Dark Elf (Drow) Traits
You have the following traits in common with all other members of your kind.
Ability Score Increase. Your Dexterity score increases by 2 and one other ability score of your choice increases by 1.
Age. Drow mature at the same rate as their surface cousins and live just as long provided they don't succumb to violence or the treachery of their peers, they reach maturity at a 100 years of age and live to be up to 800 years.
Alignment. Drow are generally self centered and egotistical as they are taught from an early age to be ambitious and ruthless making most of them neutral as well as evil due to the cruelty fostered in them by their society.
Size. Drow are slightly shorter than other elven species ranging from 5 to 5.5 feet and weighing between 170 and 190 pounds. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Superior Darkvision. Accustomed to the darkness below ground you have superior vision in dark and dim conditions. You can see in dim light as if it were bright light and in darkness as if it were dim light out to a range of 120 feet.
Fey Ancestry. You have advantage on saving throws against being charmed and magic can't put you to sleep.
Keen Senses. You have advantage on Wisdom (Perception) checks.
Light Blindness. When you are suddenly exposed to a Large or bigger source of bright light such as by being in the area of a daylight spell when it is first cast or being forcefully moved into an area of direct sunlight, you must make a DC 11 Constitution check or become blinded until the beginning of your next turn. Once you fail this check, you cannot become blinded in this manner until you finish a long rest.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Drow Magic. You learn the dancing lights cantrip. Beginning at 3rd level you can cast faerie fire. Starting at 5th level you can cast darkness. You choose the spellcasting ability for these spells from Intelligence, Wisdom, or Charisma when you gain this trait. You can cast each of these spells of 1st or higher once through this trait and you regain the ability to do so when you complete a long rest, you can also cast them with any spell slots you have of the appropriate level.
Languages. You can speak, read, and write Common, Elven, and Undercommon.
Dwarf Variant: Magic Resistance
At the DM's discretion, your dwarven character can have this trait. You have advantage on saving throws against spells and other magical effects. You cannot cast spells and you cannot benefit from the effects of spells and magical effects other than those of magical items you have attuned to.
Art Credits |
---|
"Petrified Dwarf" by Dio Mahesa |
Dwarf Traits
You have the following traits in common with all other members of your kind.
Ability Score Increase. Your Constitution score increases by 2 and one other ability score of your choice increases by 1.
Age. Dwarves have low birth rates and mature slowly reaching adulthood at age 50 and living to be up to 500 years.
Alignment. Dwarves have a strong sense of tradition and prefer structured and well ordered societies making most of them lawful, they they have no particular tendency towards good or evil making them neutral.
Size. Dwarves are short and stocky, they average between 4 to 5 feet tall and weigh between 180 to 200 pounds. Your size is Medium.
Speed. You have a base walking speed of 25 feet and your movement speed cannot be reduced by wearing armor. If you are using the encumbrance optional rule your speed is also not reduced as a result of being encumbered.
Darkvision. Accustomed to dark caverns and gloomy mines you have superior vision in dark and dim conditions. You can see in dim light as if it were bright light and in darkness as if it were dim light out to a range of 60 feet. You can't see colors in darkness, only shades of grey.
Dwarven Resilience. You have resistance to poison damage and you have advantage on saving throws against poison and disease.
Hardy. Your hit point maximum increases by 1 and increases by 1 every time you gain a level. Additionally, when you spend hit dice, you can reroll a number of them up to your Constitution modifier and use either result.
Stonecunning. When you make an Intelligence (History), Intelligence (Investigation), or Wisdom (Perception) check related to the history, qualities, or details of stonework and natural rock formations, you are treated as being proficient in the skill and your proficiency bonus is doubled for the check.
Languages. You can speak, read, and write Common, Dwarven, and Undercommon.
Gnome
You have the following traits in common with all other members of your kind.
Ability Score Increase. Your Intelligence score increases by 2 and one other ability score of your choice increases by 1.
Age. Gnomes age at about the same rate as humans, but can live to be much older, they reach maturity at 18 years of age and can live to be 300 years old.
