Version 1.7
* Updated
** Homebrew
Races: Updated & Expanded
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Animated Armor **
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Aarokocra
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Aasimar *
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Bugbear
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Centaur
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Changeling
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Dragonborn *
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Dhampir **
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Dwarf
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Elf
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Fairy **
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Firbolg
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Genasi *
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Gith
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Gnome
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Goblin
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Goliath *
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Half-Elf
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Half-Orc
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Halfling
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Hobgoblin
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Human
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Kalashtar
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Kenku
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Kobold
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Leonin
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Lizardfolk
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Loxodon
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Mind Flayer **
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Minotaur
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Orc
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Rakshasa **
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Satyr
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Shifter
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Simic Hybrid
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Tabaxi
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Tiefling **
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Tortle
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Triton
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Troll **
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Vedalken
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Warforged
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Yuan-ti Pureblood *
Animated Armor
Animated Armor Names
An animated armor's name is usually bestowed by its creator. Sometimes, however, they forget their names. When this happens, a name can be given to them by a new owner or partner, or they can come up with a name themselves. When an animated armor comes up with a name for itself, it's usually something simple, something they see around them or remember from their past. Really, any name will do, whether it's based on their function, their appearance, or their surroundings. Some are based on the creator's native tongue, whatever that may be.
Animated Armor Traits
A suit of armor that is given life through magic and is assigned a task. Often they are left behind by their creators, left to lie dormant for hundreds of years only to wake up and seek out a new purpose.
Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1 (your choice).
Age. A typical animated armor is between two and thirty years old. The maximum lifespan of the animated armor remains a mystery; so far, animated armor have shown no signs of deterioration due to age.
Alignment. Most animated armor take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality — or lack thereof — of the beings with which they served.
Size. Though armors vary in size and shape, an animated armor's height is based on the race it's armor was designed to be worn by while its weight corresponds to the armor to which it's bound. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Blindsight. You can perceive your surroundings without relying on sight within a specific radius. You have a blindsight range of 30 feet, but are blind beyond this radius.
Living Armor. You exist within a suit of armor, represented by the following benefits.
- You are immune poison and disease.
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep, and magic can’t put you to sleep.
Soulbound. Your soul is bound to a set of non-magical light armor of your choice.
- You are proficient with light armor.
- Over the course of a short or long rest you perform an hour-long ritual to transfer your consciousness into another suit of armor with which you have proficiency. You must remain within 5 feet of the armor during the entire ritual or the transfer fails.
- While you live, you can't be removed from your armor against your will.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Antimagic Susceptibility. You are incapacitated while in the area of an antimagic field. If targeted by dispel magic, you must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While you remain motionless, you are indistinguishable from a normal suit of armor.
Languages. You can speak, read, and write Common.
Aarokocra
Aarakocra Names
As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.
An aarakocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.
Aarakocra Traits
As an aarakocra, you have certain traits in common with your people.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
Alignment. Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Languages. You can speak, read, and write Common, Aarakocra, and Auran.
Aasimar
Aasimar Names
Most aasimar are born from human parents, and they use the same naming conventions as their native culture.
Aasimar Traits
Your aasimar character has the following racial traits.
Ability Score Increase. Your Charisma score increases by 2.
Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
Size. Aasimar have the same range of height and weight as humans.
Speed. Your base walking speed is 30 feet.
Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.
Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
Languages. You can speak, read, and write Common and Celestial.
Fallen
An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen — a group of aasimar whose inner light has been replaced by shadow.
Ability Score Increase. Your Strength score increases by 1.
Necrotic Shroud. Starting at 5th level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back.
Your transformation lasts until the end of your next turn. Enemy creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Once you use this trait, you can't use it again until you finish a short or long rest.
Protector
Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.
Ability Score Increase. Your Wisdom score increases by 1.
Radiant Soul. Starting at 5th level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 60 feet.
Once you use this trait, you can't use it again until you finish a long rest.
Scourge
Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil — a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.
Ability Score Increase. Your Constitution score increases by 1.
Radiant Consumption. Starting at 5th level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up).
Once you use this trait, you can't use it again until you finish a long rest.
Bugbear
Bugbear Traits
Your bugbear character has the following racial traits.
Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
Age. Bugbears reach adulthood at age 16 and live up to 80 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 be chaotic evil.
Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.
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.
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.
Surprise Attack. 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.
Languages. You can speak, read, and write Common and Goblin.
Centaur
Centaur Names
Centaurs’ given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory — and, the centaurs believe, some shard of the spirit — of the departed. Centaurs don’t use family names, but they wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric.
Male Names: Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi, Orval, Radovas, Radom, Rostis, Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog
Female Names: Daiva, Dunja, Elnaya, Galisnya, Irinya, Kotyali, Lalya, Litisia, Madya, Mira, Nedja, Nikya, Ostani, Pinya, Rada, Raisya, Stasolya, Tatna, Zhendoya, Zoria
Centaur Traits
Your centaur character has the following racial traits. These traits are also suitable for the centaurs of other worlds where there are centaurs of fey origin. These centaurs are smaller than the non-fey centaurs that roam in some realms.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Centaurs mature and age at about the same rate as humans.
Alignment. Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral.
Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Fey. Your creature type is fey, rather than humanoid.
Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.
In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Survivor. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Languages. You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.
Changeling
Changeling Names
A changeling might use a different name for each mask and persona and adopt new names as easily as they develop new faces. The true name of a changeling tends to be simple and monosyllabic; however, there are often accents to a changeling’s name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name Jin, but one is Jin-with-vivid-blue-eyes and one is Jin-with-golden-cheeks.
Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many others.
Changeling Names: Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug.
Changeling Traits
Your changeling character has the following traits.
Ability Score Increase. Your Charisma score increases by 2, and one ability score of your choice increases by 1.
Age. Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.
Alignment. Changelings tend toward pragmatic neutrality, and few changelings embrace evil.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
Languages. You can speak, read, and write Common and two other languages of your choice.
Dragonborn
Dragonborn Names
Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
Dragonborn Traits
Your draconic heritage manifests in a variety of traits you share with other dragonborn.
Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
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 for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
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.
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Draconic Ancestry
Dragon | Damage Type | Breath Weapon |
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Black | Acid | 5 by 30 ft. line (Dex. save) |
Blue | Lightning | 5 by 30 ft. line (Dex. save) |
Brass | Fire | 5 by 30 ft. line (Dex. save) |
Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Copper | Acid | 5 by 30 ft. line (Dex. save) |
Gold | Fire | 15 ft. cone (Dex. save) |
Green | Poison | 15 ft. cone (Con. save) |
Red | Fire | 15 ft. cone (Dex. save) |
Silver | Cold | 15 ft. cone (Con. save) |
White | Cold | 15 ft. cone (Con. save) |
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1). When you finish a short or long rest, you regain all expended uses.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Dhampir
Dhampir Names
Lacking a culture and unified traditions, dhampirs share humans’ predilection for a diversity of names, and most keep their human birth names. Many dhampirs take their mother’s surname, while others take the surname of the towns or regions in which they were born, or use a surname derived from a significant event.
Dhampir Traits
Your dhampir character has a variety of supernatural abilities, the result of their vampiric ancestry.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Dhampirs are long lived thanks to their vampire heritage. They reach adulthood at the same rate as a human, but can live for several hundred years.
Alignment. Most dhampirs succumb to the evil within their blood. They are unnatural creatures, and the foul influence of their undead heritage makes an evil outlook difficult to overcome. Those who struggle against their wicked natures rarely progress beyond a neutral outlook.
Size. Dhampir have the same range of height and weight as humans.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. Cursed by your vampire heritage, you can easily see through darkness. 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.
