Character Creation

by Nyte

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Character Creation

Table of Contents

Chapter 1: Overview

Race, Background, Class
Ability Scores
Leveling Up
Proficiency
Other Rules

Chapter 2: Races

Common Races

Dwarf
Elf
Halfling
Human

Uncommon Races

Dragonborn
Gnome
Half-blood
Tiefling

Rare Races

Aarakocra
Aasimar
Genasi
Githyanki and Githzerai
Goliath
Kender
Kenku
Loxodon
Merfolk
Rakin
Shifter
Tabaxi
Tortle
Triton
Warforged

Monstrous Races

Bugbear
Gnoll
Goblin
Hobgoblin
Kobold
Lizardfolk
Minotaur
Orc

Feywild Races

Centaur
Dhamphir
Eladrin
Fairy
Fey'ri
Firbolg
Harengon
Kodama

Owlin
Satyr
Shadar-kai
Woad

Chapter 3: Backgrounds

General Backgrounds

Acolyte
Artisan
Commoner
Criminal
Entertainer
Hermit
Merchant
Noble
Outlander
Sailor
Scholar
Soldier
Urchin

Cultural Backgrounds

Child of Nature
Member of the Clan
Elven Elite
Otherworldly Traveler
Underdark Denizen

Chapter 4: Classes

Artificer
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard

Chapter 5: Feats

General Feats
Armor Feats
Martial Feats
Magic Feats
Racial Feats
Special Feats

Title Page Art Credit

Clarity by LeeshaHannigan

Chapter 1: Overview

Race, Background, Class

First, you must choose what race you want your character to be. Beginners should stick to the Common Races, but all races in this document are available to play.

Then you must decide a your character's background. This represents the skills they developed before they became an adventurer.

Finally, you must select a class. This is your most important decision, and determines what your character can do. Are you a warrior, healer, or mage?

Ability Scores

RAW- created by WotC
The DM will choose one of the following options to determine Ability Scores: point buy, roll for it, or standard array. Once you have six scores, you will assign each score to an ability, which then determines that ability's modifier. The abilities are as follows:

Ability
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.
Dexterity measures agility, reflexes, and balance.
Constitution measures health, stamina, and vital force.
Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.
Ability Scores and Modifiers
Score Modifier Score Modifier Score Modifier
1 –5 10–11 +0 20–21 +5
2–3 –4 12–13 +1 22–23 +6
4–5 –3 14–15 +2 24–25 +7
6–7 –2 16–17 +3 26–27 +8
8–9 –1 18–19 +4 28–29 +9

Point Buy

Each character has 27 points to buy their six ability scores. Each score's cost are shown on the table below. Once all six ability scores have been bought, any racial Ability Score Increases are applied.

Score Cost Score Cost
8 0 12 4
9 1 13 5
10 2 14 7
11 3 15 9

Roll for it

Each player rolls 4d6d1 (roll 4 d6s, add the top 3 together and ignore the lowest) six times, and assigns each roll to a score. Once all six ability scores have been assigned, any racial Ability Score Increases are applied.

Standard Array

Each character selects their scores from a predetermined list, and assigns each to a different ability. Once all six ability scores have been assigned, any racial Ability Score Increases are applied.
15, 14, 13, 12, 10, 8

Leveling Up

RAW- created by WotC
Once a player character has reached a certain threshold of experience points (XP), then it will level up after it completes a short or long rest. Its maximum hit points are increased, class abilities for that level are gained, and its Proficiency Bonus (PB) may increase.

Experience Points
Level XP PB Level XP PB
1 0 2 11 85000 4
2 300 2 12 100000 4
3 900 2 13 120000 5
4 2700 2 14 140000 5
5 6500 3 15 165000 5
6 14000 3 16 195000 5
7 23000 3 17 225000 6
8 34000 3 18 265000 6
9 48000 4 19 305000 6
10 64000 4 20 355000 6

Proficiency

Every creature has a Proficiency Bonus, which is applied to any roll that it is proficient in. To have proficiency in a language, skill, tool, weapon, or armor means that you are skilled with using it. Anyone can pick up a sword, but only those trained in combat know how to wield one lethally.

If you have proficiency in a skill, tool, or weapon, you add your Proficiency Bonus to any d20 roll you make with it. Your Proficiency Bonus is 2 at 1st Level and increases as you reach specific character levels, as shown in the Experience Points table on pg. 3.

Languages

Created by u/NyteShark
Having proficiency in a language allows you to easily communicate with any other creature that is proficient in that language, whether in spoken or written form. Standard languages exist commonly throughout the realm, while exotic languages are far more rare.

Languages of the Forgotten Realms

Standard Languages: Common, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc

Exotic Languages: Abyssal, Celestial, Draconic, Gith, Infernal, Primordial, Sylvan, Undercommon

Sign Languages: CSL (Common Sign Language),
DSL (Dethek Sign Language), ESL (Espruar Sign Language), DESL (Drow Espruar Sign Language), AESL (Avariel Espruar Sign Language), CLSL (Celestial Sign Language), ISL (Infernal Sign Language), DRSL (Draconic Sign Language), TSSL (Tir'su Sign Language)

Unique Languages: Deep Speech, Druidic, Thieves' Cant

Sign Languages

Sign languages are languages communicated by hands and gestures, rather than spoken or written words, and are often used by deaf and mute characters and creatures.

When you learn a standard language, you can instead learn a sign language associated with a standard language you know.

When you learn an exotic language, you can instead learn a sign language associated with an exotic language you know. Alternatively, you can learn DESL if you know both Elvish and Undercommon, or AESL if you have wings or know Primordial. You cannot sign AESL if you do not have wings.

Associated Sign Languages
Standard Languages Exotic Languages
Common CSL Abyssal ISL
Dwarvish DSL Celestial CLSL
Elvish ESL Draconic DRSL
Giant DSL Gith TSSL
Gnomish DSL Infernal ISL
Goblin DSL Primordial DSL
Halfling CSL Sylvan ESL
Orc DSL Undercommon ESL

Unique Languages

Various other languages exist, each with their own differences and details.

Thieves' Cant is a language code commonly used by thieves and criminals that can be signed, spoken, read, and written while communicating in another language. Druidic is a secret language, only taught to and used by druids, and can be signed, spoken, read, and written. Deep Speech is an alien form of communication with no native script of its own. Some races and cultures have their own unique languages that aren't used anywhere else.

Signing Verbal Spell Components

If a spell requires a verbal component, it can be replaced with a sign from a sign language you know, but only from the following: CLSL, ISL, DRSL, or Druidic. This requires an additional free hand not already being used for a somatic or material component.

Armor

RAW- created by WotC
Your background and class grant proficiency in certain armors, reflecting your training and the armor you are most likely to wear. Without armor, your base Armor Class (AC) is 10, and you add your Dexterity modifier to your AC if you are not incapacitated.

Armor Class (AC) = 10 + your Dexterity modifier

Armor Categories

Wearing armor changes your base Armor Class (AC). A few armors give their wearers disadvantage on Dexterity (Stealth) checks, even if they have proficiency in it, as shown in the Stealth column on the Armor table. If you wear armor that you lack proficiency in, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.

Light Armor. Light armor favors agile adventurers since it offers some protection without sacrificing mobility. While wearing light armor, you add your Dexterity modifier to your AC if you are not incapacitated.

Medium Armor. Medium armor offers more protection than light armor, but also impairs movement. While wearing medium armor, you add your Dexterity modifier (max 2) to your AC if you are not incapacitated.

Heavy Armor. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor, the wearer’s speed is reduced by 10 feet if the wearer's Strength score is less than the listed score.

Shields. A shield is made from wood or iron and is carried in one hand. Wielding a shield increases your AC, as shown in the Armor table. You can benefit from only one shield at a time.


Light Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Padded 5 gp 11 + Dex modifier Disadvantage 8 lb.
Leather 10 gp 11 + Dex modifier 10 lb.
Studded leather 45 gp 12 + Dex modifier 13 lb.
Medium Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Hide 10 gp 12 + Dex modifier (max 2) 12 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) 20 lb.
Scale mail 50 gp 14 + Dex modifier (max 2) Disadvantage 45 lb.
Breastplate 400 gp 14 + Dex modifier (max 2) 20 lb.
Half plate 750 gp 15 + Dex modifier (max 2) Disadvantage 40 lb.
Heavy Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Ring mail 30 gp 14 Disadvantage 40 lb.
Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
Splint 200 gp 17 Str 15 Disadvantage 60 lb.
Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.
Shields
Armor Cost Armor Class (AC) Strength Stealth Weight
Targe* 3 gp +1 2 lb.
Shield 10 gp +2 6 lb.
Tower** 80 gp +3 Str 15 Disadvantage 25 lb.

*Wielding a targe shield and a weapon with the light or two-handed property can be done simultaneously.
**Wielding a tower shield also requires proficiency in heavy armor, and gives the bearer disadvantage on opportunity attacks.

Getting Into and Out of Armor

The time it takes to don or doff armor depends on the armor’s category.

Don. This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.

Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

Donning and Doffing Armor
Category Don Doff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action

Weapons

RAW- created by WotC
Your background and class grant proficiency in certain weapons, reflecting your training and the tools you are most likely to use. Proficiency in a weapon allows you to add your Proficiency Bonus to the attack roll and damage roll for any attack you make with that weapon.

Melee weapons can be used to attack a target within 5 feet of you, while ranged weapons have disadvantage on attack rolls while a hostile creature is within 5 feet of you. Weapon attack roll and damage roll bonuses are determined by your Strength modifier (if melee) or Dexterity modifier (if ranged).

Weapon Attack Roll = 1d20 + your Strength (melee) or Dexterity modifier (ranged) + your Proficiency Bonus

Weapon Damage Roll = the weapon's damage dice + your Strength (melee) or Dexterity modifier (ranged)

Weapon Properties

Many weapons have special properties related to their use.

Ammunition. Making an attack with a weapon that has the ammunition property requires ammunition specific to the weapon, expending one piece of ammunition each time you attack. 20 arrows or crossbow bolts cost 1 gp and weigh 1 lb. Drawing the ammunition from a quiver, case, or other container is part of the attack. You can recover half your expended ammunition by searching the battlefield.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons.

