Custom Species for D&D 5e V1.2
Creature Type
Choose your creature type from the following options Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant or Undead. If you choose Construct or Undead, you gain the following trait:
Construct/Undead Nature. You do not require air, food, drink, or sleep. You must still spend at least 6 hours doing nothing more than light activity, such as reading, talking, eating, or standing watch, to gain the benefits of a long rest.
Ability Score Increase
Choose up to three ability scores to increase by 1. You can choose the same ability score twice. The Choose a Feat Major Trait requires you to forgo an ability score increase.
Size
Choose your size. You can choose Small or Medium. At your DM's discretion, you can also choose Tiny or Large. These options come with conditions, advantages, and restrictions.
- For Tiny, choose Small size and the "Tiny Size" Minor Trait. You must also choose 20 feet for your speed.
- For Large, choose Medium size and the "Large Size" Major Trait.
Build
Choose your build. You can have a bipedal build, a centaur build, or a quadrupedal build.
- Bipedal creatures walk upright on two legs. Most player species are bipedal.
- Centaur-built creatures have an equine body and a humanoid upper body in place of the equine head. Your equine and humanoid halves can be from any similar creatures. You count as one size larger when determining your carrying capacity and the weight you can push or drag and you can serve as a mount for a creature of the same size or smaller than you. 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.
- Quadrupedal creatures walk on all four limbs. They can serve as mounts for smaller creatures. The Powerful Build Minor Trait allows quadrupedal creatures to act as mounts for creatures of the same size. If you choose quadrupedal, your forelimbs can be non-prehensile (like wolf paws) or semi-prehensile (like dragon feet).
Non-prehensile forelimbs cannot hold or grab objects or creatures, cannot wield weapons or shields, and cannot be used to perform somatic spell components.
Semi-prehensile forelimbs can grab objects and creatures and perform somatic spell components, but cannot wield weapons or shields. Quadrupedal builds cannot don standard armor. You must purchase, find, or craft barding in order to wear armor.
If you chose the Humanoid creature type, you cannot choose a centaur or quadrupedal build.
Speed
Choose your base walking speed. Depending on your size and build, you can choose one of the following options:
- 20 feet (Tiny size only)
- 25 feet and your speed is not reduced by wearing heavy armor
- 30 feet
- 40 feet (centaur and quadrupedal builds only)
Vision
Choose your vision type(s) from the following options. Make your choice(s) in the Major and Minor Traits sections below. Within its range, blindsight cancels out sunlight sensitivity.
- Normal vision (no trait). You don't have special vision.
- Low-light vision (Minor Trait). You have superior vision in low-light conditions. You can see in dim light within 120 feet of you as if it were bright light and have advantage on sight-based Wisdom (Perception) checks in dim light within that range.
- Darkvision (Minor Trait). 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.
- Superior darkvision (Major Trait). Your darkvision has a radius of 120 feet. You do not need to choose both darkvision options.
- Blindsight (Major Trait). You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
- Blindsight, blind beyond (Minor Trait). You have blindsight with a range of 30 feet. You are blind beyond that. You cannot choose another vision type if you choose this blindsight.
- Blindsight, blind beyond w/tremorsense (Major Trait). You have the previous option plus tremorsense with a range of 60 feet. Within that range, you can detect and pinpoint the origin of vibrations, 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. You cannot choose another vision type if you choose this blindsight.
Major Traits
Choose two major racial traits. Some traits take both Major Traits. You may choose two additional Minor Traits in place of one of your Major Traits.
Minor Traits
Choose two minor racial traits. Some Major Trait options also take a Minor Trait.
Languages
You can speak, read, and write two languages of your choice.
Traits
1st-level Spell
Minor Trait
Choose one 1st-level spell. You learn this spell and can cast it at 1st level once with this trait. You regain the ability to do so when you finish a long rest. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell. You can also cast it using spell slots you have of the appropriate level.
You may only choose one 1st-level Spell trait.
Adrenaline Rush
Minor Trait
You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.
Agility
Minor Trait
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.
Air Form
Minor Trait
Prerequisite: Elemental Creature Type
You can move through a space as narrow as 1 inch wide without squeezing.
Amorphous
Minor Trait
Prerequisite: Ooze Creature Type
You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.
