Table of Contents
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3Chapter 1: Step by Step Process
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4Chapter 2: Aid for the DM
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5Chapter 3: Races
- 5Aarakockra
- 6Aasimar
- 7Bugbear
- 8Centaur
- 9Changeling
- 10Dhampir
- 11Dragonborn
- 12Dwarf
- 13Elf
- 16Firbolg
- 17Genasi
- 19Gith
- 20Gnome
- 21Goblin
- 22Goliath
- 23Grung
- 24Halfling
- 25Harengon
- 26Hexblood
- 27Hobgoblin
- 28Human
- 29Kalashtar
- 30Kenku
- 31Kobold
- 32Leonin
- 33Lizardfolk
- 34Locathah
- 35Loxodon
- 36Minotaur
- 37Orc
- 38Reborn
- 40Shifter
- 41Simic Hybrid
- 42Tabaxi
- 43Tiefling
- 44Tortle
- 45Vedalken
- 46Warforged
- 47Yuan-Ti
Chapter 1: Character Creation Step by Step
Step 1: Race
Your race defines your biological traits. Chapter 3 contains a list of races available. You gain all traits listed by your race. Your DM may offer additional races or disallow some of the races listed.
Halfraces
Sometimes a child can be born from 2 parents of different races, or certain events might change a character from one race to something else. A halfrace has the traits of one race, with the ancestral trait swapped out for the ancestral trait of another race. A halfrace is a member of both races, e.g. a human-elf halfrace counts as a human or an elf for any effects that depend on such (like the locate person spell).
Variant Rule: Custom Halfraces
Each race is balanced around a 10 point point buy system. This means that those who want even more customizability can use these point values to create their own halfraces, combining traits from all races involved that add up to 10 or less points. These racial trait scores can be found in Appendix B.
Step 2: Background
Your character is not just defined by their biological traits, but also picked up some learned skills around the way depending on their background and culture. From your background you gain the following:
- +2 to one stat and +1 to another.
- Choose 2 in any combination off skill proficiencies, swimming speed or climbing speed.
- Choose 3 in any combination of languages or tool proficiencies.
- 1 half feat
- 50 GP that you can spend on any equipment that is not armor or weapons.
A half feat is a feat that normally offers an ASI, without the ASI, and should focus on adding more flavor instead of simply having a number go up. A list of options can be found in Appendix A. Any of these feats can also be taken whenever you gain a feat, if you do so you can either take 2 half feats or 1 half feat and a +1 to 1 stat.
Variant Rule: Custom Background
You can use a 25 point point buy system to make your custom background:
- +1 to one stat: 4 points. (max +2 per stat)
- Language or Tool proficiency: 1 point.
- Skill proficiency, swimming speed or climbing speed: 2 points.
- Half Feat: 4 points.
- 25 GP: 1 point
Additionally you can sit together with your dm to add other abilities. Your DM will decide the point value for these abilities.
Step 3: Class
Classes are as normal for 5e.
Chapter 2: Aid for the DM
Races
The races of chapter 3 can easily be dragged and dropped into your world though you are of course welcome to tinker with them. For a guideline to power scores use Detect Greater Balance created by thoroughlysketchy.
Adapting a race to this system
If you have a race designed for normal 5e and you wish to adapt it to this system I advice doing it in the following steps:
1. Separate biological from cultural
Go through the entire race and take out any trait that is cultural, aka learned. If you have difficulty distinguishing the 2, try to imagine what a member of this race would be capable of if they grew up in a foster home at the other end of your world. Anything that both this member and a normal member of said race can do would be a biological trait. You can add the cultural traits to a half feat later.
2. Determine power scores and the ancestral trait
Go trait per trait and determine what the power score of said trait would be. Try to see each trait in a vacuum. The ancestral trait of a race should be wholly unique to that race and not give abilities that other races could offer as well, like proficiencies, resistances or special sights. This is done so that there is the least amount of overlap possible when a player creates a halfrace.
3. Balance
This is the time where you add, remove or change traits such that the race has a total power score of 10, with the ancestral trait being 6 and the rest being 4.
- For adding I suggest getting inspiration from other races that are like the one you are trying to add. If such doesn't exist in 5e have a look at previous editions or other gaming systems.
- For removing try to remove the traits that define your race the least. If you still have to take out quite a few traits that you consider to be race defining, think about making a new racial feat that has these traits.
Chapter 3: Races
Aarakocra
From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.
Aarakocra Traits
Type. You are a Humanoid.
Age. Aarakocra reach maturity by age 3. They usually don't live longer than 30 years.
Speed. Your walking speed is 30 ft.
Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies. Your size is Medium.
Ancestry Trait
Soaring Wings. You have a flight speed of 30 feet. Your mobility is limited while in flight, you have to move a minimum of 15 feet in one direction before you can make a turn. You also must move a minimum of half your movement speed during your turn to remain aloft.
Lightweight. As long as you are not Restrained or Incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage.
Prehensile Feet. Your feet can manipulate objects, open or close doors or containers and pick up or set down Tiny objects. They are not dexterous enough to wield weapons or provide the somatic components of spells.
Talons. Your legs end in talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6+Str slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Aasimar
Aasimar are humanoids that are possessed or used to be possessed by a celestial spirit. This celestial changes the body slowly overtime, making them look more and more like the celestials true form. This means that there is a large variety in looks for aasimar, going from almost indistinguishable from a normal member of their ancestral race, to being so close to the celestials true form that the original race is unrecognizable.
Aasimar Features
Ancestral Legacy. You have a non-aasimar ancestral race. You are considered a halfrace of aasimar and your ancestral race.
Type. You are a Celestial Humanoid.
Age. Aasimar live about 50% longer than their ancestral race.
Speed. Your walking speed is 30 ft.
Size. Aasimar are as large as their ancestral race. You are the same size as your ancestral race.
Ancestry Trait
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your proficiency bonus. Once you use this trait, you can't use it again until you finish a short rest.
Heavenly Radiance. You can use your bonus action to unleash the divine energy within yourself, you choose one of the following ways it transforms you. Each transformation lasts for 1 minute or until you end it as a bonus action. Once you transform, you can't use this trait again until you finish a long or short rest.
- Radiant Soul. Your eyes start to glimmer and two luminous, incorporeal wings sprout from your back. You have a flying speed of 30 feet.
- Radiant Consumption. A searing light radiates from you, pouring out of your eyes and mouth, threatening to char you. 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, each other creature within 10 feet of you takes radiant damage equal to your level divided by 2, rounded up.
- Haunting Shroud. Your eyes turn into pools of darkness and two skeletal, ghostly, flightless wings sprout from your back. A creature that starts its turn within 10 feet of you must succeed on a Wisdom saving throw (DC 8+Prof+Cha) or become frightened of you until the start of its next turn. On a success the creature is immune to your Haunting Shroud for the next 24 hours.
Celestial Resistance. You have resistance to Radiant and Necrotic damage.
Light Bearer. You can manifest a halo. As an action you create a circular light above your head that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This halo lasts until you dispel it (no action needed) or you go unconscious.
Bugbear
Bugbears are the largest of the goblinkin, being about a head taller than hobgoblins and dwarfing the normal goblins. bugbears only slightly resemble their other kin, their fur giving them a more feral look. Though what will most likely grab the attention is their elongated arms, coming all the way to their knees when they stand upright.
Bugbear Features
Type. You are a Humanoid (Goblinoid).
Age. Bugbears reach adulthood at age 16 and live up to 80 years.
Speed. Your walking speed is 30 ft.
Size. Bugbears are between 6 and 8 feet tall. Your size is Medium.
Ancestral Trait
Long-Limbed. When you make a mellee attack, your reach for it is 5 feet greater than normal. Your touch range is also increased by 5 ft.
Low-Light Vision. You can see in dim light within 60 feet of you as if it were bright light.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
The Warlords Will. You have advantage on saving throws you make to avoid or end the Frightened condition on yourself.
Centaur
Centaurs look life half horse and half man. To be more specific a humanoid head and torso placed on the torso of a horse.
Centaur Features
Type. You are a Fey Humanoid.
Age. Centaurs mature and age at about the same rate as humans.
Speed. Your base walking speed is 40 ft.
Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Large.
Ancestry Trait
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 1d6+Str, instead of the bludgeoning damage normal for an unarmed strike.
Trample. When you take the Dash action you may run through an amount of spaces occupied by a creature smaller than you up to your proficiency bonus. Each creature whose space you enter this way must succeed on a strength saving throw (DC 8+Prof+Str) or be knocked prone and they cannot make attacks of opportunity against you this turn.