Vampiric Magic. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Bite. Your fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Once per turn, when you hit a humanoid creature with your bite attack you regain hit points equal to your Constitution modifier (minimum of 1).
Languages. You can speak, read, and write Common.
Dwarf
Dwarf Names
A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.
Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal
Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra
Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart
Dwarf Traits
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.
Ability Score Increase. Your Constitution score increases by 2.
Age. Dwarves mature at the same rate as humans, but they’re 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. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
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 (explained in the “Combat” section).
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.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Gray Dwarf (Duergar)
Ability Score Increase. Your Strength score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Extra Language. You can speak, read, and write Undercommon.
Duergar Resilience. You 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 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.
Hill Dwarf
As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerûn in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.
Ability Score Increase. Your Wisdom score increases by 1.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Mark of Warding Dwarf
The Mark of Warding helps its bearers protect things of value. Using the mark, a dwarf can weave wards and seal portals with mystic force. It also provides its bearer with an intuitive understanding of locks and mechanisms used to protect and seal. The decision each heir has to make is whether they’ll use this power to keep things safe, or whether they’re more interested in opening locks and taking what’s inside.
Ability Score Increase. Your Dexterity and Intelligence scores increase by 1.
Master of Locks. When you make an Intelligence (History), Intelligence (Investigation), or Thieves’ Tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Wards and Seals. You can use your mark to cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock 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.
Mountain Dwarf
As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerûn, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves.
Ability Score Increase. Your Strength score increases by 2.
Dwarven Armor Training. You have proficiency with light and medium armor.
Elf
Elf Names
Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia
Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)
Elf Traits
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, 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 750 years old.
Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, 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.
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. (The Common word for such meditation is “trance.”) 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.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Aereni High Elf
Aerenal is ruled by the Undying Court, a council of undead elves sustained by positive energy. The Undying Court wields godlike power and has protected your island home for thousands of years. The greatest heroes of your people join the Undying Court after death; if you achieve great things in your life, you too could achieve this immortality.
Ability Score Increase. Your Intelligence score increases by 1.
Aereni Elf. An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language. You can speak, read, and write one extra language of your choice.
Aereni Wood Elf
Aerenal is ruled by the Undying Court, a council of undead elves sustained by positive energy. The Undying Court wields godlike power and has protected your island home for thousands of years. The greatest heroes of your people join the Undying Court after death; if you achieve great things in your life, you too could achieve this immortality.
Ability Score Increase. Your Wisdom score increases by 1.
Aereni Elf. An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Dark Elf (Drow)
Descended from an earlier subrace of elves, the drow were banished from the surface world for following the goddess Lolth down the path of evil. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. Also called dark elves, the drow have skin that resembles charcoal or obsidian, as well as stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.
Drow adventurers are rare. Check with your Dungeon Master to see if you can play one.
Ability Score Increase. Your Charisma score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
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.
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Eladrin
Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin’s mood:
Autumn is the season of peace and goodwill, when summer’s harvest is shared with all.
Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.
Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes.
Summer is the season of boldness and aggression, a time of unfettered energy.
Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.
The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.
Autumn
d4 | Autumn Personality Trait |
---|---|
1 | If someone is in need, you never withhold aid. |
2 | You share what you have, with little regard for your own needs. |
3 | There are no simple meals, only lavish feasts. |
4 | You stock up on fine food and drink. You hate going without such comforts. |
d4 | Autumn Flaw |
1 | You trust others without a second thought. |
2 | You give to others, to the point that you leave yourself without necessary supplies. |
3 | Everyone is your friend, or a potential friend. |
4 | You spend excessively on creature comforts. |
Winter
d4 | Winter Personality Trait |
---|---|
1 | The worst case is the most likely to occur. |
2 | You preserve what you have. Better to be hungry today and have food for tomorrow. |
3 | Life is full of dangers, but you are ready for them. |
4 | A penny spent is a penny lost forever. |
d4 | Winter Flaw |
1 | Everything dies eventually. Why bother building anything that is supposedly meant to last? |
2 | Nothing matters to you, and you allow others to guide your actions. |
3 | Your needs come first. In winter, all must watch out for themselves. |
4 | You speak only to point out the flaws in others’ plans. |
Spring
d4 | Spring Personality Trait |
---|---|
1 | Every day is the greatest day of your life. |
2 | You approach everything with enthusiasm, even the most mundane chores. |
3 | You love music and song. You supply a tune yourself if no one else can. |
4 | You can’t stay still. |
d4 | Spring Flaw |
1 | You overdrink. |
2 | Toil is for drudges. Yours should be a life of leisure. |
3 | A pretty face infatuates you in an instant, but your fancy passes with equal speed. |
4 | Anything worth doing is worth doing again. |
Summer
d4 | Summer Personality Trait |
---|---|
1 | You believe that direct confrontation is the best way to solve problems. |
2 | Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply. |
3 | You stand tall and strong so others can lean on you. |
4 | You maintain an intimidating front. It’s better to prevent fights with a show of force than to harm others. |
d4 | Summer Flaw |
1 | You are stubborn. Let others change. |
2 | The best option is one that is swift, unexpected, and overwhelming. |
3 | Punch first. Talk later. |
4 | Your fury can carry you through anything. |
Ability Score Increase. Your Charisma score increases by 1.
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; if the effect requires a saving throw, the 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).
Eladrin (Variant)
This version of the eladrin originally appeared in the Dungeon Master's Guide as an example for creating your own subraces.
Creatures of magic with strong ties to nature, eladrin live in the twilight realm of the Feywild. Their cities sometimes cross over to the Material Plane, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.
Ability Score Increase. Your Intelligence score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fey Step. You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.
High Elf
As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races.
The sun elves of Faerûn (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.
Ability Score Increase. Your Intelligence score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language. You can speak, read, and write one extra language of your choice.
Mark of Shadow Elf
The Mark of Shadows lets an elf weave illusions from shadows, crafting sounds and images to distract or delight. The mark also allows its bearer to draw on the shadows, making it an easy matter to avoid detection or even disappear while in plain sight. It is a valuable tool for an entertainer, a spy, or an assassin.
Ability Score Increase. Your Charisma score increases by 1.
Natural Talent. You gain proficiency with one musical instrument or the Performance skill.
Gift of the Shadows. When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Shape Shadows. You know the minor illusion cantrip. Charisma is your spellcasting ability for this trait.
Slip Into Shadow. You can use the Hide action as a bonus action, even if you have no cover or if you’re under observation. Regardless of whether you succeed or fail, once you use this ability, you can’t use it again until you finish a short or long rest.
Sea Elf
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.
Ability Score Increase. Your Constitution score increases by 1.
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.
Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
Languages. You can speak, read, and write Aquan.
Shadar-kai
Sworn to the Raven Queen’s service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.
Ability Score Increase. Your Constitution score increases by 1.
Necrotic Resistance. You have resistance to necrotic damage.
Blessing of the Raven Queen. 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.
Valenar High Elf
Your people are dedicated to the arts of war. Millenia ago, your ancestors fought an epic war against mighty giants. When they came to Khorvaire, they battled the champions of the goblin empire. The greatest heroes of those struggles live on after death, known as the patron ancestors. When you became an adult, one of the patron ancestors formed a bond with you. Now it is your duty to follow in the footsteps of your patron, living your life as they lived theirs, allowing this champion to live on through you. This is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
Ability Score Increase. Your Intelligence score increases by 1.
Valenar Elf. A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language. You can speak, read, and write one extra language of your choice.
Valenar Wood Elf
Your people are dedicated to the arts of war. Millenia ago, your ancestors fought an epic war against mighty giants. When they came to Khorvaire, they battled the champions of the goblin empire. The greatest heroes of those struggles live on after death, known as the patron ancestors. When you became an adult, one of the patron ancestors formed a bond with you. Now it is your duty to follow in the footsteps of your patron, living your life as they lived theirs, allowing this champion to live on through you. This is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
Ability Score Increase. Your Wisdom score increases by 1.