Alignment. Gnomes are flighty and love freedom giving them a tendency to chaos, they are also naturally inclined to kindness and altruism making them good.
Size. Gnomes are generally short and lither measuring between 3.8 and 4.4 feet in height and weighing around 60 pounds. Your size is Small.
Speed. You have a base walking speed of 30 feet.
Low-light Vision. You have a keen sense of sight that allows you to see better than others in conditions of low light. You can see in dim light as if it were bright light.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Additionally, you have advantage on Intelligence checks made to disbelieve illusions.
Speak With Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Natural Illusionist. You learn the minor illusion cantrip. Beginning at 3rd level you can cast color spray. Starting at 5th level you can cast mirror image. You choose the spellcasting ability for these spells from Intelligence, Wisdom, or Charisma when you gain this trait. You can cast each of these spells of 1st or higher once through this trait and you regain the ability to do so when you finish a long rest, you can also cast them with any spell slots you have of the appropriate level.
Languages. You can speak, read, and write Common and Gnomish.
Half-Elf
You have the following traits in common with all other members of your kind.
Ability Score Increase. Your Charisma score increases by 2 and two other ability scores of your choice increase 1.
Age. Half-Elves mature faster than elves but slower than humans reaching adulthood at around 30 years of age and living to be up to 300 years old.
Alignment. Half-Elves often strive to fit in with the communities they are in while pursuing their own interests without trying to harm or hinder others making most of them true neutral.
Size. Half-Elves have the height of elves with the proportions and build of humans ranging between 5.5 and 6 feet in height and weighing between 190 to 200 pounds.
Speed. You have a base walking speed of 30 feet.
Low-light Vision. You have a keen sense of sight that allows you to see better than others in conditions of low light. You can see in dim light as if it were bright light.
Fey Ancestry. You have advantage on saving throws against being charmed and magic can't put you to sleep.
Elven Heritage. You gain one trait of your choice of your choice that represents your elven parentage from the following list available to the Dark Elf, High Elf, and Wood Elf race respectively: Elven Nimbleness, High Elf Magic, Keen Senses, Mask of the Wild, or Superior Darkvision.
Skill Versatility. You gain proficiency in two skills or tools of your choice.
Languages. You can speak, read, and write Common, Elven, and one language of your choice.
Halfling
You have the following traits in common with all other members of your kind.
Ability Score Increase. Your Dexterity score increases by 2 and one other ability score increases by 1.
Age. Halflings mature at about the same rate as humans, but live to be much older reaching maturity at 20 years of age and living to be 200 years old.
Alignment. Halflings are generally kind by nature, most of them are neutral and good.
Size. Halflings as their name implies are very small and lithe with proportions similar to those of humans, they measure between 3.5 and 4 feet tall and weigh around 50 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours and you can attempt to Hide when you are obscured by one such creature.
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.
Languages. You can speak, read, and write Common and Halfling.
Art Credits |
---|
"Thea" by Cory Trego-Erdner |
"Whelminster" by FerdindandLadera |
Half-Orc
You have the following traits in common with all other members of your kind.
Ability Score Increase. Your Strength score increases by 2 and one ability score of your choice increases by 1.
Age. Half-Orcs mature quickly and live to be about the same age as humans, they become adults at around age 15 and live to be slightly under a century old.
Alignment. Half-Orcs are temperamental by nature due to their orcish blood usually lending them to chaotic alignments and while they can certainly be driven to evil by discrimination or abuse it is not inherent to them and most are neutral and capable of good.
Size. Half-Orcs are tall and powerfully built usually ranging between 6 and 7 feet in height and weighing between 200 and 210 pounds. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Darkvision. Well accustomed to the darkness of caves you have superior vision in dark and dim conditions. You can see in dim light as if it were bright light and in darkness as if it were dim light out to a range of 60 feet. You can't see colors in darkness, only shades of gray.
Bloody Blows. You increase the damage die of your unarmed strikes by one step starting at a d4 in place of the regular damage for your unarmed strikes.