Light. When you use your action to attack using a light weapon wielded in one hand, you can use a bonus action to make an attack with a different light weapon wielded in your other hand. You do not add your ability modifier to the damage dealt by your second weapon.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers: the normal range followed by the long range, both in feet. When attacking a target beyond normal range, you have disadvantage on the attack roll, and miss if you already have disadvantage. You can’t attack a target beyond the weapon’s long range.

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Special. A weapon with the special property has unusual rules governing its use (explained later in this section).

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Two-Handed. This weapon requires two hands when you attack with it.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Improvised Weapons

An improvised weapon includes any object you can wield in one or two hands that is not normally a weapon, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. A character proficient with a simple or martial weapon can use a similar object as if it were that weapon and use their Proficiency Bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.


Simple Melee Weapons
Name Cost Damage Weight Properties
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb.
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 1 gp 1d4 slashing 2 lb. Light
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Name Cost Damage Weight Properties
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320; bolt), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320; arrow), two-handed
Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120; bullet)


Martial Melee Weapons
Name Cost Damage Weight Properties
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Flail 10 gp 1d8 bludgeoning 2 lb.
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb.
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War pick 5 gp 1d8 piercing 2 lb.
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
Name Cost Damage Weight Properties
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100; needle), loading
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120; bolt), light, loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400; bolt), heavy, loading, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600; arrow), heavy, two-handed
Musket 500 gp 1d12 piercing 10 lb. Ammunition (range 40/120; bullet), loading, two-handed
Net 1 gp 3 lb. Special, thrown (range 5/15)
Pistol 250 gp 1d10 piercing 3 lb. Ammunition (range 30/90; bullet), loading

Special Weapons

Weapons with special rules are described here.

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success.

A net a Large object made of rope. Restoring 1 hit point to a damaged net requires 1 minute, 2 feet of rope, and either proficiency in weaver's tools or the mending spell.

When you attack with a net, you cannot attack with that net again until the start of your next turn or if it is currently restraining a creature.

Silvered Weapons

Some monsters are susceptible to silver weapons. A character with proficiency in smith's tools can can silver a single weapon or ten pieces of ammunition for 50 gp worth of powdered silver and 8 hours of work at a smithy. This service typically costs an additional 50 gp if performed by an NPC.

Tools, Mounts, Adventuring Gear

RAW- created by WotC *
Some tasks require a special set of tools, and sometimes training in those tools, to complete. Proficiency in a tool allows you to add your Proficiency Bonus to any ability check you make using that tool. Tools are not tied to a single ability, since proficiency in a tool represents broader knowledge of its use. Your DM will tell you which ability a tool will use for a given situation or task.

Tools

Artisan’s Tools. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency in a set of artisan’s tools lets you add your Proficiency Bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency in this kit lets you add your Proficiency Bonus to any ability checks you make to create a visual disguise.

Forgery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency in this kit lets you add your Proficiency Bonus to any ability checks you make to create a physical forgery of a document.

Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards. A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you have proficiency in a gaming set, you can add your Proficiency Bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

*Healer's Kit. This kit is a leather pouch containing bandages, salves, and splints. A kit has ten uses. As an action, you can expend one use of the kit to restore 1 hit point to a creature within reach, provided it is not an undead or a construct. If the creature has 0 hit points, healing it does not expend a use of the healer's kit. Proficiency in this kit allows you to add your Proficiency Bonus to any ability checks you make to heal or stabilize a creature and to the number of hit points you restore using this kit.

Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency in this kit lets you add your Proficiency Bonus to any ability checks you make to identify or apply herbs.

Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency in a given musical instrument, you can add your Proficiency Bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

Tools
Item Cost Weight
Artisan’s tools
Alchemist’s supplies 50 gp 8 lb.
Brewer’s supplies 20 gp 9 lb.
Calligrapher's supplies 10 gp 5 lb.
Carpenter’s tools 8 gp 6 lb.
Cartographer’s tools 15 gp 6 lb.
Cobbler’s tools 5 gp 5 lb.
Cook’s utensils 1 gp 8 lb.
Glassblower’s tools 30 gp 5 lb.
Jeweler’s tools 25 gp 2 lb.
Leatherworker’s tools 5 gp 5 lb.
Mason’s tools 10 gp 8 lb.
Painter’s supplies 10 gp 5 lb.
Potter’s tools 10 gp 3 lb.
Smith’s tools 20 gp 8 lb.
Tinker’s tools 50 gp 10 lb.
Weaver’s tools 1 gp 5 lb.
Woodcarver’s tools 1 gp 5 lb.
Disguise kit 25 gp 3 lb.
Forgery kit 15 gp 5 lb.
Gaming set
Dice set 1 sp
Playing card set 5 sp
*Healer's kit 10 gp 5 lb.
Herbalism kit 5 gp 3 lb.
Musical instrument
Bagpipes 30 gp 6 lb.
Drum 6 gp 3 lb.
Dulcimer 25 gp 10 lb.
Flute 2 gp 1 lb.
Lute 35 gp 2 lb.
Lyre 30 gp 2 lb.
Horn 3 gp 2 lb.
Pan flute 12 gp 2 lb.
Shawm 2 gp 1 lb.
Viol 30 gp 1 lb.
Navigator’s tools 25 gp 2 lb.
Poisoner’s kit 50 gp 2 lb.
Thieves’ tools 25 gp 1 lb.
Vehicles (air, land, or water) varies varies

Navigator’s Tools. This set of instruments is used for navigation at sea. Proficiency in navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your Proficiency Bonus to any ability check you make to avoid getting lost at sea.

Poisoner’s Kit. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency in this kit lets you add your Proficiency Bonus to any ability checks you make to craft or use poisons.

Thieves’ Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency in these tools lets you add your Proficiency Bonus to any ability checks you make to disarm traps or open locks.

Vehicle Proficiency. If you have proficiency in a certain kind of vehicle (air, land, or water), you can add your Proficiency Bonus to any check you make to control that kind of vehicle in difficult circumstances.

Mounts and Vehicles

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each creature’s speed and base carrying capacity.

A creature pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple creatures pull the same vehicle, they add their carrying capacity together.

Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include monstrous mounts (like an owlbear), flying mounts (pegasi, griffons, hippogriffs, and similar creatures), and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

Adventuring Gear

This section describes miscellaneous items that may further explanation. Included are non-magical common items, equipment packs, and spellcasting foci.

The following items are described later (see Potioncrafting): acid, alchemist's fire, antitoxin, basilisk oil, holy water, poison, and potions of healing.

Adventuring Gear (RAW- by WotC)
Explorer's Equipment Pack

Most characters start off with an explorer's pack, which includes a variety of gear essential for adventuring. A pack costs 10 gp and weighs 50 lb.

An explorer's pack includes a backpack, a bedroll, a mess kit, a tinderbox, 3 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Mounts and Other Animals
Item Cost Speed Carrying Capacity
Camel 50 gp 50 ft. 480 lb.
Donkey or mule 8 gp 40 ft. 420 lb.
Elephant 200 gp 40 ft. 1,320 lb.
Horse, draft 50 gp 40 ft. 540 lb.
Horse, riding 75 gp 60 ft. 480 lb.
Pony 30 gp 40 ft. 225 lb.
Warhorse 400 gp 60 ft. 540 lb.
Wolf 25 gp 40 ft. 180 lb.
Tack, Harness, and Drawn Vehicles
Item Cost Weight
Barding (armor) ×4 ×2
Bit and bridle 2 gp 1 lb.
Carriage 100 gp 600 lb.
Cart 15 gp 200 lb.
Chariot 250 gp 100 lb.
Feed (per day) 5 cp 10 lb.
Saddle
Exotic 60 gp 40 lb.
Military 20 gp 30 lb.
Pack 5 gp 15 lb.
Riding 10 gp 25 lb.
Saddlebags 4 gp 8 lb.
Sled 20 gp 300 lb.
Stabling (per day) 5 sp
Wagon 35 gp 400 lb.
Waterborne Vehicles
Item Cost Cargo
Caravel 10,000 gp 90 tons
Frigate gp
Galley 30,000 gp 4 mph
Keelboat 3,000 gp 20 tons
Longship 10,000 gp 3 mph
Rowboat 50 gp 1½ mph
Sloop 5,000 gp 50 tons
Warship 25,000 gp 2½ mph

Other Rules

Crafting

Created by u/NyteShark*
Equipment can be crafted during downtime.

Crafting an item requires time, tools and tool proficiencies, and raw material (by weight, which is consumed) which is listed in the Crafting Equipment table. The time required to craft an item is split between the amount of raw materials needed and number of creatures working on it (each creature must have the necessary tools and tool proficiencies).

Using smith's tools to craft requires a smithy. When crafting medium armor, shields, or simple weapons, the smith's tools proficiency, smith's tools, and iron requirements can be replaced with woodcarver's tools proficiency, woodcarver's tools, and wood. The DM may rule that some equipment requires different or additional materials or proficiencies.

The cost of raw materials required to craft an item is equal to half the item's cost (not including potions; see Potioncraft). This includes the amount and quality of the necessary raw materials.

Crafting Equipment
Type Time Tools Wood Iron Special
Armor, light 2 hrs leatherworker's tools leather x2
Armor, medium 8 hrs leatherworker's tools and smith's tools x2 leather x1
Armor, heavy 24 hrs smith's tools and that armor's proficiency x½ x4 leather x½
Shields 2 hrs smith's tools and woodcarver's tools x1 x1
Weapons, simple 2 hrs smith's tools and woodcarver's tools x1 x1
Weapons, martial 8 hrs smith's tools and that weapon's proficiency x½ x3 leather x½
Ammun- ition xPB 2 hrs woodcarver's tools x1 x½
Tools 2 hrs tinker's tools and that tools' proficiency x2
Books and Maps 24 hrs calligrapher's supplies or cartographer's tools parchm -ent x1
Clothes and Rope 2 hrs weaver's tools fabric x2
Food and Alcohol 1 hr brewer's supplies or cook's utensils supplies x1
Potions* 2 hrs alchemist's supplies or herbalism kit special
Buildings, 10 ft.³ 96 hrs carpenter's tools and mason's tools x2 x1 stone x2
Vehicles, Large 48 hrs carpenter's tools and smith's tools x3 x1 leather x½

*see Fieldcraft and Potioncraft

Fieldcraft

While traversing the wilderness, a character may wish to gather flora or harvest creatures to help create alchemical concoctions. To do so, certain requirements must be met.