Angelic Transformation
Major Trait
Prerequisite: Celestial Creature Type
You can use your action to unleash the divine energy within yourself, causing two incorporeal wings to sprout from your back and darkness or light (your choice) to emanate from your eyes, mouth, and wings.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra necrotic or radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Once you use this trait, you can’t use it again until you finish a long rest.
Appendage
Minor Trait
You can grasp things with an additional appendage. It has a reach of 5 feet, and it can lift up to half the weight you can lift normally. 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 appendage 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.
Aquatic
Minor Trait
You have a swimming speed of 30 feet, and you can breathe air and water.
Armor Training
Minor Trait
You have proficiency with light and medium armor.
Blindsight
Major Trait
You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
Blindsight, blind beyond
Minor Trait
You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you. You are blind beyond 30 feet.
Blindsight, blind beyond w/Tremorsense
Major Trait
You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you. You are blind beyond 30 feet. You have tremorsense with a range of 60 feet. Within that range, you can detect and pinpoint the origin of vibrations, 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.
Brave
Minor Trait
You have advantage on saving throws to avoid or end the frightened condition on yourself.
Breath Weapon
Major Trait
When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy. You choose the size, shape, and damage type of the exhalation from the table below. You can choose only one damage type. 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 1d10 damage on a failed save, and half as much damage on a successful one. The damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Damage Type | Breath Weapon |
---|---|
Acid, Fire, Force, or Lightning | 5 by 30 ft. line (Dex. save) |
Cold, Necrotic, Poison, Psychic, or Thunder |
15 ft. cone (Con. save) |
Fire or Radiant | 15 ft. cone (Dex. save) |
Burrowing
Minor Trait
You have a burrowing speed of 15 feet.
Burrowing w/Tremorsense
Major Trait
You have a burrowing speed of 15 feet. You have tremorsense with a range of 60 feet. Within that range, you can detect and pinpoint the origin of vibrations, 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.
Cantrip
Minor Trait
You know one cantrip of your choice. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability modifier for it.
You may only choose one Cantrip trait.
Celestial Resilience
Major Trait
Prerequisite: Celestial Creature Type
You are resistant to necrotic, poison, and radiant damage.
Celestial Resistance
Minor Trait
Prerequisite: Celestial Creature Type
You are resistant to necrotic and radiant damage.
Charge
Minor Trait
Prerequisite: A Natural Weapon Major or Minor Trait
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 natural weapon.
Choose a Feat
Major Trait
This trait takes two Major Traits, one Minor Trait, and one Ability Score Increase.
Choose a feat.
Climber’s Grip
Minor Trait
You have a climbing speed of 30 feet. You have advantage on grapple checks.
Construct Resilience
Major Trait
Prerequisite: Construct Creature Type
You are more resilient than other constructs. You have advantage on saving throws to avoid of end the poisoned condition on yourself, and you have resistance to poison damage. You are immune to disease. Magic can’t put you to sleep.
Cunning
Minor Trait
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against spells.
Damage Immunity
Major Trait
You are immune to acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. Certain immunities have additional benefits. Cold: immune to the effects of cold climates. Fire: immune to the effects of hot climates. Poison: immune to the poisoned condition.
Damage Resistance
Minor Trait
You are resistant to acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. Certain resistances have additional benefits. Cold: immune to the effects of cold climates. Fire: immune to the effects of hot climates. Poison: advantage on saving throws to avoid or end poisoned condition on yourself.
Darkvision
Minor Trait
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.
Distraction
Minor Trait
Prerequisite: Small size
As an bonus action on your turn, you can distract nearby foes. Until the start of your next turn, you and your allies gain advantage on attack rolls against enemies within 10 feet of you that can hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Duplication & Mimicry
Minor Trait
When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. 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 against a DC of 8 + your proficiency bonus + your Charisma modifier.
Elemental Nature
Minor Trait
Required for: Elemental Creature Type
You have advantage on saving throws to avoid or end the poisoned condition on yourself, and you have resistance to poison damage. You do not require food, drink, or sleep. You must still spend at least 6 hours doing nothing more than light activity, such as reading, talking, or standing watch, to gain the benefits of a long rest.
Endurance
Major Trait
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. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
False Appearance (Plant)
Major Trait
Prerequisite: Plant Creature Type
While you remain motionless, you are indistinguishable from a normal plant or fungus.
