats


Age. Elves reach physical maturity at about the age of 30, but 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 well over 700 years old.


Alignment. Elves tend toward neutrality and the careful consideration that comes with their long lifespans.


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


Size. Your size is Medium, your body is thinner than average and you stand anywhere from under 5 feet to over 6 feet.


Speed. Your speed is 30ft.


Low Light Vision. You see bright and dim light at twice their normal ranges.


Keen Senses. You have proficiency in the Perception skill.


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


Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.


Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Subrace, Eladrin

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season. The saving throw DC equals 8 + your proficiency bonus + your Charisma modifier:

  • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
  • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

Subrace, High Elf

Elf Magic. You know one cantrip of your choice from the wizard spell list.

Starting at 3rd level you learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for these spells.


Extra Language. You can speak, read, and write one extra language of your choosing.

Subrace, Sea Elf

Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.


Child of the Sea. You have a swimming speed of 30 feet and you can breathe air and water. You can also speak, read, and write Aquan.


Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Subrace, Shadar-kai

Necrotic Resistance. You have resistance to necrotic damage.


Blessing of the Grave. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.

Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Subrace, Wood Elf

Mask of the Wild. Your base walking speed increases to 35 feet. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.


Wood Elf Magic. You knw one druid cantrip from the druid spell list.

Starting at 3rd level you learn either the longstrider or pass without trace spells, which you can expend without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Wisdom is your spellcasting ability for these spells.

Genasi

Ability Scores. +1 Con, +1 to any two stats


Age. Genasi mature at about the same rate as humans. They live somewhat longer than humans do, up to 120 years.


Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.


Languages. You can speak, read, and write Common and Primordial.


Size. Your size is Medium, and you stand anywhere from under 5 feet to over 6 feet.


Speed. Your speed is 30ft.


Planetouched. You have proficiency in the Arcana skill.

Subrace, Air

Unending Breath. You can hold your breath indefinitely while you're not incapacitated.


Mingle with the Wind. You learn the gust cantrip and you can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Subrace, Earth

Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.


Merge with Stone. You learn the mold earth cantrip, and you can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Subrace, Fire


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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.


Fire Resistance. You have resistance to fire damage.


Reach to the Blaze. You know the produce flame cantrip and you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Subrace, Water

Acid Resistance. You have resistance to acid damage.


Amphibious. You can breathe air and water and have a swimming speed of 30 feet.


Call to the Wave. You know the shape water cantrip and you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Gnome

Ability Scores. +1 Int; +1 to any two stats


Age. Gnomes mature slower than humans do, reaching adult life by around age 40. They can live anywhere from 250 to over 500 years.


Alignment. Gnomes are whimsical and inventive, and tend toward chaos.


Languages. You can speak, read, and write Common and Gnomish.


Size. Your size is Small, standing between 3 and 4 feet tall and weighing around 40 pounds.


Speed. Your speed is 25ft.


Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Subrace, Forest


Natural Illusionist. You know the minor illusion cantrip and you can cast the blur spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for it.


Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Subrace, Deep

Darkvision. Accustomed to life underground, 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.


Rocky Exterior. Your body is one with the rock that you call home. You have an ashen and hairless body that is cold and rough to the touch, and weigh anywhere from 80-120 pounds.

Your rock hard skin can even deflect blows. While you are not wearing armor your AC is calculated as 13 + your Dexterity modifier.


Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Half-Elf

Ability Scores. +1 to any three stats


Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.


Alignment. Half-elves suffer a blessing and a curse with their heritage. They are generally unable to settle down, finding the human world too fast and the elven world too slow. They tend toward self fulfillment and chaotic mindsets.


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


Size. Your size is Medium, looking almost like a human save your slender face and pointed ears.


Speed. Your speed is 30ft.


Low Light Vision. You see bright and dim light at twice their normal ranges.


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


Skill Versatility. You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.

Half-Orc

Ability Scores. +1 Str or Con; +1 to any two stats


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


Alignment. Half-orcs tend to inheret the short temper and chaotic nature their orcish heritage is infamous for.