Gathering Requirements.

  • You must be in possession of an herbalism kit. Proficiency in herbalism kits grants advantage on checks made to forage ingredients.
  • You must spend 1 hour foraging in the wilderness.

Gathering. When the Gathering Requirements are met, you can make an Intelligence (Nature) check to locate, identify, and collect local flora. The DC is determined by the method of searching, as shown in the Foraging Ingredients table. The DM can adjust this DC based on environmental factors. A successful attempt produces one alchemical reagent determined by the flora collected, which can be used in Herbal Alchemy. The different types of flora are located in Appendix A and B of the Alchemy Almanac by heavyarms.

Foraging Ingredients
Method of Search DC
Dedicated search without traveling 12
Traveling at a slow pace 15
Traveling at a normal pace 18
Traveling at a fast pace 21


Harvesting Requirements.

  • You must be in possession of alchemist's supplies. Proficiency in alchemist's supplies grants advantage on checks made to harvest ingredients.
  • You must spend 10 minutes harvesting the carcass of a creature. A carcass can only be harvested once.

Harvesting. When the Harvesting Requirements are met, you can make an ability check to harvest a creature's tissue. The type of check and its DC are determined by the creature's creature type and Challenge Rating, as shown in the Harvesting a Carcass table. The DM can adjust this DC based on environmental factors. A successful attempt produces one creature part determined by the creature harvested, which can be used in Tissue Transformation. The different types of creature parts are located in Appendix C of the Alchemy Almanac by heavyarms.

Harvesting a Carcass
Creature Types Skill
Aberrations, Dragons, Monstrosities Arcana
Giants, Humanoids Survival
Beasts, Elementals, Oozes, Plants Nature
Celestials, Fey, Fiends, Undead Religion
Challenge Rating DC
<5 12
6–10 15
11–15 18
>16 21

Potioncraft

Through alchemy, a character can extract and harness the magical essence of ingredients they find out in the world and use them to craft powerful alchemical creations. To do so, certain requirements must be met.

Potioncraft Requirements.

  • You must be in possession of either alchemist's supplies or an herbalism kit, depending on the method used to potioncraft. Herbal Alchemy requires an herbalism kit, while Tissue Transformation requires alchemist's supplies. Proficiency in the appropriate tool is required.
  • 1 empty vial (1 gp).
  • You must spend 2 hours crafting in a safe workshop environment. If interrupted, the attempt automatically fails.

Potioncrafting. When the Potioncraft Requirements are met, you can make attempt to craft a concoction if you have the appropriate ingredients for either Herbal Alchemy or Tissue Transformation. All ingredients used are consumed at the start of the potioncrafting attempt. At the end of the crafting attempt, make either an Intelligence (Alchemist's Supplies), Intelligence (Herbalism Kit), or Wisdom (Herbalism Kit), check determined by the tool used. The DC is determined by the rarity of the potion you are attempting to craft, as shown in the Concoction Crafting table.

If you are attempting to craft a poison, you can use a poisoner's kit and poisoner's kit proficiency in place of either alchemist's supplies and alchemist's supplies proficiency or an herbalism kit and herbalism kit proficiency.

Some concoctions also include special requirements, such as the casting of a spell during the crafting process.

Concoction Crafting
Rarity DC Rarity DC
Common 12 Very Rare 21
Uncommon 15 Legendary 24
Rare 18
Gathering and Crafting Limit

A character cannot attempt to forage or potioncraft more times in a day than their Proficiency Bonus (each).

The Alchemy Almanac

Both the Fieldcraft and Potioncraft rules were created by heavyarms, and can be found in the Alchemy Almanac along with previously referenced Appendixes. Minor revisions, including the Basic Concoction recipes, were made by u/NyteShark.

Art Credit

Skyforge Concept Art by Ray Lederer

Alchemical Base. All potioncrafting requires an alchemical base as an ingredient. Alchemical bases can be sourced from apothecaries, certain guilds, or possibly even a common vendor; the availability and prices of each are shown in the Alchemical Bases table. The alchemical bases of distilled water, salt, and oil are included in each alchemist's supplies.

The portions shown in this table are equal to the amount needed for 1 potioncrafting attempt.

Alchemical Bases
Base Availability Cost
Alcohol (1 pt.)
Distilled Spirit General 10 gp
Aqua Vitae Limited 50 gp
Pure Alcohol Specialist 200 gp
Black Powder (1 lb.) Limited 25 gp
Charcoal (1 lb.) General 1 gp
Grease (1 lb.)
Calcium Grease General 10 gp
Lithium Grease Limited 50 gp
Polyurea Grease Specialist 200 gp
Oil (1 pt.) General 1 sp
Phosphorus (1 lb.)
Yellow Phosphorus General 10 gp
White Phosphorus Limited 25 gp
Black Phosphorus Specialist 200 gp
Suflur (1 lb.) General 1 gp

Herbal Alchemy. Potioncrafting through Herbal Alchemy combines one or more alchemical reagents and an alchemical base. The six different types of reagents are represented by symbols, as shown in the Reagents table. Reagents in the form of flora can be bought or sold at apothecaries for 1 gp each, but availability and price can vary.

Reagents
Reagent Symbol Reagent Symbol
Air 🜁 Earth 🜃
Fire 🜂 Water 🜄
Life Shadow

Tissue Transformation. Potioncrafting through Tissue Transformation combines a creature part and an alchemical base. Only one creature part is required for each crafting attempt. Creature parts can be bought or sold at apothecaries, but availability and price can vary.

Art Credit

Alchemy by AppleSin

Basic Concoctions
Name Rarity Cost
Acid
Acid Common 25 gp
Refined Uncommon 150 gp
Concentrated Rare 750 gp
Alchemist's Fire Common 25 gp
Antitoxin Common 25 gp
Basilisk Oil Rare 500 gp
Holy Water Common 25 gp
Poison
Basic Poison Common 50 gp
Serpent's Venom Common 100 gp
Spider's Venom Uncommon 250 gp
Scorpion's Venom Uncommon 500 gp
Wyvern's Venom Rare 1,200 gp
Potion of Healing
Healing Common 50 gp
Greater Healing Uncommon 150 gp
Superior Healing Rare 500 gp
Supreme Healing Very Rare 1,500 gp

Acid

Potion, rarity varies (nonmagical)

  • Alchemical Base: sulfur / sulfur / sulfur
  • Herbal Alchemy: 🜂 + 🜄 / acid x4 / acid (refined) x4
  • Tissue Transformation: ankheg gullet / ooze jelly / black or copper dragon fang

Stored in a vial, acid can be used as an improvised weapon with the finesse and thrown (range 20/60) properties, shattering on impact. On a hit, the target suffers acid damage according to the Acid Vials table. If ingested, acid deals twice as much damage.

Acid Vials
Type Rarity Damage
Acid Common 2d6
Acid (Refined) Uncommon 4d6
Acid (Concentrated) Rare 6d6

Alchemist's Fire

Potion, common (nonmagical)

  • Alchemical Base: yellow phosphorus
  • Herbal Alchemy: 🜂 x2
  • Tissue Transformation: N/A

This sticky, adhesive fluid ignites when exposed to oxygen and can burn underwater. Stored in a vial, alchemist's fire can be used as an improvised weapon with the finesse and thrown (range 20/60) properties, shattering on impact. On a hit, the target takes 2d4 fire damage at the start of each of its turns until it uses its action and succeeds on a DC 10 Dexterity saving throw to extinguish the flames.

Antitoxin

Potion, common (nonmagical)

  • Alchemical Base: charcoal
  • Herbal Alchemy: + 🜃
  • Tissue Transformation: N/A

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour, and if it is currently poisoned, it can immediately make a saving throw against that poison. Antitoxin has no effect on undead or constucts.

Basilisk Oil

Potion, rare (nonmagical)

  • Alchemical Base: oil
  • Herbal Alchemy: N/A
  • Tissue Transformation: basilisk, gorgon, or medusa stomach

A creature can use its action to apply this oil to a petrified creature, ending the petrified condition on it.

Expanded Concotions

A list of dozens of more concoctions can be found in the Alchemy Almanac by heavyarms.

Holy Water

Potion, common

  • Alchemical Base: water
  • Herbal Alchemy: N/A
  • Tissue Transformation: N/A

Stored in a vial, this blessed water can be used as an improvised weapon with the finesse and thrown (range 20/60) properties, shattering on impact. If the target is a fiend or undead, it takes 2d6 radiant damage.

A cleric or paladin can create holy water with the ceremony spell. It cannot be crafted by any other means.

Poison

Poison, rarity varies (nonmagical)

  • Alchemical Base: distilled spirit / distilled spirit / aqua vitae / aqua vitae / pure alcohol
  • Herbal Alchemy: x2 / + x2 / + x2 / + x3 / + x3
  • Tissue Transformation: poisonous mushroom / serpent fang / giant spider fang / giant scorpion tail / wyvern tail

A creature can coat one weapon or up to three pieces of ammunition with the poison in this vial as an action. Once applied, the poison retains its potency for 1 minute or until the weapon or ammunition scores a hit, which causes the target to suffers additional poison damage according to the Poisons table.

Poisons
Poison Type Rarity Damage
Basic Poison Common 2d4
Serpent's Venom Common 2d6
Spider's Venom Uncommon 2d8
Scorpion's Venom Uncommon 2d10
Wyvern's Venom Rare 7d6

Potion of Healing

Potion, rarity varies

  • Alchemical Base: distilled spirit / distilled spirit / aqua vitae / pure alcohol
  • Herbal Alchemy: 🜁 x2 / 🜁 x2 + any / 🜁 x3 + any / 🜁 x4 + any
  • Tissue Transformation: blood of Fey / blood of Celestial / blood of Celestial / blood of Celestial

A creature that drinks this potion recovers hit points according to the Potions of Healing table.