Valenar Elf. A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. 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
As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerûn, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.
Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
Ability Score Increase. Your Wisdom score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Fairy
Race Details
Fairies are nature's immature answer to elves. They are chaotic even with their laws. They are shy and reclusive and adore playing tricks and pranks, seldom bothering outsiders otherwise unless their curiosity gets the better of them.
Fairies rarely reach over 1 foot tall, and their wings come in many designs and patterns, ranging from butterfly to beetle. They often look like tiny elves, with pointed ears and ranging skin tones. They carry the normal array of human skin tones as well as light shades of the rest of the spectrum of colors, coming from light shades of red to copper and bronze.
They can even carry small attributes of the insect family they hail from, including antennae, fluff, and the wing styles. Their eyes often look like a molten liquid but the pupils can be visible if you can ever get a close enough look. They love vibrantly colored clothes or shiny metal armor, something that speaks about their personality on a level that other pixies and some people can understand.
Fairies will often take on the names of humans or elves, and sometimes those of the plants and trees that they find their homes in.
Fairy Traits
They are shy and reclusive flying fey creature that adores playing tricks and pranks on others.
Ability Score Increase. Your Dexterity score increases by 2, and your Strength score decreases by 2.
Age. It's unknown how long a fairy actually lives, however, it's speculated they reach maturity at the same time as a human child and can live to be an average of at least 150 years old.
Alignment. Fairies can be of any alignment but tend to lean more towards chaotic because of their playful trickster nature.
Size. All fairies are very small in stature. Your size is tiny.
Speed. Your base walking speed is 20 feet.
Fey. Your creature type is fey, rather than humanoid.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Invisibility. As an action, you can become invisible for 1 minute, or until you attack or cast a spell, or your concentration ends (as if you were concentrating on a spell). Any equipment your are carrying or wearing turns invisible with you. Once you use this trait, you can't do so again until you complete a long rest.
Tiny Hands. Unless a weapon is made for use by tiny creatures, a tiny creature can only wield a light weapon and requires two hands when they Attack with it.
Languages. You can speak, read, and write Common and Sylvan.
Brownie
Brownie are helpful little faeries that inhabit human dwellings. They will help around the house, fixing things and occasionally cooking, but only in the dead of night. They hate to be seen, but love to have food left out for them, especially porridge and honey.
Ability Score Increase. Your Wisdom score increases by 2.
Nimble. Your walking speed is 30 feet, and you have advantage on Dexterity (Acrobatics) checks.
Assistant Artisan. You gain proficiency in one skill and two tools of your choice.
Homemaker. You learn the mending cantrip. Once per short or long rest, you can cast the goodberry spell, and can replace the material components with any food item. Wisdom is your spellcasting ability for these spells.
Pixie
Pixies are tiny joyful fairies with luminous butterfly-like wings. They are extremely joyous and curious, and they love to meet new people. They wear intricate clothing made of leaves and acorns which they take great pride in.
Ability Score Increase. Your Charisma score increases by 1.
Faerie Wings. You have a pair of wings, and a flying speed of 30 feet. You cannot use this flying speed while wearing medium or heavy armor.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Pixie Magic. You know the druidcraft cantrip.
Sprite
Sprite are war-like fairies with dragonfly wings. They are tiny but tough and will do anything to protect their homes. They can judge the morals of a creature simply by touching them, and if they aren't satisfied they fend them off with their tiny bows.
Ability Score Increase. Your Constitution score increases by 1.
Faerie Wings. You have a pair of wings, and a flying speed of 40 feet. You cannot use this flying speed while wearing medium or heavy armor.
Heart Sight. As an action, you can sense the feelings of one creature you touch. You know the creature's current emotional state. The target must make a Charisma saving throw (DC equals 8 + your Proficiency bonus + your Wisdom modifier) or you also know the creature's alignment.
Celestials, fiends, and undead automatically fail the saving throw. Once you use this feature you cannot use it again until you complete a short or long rest.
Sprite Bow. You gain proficiency with a special tiny bow, which deals 1d4 piercing damage, has the two-handed property, and has a range of 30/90.
You can summon one of these bows as an action and you can summon ammunition as part of your Attacks made with it. A bow summoned this way disappears if it is more than 5 feet of you and summoned ammunition disappears after your attack hits or misses.
Sleep Toxin. You gain proficiency with the Poisoner's Kit and Herbalism Kit.
In addition, using your Herbalism Kit and Poisoner's Kit you can spend a short rest to gather herbs and use them to brew a magical sleep toxin. Once before your next short or long rest, when you make a weapon attack you can use a bonus action to apply your sleep toxin to the attack. On a hit, the creature must succeed a Constitution saving throw (DC equals 8 + your Proficiency bonus + your Wisdom modifier) or be poisoned for 1 minute.
If the creature fails by 5 or more the poisoned creature falls unconscious for the same duration or it takes damage or another creature takes an action to shake it awake.
Firbolg
Firbolg Names
Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest’s children by their deeds, habits, and other actions.
By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it “home.”
Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish.
Firbolg Traits
Your firbolg character has the following racial traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.
Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.
Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Languages. You can speak, read, and write Common, Elvish, and Giant.
Genasi
Genasi Names
Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.
Genasi Traits
Your genasi character has certain characteristics in common with all other genasi.
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.
Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Air Genasi
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.
Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
Ability Score Increase. Your Dexterity score increases by 1.
Cold Resistance. You have resistance to cold damage.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Auran Legacy. You know the gust cantrip. Once you reach 3rd level, you can cast the levitate spell once with this trait as a 2nd-level spell, requiring no material components, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the gaseous form spell once with this trait as a 3rd-level spell, targeting only yourself and requiring no material components, and you regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.
Earth Genasi
As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.
Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
Ability Score Increase. Your Strength score increases by 1.
Tremorsense. You can detect and pinpoint the origin of vibrations within 10 feet of you, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Terran Legacy. You know the mold earth cantrip. Once you reach 3rd level, you can cast the earth tremor spell once with this trait as a 2nd-level spell, requiring no material components, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the meld into stone spell once with this trait as a 3rd-level spell, requiring no material components, and you regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.
Fire Genasi
As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.
Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
Ability Score Increase. Your Intelligence score increases by 1.
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. 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.
Water Genasi
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.
Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.
Ability Score Increase. Your Wisdom score increases by 1.
Acid Resistance. You have resistance to acid damage.
Amphibious. You can breathe air and water.
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.
Gith
The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.
Gith Traits
Your character shares the following traits with other gith.
Ability Score Increase. Your Intelligence score increases by 1.
Age. Gith reach adulthood in their late teens and live for about a century.
Size. Gith are taller and leaner than humans, with most a slender 6 feet in height.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Gith.
Githyanki
The brutal githyanki are trained from birth as warriors.
Ability Score Increase. Your Strength score increases by 2.
Alignment. Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.
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.
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 the jump spell 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.
Githzerai
In their fortresses within Limbo, the githzerai hone their minds to a razor’s edge
Ability Score Increase. Your Wisdom score increases by 2.
Alignment. Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.
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 the shield spell 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.
Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components
Gnome
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.
Gnome Traits
Your gnome character has certain characteristics in common with all other gnomes.
Ability Score Increase. Your Intelligence score increases by 2.
Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
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.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Deep Gnome
Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.
When you create a gnome character, you may choose the deep gnome as an alternative to the subraces in the Player’s Handbook.
Ability Score Increase. Your Dexterity score increases by 1.
Age. Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.
Alignment. Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others.
Size. A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain.
Languages. You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands.
Forest Gnome
As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.
Ability Score Increase. Your Dexterity score increases by 1.