Equine Build. 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.
Changeling
While changelings can look like anyone, they do have a true form that lacks detail or distinguishing features. Their skin tone is always pale, either white or light gray, and they tend to have slender bodies with limbs slightly longer in proportion to other humanoids. They have large colorless eyes circled by thick black rings. Their hair color is most commonly a light shade of silver followed by platinum and blonde. In rarer cases, their hair can be pale shades of green, pink, and blue.
Changeling Features
Type. You are a Humanoid.
Age. Changelings mature and age at about the same rate as humans.
Speed. Your base walking speed is 30 ft.
Size. Changelings are build like humans, but slightly leaner. Your size is Medium.
Ancestry Trait
Shapechanger. You are a shapeshifter in addition to your other types.
Over the course of a minute, you can change your appearance and your voice. You can transform into any humanoid you have seen before. Your clothing, equipment and statistics aren't changed by this trait. You stay in the new form until you use an action or until you die, after which you transform back to your true form over the course of a minute.
Changeling Camouflage. You can change your skin color to better blend into your environment. When you are not wearing armor you have advantage on stealth checks.
Cunning Hair. Your shapeshifting nature gives you control over your body others do not have. You can control your hair freely and use it to interact with but not hold objects.
Flexible. Your transforming abilities lets you dislocate joints with ease and without pain. You count as one size smaller to determine what spaces you can enter without squeezing.
Dhampir
Dhampirs are humanoids who inherited some of a vampires tainted blood. Either one of their parents was a vampire, their mother was bitten while pregnant or they got corrupted in some other way. They tend to be thin and willowy, with pointed canines and red eyes. They experience the same bloodthirst vampires do, but a milder version meaning that not all dhampirs carry out the practice of drinking blood.
Dhampir Features
Ancestral Legacy. You have non-dhampir ancestor. You are a half-race of dhampir and your ancestral race.
Type. You are a Humanoid.
Age. Dhampir's grow up as fast as their ancestral race but easily live 5 times as long.
Speed. Your base walking speed is 30 ft.
Size. Dhampir's are as tall as their ancestral race. Your size is the same as your ancestral race.
Ancestry Trait
Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d6 piercing damage on a hit. 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
Once you have empowered yourself with this bite, you can't do so again until you finish a long or short rest.
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 discern colors in that darkness as shades of gray.
Spider Climb. You have a climbing speed equal to your walking speed. In addition you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Dragonborn
Dragonborn look like the mix of a human and the mythical dragons, each color of dragonborn sharing features with their color of dragon. They have 3 claws and a rear claw on their feet and 3 claws with a thumb on their hands. Their eyes are usually red or gold in color.
Dragonborn Features
Type. You are a Dragon Humanoid.
Age. Dragonborn grow up quickly, reaching adulthood at 15 and living for up to 80 years.
Speed. Your base walking speed is 30 ft.
Size. Dragonborn are slightly larger than humans and have more bulk, standing between 5,5 and 7 feet. Your size is Medium.
Ancestry Trait
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15 foot cone. Each creature in that area must make a Dexterity saving throw (DC 8+Prof+Con). On a failed save, the creature takes 1d10 + your character level damage of the type associated with your Draconic Ancestry. On a successful save, it takes half as much damage. Once you use this trait, you can't do so again until you finish a long or short rest.
Draconic Resistance. You have resistance to the damage type associated with your Draconic Ancestry.
Dragonic Ancestry. The blood of a dragon runs through your veins, choose one kind of dragon from the Draconic Ancestry table. This determines the damage type for your other traits, as shown in the table.
Additionally you gain one of the following abilities based on your Dragon Type, once you have used it, you can't do so again until you finish a long rest.
- Chromatic. As an action you release noxious fumes in a 15 foot cone. Creatures in the area lose their resistance to the damage type associated with your Draconic Ancestry for 1 minute.
- Gem. As an action you can release a magical breath of force in a 15 foot cone. Creatures in the area must succeed on a Strength saving throw (DC 8+Prof+Con) or be pushed back 15 feet and knocked prone.
- Metallic. As an action you can give a creature you touch resistance to the damage type associated with your Draconic Ancestry for 1 minute.
Draconic Ancestry
Dragon Color | Dragon Type | Damage Type |
---|---|---|
Black | Chromatic | Acid |
Blue | Chromatic | Lightning |
Green | Chromatic | Poison |
Red | Chromatic | Fire |
White | Chromatic | Cold |
Amethyst | Gem | Force |
Crystal | Gem | Radiant |
Emerald | Gem | Psychic |
Sapphire | Gem | Thunder |
Topaz | Gem | Necrotic |
Brass | Metallic | Fire |
Bronze | Metallic | Lightning |
Copper | Metallic | Acid |
Gold | Metallic | Fire |
Silver | Metallic | Cold |
Dwarf
Dwarfs are small bulky humanoids. They are not born like other humanoids but crafted out of stone, with a gem as a heart. Like humans, dwarves have a wide variety of skin, eye, and hair colors.
Dwarf Features
Type. You are a Humanoid.
Age. Dwarves reach adulthood at 18 and the magic animating them lasts for exactly 350 years.
Speed. Your base walking speed is 30 ft.
Size. Dwarves are a stout race, standing between 4 and 5 feet tall. Your size is Medium.
Ancestry Trait
Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching such a surface to use this Tremorsense. The stone can be natural or worked. Once you've used this trait you can't do so again until you finish a long or short rest.
Low-Light Vision. You can see in dim light within 60 feet of you as if it were bright light.
Dwarven Resilience. You have resistance against poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned Condition on yourself.
Elf
Elves are slender humanoids with pointed ears. There are no natural subraces of elves but certain trees that the elves call ancestor trees can change them.
Elf Traits
Type. You are a Humanoid.
Age. An elf reaches adulthood at 18, chooses it's ancestor tree at 100 and lives for up to 750 years.
Speed. Your base walking speed is 30 ft.
Size. Elves range from under 5 to over 6 feet tall. Your size is Medium.
Trance. Elves don't need to sleep and magic can't put them to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
Subrace. Choose a subrace, an elven subrace depends around what ancestor tree they performed their coming of age ritual, or Shadar Kai if they have not performed it.
Alu (Sea)
Ancestry Trait
Mask of the Sea. You can take the Hide action when lightly obscured by mist, heavy rain, a layer of water or any other water based phenomenon.
Emissaries from the deep. You are adapted to the cold, dark ocean depths. While submerged you gain the following benefits:
- You have blindsight for 20 feet, or have it extended by 10 if you already have it.
- You gain darkvision for 120 feet, or have it extended by 60 if you already have it.
- You ignore difficult terrain from strong currents.
Amphibious. You can breath air and water.
Child of Cyndelius. You have advantage on saving throws to avoid or end the Charmed condition.
Alura (Wood)
Ancestry Trait
Fleet of Foot. When you take the disengage action, until the end of the turn, you ignore difficult terrain.
Plant Sight. You can see the life force in plants within your line of sight, visible as a glow. The more injured or sick the plant is, the weaker the glow is.
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.
Child of Cyndelius. You have advantage on saving throws to avoid or end the Charmed condition.
Low-Light Vision. You can see in dim light within 60 feet of you as if it were bright light.
Nevae (Dark)
Ancestry Trait
Cloud of Darkness. As a bonus action you can create a 5 foot radius sphere of darkness from a point you can see within 60 feet that lasts until the end of your next turn. Once you've done so you can't use this trait again until you finish a long rest.
Meld in Shadow. You may take the Hide action even when you are not obscured as long as you are in dim light or darkness and remain motionless. You cannot do this while the creatures you are trying to hide from are observing you.
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.
Light Sensitivity. You see in bright light as if it was dim light.
Child of Cyndelius. You have advantage on saving throws to avoid or end the Charmed condition.
Ora (Eladrin)
Ancestry Trait
Fey Step. After each long rest, you may allign yourself with a season.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Depending on your season, one of the following effects occur, if the effect requires a saving throw, the DC equals 8+prof+Cha 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 the creatures.
- 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 proficiency bonus.
Once you used this ability you can't do so again until you finish a long rest.
Child of Cyndelius. You have advantage on saving throws to avoid or end the Charmed condition.
Low-Light Vision. You can see in dim light within 60 feet of you as if it were bright light.
Shadar Kai
Ancestry Trait
Phase Spell. Shadar Kai are hard to pin down with magic. When you have to make a save against a spell you can use a reaction to give yourself advantage on that save. If you succeed on the save you are immune to any effects a creature would normally be subjected to, like taking half damage from fireball.