Potions of Healing
Potion of... Rarity Hit Points
Healing Common 2d4 + 2
Greater Healing Uncommon 4d4 + 4
Superior Healing Rare 8d4 + 8
Supreme Healing Very Rare 10d4 + 20

Fate Points

Created by u/NyteShark
You can accumulate Fate Points, which allow you to bend your own fate when all else seems lost. You can gain Fate Points in three ways:

  • At the beginning of each session, each player character gains one Fate Point.
  • If a player brings snacks for everyone at the session, their player character gains one Fate Point.
  • The DM can award a player character a Fate Point, usually after they perform a particularly adventurous or creative act or after a moment of impressive roleplay.

A Fate Point can be spent to increase any d20 roll you make by 1. You can devote multiple Fate Points at once, increasing the d20 roll appropriately.

You cannot spend Fate Points on Death Saving Throws or give Fate Points to other characters.

You can have a maximum number of Fate Points equal to five times your character level.

Hazards

RAW- created by WotC *

Burning

A burning creature or object takes 1d4 fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.

Dehydration

A creature requires an amount of water per day based on its size as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day's end. Exhaustion caused by dehydration can't be removed until the creature drinks the full amount of water required for a day.

Water Needs per Day
Size Food Size Food
Tiny 1/4 gallon Large 4 gallons
Small 1 gallon Huge 16 gallons
Medium 1 gallon Gargantuan 64 gallons

Falling

*Created by Duncan, minor revisions by u/NyteShark
Creatures and objects that fall are subject to falling damage, which is equal to 1d6 per 10 feet fallen, to a maximum of 50d6 damage.

Unless surprised, a creature can make a Dexterity (Acrobatics) check to take half damage from a fall, unless the fall is greater than 100 feet, as shown in the Fall Damage table. If the fall is 30 feet or more, then a creature must make their choice of a DC 15 Dexterity or Constitution saving throw. On a failure, the creature instead takes maximum damage from the fall. Creatures who pass the Dexterity (Acrobatics) check automatically succeed on this saving throw, while objects automatically fail.

Fall Damage
Fall Height Damage Acrobatics DC
10 feet 1d6 10
20 feet 2d6 12
30 feet 3d6 14
40 feet 4d6 16
50 feet 5d6 18
60 feet 6d6 20
70 feet 7d6 23
80 feet 8d6 26
90 feet 9d6 30
100 feet 10d6 Not Possible
200 feet 20d6 Not Possible
500 feet 50d6 Not Possible

Malnutrition

A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end, A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day as well as an additional level at the end of each subsequent day without food.

Exhaustion caused by malnutrition can't be removed until the creature eats the full amount of food required for a day.

Food Needs per Day
Size Food Size Food
Tiny 1/4 lb. Large 4 lb.
Small 1 lb. Huge 16 lb.
Medium 1 lb. Gargantuan 64 lb.

Suffocating

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating.

Flying Mechanics

Created by u/NyteShark

Armor and Weapons

  • Flying in light armor requires a Strength score of 11 or higher.
  • Flying in medium armor requires a Strength score of 13 or higher.
  • Flying in heavy armor requires a Strength score of 17 or higher.
  • If your Strength score is less than 13, you have disadvantage on weapon attacks with weapons that lack the light property while flying.
  • If your Strength score is less than 17, you have disadvantage on weapon attacks with weapons that have the heavy property while flying.

Maneuverability

  • You can start flying if you are in an open space at least one size larger than yourself, and you are not prone, restrained, or incapacitated.
  • While flying, if you aren't incapacitated or restrained, you gain the following benefits:
    • You can move in any direction.
    • You can start gliding on your turn (no action required).
    • You gain a +2 bonus to Dexterity saving throws.

Falling

  • While flying or gliding, if you are prone or restrained (and you cannot hover), or if you are incapacitated at the end of your turn, you start falling (unless something else is keeping you aloft).
  • While falling, you fall 500 feet at the start of each of your turns. Unless it is your first round falling, you also fall 500 feet at the end of each of your turns.
  • If you aren't restrained or incapacitated, you can use your reaction while falling to start gliding.

Gliding

  • During each of your turns while gliding, you descend a number of feet equal to twice your flying speed, spending 5 feet of movement for every 10 feet you descend.
  • While gliding, you can move up to 20 feet horizontally for every 10 feet you descend.
  • If you take the Dash action, you descend an additional number of feet equal to twice your flying speed.
  • You take no fall damage if you land while gliding.
  • On your turn, you can spend movement equal to half your flying speed to stop gliding and start flying normally.
    • Once you do this a number of times equal to your Dexterity modifier (minimum of once), you cannot do so again until you spend 1 minute without using your flying speed.
  • If you can hover, you cannot glide.

Other Flight Rules

  • If you have a racial flying speed, and you aren't 5th level or higher, you fall prone if you end your turn in the air and aren't gliding.
  • You can fly a number of hours equal to your Constitution modifier (minimum of 1 hour) in one day. For each hour you spend flying past this number, you must succeed on a Constitution saving throw or suffer 1 level of exhaustion. The DC of this saving throw is equal to 10 + the number of additional hours traveled.
  • If you are carrying weight over 5 times your Strength score while flying, and aren't gliding, then you must make a DC 10 Strength (Athletics) check at the end of each of your turns. On a failure, you begin falling, unless you immediately let go of the weight.
Art Credit

Uriel Plume-of-the-Dawn by Goat-Kid

Multiclassing

RAW- created by WotC
Multiclassing allows you to gain levels in multiple classes. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. When you gain your first level in a class other than your initial class, you gain only some of new class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.

Leveling Up

Your levels in all your classes are added together to determine your character level. The experience point cost to gain a level is always based on your total character level, as shown in the Experience Points table on pg. 3. Your Proficiency Bonus is always based on your total character level, not your level in a particular class.

Multiclassing Prerequisites
Class Ability Score Minimum
Artificer Intelligence 13
Barbarian Strength 13
Bard Charisma 13
Cleric Wisdom 13
Druid Wisdom 13
Fighter Strength 13 or Dexterity 13
Monk Dexterity 13 and Wisdom 13
Paladin Strength 13 and Charisma 13
Ranger Dexterity 13 and Wisdom 13
Rogue Dexterity 13
Sorcerer Charisma 13
Warlock Charisma 13
Wizard Intelligence 13
Multiclassing Proficiencies
Class Proficiencies Gained
Artificer Light armor, medium armor, shields, tinker's tools
Barbarian Shields, simple weapons, martial weapons
Bard Light armor, one skill of your choice, one musical instrument of your choice
Cleric Light armor, medium armor, shields
Druid Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Fighter Light armor, medium armor, shields, simple weapons, martial weapons
Monk Simple weapons, shortswords
Paladin Light armor, medium armor, shields, simple weapons, martial weapons
Ranger Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list
Rogue Light armor, one skill from the class’s skill list, thieves’ tools
Sorcerer
Warlock Light armor, simple weapons
Wizard
Art Credit

Silvermoon Commission by x-Celebril-x

Hit Points and Hit Dice

Your hit point maximum increases from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.

Your pool of Hit Dice includes all Hit Dice granted to you from your classes. If the Hit Dice are the same die type, you can simply pool them together. If your classes give you Hit Dice of different types, keep track of them separately.

Multiclassing Class Features

When you gain a level in your new class, you get its features for that level. You don’t receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.

Channel Divinity

If you gain the Channel Divinity feature more than once, you gain access to the Channel Divinity effects granted by it, but not any additional uses of it. You gain additional uses only when you reach a class level that explicitly grants them to you. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you.

Extra Attack

You can only benefit from one Extra Attack feature at a time. The warlock’s eldritch invocation Thirsting Blade counts as an Extra Attack feature for this purpose.

Unarmored Defense

You can only benefit from one Unarmored Defense feature at a time.

Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes.

Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.

Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the artificer, paladin, and ranger classes, and a third of your levels (rounded down) in the arcane knight (fighter) and arcane trickster (rogue) subclasses. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.

Multiclass Spellcaster: Spell Slots per Spell Level
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2
2nd 3
3rd 4 2
4th 4 3
5th 4 3 2
6th 4 3 3
7th 4 3 3 1
8th 4 3 3 2
9th 4 3 3 3 1
10th 4 3 3 3 2
11th 4 3 3 3 2 1
12th 4 3 3 3 2 1
13th 4 3 3 3 2 1 1
14th 4 3 3 3 2 1 1
15th 4 3 3 3 2 1 1 1
16th 4 3 3 3 2 1 1 1
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1
Mix and Match Spells

You can use your Spellcasting spell slots to cast any spell you know or have prepared, no matter if you learned that spell from a class, race, feat, or otherwise.

Objects

Created by u/NyteShark
Objects have statistics, including HP, AC, damage resistances and immunities, and hardness (the minimum damage a single instance of damage must deal in order to affect the target's HP). These are determined by the objects size and material, as shown in the Object Statistics table.

The different levels of Hit Points are associated with the object's size (Tiny/Small/Medium/Large). If an object is Huge or larger, it can instead be destroyed in sections; each section is the size of a Large object and is considered as such when receiving damage.

If an object was specifically crafted to defend against attacks, double its maximum hit points. If an object is exceptionally fragile, divide its maximum hit points by 5.

Object Statistics
Canvas/Rope
Hit Points: 1/5/10/15 AC 11 Hardness 0
Immunities: psychic Resistances: poison Vulnerabilities: fire, slashing
Glass
Hit Points: 1/5/10/15 AC 13 Hardness 0
Immunities: poison, psychic Resistances: slashing Vulnerabilities: bludgeoning, thunder
Wood
Hit Points: 5/10/15/25 AC 15 Hardness 5
Immunities: psychic Resistances: bludgeoning, piercing Vulnerabilities: fire
Stone
Hit Points: 15/25/35/55 AC 17 Hardness 10
Immunities: poison, psychic Resistances: bludgeoning, piercing, slashing Vulnerabilities: thunder
Iron/Steel
Hit Points: 10/20/30/45 AC 19 Hardness 10
Immunities: poison, psychic Resistances: bludgeoning, piercing, slashing Vulnerabilities: acid

Physical Mechanics

RAW- created by WotC

Jumping

Your Strength determines how far you can jump.

Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

Lifting and Carrying

Your size and Strength determine the amount of weight you can bear, as shown in the Carrying Capacity table. The multiplier applies to your Strength score.

While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your speed can be no more than 5 feet.

Carrying Capacity
Creature Size Carrying Capacity Drag/Lift/Push
Tiny x 7.5 lb. x 15 lb.
Small/Medium x 15 lb. x 30 lb.
Large x 30 lb. x 60 lb.
Huge x 60 lb. x 120 lb.
Gargantuan x 120 lb. x 240 lb.

Movement

Moving in difficult terrain costs 1 extra foot of movement per foot traveled, as does crawling or moving stealthily. Climbing or swimming also costs 1 extra foot of movement per foot traveled, unless a you have a climbing or swimming speed, respectively. These can stack.

During your move, you can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed.

Resistance Stacking

Created by u/TheArenaGuy
If a creature or an object has multiple instances of resistance that affect the same damage type, damage it takes of that type is reduced by 5 for each source of resistance after the first. This damage reduction is applied after the resistance.

For example, if a gold dragonborn is wearing a ring of fire resistance and an effect deals 30 fire damage to it, that damage would first be halved to 15, and then reduced by another 5, causing the dragonborn to take a total of 10 fire damage.

Specialty Combat Mechanics

RAW- created by WotC

Cover

Wall, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm.

A creature behind half cover receives a +2 bonus to its AC and Dexterity saving throws. A creature behind three-quarters cover receives a +5 bonus to its AC and Dexterity saving throws. A creature behind total cover can't be targeted directly.

Mounted Combat

A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount.

Mounting and Dismounting. During your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed.

Controlling a Mount. You can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training.

The initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

In contrast, an independent mount---one that lets you ride but ignores your control---retains its place in the initiative order and moves and acts as it likes. water has resistance to fire damage.

Falling Off. If an effect is about to move your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the prone condition in an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you're knocked prone or the mount is.

Art Credit

Riders by sandara

Obscurity

Effects such as fog, foliage, and lighting can obscure a target, making it harder to detect.

A creature has disadvantage on Wisdom (Perception) checks to see something in a lightly obscured area, such as in light fog or dim light. You are considered blinded while trying to see something in a heavily obscured area, such as in heavy fog or darkness.

Size and Space

During your move, you can pass through the space of an ally, an incapacitated creature, a Tiny creature, or a creature that is two sizes larger or smaller than you. You can't end your move in a space occupied by another creature.

Another creature's space is difficult terrain unless that creature is Tiny or your ally.

You can move through a passageway normally if it is your size or larger. You can move through a passageway one size smaller than you; the passage is considered difficult terrain for you and you have disadvantage on weapons attack rolls unless the weapon has the light property.

Underwater Combat

When making a melee attack roll with a weapon underwater, a creature that lacks a swim speed has disadvantage on the attack roll unless the weapon deals piercing damage.

A ranged attack roll with weapon underwater automatically misses a target beyond the weapon's normal range, and the attack roll has disadvantage against a target within normal range.

Anything underwater has resistance to fire damage.

Chapter 2: Races

Dwarf

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, and a commitment to clan and tradition – these common threads unite all dwarves.

"Dwarves are creatures of stone, and like stone they change only in response to extremes. Stubbornly, the dwarves of the many worlds share much in common, but never allow that to blind you to their unique traits."

~ Mordenkainen

Revised by u/NyteShark

Dwarf Traits

Ability Score Increase. Your Constitution score increases
by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Age. Dwarves mature in their late teens but are considered young until they reach the age of 50. On average, they live about 350 years.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Dwarvish.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience. You have resistance against poison damage, and advantage on saving throws against poison.
Long Memory. You have proficiency in the History skill.
Stonecunning. Whenever you make an ability check related to stonework, you are considered proficient in the skill and add twice your Proficiency Bonus to the roll.
Subrace. Choose one of the following subraces: hill dwarf or mountain dwarf. With your DM's permission, you can instead choose gray dwarf.

Hill Dwarf

Hill dwarves are the most common variety of dwarves. They are the aloof, confident, and proud subrace of dwarves, and known to be stalwart warriors and skilled crafters. Their skin can be very dark, with their hair usually black, gray, or brown.

Crafty. You have proficiency in one tool of your choice.
Dwarven Toughness. Your hit point maximum increases by 1 every time you gain a level, including 1st level.

Mountain Dwarf

Mountain dwarves are at home in the high peaks and rarified air of the rocky mountains. While in many ways similar to their lowland cousins, mountain dwarves are firmly devoted to their beliefs, their crafts, their duty, and their elders.

Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.
Powerful Build. You count as one size larger when determining your carrying capacity, and the weight you can push, drag, or lift.

Gray Dwarf

Gray dwarves, also known as duergar
or underdwarves, are a subterranean subrace
of dwarves. They carve out an existence in the Underdark, often near volcanoes. Their hatred of outsiders is only surpassed by their hatred of the other dwarven subraces, and is typically returned in like, although not all gray dwarves share this worldview.

Extra Language. You know Undercommon.
Superior Darkvision. Your darkvision has a range of 120 feet.
Gray Dwarven Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed. In addition, you have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Art Credit

Game of the Hunters by 6kart

Elf

Elves are a magical people of otherworldly grace, living
in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves typically share a love for both nature and magic as well as music and poetry. Almost all elves worship the gods of the Seldarine, and elves are generally, though not always, good in nature.

Revised by u/NyteShark

Elf Traits

Ability Score Increase. Your Dexterity score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Age. Elves reach physical maturity in their late teens, but aren't typically considered adults until the age of 100. They can live to be 750 years old.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Elvish.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill as well as expertise in it, which means your Proficiency Bonus is doubled for all Wisdom (Perception) checks you make.
Fey Ancestry. You have advantage on saving throws against being charmed.
Trance. You don't need to sleep, and can instead meditate deeply in a semiconscious state for 4 hours a day. After resting in this way, you gain the benefits of a long rest. Magic cannot put you to sleep.
Subrace. Choose one of the following subraces: high elf or wood elf. With your DM's permission, you can instead choose dark elf, sea elf, snow elf, or avariel.

High Elf

The high elves are graceful warriors and wizards who live in the forests of the world and share an interest in the arcane arts. In many realms, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among other races.

High Elf Magic. You know two cantrips of your choice from the wizard spell list. Intelligence is your spellcasting ability for them.

Wood Elf

Wood elves, also known as copper elves, are the most populous of the elven races. They commonly feel that they are in harmony with their natural surroundings. Wood elves also see themselves as guardians of ancient forest homes, but unlike most elves, they did not view themselves as a people apart from the rest of Faerûn.

Fleet of Foot. Your base walking speed increases to 35 feet.
Naturally Stealthy. You have proficiency in the Stealth skill.

Art Credit

Elf Prince by Trung Tin Shinji
Drow Priestess by Twostepwalz

Dark Elf

Dark elves, also known as drow, underelves, or the Dark Ones among orcs, are a dark-skinned sub-race of elves that predominantly lives in the Underdark. They are hated and feared due to their cruelty, though some non-evil and an even smaller number of good drow exist.

Extra Language. You know Undercommon.
Superior Darkvision. Your darkvision has a range of 120 feet.
Dark Elf Magic. You know the dancing lights cantrip. When you reach 3rd level, you learn the faerie fire spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the darkness spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Sea Elf

Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.

Extra Language. You know Primordial (Aquan).
Amphibious. You can breathe air and water.
Swimmer. You have a swimming speed equal to your walking speed.

Snow Elf

Snow elves are rare, reclusive elves who live in icy, mountainous regions far from other civilizations. They are typically described as being incredibly arrogant and equally unfriendly to any and all other races, save the valley elves that they sometimes befriended.

Tundra Born. You have resistance to cold damage. You are naturally adapted to extremely cold climates, including temperatures below 0 degrees Fahrenheit, and you ignore difficult terrain created by ice or snow.

Avariel

The avariel are winged elves. These extremely rare creatures were more common when the worlds of the multiverse were young, but frequent conflicts with dragons much reduced the winged elves’ number. Still, a few colonies persist here and there in the Material Plane and on the Plane of Air.

Flight. You have two feathered wings that sprout from your back, and you cannot wear armor unless it has been modified to accommodate for them. You have a flying speed equal to your walking speed. Until you reach 5th level, you fall prone if you end your turn in the air and aren't gliding. Rules of Flight (created by u/NyteShark).

If you select this subrace, you do not receive a feat as a part of your background.

Halfling

The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from monsters and war; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in homely communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples.

Revised by u/NyteShark

Halfling Traits

Ability Score Increase. You increase an ability score of your choice by 1, three times. You can't increase any single ability score by 3 or above 20 using this trait.
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of their second century.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Languages. You know Common and Halfling.
Lucky. When you roll a 1 on a d20 roll for an attack roll, ability check, or saving throw, you can reroll the die and
must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is one size larger than you.
Second Chance. When a creature you can see hits you
with an attack roll, you can use your reaction to force that creature to reroll. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Subrace. Choose one of the following subraces: lightfoot halfling or stout halfling.

Art Credit

Halfling Priest by Serbey Gurskiy
Mumrik by Mischeviouslittleelf

Lightfoot Halfling

Affable and pleasant, lightfoot halflings have spread farthest and thus are the most common variety. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.

Extraordinarily Stealthy. You have proficiency in the Stealth skill as well as expertise in it, which means your Proficiency Bonus is doubled for all Dexterity (Stealth) checks you make.

You can attempt to hide when you are obscured by a creature that is only one size larger than you.