Natural Illusionist. You know the minor illusion cantrip. 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.
Mark of Scribing Gnome
The Mark of Scribing deals with communication — both the written and spoken word. A gnome who bears the mark can feel words as though they are living creatures, struggling to make their meaning known. The mark provides a range of gifts. It translates languages, but it also allows its bearer to speak to others at a distance and to inscribe their words wherever they wish.
Ability Score Increase. Your Charisma score increases by 1.
Gifted Scribe. You are proficient with calligrapher’s supplies and the forgery kit. When you make an ability check using either one of these tools, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Scribe’s Insight. You can cast comprehend languages once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for it.
Whispering Wind. You know the cantrip message. Intelligence is your spellcasting ability when casting it.
Extra Language. You can speak, read, and write one extra language of your choice.
Rock Gnome
As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.
Ability Score Increase. Your Constitution score increases by 1.
Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
- Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
- Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
- Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Goblin
Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat, just as in their own society lower castes must scrape before those of greater status and as goblin tribes bow before other goblinoids.
Goblin Traits
Your goblin character has the following racial traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Goblins reach adulthood at age 8 and live up to 60 years.
Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 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.
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 can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. You can speak, read, and write Common and Goblin.
Goliath
Goliath Names
Every goliath has three names: a birth name assigned by the newborn’s mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.
Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it.
A goliath’s nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual’s notable deeds.
Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.
Birth Names: Aukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak
Nicknames: Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter
Clan Names: Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga
Goliath Traits
Goliaths share a number of traits in common with each other.
Ability Score Increase Your Strength score increases by 2.
Age Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Alignment Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self- sufficiency and personal accountability, pushes them toward neutrality.
Size Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
Speed Your base walking speed is 30 feet.
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.
Languages You can speak, read, and write Common and Giant.
Fireborn
Living in the hottest areas of the world, Goliath descended from Fire Giants are a stout and short-tempered bunch. Many are held as captive workers for their Giant kin, but those who are desire nothing more than to kill their captors. They are often devious and make long term plans that they will do all in their power to accomplish. Fireborn Goliath are roughly the same size as their Mountain brethren. Their hair ranges from red to orange or white, often reflecting the colors seen in the flames themselves. Males may have facial hair, but they do not often grow hair on their heads, though it has been known to occur. They also tend to have pupil-less eyes of white, black, red or orange. Skin tones are various shades of gray to black, sometimes with hints of red.
Ability Score Increase Your Charisma Score increases by 1.
Volcanic Warrior You have proficiency in Smith's tools, and two martial weapons of your choice.
Fire in the Veins You’re acclimated to heated environments. You're naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide. You also have resistance to Fire damage.
Frostborn
Called Shepherds of the Snow, Frostborn Goliath were the last of the sub races to be found. Living almost exclusively in the deep polar climates, these Goliath maintain small familial groups that tend to follow game. Almost impossible to see against the snow, Frostborn Goliath have skin that is pale white to light blue, with hair colors to match and eyes that are icy blue with no pupils. They stand over 7 ½ feet to just over 8 feet tall, and weight between 400 and 600 pounds. Females have high status in the familial groups, often acting as the leader.
Ability Score Increase Your Wisdom Score increases by 1.
Hoarfrost You can focus on your icy nature to coat your weapons in a thin layer of frost. As a bonus action, you can cover one weapon you wield (including natural weapons and unarmed strikes) with a thin layer of freezing ice; your next attack deals additional Cold damage equal to your Wisdom modifier.
You can use this trait a number of times equal to your Wisdom modifier. You regain uses of this trait after you finish a long rest.
Glacial Endurance You’re naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. You also have resistance to Cold damage.
Hillborn
Forming small barbarian-like tribes in the rolling fields, Hillborn Goliath are descended from Hill Giants and, as such, are the smallest of their kin. They are often mistaken for large Humans, standing at just around 7 feet tall and weighing up to 400 pounds.
Despite their smaller stature compared to other Goliath, they are typically the stoutest, corded with thick muscle and heavy facial features. Their skin ranges from pale to tan like that of Humans, and they have hair and eye colors to match, males often growing their facial hair long.The mingling of Hill Giant and Human blood yields unexpected strength and fortitude from their dual parentage, often exceeding that of other Goliath. Though they are not the smartest or wisest of their kin, they are often the fiercest and most reckless warriors because of it, fearing nothing in battle.
Hill Goliath are not very quick, relying instead on raw power in their movements and strikes. Despite their ferocity, Hill Goliath take from their Giant parentage a fondness for naps and they are rather dull conversationalists.
Ability Score Increase Your Constitution Score increases by 2, and your Intelligence Score decreases by 1.
Battle Shout As a fierce and reckless warrior in battle, you can use an Action to let out a savage battle cry that has one of the following effects (your choice):
Inspire. You utter a rousing bellow. Allies within 15 feet of you gain a d10 inspiration die. Once within the next minute, they can roll the die and add the number rolled to an attack roll, or saving throw it makes. They can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails.
Intimidate. You utter a savage howl. Enemies within 15 feet of you are startled and have disadvantage on their next attack before the start of your next turn. Once you use this trait, you cannot use it again until you finish a long rest.
Strong Stomach You have advantage on saving throws against ingested poison and have resistance to poison damage from ingested poison.
Slow and Steady Your speed is 25 rather than 30.
Stoneborn
The most widely known type of Goliath. They are hearty, strong creatures normally seen in and around northern mountainous areas. Males are generally devoid of hair, while females have long hair that is dark brown or black, usually braided. Skin tones range from pale white to light brown, often with darker brown or blue markings across their body. They have pupil-less white or blue eyes. Many are said to look as though they were carved from stone. They are one of the smallest Goliath, and stand from just under 7 feet to near 8 feet tall, and weight up to 400 pounds.
Ability Score Increase Your Constitution Score increases by 1.
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.
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.
Stormborn
Few things in the world are more fearsome to see than a Cloud or Storm Giant. The tallest of Giants, standing near 25 feet tall, their blood has lent itself to very powerful Goliath, but ones that are mindful of their surroundings and that are slower to act. Stormborn Goliath stand almost exclusively over 8 feet tall, weighing over 500 pounds, and have skin that ranges in color from light blue to light purple to blue-green. They have piercing green or violet eyes with no pupils and long hair that varies in color from silver to faint blue or purple. Males often have facial hair, though it is not uncommon to see them without. Most grow up in coastal regions, and can often be found working on ships, where they tend to feel very at home
Ability Score Increase Your Intelligence Score increases by 1.
Storm's Wrath As an action on your turn, you can choose for one of the following effects to occur.
Thunder. All creatures within 5 feet must make a Constitution saving throw or suffer 2d6 thunder damage.
Lightning. A bolt of lightning streaks out in a 15 foot long, 5 foot wide line. All creatures in the line must make a Dexterity saving throw or suffer 2d6 lightning damage. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1). When you finish a short or long rest, you regain all expended uses.
Storm's Strength You have resistance to lightning or thunder damage (your choice). In addition, you have advantage on Strength saving throws against being moved.
Half-Elf
Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Half-Elf Names
Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.
Half-Elf Traits
Your half-elf character has some qualities in common with elves and some that are unique to half-elves.
Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
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 share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.
Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your elf 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility. You gain proficiency in two skills of your choice.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
Mark of Detection Half-Elf
The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the bearer to draw connections and interpret clues others might miss. By actively drawing on its powers, the bearer can detect poisons and study the energies of magic.
Ability Score Increase. Your Intelligence and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1.
Deductive Intuition. When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Sense Threats. You can cast the detect magic and detect poison and disease spells, but only as rituals. Intelligence is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Elvish.