Necrotic Resistance. You have resistance against Necrotic damage.
Low-Light Vision. You can see in dim light within 60 feet of you as if it were bright light.
Uanna (High)
Ancestry Trait
Weave Magic. Uanna Elves are naturally in tune with magic. As an action you can determine if an object or creature you touch is magical and/or affected by any spells and you learn its school of magic, if any. As part of the same action you can use a free hand to attempt to pull one of these spells out of the creature. You must succeed on an arcana check (DC 15+spell level) to do so. Until your next long rest you have the spell prepared and can cast it once without material components, though it only affects a single creature and its range is reduced to touch. You use the original spellcaster's spellcasting modifiers for this spell.
Once you have pulled out a spell this way, you can't do so again until you finish a long rest.
Child of Cyndelius. You have advantage on saving throws to avoid or end the Charmed condition.
Low-Light Vision. You can see in dim light within 60 feet of you as if it were bright light.
Firbolg
Firbolg are giant kin with blueish skin and hairy ears. They tend to have deep and smooth voices and great beards.
Firbolg Traits
Type. You are a Fey Humanoid (Giant).
Age. As other fey, firbolgs have a long lifespan. Growing to be an adult at 30 and living up to 500.
Speed. Your base walking speed is 30 ft.
Size. As a giant you are larger than most, standing between 7 and 9 feet tall. Your size is Large.
Ancestry Trait
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 long or short rest.
Endurance. You have advantage on saving throws you make to avoid exhaustion from extreme weather conditions.
Low-Light Vision. You can see in dim light within 60 feet of you as if it were bright light.
Dimmunition. As an action you may have yourself seem up to 3 feet shorter than you are. Additionally you can look like another race with the same assortment of limbs as you. A creature can make an Intelligence (Investigation) check (DC 8+Prof+Wis) to see through the illusion. No matter the form you choose, you always still look a bit like you, giving people that have seen your true form and are looking for you advantage on the check. The illusion lasts until you go unconscious or end it (no action needed).
Genasi
Genasi are humanoids that are possessed or used to be possessed by an elemental spirit. This elemental changes the body slowly overtime, making them look more and more like the elementals true form. This means that there is a very large variety in looks for a genasi depending on what kind of elemental possessed them and how far along the transformation they are.
Genasi Traits
Ancestral Legacy. Your bloodline has a non-genasi ancestral race. You are considered a halfrace of genasi and your ancestral race.
Type. You are an Elemental Humanoid.
Age. Genasi live as long as their ancestral race.
Speed. Your base walking speed is 30 ft.
Size. Genasi are as tall as their ancestral race. Your size is the same as your ancestral races.
Subrace. Choose a subrace, a genasi's subrace depends on the type of elemental that possessed them.
Air Genasi
Ancestry Trait
Windwalker. As a bonus action you can give yourself a flying speed of 30 feet this turn. If you are in the air at the end of your turn, you fall.
Control Air. As an action you create a harmless sensory effect using air or you can call forth a burst of air to push back a creature that is Medium or smaller or an object that weighs less than 5 pounds that you can see within 60 feet and isn't being worn or carried. The creature must succeed on a strength saving throw (DC 8+Prof+Con) or be knocked back 5 feet in a direction of your choosing. An object always fails this save and is knocked back 10 feet instead.
Unending Breath. You do not need to breath.
Dance of the Wind. When you take the dash action, you can move an extra 10 feet without provoking attacks of opportunity. You cannot use this trait while in a windless area like poorly ventilated indoor houses or underground tunnels.
Earth Genasi
Ancestry Trait
Control Earth. As an action you can excavate or shape a 5 foot cube of loose earth that you can see within 60 feet or cause it to become difficult terrain, or normal terrain if it already was difficult terrain.
Murmurs of Earth. At the start of your turn you may reduce your speed to 0. If you do you gain tremorsense for 30 feet until the start of your next turn.
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Earth's Endurance. When you take the dodge action, you reduce any bludgeoning, piercing or slashing damage you take by your proficiency bonus. You can only use this trait when you are standing on solid soil, stone or metal.
Fire Genasi
Ancestry Trait
Control Fire. As an action you can make a flame appear anywhere on your body that sheds bright light for 10 feet and dim light for 10 more. As part of the same action or as a bonus action on later turns you can launch this flame at a creature you can see within 60 feet, dealing 1d8 fire damage. Constitution is your attack modifier for this attack. This damage increase by 1d8 when you reach 5th (2d8), 11th (3d8) and 17th (4d8) level. Or you can light or snuff out a candle, torch, campfire or other easily flammable object that fits in a 5 foot cube by touching it.
Fuel for the fire. As a bonus action while holding the flame from control fire, you can spend some of your vitality to fuel it. You spend one of your hit die, the next time you hit a creature with the flame, the damage is increased by that amount.
Trail Blazer. When you use the dash action your increased speed burns those around you. When you come within 5 feet of a creature, they take fire damage equal to your proficiency bonus. Once a creature takes damage this way, it can't do so again until you use the dash action again. You cannot use this trait in wet environments or in extreme cold.
Fire Resistance. You have resistance to fire damage.
Water Genasi
Ancestry Trait
Control Water. As an action you can move a 5 foot cube of water 5 feet or bend it into a shape or you can freeze it or thaw it if it is already frozen. Amphibious. You have a swimming speed equal to your movement speed and you can breath air and water.
Acid Resistance. You have resistance to acid damage.
Water's Sway. A creature triggers an attack of opportunity from you when they miss you with an attack while you are using the dodge action. This attack of opportunity can be a melee or ranged attack. You cannot use this trait while in an arid area or in extreme heat.
Gith
Githyanki are tall and slender Humanoid with rough, leathery yellow skin and bright black eyes that are sunken deep in their orbits. They have long and angular skulls, with small and highly placed flat noses, and ears that are pointed and serrated in the back side.
Gith Traits
Type. You are a Humanoid.
Age. Gith mature and age at about the same rate as humans.
Speed. Your base walking speed is 30 ft.
Size. Gith are slightly large than humans, standing between 4'11" and 7'. Your size is medium.
Ancestry Trait
Telekinetic. As an action you can target an object that you can see within 30 feet that weighs less than 20 lbs and take a mental hold of it until the start of your next turn. At the start of your next turn you can use your action to extend the hold for another round. As part of the same action to take or maintain your hold, you can interact with the object or move it up to 30 feet. When you lose your hold on the object or if it moves out of range, it falls.
Telepathic. You can speak telepathically to any creature you can see, provided the creature is within 60 feet of you. You need to share a language with the creature for it to understand your telepathic utterances.
Telekinetic Leap. As an action you can use your telekinetic abilties to fling yourself or an ally you can see within 30 feet. You can move the target for 30 feet, this movement does not have to be along the ground. Once you've done so you can't use this trait again until you finish a long or short rest.
Telepathic Noise. As an action you telepathically fill the mind of a creature you can see within 60 mind with nonsense. It must succeed on a wisdom saving throw (DC 8+Prof+Int) or take 1d4 psychic damage and it has disadvantage on the next attack roll it makes before the end of its next turn. The damage increases by 1d4 when you reach 5th (2d4), 11th (3d4), and 17th (4d4) level.
Gnome
Gnome look like a combination of dwarf and elf, being small in stature with pointed ears and high cheekbones. The skin of gnomes ran in hue from reddish tans to earthy browns or even shades of gray. Similarly, gnomish hair varied wildly in color from blond and brown to more exotic colors like white, orange, or even green.
Gnome Traits
Type. You are a Humanoid.
Age. Gnomes live longer than most, becoming an adult at 40 and living up to 500 years.
Speed. Your base walking speed is 30 ft.
Size. Gnomes are a small race, even dwarfed by dwarves, standing between 2'11" and 3'7". Your size is Small.
Ancestry Trait
Gnome Cunning. You have advantage on all Wisdom and your choice of Intelligence or Charisma (chosen when you pick this race) saving throws against spells.
Illusion Sense. You have advantage on checks to see through illusions.
Low-Light Vision. You can see in dim light within 60 feet of you as if it were bright light.
Gnome Cunning. You have advantage on all Intelligence or Charisma (chosen when you pick this race) saving throws against spells.
Goblin
Goblins have flat faces, sloped back forehead, broad noses, pointed ears, and small, sharp fangs. Their eyes vary in color from red to yellow. Their skin color ranges from yellow through any shade of orange to a deep red, though they also come in shades of green.