Stout Halfling

Stout halflings were moderately shorter and stockier than their lightfoot kin. There was very little that could upset most stouts or corrupt them. Their outlook on life stressed cooperation above all else, with one's skill in teamwork being among the most valued of behaviors in their lands.

Stout Resilience. You have resistance against poison damage, and advantage on saving throws against poison.

Human

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

Revised by u/NyteShark

Art Credit

The Man of Armadon by Lap Pun Cheung
Inner SeaNPC Codex cover by JasonEngle
Jhadir, dragonborn sorcerer by u/Meetwad

Human Traits

Ability Score Increase. Each of your ability scores increases by 1. You then increase any one ability score of your choice
by 1. You can't increase any ability above 20 using this trait.
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and one standard language of your choice.
Skill Versatility. You gain proficiency in two skills of your choice.

Variant Human Traits

Ability Score Increase. You increase two different ability scores of your choice by 1. You can't increase any ability above 20 using this trait.
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and one standard language of your choice.
Feat. You gain one feat of your choice.

Dragonborn

Born of dragons, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids.

Revised by u/NyteShark

Dragonborn Traits

Ability Score Increase. Your Constitution score increases by 1. You then increase an ability score of your choice by 1, twice. You can't increase any single ability score by 3 or above 20 using this trait.
Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Draconic.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Natural Armor. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits still apply as normal while you use your natural armor.
Draconic Ancestry. Choose one kind of dragon from the Chromatic Ancestry table or the Metallic Ancestry table. If your DM allows Gem Ancestry, you may choose one of the options on that table.
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with with an exhalation of destructive energy in a 30-foot line that is 5 feet wide, or a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Draconic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the damage type associated with your Draconic Ancestry.

Chromatic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold
Metallic Ancestry
Dragon Damage Type
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold
Steel Acid
Gem Ancestry
Dragon Damage Type
Amethyst Force
Crystal Radiant
Emerald Psychic
Sapphire Thunder
Topaz Necrotic

Gnome

A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.

Revised by u/NyteShark

Gnome Traits

Ability Score Increase. Your Intelligence score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any single ability score by 3 or above 20 using this trait.
Age. Gnomes mature in their late teens, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Languages. You know Common and Gnomish.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Subrace. Choose one of the following subraces: forest gnome or rock gnome. With your DM's permission, you can instead choose deep gnome.

Forest Gnome

Smaller than other gnomes, these gnomes are a shy, secretive folk, living deep in wooded areas.

Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts. You can communicate and understand simple ideas with Small or smaller beasts.

Rock Gnome

Rock gnomes are a curious, childlike race very much unlike their woodland cousins, and possess a natural inventiveness.

Artificer Magic. You know one cantrip of your choice from the artificer spell list. Intelligence is your spellcasting ability for it.
Crafty. You have proficiency in one tool of your choice.

Deep Gnome

Deep gnomes, or svirfneblin, are natives of the Underdark and are adapted to that subterranean realm’s perils.

Extra Language. You know Undercommon.
Superior Darkvision. Your darkvision has a range of 120 feet.
Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain and underground.

Half-blood

When two different races come together, a half-blood can be born. Half-bloods often showcase the best of both of their parents' heritage. Half-dwarves, like dwarves, often place high value on honor and reputation. Half-elves are tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-orcs rise to become proud chiefs of orc tribes, their mixed blood giving them an edge over their full-blooded orc rivals. Half-halflings have been called quarterlings, although some dislike the term. Those with human blood are born with flexibility and tenacity that enhances their personality and abilities. Half-bloods will often seek to prove their worth to any that might look down upon their mixed blood.

Created by u/NyteShark

Half-blood Traits

Ability Score Increase. You increase an ability score of your choice by 1, three times. You can't increase any single ability score by 3 or more or above 20 using this feature.
Age. A half-bloods expected lifespan varies with what their parents' expected lifespans are, typically being an average between both.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages. You know Common and two standard languages of your choice.
Heritage. Choose two of the following heritages: dwarf heritage, elf heritage, gnome heritage, halfling heritage, human heritage, or orc heritage.

Dwarf Heritage

Dwarven Resilience. You have resistance against poison damage, and advantage on saving throws against poison.
(Optional) Alternate Heritage. Choose one of the following heritages. These traits replace your Dwarven Resilience trait.

Hill Dwarf Heritage
Crafty. You have proficiency in one tool of your choice.
Dwarven Toughness. Your hit point maximum increases by 1 every time you gain a level, including 1st level.

Mountain Dwarf Heritage
Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.
Powerful Build. You count as one size larger when determining your carrying capacity, and the weight you can push, drag, or lift.

Grey Dwarf Heritage
Extra Language. In place of knowing one standard language of your choice, you can choose to know Undercommon.
Lesser Gray Dwarf Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Elf Heritage

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Keen Senses. You have proficiency in the Perception skill.
(Optional) Alternate Heritage. Choose one of the following heritages. These traits replace your Fey Ancestry and Keen Senses traits.

High Elf Heritage
High Elf Magic. You know two cantrips of your choice from the wizard spell list. Intelligence is your spellcasting ability for them.

Wood Elf Heritage
Fleet of Foot. Your base walking speed increases to 35 feet.
Naturally Stealthy. You have proficiency in the Stealth skill.

Dark Elf Heritage
Extra Language. In place of knowing one standard language of your choice, you can choose to know Undercommon.
Lesser Dark Elf Magic. You know the dancing lights cantrip. When you reach 3rd level, you learn the faerie fire spell and can cast it once without expending a spell slot and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Sea Elf Heritage
Amphibious. You can breathe air and water.
Swimmer. You have a swimming speed equal to your walking speed.

Snow Elf Heritage
Tundra Born. You have resistance to cold damage. You are naturally adapted to extremely cold climates, including temperatures below 0 degrees Fahrenheit, and ignore difficult terrain created by ice or snow.

Gnome Heritage

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Short. Your size is Small (instead of Medium), and your base walking speed decreases by 5 feet.

Halfling Heritage

Brave. You have advantage on saving throws against being frightened.
Lucky. When you roll a 1 on a d20 roll for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Human Heritage

Skill Versatility. You gain proficiency in two skills of your choice.

Orc Heritage

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.

Half-Blood Darkvision

Neither halfings nor humans can see in the dark. If you choose Halfling and Human as your heritages, you replace the Ability Score Increase and Darkvision traits with this trait:

Ability Score Increase. You increase an ability score of your choice by 1, four times. You can't increase any single ability score by 3 or more or above 20 using this trait.

Art Credit

Forgotten Realms: Characters by Conceptopolis

Tiefling

Tieflings are a race of planetouched humanoids. Tieflings are primarily human in ancestry, but draw part of their bloodline from an infernal being or power of the Nine Hells, most commonly Asmodeus.

Tieflings resemble humans, but with very obvious infernal heritage. Their skin ranges from the normal human tones to a hellish red, forest green, or dark blue, and their eyes are featureless orbs of solid black, red, white, silver, or gold. They possess horns, in a great variety of shapes: some curled like a ram, some spiral like a gazelle, and others flat plates extending sideways from the forehead. They also possess long, thick tails and pointed teeth. Their hair is usually dark and can be any variety of color.

Created by u/NyteShark

Tiefling Traits

Ability Score Increase. Your Charisma score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Age. Tieflings mature in their late teens and live for about a century.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Infernal.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. Choose one of the following legacies: Asmodeus, Baalzebul, Dispater, Fierna, Glasya, Levistus, Mammon, Mephistopheles, or Zariel. With your DM's permission, you can instead choose Risen Legacy.

Legacy of Asmodeus

The tieflings connected to Nessus command the power of fire and darkness, guided by a keen intellect, as befits those linked to Asmodeus himself. You gain either the Magic of Nessus or the Tenebrous trait (your choice).

Magic of Nessus. You know the thaumaturgy cantrip. When you reach 3rd level, you learn the hellish rebuke spell and can cast it as a 2nd-level spell once without expending a spell slot. When you reach 5th level, you learn the darkness spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Tenebrous. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. When you reach 3rd level, you learn the darkness spell and can cast it once without expending a spell slot and regain the ability do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Art Credit

Tiefling by Wren Hunter
Calliope by SamSantala

Legacy of Baalzebul

The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings connected to this archdevil can corrupt others both physically and psychically. You gain either the Magic of Madadomini or the Beguiler trait (your choice).

Magic of Maladomini. You know the infestation cantrip. When you reach 3rd level, you learn the bane spell and can cast it as a 2nd-level spell once without expending a spell slot. When you reach 5th level, you learn the phantasmal force spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Beguiler. You know the minor illusion cantrip. When you reach 3rd level, you learn the disguise self spell and can cast it at will, without expending a spell slot. Charisma is your spellcasting ability for these spells.

Legacy of Dispater

The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispaster excellent spies and infiltrators. You gain either the Magic of Dis or the Devil's Sense trait (your choice).

Magic of Dis. You know the thaumaturgy cantrip. When you reach 3rd level, you learn the disguise self spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the detect thoughts spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Devil's Sense. You have proficiency in the Insight and Perception skills. When you reach 3rd level, you learn the detect thoughts spell and can cast it once without expending a spell slot and regain the ability do so when you finish a long rest. Charisma is your spellcasting ability for this spell.

Legacy of Fierna

A master manipulator, Fierna grants tieflings tied to her forceful personalities. You gain either the Magic of Phelgethos or the Devil's Tongue trait (your choice).

Magic of Phelgethos. You know the friends cantrip. When you reach 3rd level, you learn the command spell and can cast it as a 2nd-level spell once without expending a spell slot. When you reach 5th level, you learn the suggestion spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Devil's Tongue. You have proficiency in the Deception and Persuasion skills. When you reach 3rd level, you learn the suggestion spell and can cast it once without expending a spell slot and regain the ability do so when you finish a long rest. Charisma is your spellcasting ability for this spell.

Legacy of Glasya

Glasya, Hell's criminal mastermind and sadist, grants her tieflings magic that is useful for infiltration and destruction. You gain either the Magic of Malbolge or the Hellfire trait (your choice).

