PC Races

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Genasi Traits

Your genasi character has certain characteristics in common with all other genasi.

Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Ability Score Increase. Your Constitution score increases by 2.

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

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

Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Air Genasi

    Ability Score Increase. Your Dexterity score increases by 1.

Flow Through Battle. You can move through the space of hostile creatures as if they were difficult terrain.

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

Mingle with the Wind. When you use the Dash action, you gain a flying speed equal to your movement until the end of your turn. At the end of your turn, you fall if your are still in the air and nothing is keeping you aloft.

Thunder Resistance. You have resistance to thunder damage.

Earth Genasi

    Ability Score Increase. Your Strength score increases by 1.

Earth Walk. You ignore difficult terrain made of earth or stone, and climbing on earth or stone doesn't cost you extra movement.

Siege Muscles. When you hit an object or structure with a melee weapon attack, you can roll one additional weapon damage die when determining the damage from the attack.

Natural Armor. You have hard, rocky skin. When you aren’t wearing armor, your AC is 12 + your Constitution 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.

Stone Resilience. You have advantage on saving throws against becoming poisoned, and you have resistance to poison damage.

Fire Genasi

    Ability Score Increase. Your Intelligence score increases by 1.

Fire Resistance. You have resistance to fire damage.

Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, 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.

Illumination. You can cause portions of your body to illuminate (no action required); such as your hair or eyes. While illuminated, you shed bright light in a 20-foot radius and dim light for an additional 20 feet. You can stop emitting this light at any time.

Water Genasi.

    Ability Score Increase. Your Wisdom score increases by 1.

Amphibious. You can breathe air and water.

Slippery. You have advantage on ability checks and saving throws made to escape a grapple.

Swim. You have a swimming speed of 30 feet.

Call to the Wave. You know the shape water cantrip. When you reach 3rd level, 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.

Acid Resistance. You have resistance to acid damage.

Kobold Traits

Your kobold character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

Size. Kobolds are betweeen 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

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.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity. You have disadvantage on attack rolls and on 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.

Tunnel Expert. You can move through a space as narrow as a 1 foot square without squeezing.

Traps and Oddities. You are proficient in tinker's tools.

In addition, you can create a number of traps equal to your Intelligence modifier (Minimum of one) using a set of artisan's tools during a long rest. You decide the traps function when creating it. The DC for traps created using this feature equals 8 + Your Intelligence modifier + your proficiency bonus.

Weak Frame. You count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift.

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

Artwork by Brynn Metheney

Racial Feats

The following feats are available to kobold characters.

Scale Sorcery

Prerequisite: Kobold


You're capable of performing innate magic through a strong connection to an ancient dragon. You gain the following benefits:

  • Your Charisma score increases by 1, to a maximum of 20.
  • You learn one of the following cantrips of your choosing: acid splash, fire bolt, poison spray, ray of frost, or shocking grasp. Charisma is your spellcasting ability for the chosen spell.
  • You can can cast cause fear and charm person, without expending a spell slot. Once you cast either spell, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for both of these spells.

Dragon Wings

Prerequisite: Dragonborn or Kobold


You sprout draconic wings. With your wings, you have a flying speed of 30 feet as long as you aren't wearing medium or heavy armor, and aren't exceeding your carrying capacity.

Kuo-toa Traits

Your kuo-toa character has the following racial traits.

Ability Score Increase. Your Strength, Intelligence, and Wisdom scores increase by 1.

Age. Kuo-toa reach adulthood at age 5 and can live twice as long as humans, though with their minds twisted by insanity and paranoia they rarely live that long.

Size. Kuo-toa are usually 5 feet tall and weigh between 140 and 180 pounds. You size is Medium.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Amphibious. You can breathe air and water.

Otherworldly Perception. You gain proficiency in the Perception skill.

In addition, You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.

Restrain, Don't kill. You have proficiency with Nets.

Bite. Your abnormally large fish-like head contains rows of tiny, razor sharp teeth, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Natural Armor. Your slick, oily scales causes both armor and attacks to glide off your body. You gain a +1 bonus to your AC, but you gain no benefit from wearing armor. You still gain the benefits of using a shield.

Slippery You have advantage on ability checks and saving throws made to escape a grapple.