Goblin Traits
Type. You are a Humanoid (Goblinoid)
Age. Goblins are some of the shortest living races, reaching adulthood at 8 and almost never making it past 60.
Speed. Your base walking speed is 30 ft.
Size. Goblins are between 3 and 4 feet tall. Your size is Small.
Ancestry Trait
Slippery. When you take the Disengage action it lasts until the start of your next turn. In addition when an enemy ends its turn within 5 feet of you during this time, you may move 5 feet away from them.
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 long or short rest.
Goblin Diet. Goblins seem to able to sustain of off anything. You have immunity against ingested poisons and diseases, resistance against poison damage and you have advantage on saving throws to avoid or end the poisoned condition.
Goliath
Goliath are big humanoids with most likely giant ancestry. Goliaths have noticeably bony or prominent supraorbital ridges above their eyes. Goliath eyes are often a bright blue or green and sometimes glow a little.
Goliath Traits
Type. You are a Humanoid.
Age. Goliath mature and age at about the same rate as humans.
Speed. Your base walking speed is 30 ft.
Size. Goliaths are massive, standing between 6 and 8 feet. Your size is Medium.
Ancestry Trait
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 long or short rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born. You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.
Grung
Grungs are frog-like folk found in rain forests and tropical jungles. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.
Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures.
Grung Traits
Type. You are a Humanoid.
Age. Grungs mature to adulthood in a single year, but have been known to live up to 50 years.
Speed. Your base walking speed is 30 ft.
Size. Grungs stand between 2,5 and 3,5 feet tall. Your size is Small.
Ancestry Trait
Poisonous Skin. Any creature that grapples you while you are not wearing armor or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw (DC 8+Prof+Con) or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Amphibious. You can breathe air and water.
Poison Resistance. You have resistance to poison damage and you have advantage on saves against poison.
Halfling
In many ways, halflings resemble small humans and usually have the same proportions as the typical human adult. Most halflings have dark hair and eyes, regardless of their skin complexion which, although commonly ruddy in hue have a similar range to humans.
Hallfing Traits
Type. You are a Humanoid.
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of their second century.
Speed. Your base walking speed is 30 ft.
Size. Halflings are between 2,5 and 3,5 feet tall. Your size is Small.
Ancestry Trait
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
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 and you have advantage on the stealth check when there are 3 or more of such creatures within 5 feet of you.
Harengon
Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring.
Harengon Traits
Type. You are a Fey Humanoid.
Age. Harengon mature and age at about the same rate as humans.
Speed. Your base walking speed is 30 ft.
Size. Harengon come in a large variaty of size going from 2 to 7 feet. Your size is Small or Medium.
Ancestry Trait
Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. Once you use this trait, you can't do so again until you finish a long or short rest.
Standing Leap. You can jump from a standstill as if you had a running start.
Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
Hare-Trigger. You may add your proficiency bonus to initiative checks.
Hexblood
Hexbloods are humanoids that made a deal with hags, changing them.
Hexblood Traits
Type. You are a Fey Humanoid.
Age. Hexbloods live as long as their ancestral race.
Speed. Your base walking speed is 30 ft.
Size. Hexbloods are as tall as their ancestral race. Your size is the same as your ancestral race.
Ancestry Trait
Eerie Token. As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:
- Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.
- Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.
Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows.
Hex Curse. Your promises of ill fortune are more potent than others. As a bonus action you may curse a creature within 60 feet that can hear you for 1 hour. Choose Attacks, Checks or Saving throws, the creature removes 1d4 from any roll it makes of the chosen kind. Once you've done so you can't use this trait again until you finish a long or short rest.
Hobgoblin
Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth.
Hobgoblin traits
Type. You are a Humanoid (Goblinoid).
Age. Hobgoblin mature and age at about the same rate as humans.
Speed. Your base walking speed is 30 ft.
Size. Hobgoblins are as tall as humans, being between 5 to just over 6 feet tall.
Ancestry Trait
Hobgoblin Resilience. Whenever you are under an effect that allows you to make a saving throw at the end of your turn to end it, you can make that saving throw at the start of your turn instead.
Goblin Warcry. When you roll initiative you may spend a hit die. Roll it and add your constitution modifier, you gain that many temporary hitpoints.
Always Prepared. You can add your proficiency bonus to your initiative checks.
The Warlords Will. You have advantage on saving throws to avoid or end the frightened condition.
Human
If you wonder what a human looks like, look in the mirror.
Human Traits
Type. You are a Humanoid.
Age. Humans become an adult at 18 and live for up to a century.
Speed. Your base walking speed is 30 ft.
Size. Humans are between 5 and just over 6 feet tall. Your size is Medium.
Ancestry Trait
Versatile. You start with an additional half feat.
Skillfull. You gain proficiency in 2 skills of your choice.
Kalashtar
Kalashtar are possessed by a spirit. Though instead of taking over and transforming the body, it chooses to cohabit the body with the humanoid. In general Kalashtar are indistinguishable from their ancestral species. Small changes can occur like a strange eye or hair color and small behavior changes.
Kalashtar Traits
Ancestral Legacy. Your bloodline has a non-kalashtar ancestral race. You are considered a halfrace of kalashtar and your ancestral race.
Type. You are a Humanoid.
Age. Kalashtar live as long as their ancestral race.
Speed. Your base walking speed is 30 ft.
Size. Kalashtar are as tall as their ancestral race. Your size is the same as your ancestral race.
Ancestry Trait
Enhanced Telepathic. You can speak telepathically to any creature you can see, provided the creature is within 60 feet of you. You need to share a language with the creature for it to understand your telepathic utterances. As an action you can establish a bond with a creature you can see within 60 feet of you. While the bond persists you no longer need to see the creature to speak telepathically to it but it still must be within 60 feet and it can speak telepathically with you. The bond lasts until you go unconscious, lose your concentration or choose to end it (no action required).
Dual Mind. You have resistance to Psychic damage.
Power of Two. When you have to make a wisdom saving throw, you can use your reaction to give yourself advantage on the save.
Kenku
Kenku have no wings or capacity for flight. Instead, they have arms in place of wings and bird-like talons for hands and feet. Head and torso are covered with soft feathers, a dark russet-brown color, while their scrawny limbs are bare and scaled like a bird's. They most resemble ravens
Kenku
Type. You are a Humanoid
Age. Kenku live fast, being an adult at 12 and never making it past 60.
Speed. Your base walking speed is 30 ft.
Size. Kenku are slightly smaller than humans, going from 4,5 to 6 feet in size. Your size is Medium.
Ancestry Trait
Flock Tactics. When you use the Help action or a creature uses the help action on you, you add 1d6 to the helped roll.
Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce duplicates of existing objects.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Claws. Your claws are natural weapons, that deal 1d6+Str slashing damage.
Kobold
A kobold is a Dragonoid Humanoid with scaled skin between reddish brown and black in color and burnt orange to red eyes. Their legs are sinewy and digitigrade. They have long, clawed fingers and a jaw like a crocodile. Small white or tan horns protrude from their head, and they have rat-like tails.
Kobold Traits
Type. You are a Dragon Humanoid
Age. Kobolds grow up fast, being adult at 6 but can live a long life, living up to 120 years.
Speed. You have a base walking speed of 30 ft.
Size. Kobolds are between 2 and 3 feet. Your size is Small.
Ancestry Trait
Bite. Your teeth are natural weapons that deal 1d6+Str piercing damage.
Lesser Draconic Heritage. Choose a chromatic or metallic draconic heritage (see Dragonborn). When you hit with a bite attack, you can deal 2d6 extra damage of your draconic heritage type. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). Once you use this trait, you can't do so again until you finish a long or short rest.
Low-Light Vision. You can see in dim light within 60 feet of you as if it were bright light.
Draconic Resistance. You have resistance against the damage type of your draconic ancestry.
Tribe Mentality. When an ally succeeds on a safe to avoid or end an effect you are also subjected to, you can use your reaction to retry the save against that effect.
Lizardfolk
Lizardfolk are semi-aquatic reptilian humanoids. Their skin is covered in scales and varies in color from dark green through to shades of brown and gray. Lizardfolk have non-prehensile muscular tails that grow to three or four feet in length, and these are used for balance. They also have sharp claws and teeth.
Lizardfolk Traits.
Type. You are a Humanoid
Age. Lizardfolk mature at 14 and live up to 60 years.
Speed. Your base walking speed is 30 ft.
Size. Lizardfolk are a few inches taller than humans. Your size is Medium.