Languages. You can speak, read, and write Common and Orcish.


Size. Your size is Medium, being somewhat taller and bulkier than humans.


Speed. Your speed is 30ft.


Darkvision. Thanks to your orc 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 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.

Halfling

Ability Scores. +1 Dex; +1 to any two stats


Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.


Alignment. Most Halflings are prideful of their traditions and strong family units. While some tend towards neutral or even chaotic ways of life, most are lawful.


Languages. You can speak, read, and write Common and Halfling.


Size. Your size is Small, standing around 3 feet tall and weighing about 40 pounds.


Speed. Your speed is 25ft.


Brave. You have advantage on saving throws against being frightened.


Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.


Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.


Second Chance. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Subrace, Ghostwise

Ghostly Intuition. You gain a +1 bonus to your Wisdom score.

When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. Once you use this ability you cannot use it again until you finish a short or long rest.


Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Subrace, Lightfoot

Fleet of Foot. Your speed increases to 30ft.


Naturally Stealthy. You can attempt to hide even when you are only lightly obscured or behind a creature that is at least one size larger than you.

Subrace, Stout

Robust Constitution. You gain a +1 bonus to your Constitution score.


Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Human

Ability Scores. +1 to all stats


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


Alignment. Humans are more inclined to neutrality, those favoring law or chaos doing so out of personal events that shape their lives more than any predisposition.


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


Size. Your size is Medium, standing just under 5 feet to over 6 feet tall.


Speed. Your speed is 30ft.


Skill Versatility. You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.


Specialization. Choose one tool or skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Tabaxi

Ability Scores. +1 Dex; +1 to any two stats


Age. Tabaxi mature faster than humans, reaching adulthood around age 10. They rarely live longer than 60 years.


Alignment. Tabaxi tend toward chaotic habits, as they let impulse and fancy guide their decisions. They are mostly driven by curiosity rather than greed or other dark impulses.


Languages. You can speak, read, and write Common and Felinid.


Size. Your size is Medium, average a little taller than 5 feet, but having much longer and thinner arms and legs than a human.


Speed. Your speed is 30ft.


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


Feline 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.


Feline Grace. You have proficiency in the Perception and Stealth skills.


Low Light Vision. You see bright and dim light at twice their normal ranges.

Shifter

Ability Scores. +1 Con; +1 to any two stats


Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.


Alignment. Shifters tend toward neutrality, being more focused on survival and self sufficiency.


Size. Your size is Medium, and you stand anywhere from 5 to almost 7 feet tall.


Speed. 30ft.


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


Low Light Vision. You see bright and dim light at twice their normal ranges.


Keen Senses. You have proficiency with the Perception skill.


Shifting. As a bonus action, you can assume a more bestial appearance for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum 1).

Once you shift, you can't do so again until you finish a short or long rest.

Subrace, Beasthide

Tough. You have proficiency with the Athletics skill.


Shifting Feature. Whenever you shift, you gain 1d6 additional temporary hit points and have a +1 bonus to your AC.

Subrace, Longtooth

Fierce. You have proficiency with the Intimidation skill.


Shifting Feature. While shifted, you gain natural weapons which you can use to make an unarmed strike as a bonus action. Your fangs or claws deal piercing damage equal to 1d6 + your Strength modifier.

Subrace, Swiftstride

Graceful. You have proficiency with the Acrobatics skill and your walking speed increases to 35 feet.


Shifting Feature. While shifted, your walking speed increases by 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you without provoking opportunity attacks.

Subrace, Wildhunt

Natural Tracker. You have proficiency with the Survival skill. As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.


Shifting Feature. While shifted, you have advantage on Wisdom checks.

Tiefling

Ability Scores. Cha +1, +1 to any two stats


Age. Tieflings mature at the same rate as humans but live a few years longer.


Alignment. The infernal blood that flows through a Tiefling naturally predispose them to darker inclinations and a self-serving chaotic nature.


Languages. You can speak, read, and write Common and Infernal.