False Appearance (Undead)
Major Trait
Prerequisite: Undead Creature Type
While you remain motionless, you are indistinguishable from a normal corpse or skeleton.
Fey Ancestry
Minor Trait
You have advantage on saving throws to avoid or end the charmed condition on yourself.
Fiendish Resilience
Major Trait
Prerequisite: Fiend Creature Type
You are resistant to cold, fire, and lightning damage.
Fire Form
Major Trait
Prerequisites: Elemental Creature Type, Elemental Nature Minor Trait
You are made of fire. This quality confers the following benefits.
- Your body gives off a great amount of heat. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d4 fire damage. Your unarmed strikes deal 1d6 fire damage instead of the normal bludgeoning damage.
- You can move through a space as narrow as 1 inch wide without squeezing.
- Your flames shed bright light in a 10-foot radius and dim light for an additional 10 feet.
Flight
Major Trait
Whether you have wings or possess a magical ability, you have a flying speed of 15 or 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
Depending on the flying speed you choose and your size, this trait has different requirements.
- 15 feet - One Major Trait
- 30 feet - One Major Trait and one Minor Trait
- 30 feet and Tiny - One Major Trait
Flight Improvement
Minor Trait
Prerequisite: Flight Major Trait
You can fly while wearing medium armor.
Fortune from the Many
Minor Trait
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 +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Fury of the Small
Minor Trait
Prerequisite: Small size
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 proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Giant Strength
Major Trait
Prerequisite: Giant Creature Type
You have advantage on Strength-based ability checks and saving throws. You count as Huge when determining your carrying capacity and the weight you can push, drag, or lift.
Goring Rush
Minor Trait
Prerequisite: A Natural Weapon Major or Minor Trait
Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with a natural weapon as a bonus action. If the attack hits, you can attempt to shove that target or knock it prone with the natural weapon. The target must be no more than one size larger than 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 or knock it prone.
Healing Hands
Minor Trait
As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.
Hungry Jaws
Major Trait
You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
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 equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Integrated Protection
Major Trait
Prerequisite: Construct Creature Type
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 other than a shield, 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, the armor incorporated into your body can’t be removed against your will.
Invisibility
Minor Trait
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.You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Iron Will
Major Trait
You have advantage on saving throws you make to avoid or end the charmed, frightened, paralyzed, poisoned, stunned, conditions on yourself, or against being put to sleep.
Keen Smell
Minor Trait
You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
Large Size
Major Trait
Prerequisite: Medium Size
Your size is Large. You ignore the two-handed property when wielding weapons. You cannot wield light weapons. You can use two-weapon fighting when the one-handed melee weapons you are wielding aren't heavy. You cannot don standard armor. Armor for a creature your size costs twice the amount of normal armor.
Long-Limbed
Minor Trait
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Lucky
Major Trait
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.
Low-light Vision
Minor Trait
You have superior vision in low-light conditions. You can see in dim light within 120 feet of you as if it were bright light and have advantage on sight-based Wisdom (Perception) checks in dim light within that range.
Magic
Major Trait
At your DM’s discretion, this trait either takes just one Major Trait or one Major Trait and one Minor Trait.
You know one cantrip. When you reach 3rd level, you can cast a 1st-level spell of your choice at 1st-level 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 a 2nd-level spell of your choice at 2nd-level once with this trait and regain the ability to do so when you finish a long rest. Constitution, Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells. You can also cast these using spell slots you have of the appropriate level.
Magic Resistance
Major Trait
You have advantage on saving throws against spells.
Mask of the Wild
Minor Trait
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Minor Trait Bundle: Dwarf
Major Trait
You gain three dwarf-based Minor Traits.
- Damage Resistance (Poison). You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
- 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.
- Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Minor Trait Bundle: Elf
Major Trait
You gain three elf-based Minor Traits.
- Fey Ancestry. You have advantage on saving throws to avoid or end the charmed condition on yourself.
- Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
- Skill Proficiency. You gain proficiency in one skill of your choice.
Minor Trait Bundle: Orc
Major Trait
You gain three orc-based Minor Traits.
- Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.
- Powerful Build. You have a powerful bipedal build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Skill Proficiency. You gain proficiency in one skill of your choice.