Mark of Storm Half-Elf
Wind and water welcome the half-elf who carries the Mark of Storms. The wind catches them when they fall, and they swim with remarkable speed. Those who possess the Greater Dragonmark and dragonshard focus items can call on even greater powers, shaping the weather and calling on the power of the storm.
Ability Score Increase. Your Dexterity and Charisma scores both increase by 1. One other ability score of your choice increases by 1.
Sea Monkey. Your base walking speed is 30 feet, and you have a swim speed of 30 feet.
Windwright’s Intuition. When you make a Dexterity (Acrobatics) check or any ability check involving operating or maintaining a water or air vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Storm’s Blessing. You have resistance to lightning damage.
Headwinds. You know the gust cantrip. When you reach 3rd level, you can cast the gust of wind spell once with this trait and regain the ability to do so when you finish a long rest.
Languages. You can speak, read, and write Common and Elvish.
Half-Orc
Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.
Half-Orc Names
Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.
Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk
Female Orc Names: Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen, Yevelda
Half-Orc Traits
Your half-orc character has certain traits deriving from your orc ancestry.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
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 inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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 weapon 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.
Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
Mark of Finding Half-Orc
The Mark of Finding only manifests on half-orcs. If your character has the Mark of Finding, these traits replace the Ability Score Increase, Menacing, Relentless Endurance, and Savage Attacks given in the Player’s Handbook.
Despite their orcish blood, heirs of the Mark of Finding often resemble their human parents in appearance and temperament. When you create your character, decide if the signs of your orcish ancestry are obvious or subtle.
Ability Score Increase. Your Strength and Wisdom scores both increase by 1. In addition, one ability score of your choice increases by 1.
Hunter’s Intuition. Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Imprint Prey. As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it.
When you are tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a general sense of its location. Your attacks against it ignore half cover. If you can’t see the target when you attack it, your inability to see it doesn’t impose disadvantage on the attack roll. Likewise, your quarry doesn’t doesn’t gain advantage on attack rolls against you due to being hidden or invisible. Once you use this trait, you cannot use it again until you finish a short or long rest.
Nature’s Voice. When you reach 3rd level you gain the ability to cast locate animals or plants, but only as a ritual.
Halfling
The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.
Halfling Traits
Your halfling character has a number of traits in common with all other halflings.
Ability Score Increase. Your Dexterity score increases by 2.
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 lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
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.
Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
Lightfoot Halfling
As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.
Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows.
Ability Score Increase. Your Charisma score increases by 1.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Mark of Healing Halfling
A halfling with the Mark of Healing can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the mark helps its bearer sense the nature of maladies and afflictions and find the best solution. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh.
Ability Score Increase. Your Wisdom score increases by 1.
Medical Intuition. When you make a Wisdom (Medicine) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Healing Touch. As an action, you can draw power from your dragonmark to spend one of your Hit Dice and revitalize yourself or a creature you touch. Roll the die, add your Wisdom modifier, and the creature regains a number of hit points equal to the total. Once you use this trait, you can’t use it again until you finish a short or long rest.
Jorasco's Blessing. You know the cantrip spare the dying. Charisma is your spellcasting ability for this.
Mark of Hospitality Halfling
They may not always have gold, but a halfling with the Mark of Hospitality is sure to be rich in friends. The magic of the mark allows the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others, setting troubled minds at ease — a powerful tool, though it can cause anger if abused.
Ability Score Increase. Your Charisma score increases by 1.
Innkeeper's Charms. You know the cantrips friends and prestidigitation. Charisma is your spellcasting ability for them.
Ever Hospitable. When you make a Charisma (Persuasion) check or an ability check involving Brewer's Supplies or Cook's Utensils, you can roll one Intuition die (a d4) and add the number rolled to the ability check.
Stout Halfling
As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they’re most common in the south.
Ability Score Increase. Your Constitution score increases by 1.
Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Hobgoblin
War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don’t feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal.
Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Every legion in the hobgoblins’ entire society forever stands prepared for war.
Hobgoblin Traits
Your hobgoblin character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
Alignment. Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.
Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
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.
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.
Languages. You can speak, read, and write Common and Goblin.
Human
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
Human Traits
It’s hard to make generalizations about humans, but your human character has these traits.
Ability Score Increase. Your ability scores each increase by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Mark of Handling Human
The Mark of Handling gives its bearer a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond purely natural animals; the mark allows its bearer to guide a hippogriff as easily as a horse.
Ability Score Increase. Your Dexterity and Wisdom scores both increase by 1. In addition, one ability score of your choice increases by 1.
Wild Intuition. When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Expert Handling. You can use the help action to aid an ally animal companion or mount within 30 feet of you, rather than 5 feet of you.
Primal Connection. You can cast animal friendship once with this trait and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for this spell.
The Bigger They Are. When you cast a spell that affects only beasts, it also affects monstrosities with an Intelligence score of 3 or lower.
Mark of Making Human
The Mark of Making guides its bearer through any act of creation. The bearer of the mark can mend broken things with a touch, and always has a minor magic item they’ve been working on. An artificer or a wizard will get the most out of the mark, but anyone can find a use for an enchanted blade.
Ability Score Increase. Your Intelligence and Dexterity scores increase by 1. Increase either Intelligence or Dexterity by an additional 1 point.
Artisan’s Intuition. When you make an ability check with artisan’s tools, roll 1d4 and add it to the result.
Maker’s Gift. You know the cantrip mending and gain proficiency with one type of artisan’s tools.
Magecraft. You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips.
Spellsmith. You can spend one minute to weave a temporary enchantment into a nonmagical suit of armor or weapon. For the next hour the object becomes a magic item, gaining a +1 bonus to AC if it is armor or a +1 bonus to hit and damage if it is a weapon. Once you use this trait, you can’t use it again until you finish a long rest.
Mark of Passage Human
The Mark of Passage governs motion, allowing its bearer to move with uncanny speed and precision. Running, leaping, climbing — the Mark of Passage enhances every form of movement. The bearer of the mark can even slip through space, leaping from point to point in the blink of an eye.
Ability Score Increase. Your Dexterity score increases by 2 and one other ability score of your choice increases by 1.
Courier's Speed. Your base walking speed increases to 40 ft.
Intuitive Motion. When you make a Strength (Athletics) check or any ability check to operate or maintain a land vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Orien's Grace. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
Shared Passage. As a bonus action you can teleport a distance up to your walking speed, ending in an unoccupied space that you can see. You can bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this trait. Once you use this trait, you can’t use it again until you finish a long rest.
Mark of Sentinel Human
The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or the ballroom, someone who carries the Mark of Sentinel is prepared for danger.
Ability Score Increase. Your Strength and Wisdom scores both increase by 1. In addition, one ability score of your choice increases by 1.
Sentinel’s Intuition. When you roll for Initiative or make a Wisdom (Perception) check to notice a threat, you can roll one Intuition die, a d4, and add it to the ability check.
Sentinel’s Shield. You know the cantrip blade ward. You can cast shield once with this trait and regain the ability to do so after you finish a short or long rest.
Vigilant Guardian. As an action, you can designate an ally you can see as your ward. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward. When you do, you become the target of the attack.
Variant Human
If your campaign uses the optional feat rules from the Player’s Handbook, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.
Ability Score Increase. Two different ability scores of your choice increase by 1.
Skills. You gain proficiency in one skill of your choice.
Feat. You gain one feat of your choice.
Kalashtar
The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams — spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. But there is an unmistakable alien quality to the kalashtar, as they are haunted by the conflicts of their otherworldly spirits.
Kalashtar Names
A kalashtar name mixes a personal prefix to the name of the quori spirit within the kalashtar. Each spirit has a gender identity, but this might not match the gender identity of the kalashtar host. A female kalashtar may have what others would consider a masculine name, because she’s tied to a spirit with a masculine identity. Kalashtar orphans are unlikely to know the name of their spirit and take names from another source.