Magic of Malbolge. You know the minor illusion cantrip. When you reach 3rd level, you learn the inflict wounds spell and can cast it as a 2nd-level spell once without expending a spell slot. When you reach 5th level, you learn the invisibility spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Hellfire. You know the firebolt and thaumaturgy cantrips. Charisma is your spellcasting ability for these spells.

When you deal bludgeoning, piercing, slashing, or fire damage to a target, you can deal extra fire damage to that target equal to your Charisma modifier. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Legacy of Levistus

Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom. You gain either the Magic of Stygia or the Frostbite trait (your choice).

Magic of Stygia. You know the ray of frost cantrip. When you reach 3rd level, you learn the armor of Agathys spell and can cast it as a 2nd-level spell once without expending a spell slot. When you reach 5th level, you learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Frostbite. You know the frostbite and thaumaturgy cantrips. Charisma is your spellcasting ability for these spells.

When you deal bludgeoning, piercing, slashing, or cold damage to a target, you can reduce that target's movement speed by 10 feet until the end of your next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Legacy of Mammon

The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth. You gain either the Magic of Minauros or the Vilesting trait (your choice).

Magic of Minauros. You know the mage hand cantrip. When you reach 3rd level, you learn the detect magic spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the locate object spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Vilesting. You know the poison spray and thaumaturgy cantrips. Charisma is your spellcasting ability for these spells.

When you deal bludgeoning, piercing, slashing, or poison damage to a target, you can cause that target to be poisoned until the end of your next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Legacy of Mephistopheles

In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. You gain either the Magic of Cania or the Devil's Mind trait (your choice).

Magic of Cania. You know the mage hand cantrip. When you reach 3rd level, you learn the identify spell and can cast it once without expending a spell slot, requiring no material components. When you reach 5th level, you learn the enhance ability spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Devil's Mind. You have proficiency in the Arcana and Religion skills. When you reach 3rd level, you learn the augury spell and can cast it once without expending a spell slot, requiring no material components, and regain the ability do so when you finish a long rest. Charisma is your spellcasting ability for this spell.

Legacy of Zariel

Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magic that aids them in battle. You gain either the Magic of Avernus or the Feral trait (your choice).

Magic of Avernus. You know the green-flame blade cantrip. When you reach 3rd level, you learn the searing smite spell and can cast it as a 2nd-level spell once without expending a spell slot. When you reach 5th level, you learn the shadow blade spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Variant Tieflings

Some tieflings manifest their connection to the Nine Hells differently than others. With your DM's permission when you create your character, you can replace your Infernal Legacy trait with the Flight trait.

Flight. You have two devilish wings that sprout from your back, and you cannot wear armor unless it has been modified to accommodate for them. You have a flying speed equal to your walking speed. Until you reach 5th level, you fall prone if you end your turn in the air and aren't gliding. Rules of Flight (created by u/NyteShark).

Additionally, with your DM's approval, you can change your Hellish Resistance depending on what Legacy you are of:

  • If you are of the Legacy of Baalzebul or Mammon, you can replace your resistance to fire damage with resistance to poison damage.
  • If you are of the Legacy of Levistus or Mephis-topheles, you can replace your resistance to fire damage with resistance to cold damage.
  • If you are of the Risen Legacy, you can replace your resistance to fire damage with resistance to necrotic damage or radiant damage.

Art Credit

Horus by u/mbworks
Lyanna by Jeleynai

Feral. You have tough skin, dangerous claws, and a deft tail.

  • Infernal Hide. You have tough, leathery skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can still use a shield and gain the benefits of this trait.
  • Infernal Claws. You have razor-sharp claws that extend from the tips of your fingers. Your claws are natural weapons with the finesse and light properties, which each deal 1d6 slashing damage on a hit. You can use your claws in place of unarmed strikes.
  • Dexterous Tail. Your tail is an appendage, which you can use to perform tasks. It cannot perform somatic components, wield shields or weapons without the light property, or hold weight greater than five times your Strength score (in lb.).

Risen Legacy

Tieflings draw their infernal nature from
their bloodline, and when that bloodline is divinely
blessed, there is a chance that a tiefling's lineage becomes risen. Even then, risen tieflings are extremely rare.

Magic of the Risen. You learn one cantrip of your choice from the cleric spell list. When you reach 3rd level, choose one 1st-level spell from the cleric or paladin spell list. You learn that spell and can cast it once without expending a spell slot, requiring no material components. When you reach 5th level, choose one 2nd-level spell from the cleric or paladin spell list. You learn that spell and can cast it once without expending a spell slot, requiring no material components. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Aarakocra

Sequestered in high mountains atop tall trees, the aarakocra evoke fear and wonder. Many of these birdfolk hail from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.

Revised by u/NyteShark

Aarakocra Traits

Ability Score Increase. Your Dexterity score and Wisdom score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Aarakocra reach maturity by age 3, yet don’t usually live longer than 30 years.
Size. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Languages. You know Common, Aarakocra, and Primordial (Auran).
Flight. You have two feathered wings that sprout from your back, and you cannot wear armor unless it has been modified to accommodate for them. You have a flying speed equal to twice your walking speed. Until you reach 5th level, you fall prone if you end your turn in the air and aren't gliding.
Talons. You have talons instead of feet, which are natural weapons with the finesse and light properties. They each deal 1d6 slashing damage on a hit. You can use your talons in place of unarmed strikes.

You can also use these talons to grab and manipulate objects. You cannot wield weapons or shields or perform the somatic components of spells with your talons.

Rules of Flight: Maneuverability
  • You can start flying if you are in an open space at least one size larger than yourself, and you are not prone, restrained, or incapacitated.
  • While flying, if you aren't incapacitated or restrained, you gain the following benefits:
    • You can move in any direction.
    • You can start gliding on your turn (no action required).
    • You gain a +2 bonus to Dexterity saving throws.


Here are the full Rules of Flight (created by u/NyteShark).

Art Credit

Owned by Wizard of the Coast - Artist Unknown
Featured in Storm King's Thunder
Archangel by Lorenz Basuki

Aasimar

Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are people with otherworldly, luminous features that reveal their celestial heritage.

Created by u/NyteShark

Aasimar Traits

Ability Score Increase. Your Charisma score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Age. Aasimar reach maturity in their late teens, but they can live up to 160 years.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Celestial.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Light Bearer. You know either the dancing lights or light cantrip. Charisma is your spellcasting ability for this spell.
Divine Decree. Choose one of the following decrees: Herald, Prophet, Protector Reverend, Savior, Scourge, or Shepherd. With your DM's permission, you can instead choose Fallen.

Herald Decree

Those that take the Herald Decree are those that travel across the multiverse and spread the goodness of the heavens to all they meet. They invoke the magic of the
first of the seven heavens: Lunia, the Silver Heaven.

Magic of Lunia. When you reach 3rd level, you learn the
find familiar spell (celestial) and can cast it once without expending a spell slot, requiring no material components. When you reach 5th level, you learn the calm emotions spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Prophet Decree

Those that take the Prophet Decree are in touch with what is and what will be. They invoke the prophetic magic of the fourth of the seven heavens: Solania, the Electrum Heaven.

Magic of Solania. When you reach 3rd level, you learn the detect evil and good spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the augury spell and can cast it once without expending a spell slot, requiring no material components. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Protector Decree

Those that take the Protector Decree are sworn to defend those in need, using powerful wards to ensure no soul is unnecessarily harmed. These aasimar are always ready to defend others, and invoke the magic of the second of the seven heavens: Mercuria, the Golden Heaven.

Magic of Mercuria. When you reach 3rd level, you learn the shield of faith spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the warding bond spell and can cast it once without expending a spell slot, requiring no material components. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Reverend Decree

Those that choose the Reverend Decree are the utmost pure of heart and the embodiment of goodness. These aasimar are thought to be chosen for a divine purpose. They invoke the magic of the topmost of the seven heavens: Chronias, the Illuminated Heaven.

Magic of Chronias. When you reach 3rd level, you learn the ceremony spell and can cast it once without expending a spell slot, requiring no material components. When you reach 5th level, you learn the prayer of healing spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Luminary Decree

Those that take the Luminary Decree are pure and precious souls that shine bright in the darkest of moments. They invoke the gentle magic of the sixth of the seven heavens: Jovar, the Heaven of Gems.

Magic of Jovar. When you reach 3rd level, you learn the faerie fire spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the daylight spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Scourge Decree

Those that take the Scourge Decree are heaven's most powerful warriors, using their divine prowess to punish evil throughout the lands. They invoke the magic of the fifth of the seven heavens: Mertion, the Platinum Heaven.

Magic of Mertion. When you reach 3rd level, you learn the divine favor spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the branding smite spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Shepherd Decree

Those that choose the Shepherd Decree are the watchers that ensure the safety of those in their care. They are wise and welcoming, and invoke the magic of the third of the seven heavens: Venya, the Heaven of Pearls.

Magic of Venya. When you reach 3rd level, you learn the sanctuary spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the lesser restoration spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Fallen Decree

Not all can hold fast to their Decree. Aasimar that fall prey to the tempations of the world may have their Decree withdrawn, and become Fallen. Those that bear the Fallen Decree can invoke the magic of the Fallen.

Magic of the Fallen. When you reach 3rd level, you learn the protection from evil and good spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the darkness spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Variant Aasimar

Some aasimar manifest their connection to the divine realms differently than others. With your DM's approval when you create your character, you can replace your Light Bearer trait and Divine Decree trait with the Flight trait or the Healing Touch trait, and you can replace your Light Bearer trait with the Light Bringer trait.

Flight. You have two angelic wings that sprout from your back, and you cannot wear armor unless it has been modified to accommodate for them. You have a flying speed equal to your walking speed. Until you reach 5th level, you fall prone if you end your turn in the air and aren't gliding. Rules of Flight (created by u/NyteShark).

Healing Touch. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level + your Charisma modifier. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Light Bringer. You know the either the sacred flame or word of radiance cantrip. Charisma is your spellcasting ability for this spell.