Ancestry Trait
Bite. Your fanged maw is a natural weapon, wich deals 1d6+Str piercing damage.
Hungry Jaws. You can throw yourself into a 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 equal to your proficiency bonus. Once you've gained hit points this way, you can't use this trait again until you finish a long or short rest.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13+Dex. 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.
Swimming Speed. You have a swimming speed of 30 feet.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Flexible Tail. Your tail is not just for show, you can use it to perform simple object interactions like pulling levers or opening doors. It cannot perform any action that requires dexterity or fingers and it cannot hold objects.
Locathah
Locathah are a fish-like humanoid race. they have fine scales covering their bodies that range from olive green to ochre in color although their stomach scales instead range from sea green to pale yellow. They have fish-like heads with large eyes, either all-black or all-white (which is viewed as a good omen), toothless mouths and small fins where ears would normally be. Instead of hair, they have a dorsal fin and flukes.
Locathah Traits
Type. You are a Humanoid.
Age. Locathah mature to adulthood by the age of 10 but have been known to live up to 80 years.
Speed. Your base walking speed is 30 ft.
Size. Locathah stand between 5 and 6 feet tall. Your size is Medium.
Ancestry Trait
Leviathan Will. You have advantage on saves to avoid or end the Charmed, Frightened, Paralyzed, Poisoned and Stunned conditions.
Wet Skin. You need to be submerged at least once every 4 hours to avoid suffocating.
Amphibious. You can breath air and water.
Slipery Fish. You have advantage on Skill checks and Saves to avoid or end the Grapple or Restrained conditions.
Loxodon
Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants. Like that of an elephant, a loxodon's trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel.
Loxodon Traits
Type. You are a Humanoid.
Age. Loxodon are an adult at 18 and live up to 450 years.
Speed. Your base walking speed is 30 ft.
Size. Loxodon are large creatures, standing between 6,5 and 8 feet tall. Your size is Large.
Ancestry Trait
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.
Consistent Movement. Your walking speed cannot be reduced below 20 feet, unless you are grappled or restrained.
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.
Minotaur
Minotaurs are large, muscular humanoids. They have the head of a bull and the body of a human. Their fur and hair typically ranges from brown to black.
Minotaur Traits
Type. You are a Monstrous Humanoid.
Age. Minotaurs become an adult at 17 and live up to 150 years.
Speed. Your base movement speed is 30 ft.
Size. Minotaurs are larger than humans, standing between 5,5 and 7 feet. Your size is Large.
Ancestry Trait
Horns. Your horns are natural melee weapons,that deal 1d6+Str piercing damage.
Hammering Horns. Immediately after you hit a creature within 5 feet of you that is your size or smaller with a melee attack on your turn, you can use a bonus action to attempt to shove that target with your horns. Unless it succeeds on a Strength saving throw (DC 8+Prof+Str) you push it up to 10 feet away from you.
Charge. If you move at least 20 feet straight toward a target and then hit it with a melee attack on the same turn, you may reroll 1 of the damage dice.
Sprinter. You can move an additional 10 feet when you take the dash action.
Orc
Orcs of all kinds usually have grayish skin, coarse hair, stooped postures, low foreheads, large muscular bodies, and porcine faces that featured lower canines that resembled boar tusks. Many also have wolf-like ears that are pointed on the ends, similar to elves. Orcs are roughly the same size as Human, though usually robust and muscular.
Orc Traits
Type. You are a Humanoid.
Age. Orcs are tought to live short lives, most not seeing the second half of their first century.
Speed. Your base walking speed is 30 ft.
Size. Orcs are slightly larger than humans, standing between 5,5 and 6,5 feet. Your size is medium.
Ancestral Trait
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.
Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
Low-Light Vision. You can see in dim light within 60 feet of you as if it were bright light.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Reborn
Death isn't always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they've been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies.
Reborn Traits
Ancestral Legacy. No one is born Reborn. You are considered a half-race of Reborn and your born race.
Type. You are a Humanoid.
Age. Reborn do not age.
Speed. Your base walking speed is 30 ft.
Size. Reborn are the same size as their born race. Your size is the same as your born race.
Ancestral Trait
Undead. You are an Undead in addition to your other types.
Already Dead. You have advantage on death saving throws. When you make your third successful death saving throw, you regain 1 hit point.
Walking Corpse. While you remain motionless it is impossible to determine if you are alive or dead, except by magical means.
Restless Death. 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 an inactive, motionless state, during which you retain consciousness.
Undead Nature. You don't need to eat, drink or breath.
Satyr
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.
Satyr Traits
Type. You are a Fey Humanoid.
Age. Satyrs are an adult at 18 and live up to a century.
Speed. Your base walking speed is 35 ft.
Size. Satyr's are as large as humans, being between 4,5 and 6 feet Your size is Medium.
Ancestral Trait
Lure of enchantment. As an action you may sing a tune, attempting to charm a creature within 30 feet of you that can hear you. It must succeed on a wisdom saving throw (DC 8+Prof+Cha), on a fail it is subjected to 1 of the following effects (your choice):
- You move the creature up to 15 feet, but not in a way that would provoke attacks of opportunity or into hazardous terrain.
- The creature falls asleep for 1 minute or until it takes damage or another creatures uses an action to shake them awake.
- The creature is frightened of a creature or object of your choice for 1 minute, it can retry the save at the end of each of its turns.
Once you use this trait, you can't do so again until you finish a long or short rest.
Fey Ancestry. You have advantage on saving throws to avoid or end the Charmed condition.
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.
Shifter
Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.
Shifter Traits
Type. You are a Fey Humanoid.
Age. Shifters are an adult at 10 and live up to 70 years.
Speed. Your base walking speed is 30 ft.
Size. Shifters are slightly smaller than humans, being between 4,5 to just under 6 feet. Your size is Medium.
Ancestral Trait
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 2 times your proficiency bonus. You also gain an additional benefit while shifting depending on your subrace, choose 1:
- Beasthide. You gain a +1 bonus to AC.
- Longtooth. You can use your elongated fangs to make an unarmed strike as a bonus action. They deal 1d6+Str piercing damage.
- Swiftstride. Your walking speed is increased by 10 feet.
- Wildhunt. No creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.
After you transformed you can't do so again until you finish a long or short rest.
Lycanthropy Nature. If you would take bludgeoning, piercing, or slashing damage from a nonmagical attack that isn't silvered, you can use your reaction to reduce that damage by your proficiency bonus.
Simic Hybrid
A hybrid's biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth.
Simic Hybrid Traits
Ancestral Legacy. Your bloodline has a non-simic hybrid ancestral race. You are considered a halfrace of simic hybrid and your ancestral race.
Type. You are a Monstrous Humanoid.
Age. Simic hybrids age slightly faster than their ancestral race.
Speed. Your base walking speed is 30 ft.
Size. Simic hybrids are as large as their ancestral race. Your size is the same as your ancestral race.
Ancestral Trait
Greater Animal Enhancement. Choose 1 from the list below, or choose 2 from Animal Enhancement:
- Grappling Appendage. 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+Str, 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. When you take the Attack action on your turn, you can replace one of your attacks with a spray of 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 (DC 8+Prof+Con). This damage increases by 1d10 when you reach 5th level (3d10), 11th level (4d10) and 17th level (5d10). Once you use this trait you can't do so again until you finish a short or long rest.
Adaptive Body. Your body adapts to it's environment, after the end of each long rest you may choose 1 skill. You are proficient in this skill until you the end of your next long rest.
Animal Enchancement. Your body has been altered to incorporate certain animal characteristics. Choose one of the following options:
- Glide. You have ray-like fins that you can use as wings to slow your fall or allow you to glide. You can move up to 2 feet horizontally for every 1 foot you descend. You must glide for at least 20 feet (descending 10 feet) during your turn to stay aloft.
- 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.
- Chromatophores: You can alter the color of your skin and can blend into your environment. You gain advantage on Stealth checks made to hide as long as you are not moving. If you are wearing no armor and are not encumbered, you may attempt to hide even if you have no cover or concealment. You can't use this ability to hide from a creature that is directly observing you.
- Echolocation: As an bonus action during your turn, you can make a loud clicking noise with your tongue and gain blindsight out to 30 feet. This effect ends once you move, use an action or reaction, or your turn ends. You do not gain this benefit if you are deafened, and you cannot use this action if you are incapable of speaking.
- Enhanced immunity: You have advantage on saving throws against poison and diseases.