Size. Your size is Medium, standing around 5 to 6 feet tall.


Speed. Your speed is 30ft.


Darkvision. Thanks to your infernal heritage, 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.


Hellish Resistance. You have resistance to fire damage.


Infernal Legacy. Your dark heritage grants you innate magic depending on the exact circumstances of said heritage. Choose one cantrip, one spell you learn at 3rd level, and one spell you learn at 5th level from the list below.

Once you cast a leveled spell you must finish a long rest before you can cast the same spell again. Charisma is your spellcasting ability for these spells. If the spell can be cast at a higher level, such as burning hands, it is cast at 2nd level.

  • Cantrip. mage hand, minor illusion, friends, ray of frost, thaumaturgy, vicious mockery

  • Level 3. armor of Agathys, burning hands, charm person, disguise self, hellish rebuke, ray of sickness, searing smite, Tenser's floating disk

  • Level 5. arcane lock, branding smite, crown of madness, darkness, detect thoughts, enthrall, flame blade, invisibility, suggestion

Tortle

Ability Scores. +1 Str; +1 to any two stats


Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.


Alignment. Tortles lead simple and orderly lives, tending towards lawfulness.


Languages. You can speak, read, and write Common and Aquan.


Size. Your size is Medium, being about the same size as a human save your enormous shell which causes you to weight around 450 pounds.


Speed. Your speed is 30ft.


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 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.


Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.


Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.


Shell Defense. You can withdraw into your shell as an action. until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.


Shell Slam. You can use your action and expend all your remaining movement to attempt to turn your shell into a makeshift weapon by falling on a creature within 5ft. of you that is the same size as you or smaller. A targeted creature must succeed on a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a passed save you fall prone in your own space. On a failed save you fall prone on the creature's space, and the creature takes 3d8 bludgeoning damage and becomes prone and restrained as long as you remain prone on top of it.


Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

Triton

Ability Scores. +1 to any three stats


Age. Tritons reach maturity around age 15 and can live up to 200 years.


Alignment. Triton society is lawful and ordered. They feel charged with guarding the deeps against darker horrors, considering it a divine station that they have been given.


Languages. You can speak, read, and write Common and Aquan.


Size. Your size is Medium, averaging about 5 feet tall.


Speed. Your speed is 30ft.


Amphibious. You can breathe air and water and swimming doesn't cost you extra movement.


Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.


Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.


Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

Yuan-Ti Halfblood

Ability Scores. +1 Cha; +1 to any two stats


Age. Halfvloods mature at the same rate as humans and have lifespans similar in length to theirs.


Alignment. Halfbloods share some of the lack of emotion their Yuan-ti heritage brings, but can still love and feel empathy. They tend towards neutrality.


Size. Your size is Medium, matching humans in average size and weight.


Languages. You can speak, read, and write Common and Abyssal.


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.


Innate Spellcasting. You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.


Limited Magic Resistance. You have advantage on saving throws against spells and other magical effects. Once you use this feature you must finish a short or long rest before you can use it again.


Poison Resistance. You are resistant to poison damage and have advantage on saving throws to resist the poisoned condition.

Monster Races for Monster Campaigns

Bugbear

Ability Scores. Str +1; +1 to any two stats


Age. Bugbears reach adulthood at age 16 and live up to 70 years.


Alignment. Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to favor chaotic living.


Languages. You can speak, read, and write Common and Goblin.


Size. Your size is Medium, standing between 6 and 8 feet tall and weighing on average 300 pounds.


Speed. Your speed is 30ft.


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.


Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.


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


Sneaky. You are proficient in the Stealth skill. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Duergar (Dwarf)

Ability Scores. +1 Con; +1 to any two stats


Age. Dwarves mature slightly slower than humans, and are considered young until they reach the age of 50. On average, they live about 350 years.


Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society.


Languages. You can speak, read, and write Dwarven and Undercommon.


Size. Your size is Medium, and while you range from four to five feet, your bones are thick and wide set.


Speed. Your speed is 25ft.


Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.


Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.


Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.


Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.


Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


Duergar Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on saving throws against illusions and against being charmed or paralyzed.


Duergar Magic. When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.


Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Firbolg

Ability Scores. Wis +1; +1 to any two stats


Age. Due to their fey blood, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.


Alignment. Firbolgs see themselves as a part of nature, set apart from the civilized world, and thus tend towards neutrality.


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


Size. Your size is Medium, and you stand between 7 and 8 feet tall, though your slender build means you weigh on average 250 pounds.


Speed. Your speed is 30ft.


Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.


Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.


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


Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Gith

Ability Scores. Int +1; +1 to any two stats


Age. Gith reach adulthood in their late teens and live for about a century.


Alignment. Gith society is highly ordered, and demands mastery of one's own self. As such, most Gith are lawful.


Languages. You can speak, read, and write Common and Gith.


Size. Your size is Medium, standing around 6 feet tall but being slender and gangly compared to a human.


Speed. Your speed is 30ft.


Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.

Subrace, Githyanki

Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords.


Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

When you reach 3rd level, you can cast jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest.

Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Subrace, Githzerai


Mental Discipline. You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.


Githzerai Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

When you reach 3rd level, you can cast shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.

Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Goblin

Ability Scores. Dex +1; +1 to any two stats


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


Alignment. Goblin society is might makes right, frequently seeing Goblins being subjugated by other races. As such, goblins tend to have chaotic and two-faced natures.


Languages. You can speak, read, and write Common and Goblin.


Size. Your size is Small, as you stand between 3 and 4 feet tall, with your longer-than average legs making up more than half your height.


Speed. Your speed is 30ft.


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 have proficiency in the Stealth skill. You can take the Disengage or Hide action as a bonus action on each of your turns.

Goliath

Ability Scores. Str +1; +1/ to any two stats


Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.


Alignment. Goliath society is tribal, but heavily emphasizes responsibility and duty. Most Goliaths are lawful and orderly.


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


Size. Your size is Medium, standing between 7 and 8 feet tall and weighing around 300 pouinds.


Speed. Your speed is 30ft.


Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.


Natural Athlete. You have proficiency in the Athletics skill.


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


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.


Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Hobgoblin

Ability Scores. Int +1; +1 to any two stats


Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.


Alignment. Hobgoblin society is rigid and unforgiving, where respect is either paid in full or in blood. They tend towards being lawful.


Languages. You can speak, read, and write Common and Goblin.


Size. Your size is Medium, standing between 5 and 6 feet tall.


Speed. Your speed is 30ft.


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.


Martial Superiority. When you hit a creature with an attack you can deal 1d6 bonus damage if that creature is within 5 feet of an ally that isn't incapacitated. Once you use this ability you cannot use it again until you roll initiative or finish a short or long rest.


Martial Training. You are proficient with two martial weapons of your choice and with light armor.


Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Kobold

Ability Scores. +1 Dex; +1 to any two stats


Age. Kobolds reach adulthood at age 6 and can live up to 40 years.


Alignment. Kobolds are inherently selfish and tend towards chaotic stints.


Languages. You can speak, read, and write Common and Draconic.


Size. Your size is Small, standing between 2 and 3 feet tall and weighing only about 30 pounds.


Speed. Your speed is 25ft.


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.


Mine!. You have proficiency in the Perception and Sleight of Hand skills.


Pack Tactics. You can use a bonus action on each of your turns to use the Help action.


Prehensile Tail. You can use your tail to hold and manipulate objects as if it were a third hand. You cannot use it to wield shields or weapons, though you can hold them.


Tinkering Tick. You add half your proficiency bonus to any artisan tool you are not already proficient in.

Lizardfolk

Ability Scores. Wis +1; +1 to any two stats


Age. Lizardfolk reach maturity around age 10 and rarely live longer than 60 years.


Alignment. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.


Languages. You can speak, read, and write Common and Draconic.


Size. Your size is Medium, standing about the same build as a human.


Speed. Your speed is 30ft.