Male Quori Names: Hareth, Khad, Kosh, Melk, Tash, Ulad, Vash
Female Quori Names: Ashana, Ashtai, Ishara, Nari, Tana, Tari, Vakri
Kalashtar Names: Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Koratana, Lanhareth, Molavakri, Nevitash, Sorashana, Torashtai, Valakhad, Vishara
Kalashtar Traits
Your kalashtar character has the following traits.
Ability Score Increase. Your Wisdom and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1.
Age. Kalashtar develop physically at the same rate as humans do and have similar lifespans.
Alignment. The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all sentient beings, but some kalashtar resist the virtuous influence of their spirit.
Size. Kalashtar are similar in build to humans, though they are typically a few inches taller. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Dual Mind. When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll’s effects occur.
Mental Discipline. You have resistance to psychic damage.
Mind Link. You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.
Psychic Glamour. Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.
Severed from Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell.
Languages. You can speak, read, and write Common, Quori, and one other language of your choice.
Kenku
Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.
Kenku Names
Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.
Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.
Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
Kenku Traits
Your kenku character has the following racial traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
Alignment. Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.
Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Expert Forgery. You can duplicate other creatures’ handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Languages. You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
Kobold
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations.
In the kobolds’ version of a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the “Kurtulmak: God of Kobolds” sidebar). In the world they occupy, kobolds are often bullied and enslaved by larger creatures — or, when they live on their own, they are constantly fearful of invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous improvised traps they use to protect their warrens.
Kobold Names
Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale color, distinctive body parts, or typical behavior. For example, “Red Foot,” “White Claw,” and “Scurry” are Common translations of often-used names. A kobold might change its name when it becomes an adult, or add additional word-syllables after important events such as completing its first hunt, laying its first egg, or surviving its first battle. The Kobold Names table presents kobold names suitable for any campaign.
Kobold Names
d20 | Name | d20 | Name |
---|---|---|---|
1 | Arix | 11 | Molo |
2 | Eks | 12 | Ohsoss |
3 | Ett | 13 | Rotom |
4 | Galax | 14 | Sagin |
5 | Garu | 15 | Sik |
6 | Hagnar | 16 | Sniv |
7 | Hox | 17 | Taklak |
8 | Irtos | 18 | Tes |
9 | Kashak | 19 | Urak |
10 | Meepo | 20 | Varn |
Kobold Traits
Your kobold character has the following racial traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Strength score is reduced by 2.
Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
Alignment. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.
Size. Kobolds are between 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.
Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is 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.
Languages. You can speak, read, and write Common and Draconic.
Leonin
The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass.
Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers.
Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world.
Leonin Names
Along with their personal names, leonin identify themselves by their pride. A member of the Flintclaw pride with the personal name of Ziore, for example, would likely style herself as Ziore of the Flintclaw.
Female Names: Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, Iadma, Koila, Oramne, Seza, Ziore
Male Names: Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior
Pride Names: Embereye, Flintclaw, Goldenfield, Ironmane, Starfeller, Sunguides
Leonin Traits
Your leonin character has the following racial traits.
Ability Score Increase Your Constitution score increases by 2, and your Strength score increases by 1.
Age Leonin mature and age at about the same rate as humans.
Alignment Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.
Size Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
Speed Your base walking speed is 35 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.
Claws Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hunter’s Instincts You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
Daunting Roar As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
Languages You can speak, read, and write Common and Leonin.
Lizardfolk
Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.
Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.
Lizardfolk Names
Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual’s notable deeds or actions. For example, Garurt translates as “axe,” a name given to a lizardfolk warrior who defeated an orc and claimed his foe’s weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means “green” to describe how she blends into the foliage.
Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.
Lizardfolk Names: Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)
Lizardfolk Traits
Your lizardfolk character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Lizardfolk reach maturity around age 14 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.
Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
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.
Cunning Artisan. 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.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Hunter’s Lore. 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, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.
Languages. You can speak, read, and write Common and Draconic.
Loxodon
The humanoid elephants called loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds.
Loxodon Names
A loxodon’s name includes subtle tones, produced in a loxodon’s resonant nasal chambers, that indicate status, family connection, and community role. Since most non-loxodons can’t distinguish these underlying tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint, when interacting with other races.
Male Names: Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool
Female Names: Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja
Loxodon Traits
Your loxodon character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.
Alignment. Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.
Size. Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speed. Your base walking speed is 30 feet.
Loxodon Serenity. You have advantage on saving throws against being charmed or frightened.
Natural Armor. You have thick, leathery 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.
Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
Your trunk can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
Languages. You can speak, read, and write Common and Loxodon.
Mind Flayer
Race Details
Illithids have a humanoid body with an octopus-like head. They have four tentacles around a lamprey-like mouth, and require the brains of sentient creatures as part of their diet. An illithid who snares a living creature in all four of its tentacles can extract and devour its living brain. Their eyes are pale white, and they can see perfectly well in both darkness and light. Their sense of hearing is slightly poorer than a human's; they have difficulty distinguishing between several sounds mixed together, yet they are good at discerning from what direction sounds came from. Their skin is purplish blue to gray-green and covered in mucus, and is very sensitive to sunlight. They loathe sunlight, though it does not actually harm them.
One of their most feared powers is the dreaded Mind Blast, where the illithid emits a cone-shaped psionic shock wave with its mind in order to incapacitate any creature for a short amount of time.
Mind Flayer Traits
Horrifying creatures known for eating the brains of sentient creatures. Creature Type Your creature type is aberration.
Ability Score Increase. Your Intelligence score increases by 2.
Alignment. Horrible brain-eating tyrants, most mind flayers are lawful evil.
Size. Your size is medium.
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.
Innate Spellcasting (Psionics). Once you reach 3rd level, you can cast the levitate spell once per day. Intelligence is your spellcasting ability for this spell.
Mind Blast. As an action, you can emit powerful psychic energy using your mind. Each creature in a 15-foot cone must make an Intelligence saving throw. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. A creature takes 2d6 psychic damage on a failed save and half as much damage on a successful one.
The damage increases by 1d6 when you reach 6th level (3d6), 11th level (4d6), and 16th level (5d6).
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). When you finish a short or long rest, you regain all expended uses.
Tentacles. Your tentacles are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal psychic damage equal to 1d4 + your Intelligence modifier, instead of the bludgeoning damage normal for an unarmed strike.
Extract Brain. On a successful hit with your tentacles, if the damage would reduce the creature to 0 hit points, you may choose to kill the target by extracting and devouring its brain.
Telepathy. You can communicate telepathically with any creature that knows a language within 30 feet.
Languages. You can speak, read, and write in Deep Speech and Undercommon.
Minotaur
The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops.
Minotaur Names
The legends that recount the deeds of ancient minotaur heroes are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every minotaur name is drawn from that long list of minor characters of legend, so that those folk are never forgotten.
Male Names: Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Drazhan, Grozdan, Kalazmir, Klattic, Melislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek, Svarakov, Trovik, Vraslak, Yarvem
Female Names: Akra, Bolsa, Cica, Dakka, Drakisla, Eleska, Enka, Irnaya, Jaska, Kalka, Makla, Noraka, Pesha, Raisha, Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka
Minotaur Traits
Your minotaur character has the following racial traits. These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Alignment. Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments.
Size. Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
Languages. You can speak, read, and write Common and Minotaur.
Orc
Race Details
To feel the thunder of orcish war drums outside the gate and to hear a chorus of voices growling, “Gruumsh!” is the nightmare of every civilized place in the world. For no matter how thick its walls, skilled its archers, or brave its knights, few settlements have ever withstood a full-scale onslaught of orcs.