Multilingual
Minor Trait
You can speak, read, and write four languages of your choice.
Natural Armor: 13 + DEX or CON
Minor Trait
When you aren’t wearing armor, your AC is 12 + your Dexterity or Constitution modifier (your choice). 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.
Natural Armor: 17
Major Trait
Due to a physical trait and the shape of your body, you are ill-suited to wearing armor, but have ample natural protection. You have 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.
Natural Defense
Minor Trait
Prerequisite: Natural Armor Major or Minor Trait
You can use your natural armor for additional protection as an action. Until you end this protection as a bonus action, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While protected, 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 the bonus action to end the protection.
Natural Weapon
Minor Trait
You have a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning, piercing, or slashing damage equal to 1d6 plus your Strength modifier.
Natural Weapons: Bite/Horns, Claws, and Tail
Major Trait
Your bite or horns, claws, and tail are all natural weapons that you can use to make unarmed strikes. If you hit with your bite or horns, you deal piercing damage equal to 1d10 plus your Strength modifier. If you hit with your claws, you deal slashing damage equal to 1d6 plus your Strength modifier. If you hit with your tail, you deal bludgeoning damage equal to 1d8 plus your Strength modifier. Your DM may allow different natural weapon types in place of these.
Nimble Escape
Minor Trait
Prerequisite: Small Size
You can take the Disengage or Hide action as a bonus action on each of your turns.
Nimbleness
Minor Trait
Prerequisite: Small Size
You can move through the space of any creature that is of a size larger than yours.
Ooze Resilience
Major Trait
Prerequisite: Ooze Creature Type
You have resistance to acid, cold, and lightning damage.
Pack Tactics
Major Trait
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.
Plant Camouflage
Minor Trait
Prerequisite: Plant Creature Type
You have advantage on Stealth checks you make in any terrain with ample obscuring plant life.
Powerful Build
Minor Trait
You count as one size larger when determining your carrying capacity the weight you can push, drag, or lift.
This has no effect if you chose a centaur build, as this trait is already included.
Psionic Fortitude
Minor Trait
You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.
Psionics
Minor Trait
Prerequisite: Magic (INT) Major Trait
The spells you gain from the Magic (INT) Major Trait do not require verbal or somatic components or material components without a gold cost.
Relentless Endurance
Minor Trait
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
Minor Trait
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.
Shape Self
Major Trait
Prerequisite: Ooze Creature Type
As an action, you can reshape your body in one of two ways. You can give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can be a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.
As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.
Shapechanger: Beast
Major Trait
This trait takes one Major Trait and one Minor Trait if you choose a beast with a flying speed.
Choose a Medium or smaller beast of Challenge Rating 1/4 or lower. You can use a bonus action to shapechange into this beast form or back into your normal form. The following rules apply while your are in beast form:
- Your beast form shares the same hit points and Hit Dice as your normal form.
- If you die, you revert to your normal form.
- Your game statistics (except for your Hit Points) are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining the skill proficiencies of the beast.
- You can’t cast spells, speak, or take any action that requires hands. Changing shape doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefits of any features from your class, species, or other source and can use them if your beast form is physically capable of doing so. However, you can’t use any of your special senses, such as blindsight, darkvision, or tremorsense, unless the beast also has it.
- You choose whether your equipment falls to the ground in your space or merges into your beast form. Equipment that merges with your beast form has no effect until you change to your normal form.
Shapechanger: Persona
Major Trait
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 between Medium and Small. You can make yourself appear as a member of another species, 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.
Shapechanger: Hybrid
Minor Trait
Prerequisite: Shapechanger: Beast Major Trait
As an bonus action, you can shapechange into a hybrid of your normal form and your chosen beast form. The same rules as Shapechanger: Beast apply with the following exception. You can cast spells, speak, and take any action that requires hands as long as your hybrid form has the anatomy to do so.
Skill or Tool Expertise
Major Trait
You gain proficiency in one skill or tool of your choice. Your proficiency bonus is doubled for any ability check you make with it.
Skill or Tool Proficiency
Minor Trait
You gain proficiency in one skill or tool of your choice.
You may choose this trait twice.
Skill or Tool Versatility
Major Trait
You gain proficiency in two skills of your choice, two tools of your choice, or one of each.