Tabaxi
Tabaxi's bodies are slender and covered in spotted or striped fur. Like most felines, Tabaxi have long tails and retractable claws. Tabaxi fur color ranges from light yellow to brownish red. Tabaxi eyes are slit-pupilled and usually green or yellow.
Tabaxi Traits
Type. You are a Humanoid.
Age. Tabaxi are an adult at 18 and live for about a century.
Speed. Your base walking speed is 30 ft.
Size. Tabaxi are slightly larger than humans, standing from just below 5 to 6,5 feet. Your size is Medium.
Ancestral Trait
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 Fall. As long as your are not Incapacitated or Restrained, you have resistance against falling damage and you always land on your feet.
Cat's 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 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Climbing Speed. You have a climbing speed of 30 ft.
Tiefling
Tiefling are Humanoids that are possessed or used to be possessed by an fiendish spirit. This fiend changes the body slowly overtime, making them look more and more like the fiends true form. This means that there is a very large variety in looks for a tiefling depending on what kind of fiend possessed them and how far along the transformation they are.
Tiefling Traits
Ancestral Legacy. Your bloodline has a non-tiefling ancestral race. You are considered a halfrace of tiefling and your ancestral race.
Type. You are a Fiendish Humanoid.
Age. Tieflings age as fast as their ancestral race.
Speed. Your base walking speed is 30 ft.
Size. Tieflings are as large as their ancestral race. Your size is the same as your ancestral race.
Ancestral Trait
Infernal Wrath. As a reaction when you are damaged by a creature you can call on your infernal occupier for revenge. The creature must succeed on a Dexterity saving throw (DC 8+Prof+Cha) or take 2d10 fire damage, half on a success.
Once you have done so, you can't do so again until you finish a long or short rest.
Devils Disguise. You can disguise yourself as you looked like before you became possessed by an infernal spirit. A creature can take an action to make an investigation check (DC 10+Deception) to see through the disguise.
Fiendish Tongue. You may have your voice boom 3 times as loud and/or talk with 2 voices at once.
Hellish Resistance. You have resistance to fire damage.
Tortle
Tortles are reptilian-looking humanoids with large shells on their backs that are capable of containing their entire bodies. They have leathery skins that varies between olive-green to blue-green hues. The dorsal portion of their shells is usually darker than their skins, while the ventral portion is lighter, usually with yellowish tones.
Tortle Traits
Type. Your are a Humanoid.
Age. Tortles are a short lived race, becoming an adult at 15 and not seeing the second half of a century.
Speed. Your base walking speed is 30 ft.
Size. Tortles are about as large as humans, standing between 5 and 6,5 feet. Your size is Medium.
Ancestral Trait
Shell Amor. 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 16 (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.
Hold Breath. You can hold your breath for up to 1 hour.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your 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.
Swim Speed. You have a swimming speed of 30 feet.
Vedalken
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.
Vedalken Traits
Type. You are a Humanoid.
Age. Vedalken age slowly, being an adult at 40 and living for 5 centuries.
Speed. Your base walking speed is 30 ft.
Size. Vedalken stand between 5,5 and 7 feet. Your size is Medium.
Ancestral Trait
Eureka. You have moments of genius. When you make an ability check that uses a skill you are proficient in, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. Once you use this feature, you can't do so again until you finish a long or short rest.
Mental Preperations. When you hold an action you may choose to also hold your bonus action. When the held action is triggered, you choose if the bonus action or action occurs first.
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
Warforged are a rare race of humanoid constructs created through powerful rituals. Warforged are made up of bulky (albeit resilient) metallic or stone bodies with wooden interiors. Extremely powerful and durable, warforged are able fighters. Unlike most constructs, warforged are fully self-aware and maintained mental faculties on par with other humanoid races.
Warforged Traits
Type. You are a Humanoid.
Age. Warforged don't age.
Speed. Your base walking speed is 30 ft.
Size. Warforged heights vary wildly depending on their purpose. Your size is Small or Medium.
Ancestral Trait
Construct. You are a construct in addition to your other types.
Self Repairing Machine. At the start of your turn if you are not incapacitated or when you get your third success on a death saving throw, you may spend a hit die. Roll it and add your constitution modifier, you regain that many hit points. Your turn then ends.
Specialised Design. Choose a weapon or tool, it is build into you. You are considered proficient with it and always have it on you.
Constructed Resilience. You have resistance to poison damage, advantage on saving throws to avoid or end the Poisoned condition and immunity do disease.
Machine Metabolism. You don't need to eat, drink or breath.
Sentry's Rest. You don't need to sleep and magic can't put you to sleep. 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.
Yuan-Ti
Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti are corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes.
Yuan-Ti Traits
Type. You are a Monstrous Humanoid.
Age. Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
Speed. Your base walking speed is 30 ft.
Size. Purebloods match humans in average size and weight. Your size is Medium.
Ancestral Trait
Venom Spray. As an action you can spray venom out of your mouth against a creature within 10 feet. The creature must succeed on a Constitution Saving throw (DC 8+Prof+Cha) or take 1d12 poison damage, This damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Snake Form. As an action you can transform into a viper that is one size smaller than you are or back into your humanoid form. Your equipment transforms along with you and none of your statistics change. While in your snake form you cannot take any action that would require you to speak or have hands and you can use the following attacks:
- Bite A melee attack that deals 1d4+Str damage and the target must make a safe against your venom spray.
- Constrict Make a grapple attempt against a creature up to one size larger than you. The creature is restrained while grappled this way and you cannot grapple another creature.
Low-Light Vision. You can see in dim light within 60 feet of you as if it were bright light.
Poison Resistance. You have resistance against Poison damage and advantage on saving throws to avoid or end the Poisoned condition.
Speak with Snakes. You can communicate simple ideas with snakes. They can understand the meaning of your words, and they can communicate simple ideas back to you.
Appendix A: Half Feats
- Abberant Dragonmark
- Actor
- Athlete
- Chef
- Fey Touched
- Grappler
- Healer
- Heavily Armored
- Keen Mind
- Lightly Armored
- Linguist
- Moderatly Armored
- Shadow Touched
- Tavern Brawler
Alchemical Formulae
Repeatable
You gain proficiency with Alchemist Supplies. If you already have it, you gain expertise with it.
You have learned 1 alchemical formula. You start with 1 dose and can make more using alchemist supplies over the course of a day of downtime and 25 gp of materials. You can have an amount of doses equal to your proficiency bonus.
- Polycervis: The liquid in this vial constantly changes color and taste. A creature that uses it's action to drink this liquid transforms into an animal with CR 1 or less (your choice when you make this), retaining their mental stats and ability to speak. The transformation lasts for 1 hour, until the consumer goes unconcious or they end it early as a bonus action.
- Pulvis Ferreus: This silvery powder hardens on contact with skin, making it look like a diamond. As an action you can throw this dust on a creature within 5 feet of you. Until the dust is washed off, it's AC cannot be lower than 16.
- Ampulla Fulgur: This clouded bottle sparks with electricity inside it. You can make a ranged weapon attack (20/60) with this bottle to throw it at a creature. On a hit it takes xd6 lightning damage, where x is your proficiency bonus and they cannot take reactions until the start of their next turn.
Arcane Songs
You know the songs listed below and can start singing them as an action. While singing these songs you must make concentration checks as if you were concentrating on a spell and you must sing them at full volume, making you unable to talk or provide the verbal components of spells. When you start singing you can designate a number of creatures up to your proficiency bonus that are within 60 feet of you and can hear as listeners. The song ends when you loose concentration or stop singing.
- Song of Concentration: A song keeps people concentrated on their task. Listeners can add 1d4 to any skill check they make.
- Song of Travels: A relentless rhythm moves the legs. Listeners have their movement speed increased by 5 and they have advantage on saving throws from forced marches.
- Song of Hidden Meanings: The lyrics of this song hide a secret message, disguised by magic. Listeners are the only one that can understand the secret message if the song is sung in a language they understand and can send their own hidden messages back to you by singing in canon.
Brewer
Repeatable
You gain proficiency with Brewer's Supplies. If you already have it, you gain expertise with it.
You have learned a brewing recepy. You start with 1 dose of each and can make more using Brewer's Supplies over the course of a day of downtime and 25 gp of materials. You can have an amount of doses equal to your proficiency bonus. A creature can drink a dose as an action.
- Insom's Ale: This hot black liquid has a bitter aftertaste, removing any drowsiness. The consumer does not require sleep for the next 24 hours and is immune to the effects of exhaustion (exhaustion is not removed and they can still gain further levels of exhaustion due to forced marches, extreme weather or any other source that is not lack of sleep).