Every soldier who lives through a fight with orcs tells of confronting a hulking foe that can cleave through a warrior with a single blow, part of a force that can cut down enemies as though they were trembling stalks of wheat before the scythe. Only a skilled and determined hero can hope to survive single combat with an orc.
Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to destroy. Motivated by their hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to the plane of Acheron. It is there in the afterlife where the chosen ones will join Gruumsh and his armies in their endless extraplanar battle for supremacy.
Roleplaying an Orc
Most orcs have been indoctrinated into a life of destruction and slaughter. But unlike creatures who by their very nature are evil, such as gnolls, it’s possible that an orc, if raised outside its culture, could develop a limited capacity for empathy, love, and compassion.
No matter how domesticated an orc might seem, its blood lust flows just beneath the surface. With its instinctive love of battle and its desire to prove its strength, an orc trying to live within the confines of civilization is faced with a difficult task.
Male Orce Names: Grutok, Lortar, Abzug, Shugog, Urzul, Ruhk, Mobad, Shamog, Mugrub, Bajok, Rhorog, Jahrukk.
Female Orc Names: Kansif, Ownka, Emen, Sutha, Myev, Neega, Baggi, Shautha, Ovak, Vola, Engong, Volen.
Epithet Names: The Filthy, Skull Cleaver, Eye Gouger, Iron Tusk, Skin Flayer, Bone Crusher, Flesh Ripper, Doom Hammer, Elf Butcher, Spine Snapper, Death Spear, The Brutal
Orc Traits
Your orc character has the following racial traits.
Ability Score Increase. Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 2.
Age. Orcs reach adulthood at age 12 and live up to 50 years.
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 are usually chaotic evil.
Size. Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
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.
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.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Primal Intuition. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.
Languages. You can speak, read, and write Common and Orc.
Rakshasa
Race Details
Fiends resembling a humanoid tiger, rakshasa are rarely seen in true form, preferring instead to disguise themselves as nobles and other important figures.
Rakshasa Traits
Fiends resembling a humanoid tiger, rakshasa are rarely seen in true form, preferring instead to disguise themselves as nobles and other important figures.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Alignment. Evil spirits in mortal flesh, most rakshasas are lawful evil.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet.
Fiend. Your creature type is fiend, rather than humanoid.
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 the bludgeoning damage normal for an unarmed strike.
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.
Devil's Soul. If you are killed outside of Hell, you are instead returned to hell. If you are killed in Hell, your spirit is permanently destroyed. You cannot be raised from the dead, except by very powerful effects like a wish spell or divine intervention.
Innate Spellcasting. You know the minor illusion cantrip. Once you reach 3rd level, you can cast the disguise self spell once per day. Once you reach 5th level, you can cast the invisibility spell once per day. Charisma is your spellcasting ability for these spells.
Natural Armor. While unarmored, your AC is equal to 13 + your Dexterity modifier.
Languages. You can speak, read, and write in Common and Infernal.
Satyr
Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure.
While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness.
Life is a blessing from the gods, after all, and the proper response to such a gift, as far as most satyrs are concerned, is to accept it with relish.
Born of the Wild
In their physical forms, satyrs embody a fusion of humanoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish them. Satyrs’ solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms.
Embracing Life
Most satyrs believe that the other peoples of Theros are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every page. See chapter 3 for more details on the satyr homeland, the Skola Vale.
Satyr Traits
Your satyr character has the following racial traits.
Ability Score Increase Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age Satyrs mature and age at about the same rate as humans.
Alignment Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.
Size Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.
Speed* Your base walking speed is 35 feet.
Fey Your creature type is fey, rather than humanoid.
Ram You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Magic Resistance You have advantage on saving throws against spells and other magical effects.
Mirthful Leaps Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
Reveler You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
Languages You can speak, read, and write Common and Sylvan.
Shifter
Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic features — a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife’s edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?
Shifter Names
Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use “wandering names” with strangers. These are usually tied to a physical or personality trait.
Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Whiskers, Wolf.
Shifter Traits
Your shifter character has the following traits.
Ability Score Increase. Your Dexterity score increases by 1.
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 than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
Size. Shifters range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
Keen Senses. You have proficiency with the Perception skill.
Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts 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 of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
Once you shift, you can’t do so again until you finish a short or long rest.
Languages. You can speak, read, and write Common.
Beasthide
Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but any creature known for its toughness could apply.
Ability Score Increase. Your Constitution score increases by 2.
Tough. You have proficiency with the Athletics skill.
Shifting Feature. Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.
Longtooth
Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators.
Ability Score Increase. Your Strength score increases by 2.
Fierce. You have proficiency with the Intimidation skill.
Shifting Feature. While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Swiftstride
Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially.
Ability Score Increase. Your Dexterity and Charisma scores increase by 1.
Graceful. You have proficiency with the Acrobatics skill.
Swift Stride. Your walking speed increases by 5 feet.
Shifting Feature. While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Wildhunt
Wildhunt shifters are sharp and insightful. Some are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities.
Ability Score Increase. Your Wisdom score increases by 2.
Natural Tracker. You have proficiency with the Survival skill.
Mark the Scent. 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.
Simic Hybrid
The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians.
Simic Hybrid Names
A hybrid usually bears the name given by their human, elf, or vedalken parents. Some hybrids assume a new name after their transformation - a name chosen personally or by those who transformed them.
Simic Hybrid Traits
Your hybrid character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age. Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon.
Alignment. Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild’s.
Size. Your size is Medium, within the normal range of your humanoid base race.
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.
Languages. You can speak, read, and write Common and your choice of Elvish or Vedalken.
Animal Enhancement. Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.
At 1st level, choose one of the following options:
- Manta Glide - You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
- Nimble Climber - You have a climbing speed equal to your walking speed.
- Underwater Adaptation - You can breathe air and water, and you have a swimming speed equal to your walking speed.
At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn’t take at 1st level, or one of the following options:
- Grappling Appendages - You have two special appendages growing alongside your arms. Choose whether they’re both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment.
- Carapace - Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you’re not wearing heavy armor.
- Acid Spit - As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Tabaxi
Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world’s wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Tabaxi Names
Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.
Clan names are usually based on a geographical feature located in or near the clan’s territory.
The following list of sample tabaxi names includes nicknames in parenthesis.
Tabaxi Names: Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)
Tabaxi Clans: Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain
Tabaxi Traits
Your tabaxi character has the following racial traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Tabaxi have lifespans equivalent to humans.
Alignment. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have a cat’s keen senses, especially in the dark. 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.
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.
Cat’s 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.
Cat’s Talent. You have proficiency in the Perception and Stealth skills.
Languages. You can speak, read, and write Common and one other language of your choice.
Tiefling
Race Details
Infernal Bloodline
Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance.
Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous.
Tiefling Names
Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept.
Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai
Female Infernal Names: Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta
“Virtue” Names: Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary
Tiefling Traits
Tieflings share certain racial traits as a result of their infernal descent.
Ability Score Increase. Your Charisma or Dexterity score increases by 2 (your choice).
Age. Tieflings mature at the same rate as humans but live a few years longer.
Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Languages. You can speak, read, and write Common and Infernal.
Abyssal
All abyssal tieflings trace their bloodline to the demons of the Abyss. These tieflings have the following additional features.
Ability Score Increase. Your Constitution score increases by 1.
Abyssal Fortitude. Your hit point maximum increases by 1 per level. This replaces the Hellish Resistance trait.
Abyssal Legacy. You know the dancing lights cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Abyssal. This replaces the Languages trait.
Asmodeus
Asmodeus rules the entire plane of Baator. His seat of power is Nessus, the ninth layer. A man to whom his privacy and safety is important, he usually resides in his fortress of Malsheem primarily using other people to make his will clear to others. He is the only one allowed by law to issue letters of safe passage that extend beyond just one layer. However, he never issues such things for Nessus.