Superior Darkvision. Accustomed to the murky depths and eternal twilight of the underdark, 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.

Sunlight Sensitivity. You have disadvantage on attack rolls and on 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.

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

Racial Feats

The following feats are available to kuo-toa characters.

Kuo-toan Martial Arts

Prerequisite: Kuo-toa


You've spent time in deep meditation to control your madness, channeling that energy into your webbed fist.

  • Increase your Dexterity, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • When you hit a creature using an unarmed strike, you can deal an additional 1d4 lightning damage, and the target can't take reactions until the end of your next turn.

Orc Traits

Your orc character has the following racial traits.

Ability Score Increase. Your Strength and Constitution scores increase by 2.

Age. Orcs reach adulthood at age 12 and rarely live past 50 years, killed-off when they start showing signs of weakness from age.

Alignment. Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They usually favor chaotic alignments, though rarely are good.

Size. Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. You size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet 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 grey.

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

Menacing. You gain proficiency in the Intimidation skill.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Vengeful Strike. When you are reduced to 0 hit points, you can use a reaction to make a single attack. You can't use this trait again until you finish a long rest.

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

Satyr Traits

Your Satyr character gains the following traits.

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. The magical essence of the Fey grants the Satyr a suitably long lifespan. They mature at the age of 30 and can live up to 250 years on average.

Alignment. Satyrs have a chaotic nature, taking what they want from others to feed their own insatiable appetite for pleasure.

Size. Satyrs are the same height and weight as humans, if not a few inches taller. Your size is medium.

Speed. Your base walking speed is 35 feet.

Fey. Your creature type is fey, instead of humanoid.

Light of Heart. You have advantage on saving throws against being charmed or frightened, and magic can't put you to sleep.

Hedonism. You gain proficiency with brewer's supplies for the purpose of making wine, and in one of these skills: Deception, Perception Persuasion, Performance, Sleight of Hand, or Stealth.

Revelry. You gain proficiency with one Gaming Set or Musical Instrument of your choice.

Enchanting Melodies. You can use musical instruments you are proficient with as a focus for any spells you cast. Additionally, you know the friends cantrip. Once you reach 3rd level, you can cast the charm person, cause fear, or sleep spell with this trait using a musical instrument as your focus. Once you cast any of these spells, you can't cast a spell again with this trait until you finish a short or long rest. Charisma is your spellcasting ability for these spells.

Horns. Your set of horns is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

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

Succubus/Incubus Traits

Your succubus/incubus character has the following racial traits.

Ability Scores. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Succubus & incubus mature at the same rate as humans, though they tend to live for a number of indeterminate years as long as they continue to feast on souls periodically.

Alignment. Succubus & incubus tend to be seen as creatures of carnal and chaotic nature; however, even they live with a strict set of rules when it comes to collecting souls. As such many tend to fall into the category of Lawful Evil or Neutral Evil.

Size. Succubus & incubus have about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your fiendish 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.

Fiend. Your creature type is fiend, rather than humanoid. You also have resistance to fire damage.

Charming Influence. You gain proficiency in your choice of either the Persuasion or Deception skill.

Soulful Gaze. Your eyes pierce through the flesh and physicality of creatures and peer directly into their soul. As an action, you can study the soul of a creature within 10 feet of you and learn a general idea of what they truly most desire. Some possible desires might be: wealth, love, hunger, knowledge, or forgiveness. This trait has no effect on creatures lacking a soul, such as constructs.

You can use this information anytime while the creature still craves this desire. You gain advantage on Charisma checks while interacting with that creature, and it has disadvantage on saving throws against being charmed by you when enticing the creature towards their desire.

Once you use this trait, you can’t use it again until you finish a short or long rest.

Concealed Nature. Once you reach 3rd level, you develop additional physical features that accentuate your fiendish nature, including a pair of bat-like wings. You have a flying speed of 30 feet while you aren’t wearing medium or heavy armor.

As a bonus action, you can reveal or conceal any number of your fiendish features, making their benefits, if any, inert while concealed. You can't sprout your wings while wearing armor that doesn't accommodate for them.

You are considered a shapechanger for spells and effects that specify them, such as the moonbeam spell or truesight.

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

Artwork by Mark Winters ©Wizards of the Coast