- Good Berry Gin: A sweet yellowish brew that is way more filling than its size would suggest. The consumer regains xd4 hit points, with x being your proficiency bonus and gains enough nutrients for a full day.
- Liquid Courage: A pils that instills a creature with bravery...or is it stupidity? The consumer gains xd4+x temporary hit points, with x being your proficiency bonus. While they have these hitpoints, they have advantage on saving throws against being frightened.
Ceremonies
You know how to conduct ceremonies from the list below. A ceremony takes 30 minutes to conduct, can be part of a short rest and the effects last until your next long rest. Once you have completed a ceremony you can't conduct that ceremony again until you finish a long rest.
- Ceremony of Warding: A number of creatures up to your proficiency bonus present at at the ceremony gain xd4 temporary hit points, with x being your proficiency bonus.
- Ceremony of the Righteous Weapon: You conduct this ceremony on 1 weapon or spellcasting focus. When a creature deals damage with that weapon or deals damage with a spell using that spellcasting focus, that creature may have 1 creature taking damage from that attack or spell take xd4 radiant damage, with x being your proficiency bonus. Once they've done so the effect on the weapon or spellcasting focus ends.
Dependable
When your friends need you, you are there for them. As an action you may choose a creature you can touch. That creature may retry a saving throw that they can normally make at the end of their turn to end a spell or other effect on them.
Disguised in Looks and Deeds
You gain proficiency with Disguise Kits. If you already have it, you gain expertise with it.
You have access to skills you really shouldn't when you are disguised. When you make a disguise, choose an amount of skills and tools equal to your proficiency bonus. While you are wearing that disguise and make a skill check using one of those skills or tools you may make that skill check a Disguise Kit skill check instead. Once you've done so you can't do so again until you finish a long or short rest.
Doll maker
Using a lock of hair or nails of a creature you can fashion a doll of that creature over a long rest. Once per day you may insert 1 needle into the doll. Choose attacks, checks or saves, the creature subtracts 1d4 from all rolls of that type. When you insert a second needle the penalty is increased to 1d6 and with 3 needles to 1d8. You can have as many dolls as you wish but can only have 3 needles spread over all of them.
Gunman
You gain proficiency with firearms. Additionally you start with a flintlock pistol or a musket and ammunition and gunpowder for 20 shots.
Iterative Forgeries
You gain proficiency with Forgery Kits. If you already have it, you gain expertise with it.
You know that getting it right the first time is a rarity. You may spend double the time and materials to make a forgery as you make smaller test forgeries beforehand. If you do so you may add your proficiency bonus an additional time to the check.
Pressure Lockpicking
You gain proficiency with Thieves' Tools. If you already have it, you gain expertise with it.
When all else fails you can always just brute force it. When you make a skill check to pick a lock or disarm a trap and fail, you can add your proficiency bonus to the check. If you do so and succeed, the lock or trap is destroyed instead. Success or fail, your thieves' tools are destroyed in the process and the noise can easily be heard up to 30 feet away.
Robbery Intimidation
You know how to use your momentum to instill fear. On your first turn of combat, after you successfully hit, grapple or shove a creature that hasn't acted yet or it fails a saving throw you forced it to make, you may, as a bonus action, force that creature to make a Wisdom saving throw (DC 8+Prof+Cha). On a failure it is frightened of you for 1 minute or until it sees you or your allies damage or cast a spell on it or one of its allies. It may retry the save at the end of each of its turns and it is incapacitated while frightened this way.
Shaman Rituals
Repeatable
You have learned the basics of the shamanistic art. You learn 1 level 1 spell that does not deal damage or heal. You can cast it as a ritual even if it normally isn't a ritual but you can only cast it as a ritual. Your spellcasting ability for this spell is the same as the class whose spell list you took the spell from.
Skilled
You gain proficiency with 2 skills of your choice.
Skill Expert
Choose a skill or tool you are proficient with. You gain expertise with that skill or tool.
Snake-oil Salesman
You have gotten so good at making people believe in what you are selling them that it has a placebo affect. As a bonus action you can hand 1 creature 1 dose of colored water and make them believe it is genuine. Once you've done so you can't do so again until you finish a long rest. When a creature drinks this potion as a bonus action within 24 hours after you gave it to them, for 1 minute they gain temporary hit points equal to your proficiency bonus at the start of each of their turns and they have advantage on saves against being frightened. It has no effect on creatures that know the potion is fake.
Appendix B: Racial Trait Scores
Aarakocra
- Soaring Wings. (6)
- Lightweight. (1)
- Prehensile Feet. (1)
- Talons. (2)
Aasimar
- Type. (-1)
- Healing Hands. (2)
- Heavenly Radiance. (4)
- Celestial Resistance. (4)
- Light Bearer. (1)
Bugbear
- Long-Limbed. (6)
- Low-Light Vision. (1)
- Powerful Build. (1)
- The Warlords Will. (2)
Centaur
- Type. (-1)
- Speed. (6)
- Hooves. (2)
- Trample. (4)
- Equine Build. (-1)
Changeling
- Shapechanger. (6)
- Changeling Camouflage. (2)
- Cunning Hair. (1)
- Flexible. (1)
Dhampir
- Vampiric Bite. (4)
- Darkvision. (2)
- Spider Climb. (4)
Dragonborn
- Type. (-1)
- Breath Weapon. (6)
- Draconic Resistance. (2)
- Daconic Ancestry. (3)
Dwarf
- Stonecunning. (6)
- Low-Light Vision. (1)
- Dwarven Resilience. (3)
Elf
- Trance. (1)
- Mask of the Sea. (2)
- Emissaries from the deep. (4)
- Amphibious. (1)
- Child of Cyndelius. (2)
- Fleet of Foot. (3)
- Plant Sight. (1)
- Mask of the Wild. (2)
- Low-Light Vision. (1)
- Cloud of Darkness. (4)
- Meld in Shadow. (2)
- Darkvision. (2)
- Light Sensitivity. (-1)
- Fey Step. (6)
- Phase Spell. (6)
- Necrotic Resistance. (2)
- Weave Magic. (6)
Fairy
- Type. (-1)
- Fairy Flight. (6)
- Fairy Magic. (2)
- Low-Light Vision. (1)
- Shrink. (2)
Firbolg
- Type. (-1)
- Hidden Step. (6)
- Endurance. (1)
- Low-Light Vision. (1)
- Dimmunition. (3)
Genasi
- Type. (-1)
- Windwalker. (4)
- Control Air. (2)
- Unending Breath. (1)
- Dance of the Wind. (4)
- Control Earth. (2)
- Murmurs of Earth. (4)
- Earth Walk. (1)
- Earth's Endurance. (4)
- Control Fire. (3)
- Fuel for the fire. (3)
- Trail Blazer. (3)
- Fire Resistance. (2)
- Control Water. (3)
- Amphibious. (3)
- Acid Resistance. (2)
- Water's Sway. (3)
Gith
- Telekinetic. (2)
- Telepathic. (4)
- Telekenetic Leap. (2)
- Telepathic Noise. (2)
Gnome
- Gnome Cunning. (6)
- Illusion Sense. (1)
- Low-Light Vision. (1)
- Gnome Cunning. (2)
Goblin
- Slippery. (4)
- Fury of the Small. (2)
- Goblin Diet. (4)
Goliath
- Stone's Endurance. (6)