Sneaky
Minor Trait
Without squeezing, you can move through and stop in a space large enough for a creature one size smaller than you.
Spider Climb
Minor Trait
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Sprint
Minor Trait
Prerequisite: Quadrupedal, Non-prehensile Build
When you take the Dash action, you can move up to twice your walking speed.
Stealthy
Minor Trait
Prerequisite: Small Size
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Sturdy Build
Minor Trait
Prerequisite: Large Size
You have advantage on checks made to avoid falling prone.
Sturdy Mind
Major Trait
You have advantage on all Wisdom saving throws.
Superior Darkvision
Major Trait
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.
Surprise Attack
Major Trait
If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat.
Telepathy
Major Trait
You can speak telepathically to any creature you can see within 30 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
Teleportation
Major Trait
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Tiny Size
Minor Trait
Prerequisite: Small Size
Your size is Tiny. You can move through a hostile Medium or larger creature's space as if it were difficult terrain. You cannot wield weapons that are not light or grapple a Medium creature. You cannot wear standard armor. Armor for a creature your size costs half the amount of normal armor.
Toughness
Minor Trait
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Undead Fortitude
Major Trait
Prerequisite: Undead Creature Type
You are immune to poison damage and the poisoned condition. If damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken, dropping to 1 hit point instead on a success. If the damage taken is radiant or from a critical hit, you cannot make the saving throw.
Unhindered
Minor Trait
You can move across nonmagical difficult terrain without expending extra movement.
Vampiric Bite
Major Trait
Prerequisite: Undead Creature Type
You have a fanged bite which you can use to make an unarmed strike. When you hit with it, the strike deals 1d6 + your Constitution modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage dealt by the bite.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Water Form
Minor Trait
Prerequisite: Elemental Creature Type
You can move through a space as narrow as 1 inch wide without squeezing.
Weapon Training (four)
Major Trait
You gain proficiency with four weapons of your choice.
Weapon Training (two)
Minor Trait
You gain proficiency with two weapons of your choice.
You may choose this trait twice.
Sample Builds
Angel
Creature Type. Celestial
Ability Score Increase. +2 CHA, +1 STR
Size. Medium
Build. Bipedal
Speed. 30 feet
Vision. Normal
Major Traits.
Flight (30 ft.)
Celestial Resilience
Minor Traits.
Healing Hands
Langauges. Common, Celestial
Avariel Elf
Creature Type. Humanoid
Ability Score Increase. +2 DEX, +1 WIS
Size. Medium
Build. Bipedal
Speed. 30 feet
Vision. Darkvision
Major Traits.
Flight (30 ft.)
Minor Trait Bundle: Elf
Minor Traits.
Darkvision
Langauges. Common, Elvish
Awakened Cat
Creature Type. Beast
Ability Score Increase. +2 DEX, +1 CHA
Size. Tiny
Build. Quadrupedal, non-prehensile
Speed. 40 feet
Vision. Darkvision
Major Traits.
Lucky
Minor Traits.
Darkvision
Tiny Size
Natural Weapon (Slashing)
Distraction
Langauges. Common, Any
Blight
Creature Type. Plant
Ability Score Increase. +2 DEX, +1 STR
Size. Medium
Build. Bipedal
Speed. 30 feet
Vision. Blindsight, blind beyond
Major Traits.
False Appearance
Natural Armor: 17
Minor Traits.
Blindsight, blind beyond
Natural Weapon (Bludgeoning)
Langauges. Common, Sylvan
Blind Monk
Creature Type. Humanoid
Ability Score Increase. +2 DEX, +1 WIS
Size. Medium
Build. Bipedal
Speed. 30 feet
Vision. Blindsight, blind beyond w/tremorsense
Major Traits.
Blindsight, blind beyond w/tremorsense
Iron Will
Minor Traits.
Cunning
Surprise Attack
Langauges. Common, Any
Centaur
Creature Type. Monstrosity
Ability Score Increase. +2 STR, +1 DEX
Size. Large
Build. Centaur-like
Speed. 40 feet
Vision. Normal
Major Traits.
Large Size
Skill Versatility
Minor Traits.