Aquatic Nature. You have a swimming speed of 30 feet and you can hold your breath for up to 15 minutes at a time..


Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


Boon of Nature. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.


Call of the Wild. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.


Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.


Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits you gain temporary hit points equal to the damage dealt (minimum of 1). You cannot use this ability on intangible or incorporeal creatures, or constructs and similar non-organic creatures.

Once you use this ability you cannot use it again until you finish a short or long rest.

Orc

Ability Scores. +1 Str; +1 to any two stats


Age. Orcs reach adulthood at age 12 and live up to 70 years.


Alignment. Orcs are short tempered and prideful, believing that the strongest should rule, and tend to chaotic egos.


Languages. You can speak, read, and write Common and Orcish.


Size. Your size is Medium, standing around 6 feet tall but being much wider and heavier than the average human at 250 pounds.


Speed. Your speed is 30ft.


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.


Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.


Menacing. You have proficiency in the Intimidation skill.


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


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 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.

Simian

Ability Scores. +1 Str; +1 to any two stats


Age. Simians reach adulthood at age 8 and live up to 50 years.


Alignment. Simians are playful and laid back, not much caring for structured order or rules, and thus usually end up more chaotic fellows.


Languages. You can speak, read, and write Common and Simian.


Size. Your size is Medium, standing around 5 to 7 feet tall depending on subrace.


Speed. Your speed is 30ft.


Monkey Feet. Your feet sport opposable thumbs and gripping toes. You can use your feet to hold and manipulate objects as a result, although you still normally need them to walk.


Natural Climbers. You have a climbing speed of 20ft.


Survival Instinct. You gain proficiency in the Survival skill.

Subrace, Ape

Great Ape. You gain proficiency in the Athletics skill. Your unarmed strikes improve to deal 1d6 + your Strength modifier in bludgeoning damage.


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


Savage Attacks. When you score a critical hit with a melee 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.

Subrace, Spidermonkey

Daring Acrobat. You gain proficiency in the Acrobatics skill. Your climbing speed improves to the point that climbing doesn't cost you extra movement.


Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.


Prehensile Tail. You can use your tail to hold and manipulate objects as if it were a third hand. You cannot use it to wield shields or weapons, though you can hold them.

Yuan-Ti Pureblood

Ability Scores. +1 Cha; +1 to any two stats


Age. Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.


Alignment. Pureblood almost entirely lack the emotion typical of other humanoids, feeling neither love nor compassion. They tend towards neutral, hands off, meticulous and calculated ways of thinking. To them, life is very black and white.


Size. Your size is Medium, matching humans in average size and weight.


Languages. You can speak, read, and write Common and Abyssal.


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.


Innate Spellcasting. You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.


Magic Resistance. You have advantage on saving throws against spells and other magical effects.


Poison Immunity. You are immune to poison damage and the poisoned condition.

Character Creation

Core Methods

Standard Rolling

  • Roll 4d6 keep 3 and arrange your stats as you see fit.
  • If you have no ability scores higher than 13 you may re roll the entire set.

Standard Array +

  • Your ability scores are 15, 15, 13, 12, 10, 8 which you may assign in any order.

Slated Array

  • Your ability scores are 17, 15, 13, 10, 9, 7, which you may assign in any order.

Point Buy +

  • You have 30 points to spend.
  • You can lower one score to 7 to gain 1 additional point.
  • Increasing a score to 14 or 15 costs 2 points instead of 1. You cannot raise a score above 15.

Point Buy Calculator

Organic

  • Roll 4d6 keep 3 down the line.
  • You may re roll one result. You must keep the new result.
  • You may swap one ability score with another ability score.

Class Dice

You have 6 pools of dice, which are 6d6, 5d6, 4d6, 3d6, 3d6, and 2d6. You roll them and keep the best 3 results in each, except for the 2d6 pool of which you only roll the two. You can assign these results to whichever stat you prefer.

Your minimum attribute is 6.