- Powerful Build. (1)
- Mountain Born. (3)
Grung
- Poisonous Skin. (6)
- Amphibious. (1)
- Poison Resistance. (3)
Halfling
- Lucky. (4)
- Halfling Nimbleness. (2)
- Naturally Stealthy. (4)
Harengon
- Type. (-1)
- Rabbit Hop. (4)
- Standing Leap. (2)
- Hare-Trigger. (2)
- Lucky Footwork. (3)
Hexblood
- Type. (-1)
- Eerie Token. (6)
- Hex Curse. (5)
Hobgoblin
- Hobgoblin Reslilience. (4)
- Goblin Warcry. (2)
- Always Prepared. (2)
- The Warlords Will. (2)
Human
- Versatile. (6)
- Skillfull. (4)
Kalashtar
- Enhanced Telepathic (6)
- Dual Mind. (2)
- Power of Two. (2)
Kenku
- Flock Tactics. (6)
- Expert Forgery. (1)
- Mimicry. (2)
- Claws. (1)
Kobold
- Type. (-1)
- Bite. (2)
- Lessser Draconic Heritage. (4)
- Low-Light Vision. (1)
- Draconic Resistance. (2)
- Tribe Mentality. (2)
Leonin
- Type. (-1)
- Speed. (2)
- Daunting Roar. (6)
- Low-Light Vision. (1)
- Claws. (1)
- Cat Fall. (1)
Lizarfolk
- Bite. (2)
- Hungry Jaws. (3)
- Natural Armor. (1)
- Swimming Speed. (2)
- Hold Breath. (1)
- Flexible Tail. (1)
Locathah
- Leviathan Will. (10)
- Wet Skin. (-4)
- Swimming Speed. (2)
- Amphibious. (1)
- Slippery Fish. (3)
Loxodon
- Trunk. (3)
- Keen Smell. (3)
- Consistent Movement. (2)
- Natural Armor. (2)
Minotaur
- Type. (-1)
- Horns. (2)
- Hammering Horns. (4)
- Charge. (3)
- Sprinter. (2)
Orc
- Relentless Endurance. (6)
- Aggresive. (2)
- Low-Light Vision. (1)
- Powerful Build. (1)
Reborn
- Undead. (-2)
- Already Dead. (2)
- Stitched Together. (4)
- Undead Resilience. (2)
- Walking Corpse. (1)
- Restless Death. (1)
- Undead Nature. (2)
Satyr
- Type. (-1)
- Speed. (2)
- Lure of Enchantment. (6)
- Fey Ancestry. (2)
- Mirthful Leaps. (1)
Shifter
- Type. (-1)
- Shifting. (6)
- Lycantropy Nature. (5)
Simic Hybrid
- Type. (-1)
- Greater Animal Enhancement. (6)
- Adaptive Body. (2)
- Animal Enhancement. (3)
Tabaxi
- Speed. (2)
- Feline Agility. (6)
- Cat Fall. (1)
- Cat's Claws. (1)
- Climbing Speed. (2)
Tiefling
- Type. (-1)
- Infernal Wrath. (6)
- Devils Disguise. (2)
- Fiendish Tongue. (1)
- Hellish Resistance. (2)
Tortle
- Shell Armor. (6)
- Hold Breath. (1)
- Shell Defense. (1)
- Swim Speed. (2)
Triton
- Type. (-1)
- Emissaries from the Deep. (4)
- Mask of the Sea. (2)
- Swimming Speed. (2)
- Amphibious. (1)
- Guardian of the Depths. (2)
Vedalken
- Eureka. (6)
- Mental Preperations. (3)
- Partially Amphibious. (1)
Warforged
- Construct. (-2)
- Self Repairing machine. (6)
- Machine Metabolism. (2)
- Constructed Resilience. (3)
- Sentry's Rest. (1)
Yuan-Ti
- Type. (-2)
- Venom Spray. (2)
- Snake Form. (4)
- Low-Light Vision. (1)
- Poison Resistance. (3)
- Speak With Snakes. (2)
Appendix C: Additional Tables
Reincarnate
D100 | Race |
---|---|
1-3 | Aarakockra |
4-6 | Bugbear |
7-9 | Centaur |
10-12 | Changeling |
13-15 | Dragonborn |
16-18 | Dwarf |
19-21 | Elf* |
22-24 | Firbolg |
25-27 | Gith |
28-30 | Gnome |
31-33 | Goblin |
34-36 | Goliath |
37-39 | Grung |
40-42 | Halfling |
43-45 | Harengon |
46-48 | Hobgoblin |
49-51 | Human |
52-54 | Kenku |
55-57 | Kobold |
58-60 | Lizardfolk |
61-63 | Locathah |
64-66 | Loxodon |
67-69 | Minotaur |
70-72 | Orc |
73-75 | Shifter |
76-78 | Tabaxi |
79-81 | Tortle |
82-84 | Vedalken |
85-90 | Half Race, roll two more times, ignoring duplicates |
91-100 | Original Race + Aquired Race** |
*Only shadar-kai subrace available unless the creature was a different subrace of elf before.
** Aquired race is Reborn in most cases but can also be Aasimar, Dhampir, Genasi, Hexblood, Tiefling or Yuan-Ti depending on the conditions of the reincarnation.
Appendix D: Art Sources
Following are the sources of all the art used.
Image denotes where the image is in this book.
Source is where the image can be found.
Link links to the image. If the original is in a hardcover book linking to it directly is not possible and a link of the image at a different location is used.
Copyright is the person/organisation that holds the copyright to the image.
Image | Source | Link | Copyright |
---|---|---|---|
Front Page | Storm King's Thunder p239-240 | dnd.wizards.com | Wizards of the Coast |
Aarakockra | 5E Monster Manual p12 | DnD Beyond | Wizards of the Coast |
Aasimar | Volo's Guide to Monsters p106 | Forgotten Realms Wiki | Wizards of the Coast |
Bugbear | 5E Monster Manual p33 | DnD Beyond | Wizards of the Coast |
Centaur | 5E Monster Manual p38 | DnD Beyond | Wizards of the Coast |
Changeling | 4E Eberron's Player's Guide p28 | Dungeons & Dungeons 4e Wiki | Wizards of the Coast |
Dhampir | 4E Monster Vault p280 | Forgotten Realms Wiki | Wizards of the Coast |
Dragonborn | Player's Handbook p32 | DnD Beyond | Wizards of the Coast |
Dwarf | Player's Handbook p18 | DnD Beyond | Wizards of the Coast |
Elf | Sword Coast Adventurer's Guide p107 | Forgotten Realms Wiki | Wizards of the Coast |
Fairy | The Wild Beyond the Witchlight p12 | DnD Beyond | Wizards of the Coast |
Firbolg | Volo's Guide to Monsters p107 | Forgotten Realms Wiki | Wizards of the Coast |
Genasi | Monster Compendium: Monsters of Faerûn p72 | Forgotten Realms Wiki | Wizards of the Coast |
Gith | 4E Monster Manual p129 | Forgotten Realms Wiki | Wizards of the Coast |
Gnome | 4E Monster Manual 2 p129 | Forgotten Realms Wiki | Wizards of the Coast |
Goblin | 4E Monster Manual p139 | Forgotten Realms Wiki | Wizards of the Coast |
Goliath | Volo's Guide to Monsters p108 | DnD Beyond | Wizards of the Coast |
Grung | Volo's Guide to Monsters p157 | Forgotten Realms Wiki | Wizards of the Coast |
Halfling | 4E Monster Manual p152 | Forgetten Realms Wiki | Wizards of the Coast |
Harengon | Reddit Post | u/midwintermist | |
Hexblood | Twitter Post | @stevewoodgames | |
Hobgoblin | 5E Monster manual p186 | DnD Beyond | Wizards of the Coast |
Human | Player's Handbook p70 | DnD Beyond | Wizards of the Coast |
Kalashtar | Twitter Post | @cniskala | |
Kenku | 4E Monster Manual III | Forgotten Realms Wiki | Wizards of the Coast |
Kobold | 5E Monster Manual | DnD Beyond | Wizards of the Coast |
Leonin | Mythic Odysseys in Theros p20 | CBR | Wizards of the Coast |
Lizardfolk | 4E Monster Manual p179 | Forgotten Realms Wiki | Wizards of the Coast |
Loxodon | Magic: The Gathering | Gatherer | Wizards of the Coast |
Locathah | Ghosts of Saltmarch p242 | Forgotten Realms Wiki | Wizards of the Coast |
Minotaur | 5E Monster Manual p223 | DnD Beyond | Wizards of the Coast |
Image | Source | Link | Copyright |
---|---|---|---|
Orc | 5E Monster Manual p246 | DnD Beyond | Wizards of the Coast |
Reborn | Twitter Post | @Tallinier | |
Satyr | 5E Monster Manual p267 | DnD Beyond | Wizards of the Coast |
Shifter | Deviantart | Deviantart Page | TomisJB |
Simic Hybrid | Tumblr | Tumblr Post | WingBuffet |
Tabaxi | Volo's Guide to Monsters p113 | Forgotten Realms Wiki | Wizards of the Coast |
Tiefling | Player's Handbook p42 | DnD Beyond | Wizards of the Coast |
Tortle | The Tortle Package p3 | Forgotten Realms Wiki | Wizards of the Coast |
Triton | Volo's Guide to Monsters p115 | Forgotten Realms Wiki | Wizards of the Coast |
Vedalken | Reddit Post | u/jobydorr | |
Warforged | 3.5E Eberron Campaign Setting p21 | Forgotten Realms Wiki | Wizards of the Coast |
Yuan-Ti | Volo's Guide to Monsters p120 | Forgotten Realms Wiki | Wizards of the Coast |