Menacing. You are proficient in the Intimidation skill.
Powerful Build. You count as one size category larger when determining your carrying capacity as well as the weight you can push, drag, or lift.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this feature once and you regain the ability to do so when you complete a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read, and write, Coomon and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
High Elf Traits
You have the following traits in common with all other members of your kind.
Ability Score Increase. Your Dexterity score increases by 2 and one other ability score of your choice increases by 1.
Age. Elves mature slowly and can live incredibly long lives for the standards of other races reaching adulthood at around a 100 years of age and living to be as old as 800 years.
Alignment. High elves were one of the first races to create civilization and long lasting societal structures many of which endure to this day, their preference for stability usually means they are lawful, high elves tend to be indifferent to the wants and needs of others without being cruel lending most of them to be neutral in attitude.
Size. High elves are tall and lean measuring between 5.8 and 6 feet tall and weigh between 180 and 190 pounds. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Low-light Vision. You have a keen sense of sight that allows you to see better than others in conditions of low light. You can see in dim light as if it were bright light.
Fey Ancestry. You have advantage on saving throws against being charmed and magic can't put you to sleep.
Elven Nimbleness. You have advantage on Dexterity (Acrobatics) checks.
Keen Senses. You have advantage on Wisdom (Perception) checks.
High Elf Magic. You learn the mage hand cantrip. Beginning at 3rd level you can cast shield. Starting at 5th level you can cast misty step. You choose the spellcasting ability for these spells from Intelligence, Wisdom, or Charisma when you gain this trait. You can cast each of these spells of 1st or higher once through this trait and you regain the ability to do so when you complete a long rest, you can also cast them with any spell slots you have of the appropriate level.
Languages. You can speak, read, and write Common, Elven, and one language of your choice.
Art Credits |
---|
"Orc Gal" by Cory Joanna Wolska |
Human
You have the following traits in common with all other members of your kind.
Ability Score Increase. Four different ability scores of your choice increase by 1.
Age. Humans mature quicker than most other races and live comparatively short lives, they are mature at 18 years old and live to be about a century on average.
Alignment. Humans have no innate tendency towards any alignment and they can express the full range of it.
Size. Humans can come in a variety of shapes and size, but they usually range between 5 to 6 feet tall and weight around 180 pounds. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Indomitable Will. When you make an ability check, attack roll, or saving throw, you can choose to add a d4 to the roll. You can use this feature after you see the result of the roll, but before any of its effects are applied. You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
Skill Versatility. You gain proficiency in two skills or tools of your choice.
Languages. You can speak, read, and write Common and one other language of your choice.
Wood Elf
You have the following traits in common with all other members of your kind.
Ability Score Increase. Your Dexterity Score increases by 2 and one other ability score of your choice increases by 1.
Age. Wood elves are long lived even for the standards of other elves, they are adults by the time they reach 100 years of age and they can live to be up 1000 years old.
Alignment. Wood elves love personal freedom and hate to be tethered by more rules than they strictly need to giving them a chaotic bent, they are also generally unconcerned with good or evil.
Size. Tallen and more muscular than their cousins, wood elves tend to range between 6 and 6.2 feet tall and weigh about 180 pounds on average. Your size is Medium.
Speed. You have a base walking speed of 35 feet.
Low-light Vision. You have a keen sense of sight that allows you to see better than others in conditions of low light. You can see in dim light as if it were bright light.
Fey Ancestry. You have advantage on saving throws against being charmed and magic can't put you to sleep.
Elven Nimbleness. You have advantage on Dexterity (Acrobatics) checks.
Keen Senses. You have advantage on Wisdom (Perception) checks.
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.
Survivalist Knack. You can attempt to Hide and Search as a bonus action
Woodland Stride. You ignore difficult terrain caused by nonmagical plants and undergrowth and you are immune to damage caused thorns, spines, and similar hazards.
Languages. You can speak, read, and write Common, Elven and Sylvan.
Art Credits |
---|
"Wanderer" by Chris Ocampo |
"The Whispering Rocks" by Daniel Wachter |