Clock Method

  • As you roll, arrange your rolls as if they were the facing on a clock, starting at 12 o' clock.
  • Roll 4d6 keep 3, rerolling results lower than 8, until you have 12 rolls.
  • Select any of 6 consecutive rolls in clockwise or counter clockwise directions, and assign them to your stats in order starting with Strength.

Oldschool

  • You do not have racial bonuses (or penalties) to your attributes.
  • Roll 4d6 keep 3.
  • You have 5 points to spend to improve your stats afterwards. Increasing an ability score to 16 or 17 costs 2 points.
  • You cannot increase an ability score above 17.

For one Shots and Fun

Low Luck

  • Roll 5d4 7 times and choose 6 results.
  • Your minimum scores are 8.

High Power

  • You have base scores of 11.
  • Roll 6d6, adding any results to any stats in any combination as long as the end result is not higher than 18.

High Risk

  • Roll 3d6 down the line.
  • You may take any two Feats from the Feat List.
  • Your minimum scores are 6.

Heaven or Hell

  • Roll 6d20 down the line.
  • Select a consecutive 6 rolls in either direction and assign them to your stats in order starting with Strength.

Potluck

  • Everyone rolls 4d6 keep 3 and groups their results into a pile.
  • The first person to roll selects one set, then it continues clockwise until it reaches the last person who chooses two sets. It then travels counter clockwise back to the initial roller, who chooses two dice from the pool, then clockwise again and so on and so forth until all stats are assigned.

Pot of Greed

  • There is a pool of stats that are 17's equal to double the number of players.
  • Starting clockwise from the first person who will roll their stats, that player can choose one of the 17's and replace any one stat they wish, skipping rolling for that stat.
  • Choosing continues clockwise until all 17's are taken or no players wish to take a 17, at which point players roll 4d6 keep 3 down the line for any remaining stats.
  • Players who took a 17 must flip a coin for each stat they took, calling heads or tails. On a correct call there is no penalty. On an incorrect call all of that player's stats are reduced by 2 except the 17, to a minimum of 6. While the 17 is not reduced on the coin flip for its call, it can be reduced by a coin flip from another 17's call.

Crazy Eights

  • Choose two of your scores to have a base of 8. The rest of your scores start at 3.
  • Roll 8d8.
  • A result of 8 in an exploding die which allows you to keep the 8 and roll an extra die.
  • You can distribute these dice in any combination as long as the end result is not higher than 18.

Heroics Dice


Heroics Dice are a measure of a character's ability to change fate through sheer strength of will or practiced skill. They are the fearless warrior, fighting off a curse that would break any normal man. They are the crafty vagabond, ducking under a trap at the last second that would have surely killed any lesser delver. They are the holy knight, refusing to fall in the face of evil and sundering the demon in twain when all hope seems lost. They are the strength of spirit and determination of a hero and his power to shape the world around him in a time of need.

USES FOR HEROICS DICE

Heroics Dice can be expended in any instance where a character would make a roll, or can also be used to reduce the damage of an attack that hit you by your character's proficiency bonus plus the rolled amount. All characters use a 1d10 for their Heroics.


Each time you roll initiative or finish a rest, you are allowed to expend one Heroics Die.


Heroics Dice may be rolled before or after the normal roll is made, but they must be rolled before the the outcome of the roll is decided. Heroics Die are regained after a character finishes a Long Rest, and cannot be stockpiled or saved for later or otherwise surpass your max die pool unless otherwise specified.

HEROICS DICE BY CLASS & LEVEL

Barbarians, Fighters, Rogues

Level 3 7 11 15
Heroics 1 2 3 4

Monks, Paladins, Rangers

Level 5 11 17
Heroics 1 2 3

Bards, Clerics, Sorcerers, Warlocks, Wizards

Level 7 15
Heroics 1 2

Multiclassing

Multiclassing grants Heroics Dice based on class type level not total level. Ergo a Rogue 4/Fighter 3 would have 2 Heroics, while a Rogue 6/ Wizard 6 would only have 1.