Ability Score Increase. Your Intelligence score increases by 1.
Legacy of Nessus. Your infernal heritage has given you supernatural abilities. Choose one of the following traits:
Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Devil's Tongue. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the enthrall spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Hellfire. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Winged. You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet.
Baalzebul
The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.
Ability Score Increase. Your Intelligence score increases by 1.
Legacy of Maladomin. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Dispater
The great city of Dis occupies most of Hell’s second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.
Ability Score Increase. Your Dexterity score increases by 1.
Legacy of Dis. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Feytouched
Feytouched are derived from evlen bloodlines, and in the broadest possible sense, they still look elven. However, the Feywild's influence has left a clear imprint on their appearance. Feytouched often have large horns that take any of a variety of shapes, typically resembling those of some woodland creature, such as a deer or elk. Their feet often take the form of cloven hooves, and they sometimes have tails, though they are more akin to a deer or squirrel than the more typical tiefling's. Their eyes are solid colors—black, red, white, silver, gold, or even more exotic colors—often with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include virtually any color. Their hair, cascading down from behind their horns, is usually bright, from white or blond to vibrant pinks, greens and purples.
Ability Score Increase. Your Wisdom score increases by 1.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. This replaces the Hellish Resistance trait.
Fey Legacy. You know the druidcraft cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the pass without trace spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Sylvan. This replaces the Languages trait.
Fierna
A master manipulator, Fierna grants tieflings tied to her forceful personalities.
Ability Score Increase. Your Wisdom score increases by 1.
Legacy of Phlegethos. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Glasya
Glasya, Hell’s criminal mastermind, grants her tieflings magic that is useful for committing heists.
Ability Score Increase. Your Dexterity score increases by 1.
Legacy of Malbolge. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Levistus
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
Ability Score Increase. Your Constitution score increases by 1.
Legacy of Stygia. You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Mammon
The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.
Ability Score Increase. Your Intelligence score increases by 1.
Legacy of Minauros. You know the mage hand cantrip. When you reach 3rd level, you can cast the tenser’s floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Mephistopheles
In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.
Ability Score Increase. Your Intelligence score increases by 1.
Legacy of Cania. You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Zariel
Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.
Ability Score Increase. Your Strength score increases by 1.
Legacy of Avernus. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Tortle
What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they’re able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.
Tortle Names
Tortles prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn’t like its name for whatever reason, it can change it. A tortle might change its name a dozen times in its life.
Male and Female Names: Baka, Damu, Gar, Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, Yog
Tortle Traits
Your tortle character gains traits that enable it to cope with the perils of a savage world.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
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 tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it’s unusual for a tortle to shuck off order in favor of chaos.
Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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 the 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.
Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Languages. You can speak, read, and write Aquan and Common.
Triton
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above.
Triton Names
Most triton names have two or three syllables. Male names typically end with a vowel and the letter s, and female names traditionally end with an n. Tritons use their home protectorate as a surname, with the name formed by adding a vowel followed by a “th” to the end of the protectorate’s name.
Female Triton Names: Aryn, Belthyn, Duthyn, Feloren, Otanyn, Shalryn, Vlaryn, Wolyn
Male Triton Names: Corus, Delnis, Jhimas, Keros, Molos, Nalos, Vodos, Zunis
Triton Surnames: Ahlorsath, Pumanath, Vuuvaxath
Triton Traits
Your triton character has the following racial traits.
Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.
Age. Tritons reach maturity around age 15 and can live up to 200 years.
Alignment. Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.
Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your 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.
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.
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.
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.
Languages. You can speak, read, and write Common and Primordial.
Troll
Race Details
Smashing a troll's bones and slashing through its rubbery hide only makes it angry. A troll's wounds close quickly. If the monster loses an arm, a leg, or even its head, those dismembered parts can sometimes act with a life of their own. A troll can even reattach severed body parts, untroubled by its momentary disability. Only acid and fire can arrest the regenerative properties of a troll's flesh. The trolls, enraged, will attack individuals making acid and fire attacks against them above all other prey.
Their regenerative capabilities make trolls especially susceptible to mutation. Although uncommon, such transformations can result from what the troll has done or what has been done to it. A decapitated troll might grow two heads from the stump of its neck, while a troll that eats a fey creature might gain one or more of that creature's traits.
Troll Traits
Fearsome green-skinned giants, trolls eat anything they can catch and devour. Only acid and fire can arrest the regenerative properties of a troll’s flesh.
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Alignment. Lacking any societal structure or respect for authority and happy to eat anything that they can catch, including intelligent creatures, most trolls are chaotic evil.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet.
Giant. Your creature type is giant, rather than humanoid.
Claw. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. You are able to recover from wounds with horrifying speed, and can even regrow severed body parts.
As a bonus action, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). If a part of your body is removed or destroyed (including your head) but you are not killed, you may re-attach the body part as an action.
If you take acid or fire damage, you may not use your regeneration trait to recover hit points or re-attach limbs until the end of your next turn.
You regain spent Hit Dice when you complete a short rest, up to a number of dice equal to half of your total number of them (minimum of one die). In addition, if you have lost any body parts, the missing body parts regrow during a short rest, and your dismembered body parts wither and die.
Languages. You can speak, read, and write in Common and Giant.
Vedalken
Nothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.
Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious.
Vedalken Names
Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names.
Male Names: Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz
Female Names: Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol
Vedalken Traits
Your vedalken character has the following racial traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age. Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.
Alignment. Vedalken are usually lawful and non-evil.
Size. Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Vedalken Dispassion. You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
Tireless Precision. You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice.
Whenever you make an ability check with the chosen skill or tool, roll a d4, and add the number rolled to the check’s total.
Languages. You can speak, read, and write Common, Vedalken, and one other language of your choice.
Partially Amphibious. By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you’ve reached that limit, you can’t use this trait again until you finish a long rest.
Warforged
The warforged were built to fight in the Last War. The first warforged were mindless automatons, but House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.
Warforged Names
Warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As free individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.
Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Pants, Pierce, Red, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Stone, Temple, Vault, Wall, Wood.
Warforged Traits
Your warforged character has the following traits.
Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age. A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment. Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don’t need to sleep, and magic can’t put you to sleep.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, your armor can’t be removed from your body against your will.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
Languages. You can speak, read, and write Common and one other language of your choice.
Yuan-ti Pureblood
Race Details
The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, cannibalistic rituals to mix their flesh with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.
Yuan-ti Names
Yuan-ti names have meanings that have been passed down through the generations, although spellings and inflections have changed over time.
Some yuan-ti add more sibilants to their birth names to create an exaggerated hissing sound, based on one’s personal preference and whether an individual’s anatomy can more easily pronounce the name in this altered form. An adopted name of this sort is recognized as a variant of the birth name, rather than a unique name unto itself. A yuan-ti might refer to itself by its birth name, by its adopted name, or (especially among purebloods) by a name it borrows from the local populace.
The Yuan-ti Names table provides yuan-ti birth names suitable for any campaign.
Yuan-ti Names: Asutali, Shalkashlah, Eztli, Sisava, Hessatal, Sitlali, Hitotee, Soakosh, Issahu, Ssimalli, Itstli, Suisatal, Manuya, Talash, Meztli, Teoshi, Nesalli, Yaotal, Otleh, Zihu
Yuan-ti Pureblood Traits
Your yuan-ti pureblood character — called a pureblood for short — has the following racial traits.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Age. Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
Alignment. Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.
Size. Purebloods match humans in average size and weight. Your size is Medium.
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.
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.
Poison Immunity. You are immune to poison damage and the poisoned condition.
Languages. You can speak, read, and write Common, Abyssal, and Draconic.