Charge
Natural Weapon (Bludgeoning)
Langauges. Common, Sylvan
Demon
Creature Type. Fiend
Ability Score Increase. +2 CHA, +1 STR
Size. Medium
Build. Bipedal
Speed. 30 feet
Vision. Normal
Major Traits.
Flight (30 ft.)
Fiendish Resilience
Minor Traits.
Cantrip
Langauges. Common, Abyssal
Fire Elemental
Creature Type. Elemental
Ability Score Increase. +2 CON, +1 CHA
Size. Medium
Build. Bipedal
Speed. 30 feet
Vision. Normal
Major Traits.
Fire Form
Damage Immunity (Fire)
Minor Traits.
Elemental Nature
Cantrip (CHA)
Langauges. Common, Ignan
Half-Dragon
Creature Type. Dragon
Ability Score Increase. +1 STR, +1 DEX, +1 CON
Size. Medium
Build. Bipedal
Speed. 30 feet
Vision. Normal
Major Traits.
Breath Weapon
Flight (15 ft.)
Minor Traits.
Damage Reesistance
Natural Weapon (Slashing)
Langauges. Common, Draconic
Mind Flayer
Creature Type. Aberration
Ability Score Increase. +2 INT, +1 DEX
Size. Medium
Build. Bipedal
Speed. 30 feet
Vision. Darkvision
Major Traits.
Magic (INT)
Minor Traits.
Darkvision
Psionics
Natural Weapon (Bludgeoning)
Appendage
Langauges. Common, Deep Speech
Mad Zombie
Creature Type. Undead
Ability Score Increase. +2 CON, +1 STR
Size. Medium
Build. Bipedal
Speed. 30 feet
Vision. Normal
Major Traits.
Endurance
Undead Fortitude
Minor Traits.
Adrenaline Rush
Faster
Langauges. Common, Any
Oozekin
Creature Type. Ooze
Ability Score Increase. +2 CHA, +1 DEX
Size. Medium
Build. Bipedal
Speed. 30 feet
Vision. Normal
Major Traits.
Ooze Resilience
Shapechanger: Persona
Minor Traits.
Amorphous
Sneaky
Langauges. Common, Any
Pixie
Creature Type. Fey
Ability Score Increase. +2 DEX, +1 CHA
Size. Tiny
Build. Bipedal
Speed. 20 feet
Vision. Normal
Major Traits.
Flight, Tiny (30 ft.)
Magic Resistance
Minor Traits.
Tiny Size
Cantrip
Langauges. Common, Sylvan
Vampire Dragonborn
Creature Type. Undead
Ability Score Increase. +2 CON, +1 STR
Size. Medium
Build. Bipedal
Speed. 30 feet
Vision. Darkvision
Major Traits.
Vampiric Bite
Breath Weapon
Minor Traits.
Darkvision
Damage Resistance
Langauges. Common, Draconic
Warforged Canine
Creature Type. Construct
Ability Score Increase. +2 STR, +1 DEX
Size. Medium
Build. Quadrupedal, non-prehensile
Speed. 40 feet (50 with Faster)
Vision. Normal
Major Traits.
Construct Resilience
Natural Weapons: Bite, Claw, Tail
Minor Traits.
Faster
Sprint
Langauges. Common, Winter Wolf
Wyrmling
Creature Type. Dragon
Ability Score Increase. +2 CHA, +1 DEX
Size. Medium
Build. Quadrupedal, semi-prehensile
Speed. 40 feet
Vision. Darkvision
Major Traits.
Breath Weapon
Flight (15 ft.)
Minor Traits.
Damage Resistance
Darkvision
Langauges. Common, Draconic
Young Giant
Creature Type. Giant
Ability Score Increase. +2 STR, +1 CON
Size. Large
Build. Bipedal
Speed. 30 feet
Vision. Normal
Major Traits.
Large Size
Giant Strength
Minor Traits.
Damage Resistance
Toughness
Langauges. Common, Giant
Changelog
- v1.2 Updated Construct, Elemental, Ooze, and Undead traits, updated Natural Weapons (Bite/Horns, Claw, and Tail), False Appearance (Plant), and Psionics, added missing Tiny Size trait, updated Centaur-build text, added False Appearance (Undead), Minor Trait Bundle: Dwarf, Shapechanger: Hybrid
- v1.1 Changed "race" to "species", added Blurred Movement
- v1.0 Released