Starting Feats


When you create a character you are allowed to choose 1 feat from this specific feat list. Your feat should be more about the kind of character you wish to play, rather than the mechanical benefit it grants. Any feat that would normally grant an ASI, does not grant the ASI if you choose it in this instance, such as Athlete.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • When you are prone, standing up uses only 5 feet of your movement.
  • Your climbing speed equals your move speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.

Healer

Prerequisite: Proficiency in the Medicine skill


You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer's kit to stabilize a dying creature, that creature regains hit points equal to your modifier in the Medicine skill.
  • You can use a Healer's Kit as an action in combat to heal a creature.
  • When you heal a conscious creature they regain additional hit points equal to their maximum number of hit dice.

Inspiring Leader

Prerequisite: Charisma 13 or higher


You can spend 10 minutes inspiring your companions and underlings, shoring up their resolve to fight. All friendly creatures who can see or hear and who can understand you can gain temporary hit points equal to your level + your Charisma modifier.

A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Keen Mind

Prerequisite: Intelligence 13 or higher


You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • You always know which way is north and the number of hours left before the next sunrise.
  • You have advantage on any Intelligence checks to recall information you learned in the last 3 months, as well as any Intelligence checks you are proficient in ( of Arcana, History, Nature, Religion) to recall information about creatures, places, spells, or rituals.

Linguist

You have studied languages and codes, gaining the following benefits:

  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.


  • You learn two cantrips of your choice from that class’s spell list.
  • In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You gain proficiency with 4 weapons of your choice.
  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have or gain Superiority as a class feature, this grants one more usage; otherwise, you have two uses of Superiority, and regain your expended uses when you finish a short or long rest.

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • While mounted when you make a weapon attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Ritual Caster

Prerequisite: Intelligence or Wisdom 13 or higher


You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose ritual spells from that class’s spell list. The class you choose also determines your spellcasting ability for these spells.

If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Second Chance

Fortune favors you when someone tries to strike you. You gain the following benefits:

  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Skilled

You gain proficiency in any combination of 3 skills, tools, or languages of choice.

Skulker

Prerequisite: Dexterity 13 or higher


You are expert at slinking through shadows. You gain the following benefits:

  • You have advantage on any checks to Hide when you are at least Heavily Obscured, and can attempt to Hide if you are only Lightly Obscured.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • You are proficient with improvised weapons, their damage increases to 1d6, or 1d10 when wielded in two hands, and your fists are considered improvised weapons.
  • You can make an attack with an improvised weapon as a bonus action against a creature you are grappling.

Alchemist

Prerequisites: Proficiency with Alchemist's Supplies


You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:

  • You add double your proficiency bonus to any checks you make with your Alchemist's Supplies.
  • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
  • Over the course of any short rest, you can temporarily improve the potency of a potion of healing of any rarity. To use this benefit, you must have alchemist's supplies with you, and the potion must be within reach. For the next 8 hours that potion will restore its maximum number of hit points.

Gourmand

Prerequisites: Proficiency with Cook's Utensils


You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

  • You add double your proficiency bonus to any checks you make with your cook's utensils or relating to food.
  • As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
  • During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils, and other supplies on hand. The meal serves 4 + 2 more for each person who helps you cook the meal (does not count as interrupting their short or long rest), and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.

Heavy Armor Training

Prerequisite: Proficiency with medium armor


You have trained to master the use of heavy armor, gaining the following benefits:

  • You gain proficiency in heavy armor.

Medium Armor Training

Prerequisite: Proficiency with light armor


You have trained to master the use of medium armor and shields, gaining the following benefit:

  • You gain proficiency with medium armor and shields.

Light Armor Training

You have trained to master the use of light armor, gaining the following benefits:

  • You gain proficiency with light armor and bucklers.

Light Armor Master

Prerequisite: Proficiency with light armor


You are agile and hard to pin down in your light armor and gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • If you do not start your turn within the reach of a hostile creature, opportunity attacks from moving are made against you with Disadvantage.
  • You can take the Dodge Action even when your speed is 0.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.