Optional Rule: Altering your Decree

With your DM's approval, you can change your character's current Decree to a different Decree to reflect a change of your character's loyalties. This can represent your character's fall from grace or path to repentance, as well as receiving a new calling from a divine proxy.

Art Credit

Memory by NiNen Cat
sad Engle by swan

Genasi

Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.

Revised by u/NyteShark

Genasi Traits

Ability Score Increase. Your Constitution score increases by 1. You then increase an ability score of your choice by 1, twice. You can't increase any single ability score by 3 or above 20 using this trait.
Age. Genasi reach maturity in their late teens. They can live up to 120 years.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Primordial.
Elemental Ancestry. Choose one of the following subraces: air, earth, fire, or water.

Air Genasi

Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.

Air Dancer. Your jump distance is doubled, and you are resistant to damage caused by falling.
Lightning Resistance. You have resistance to lightning damage.
Unending Breath. You can hold your breath indefinitely while you're not incapacitated.
Magic of the Winds. You know the gust cantrip. When you reach 3rd level, you learn the fog cloud spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the levitate spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Earth Genasi

Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.

Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Poison Resistance. You have resistance against poison damage and advantage on saving throws against poison.
Tremorsense. You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 10 feet of you, granted that you are also in contact with the same ground.
Magic of the Stones. You know the mold earth cantrip. When you reach 3rd level, you learn the earth tremor spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the Maximillian's earthen grasp spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi

Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or greenskin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.

Acid Resistance. You have resistance to acid
damage.
Amphibious. You can breathe air and water.
Swimmer. You have a swimming speed equal
to your walking speed.
Magic of the Waves. You know the shape water
cantrip. When you reach 3rd level, you learn the
create or destroy water spell and can cast it once
without expending a spell slot. When you reach
5th level, you learn the blur spell and can cast it
once without expending a spell slot. You regain
the ability to cast these spells in this way when
you finish a long rest. Constitution is your
spellcasting ability for these spells.

Art Credit

Maxwell Al'Sawt by Olieart
Fy'ra Rai by HeartofPack
Water Genasi by samanthajoanneart

Fire Genasi

Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coalblack, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic speci- mens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.

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 red.
Fire Resistance. You have resistance to fire damage.
Illumination. You emit bright light in a 10-foot radius and dim light for an additional 10 feet. At the start of your turn you can increase or decrease both of these radii by 5 feet, to a maximum of 30 feet each and a minimum of 0 feet each (emitting no light).
Magic of the Blaze. You know the produce flame cantrip. When you reach 3rd level, you learn the burning hands spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the pyrotechnics spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Githyanki and Githzerai

The warlike githyanki and the contemplative githzerai are a sundered people – two cultures that utterly despise one another. The brutal githyanki are trained from birth as warriors, while the githzerai hone their minds to a razor’s edge in their fortresses within Limbo. But before there were githyanki or githzerai, these creatures were a single race enslaved by the illithids.

Revised by u/NyteShark

Githyanki Traits

Ability Score Increase. Your Strength score and Intelligence score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Gith reach adulthood in their late teens and live for about a century, but do not age in the Astral Plane.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Gith.
Astral Knowledge. When you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice. These proficiencies last until the end of your next long rest.
Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when you cast it with this trait. When you reach 3rd level, you learn the jump spell and can cast it targeting yourself once without expending a spell slot. When you reach 5th level, you learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Githzerai Traits

Ability Score Increase. Your Dexterity score and Wisdom score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Gith reach adulthood in their late teens and live for about a century, and age as normal in Limbo.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Gith.
Mental Discipline. You have advantage on Wisdom saving throws.
Githzerai Psionics. You know the mage hand cantrip, and the hand is invisible when you cast it with this trait. When you reach 3rd level, you learn the shield spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the see invisibility spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Goliath

At the highest mountain peaks dwell the reclusive goliaths, wandering a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.

RAW- Created by WotC

Goliath Traits

Ability Score Increase. Your Strength score and Constitution score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Goliaths reach adulthood in their late teens and live less than a century.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Giant.
Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.
Natural Athlete. You have proficiency in the Athletics skill.
Powerful Build. You count as one size larger when determining your carrying capacity, and the weight you can push, drag, or lift.
Stone's Endurance. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Kender

Originating on the world of Krynn, kender are diminutive humanoids who share characteristics of humans, halflings, and gnomes, yet are distinct from all three. Kender have a supernatural curiosity that drives them to adventure. Due to this inquisitiveness, many kender find themselves falling through portals to other planes and worlds.

Kender sometimes amass impressive collections of curiosities. Some might collect mundane knickknacks or relics from magical sites, while others might become professional thieves.

Revised by u/NyteShark

Art Credit

Minotaur and Githzerai by Michael Kormack
Echo the tengu by Jerhaia-Tsukikitsune

Kender Traits

Ability Score Increase. Your Dexterity score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Age. Kender reach maturity in their late teens, and typically follow their wanderlust in their 20s until they settle down in their 50s or 60s. Kender can live for over a century.
Size. Your size is Small.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and one standard language of your choice.
Fearless. You are immune to the frightened condition.
Supernatural Curiosity. You are have proficiency in your choice of two of the following skills: Insight, Investigation, Perception, Stealth, and Survival.
Taunt. You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your Proficiency Bonus) or have disadvantage on attack rolls against targets other than you until the start of your next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Kenku

Feathered folk who resemble ravens, kenku have the supernatural ability to accurately remember and recreate the wonders of others around them. This is a laughable reflection of their cultural predicimant, as this abilty was granted by the same punishment that robbed them of their wings and their original voice. Now, the flightless kenku wander the world as vagabonds and outcasts who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.

Revised by u/NyteShark

Kenku Traits

Ability Score Increase. Your Dexterity score and Intelligence score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Kenku reach maturity at 12 years old and can live to 60.
Size. Your size is Medium or Small (your choice).
Speed. Your base walking speed is 30 feet.
Languages. You know Common and one standard language of your choice.
Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
Kenku Recall. You can accurately recall anything you have seen or heard within the last 24 hours.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Naturally Sly. You are have proficiency in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.

Loxodon

Loxodons are humanoid elephants with a trunk and bluish-gray skin. Peaceful in nature, they are an isolationist race and have little contact with other sentient races. Loxodons are often an oasis of calm in the world. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. They say, "There are three things all wise folk fear: the sea in storm, a night with no moon, and the anger of a gentle soul."

Revised by u/NyteShark

Loxodon Traits

Ability Score Increase. Your Constitution score and Wisdom score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Loxodons reach maturity in their late teens, but rarely considered mature by their people until 60 years old. Their lifespan can be as long as 450 years.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and one standard language of your choice.
Loxodon Serenity. You have advantage on saving throws against being charmed or frightened.
Thick Hide. You have thick, leathery skin. As long as you're not wearing armor, your armor class is equal to 13 + your Dexterity modifier. You can use a shield and still gain the benefits of this trait.
Trunk. Your trunk is an appendage, which you can use to perform tasks. It cannot perform somatic components, wield shields or weapons without the light property, or hold weight greater than five times your Strength score (in lb.). Your trunk can be used as a snorkel.

Your trunk is a natural weapon, which deals 1d6 bludgeoning damage on a hit. You can use your trunk in place of unarmed strikes.
Keen Smell. You have advantage on ability checks that involve smell.
Powerful Build. You count as one size larger when determining your carrying capacity, and the weight you can push, drag, or lift.

Merfolk

Merfolk are an amphibious race, born and at home in the water. While merfolk vary greatly in appearance and culture, all are adapted to the water, equipped with gills, fins, scaled skin, and a humanoid torso ending in a long swimming tail. Their hair and skin appear in many different textures and even more varied colors. While merfolk can exist on land, they are far more comfortable beneath the waves.

Revised by u/NyteShark

Art Credit

Merdance by Manweri
Rakin by u/Agginmad

Merfolk Traits

Ability Score Increase. Your Charisma score increases by 1. You then increase an ability score of your choice by 1, twice. You can't increase any single ability score by 3 or above 20 using this trait.
Age. Merfolk reach maturity in their late teens. They live considerable lifespans, often living well past 100 years.
Creature Type. You are a humanoid (shapechanger). See Shapechangers on pg. 54.
Size. Your size is Medium.
Speed. Your base walking speed is 20 feet.
Languages. You know Common, Merfolk, and Primordial (Aquan).
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.
Amphibious. You can breathe air and water.
Fast Swimmer. You have a swimming speed equal to twice your walking speed.
Nimble Swimmer. While underwater, you can take the Dash or Disengage action as a bonus action.
Charming Voice. You have proficiency in the Performance and Persuasion skills.
Landwalker. As an action, you can transmute your tail into a humanoid torso and legs equipped with fins and webbed toes. While shapechanged in this way, your swimming speed becomes equal to your walking speed, and your walking speed increases by 10 feet.

Rakin

Wherever they scamper, be it through moonlit forests or torchlit streets, Rakin have a knack for getting themselves into comically perilous situations. They have a similar aptitude for saving their own hide, unhampered by the destruction they may leave behind. Mischief, whether it be playful, malicious, or unintentional, is the common trait that links all Rakin.

Created by u/HumperdinkTheWarlock, Loottavern, and mage_armoire, minor revisions by u/NyteShark

Rakin Traits

Ability Score Increase. Your Dexterity score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Rakin reach maturity by age 14, and live up to 70 years.
Size. Your size is Small.
Speed. Your walking speed is 30 feet.
Languages. You know Common and one standard language of your choice.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Deft Climber. You have a climbing speed equal to your walking speed.
Subrace. Choose one of the following subraces: Tanukin or Urkin.

Tanukin

Content to stay in their forest homes, Tanukin delight in the chaos of nature and the natural world. So rarely do Tanukin venture into humanoid settlements, that they are often mistaken for racoons, or worse, Urkin.

Tanukin Magic. You know the minor illusion cantrip. When you reach 3rd level, you learn the disguise self spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the phantasmal force spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Urkin

Adaptable and resourceful, the Urkin embrace civilization. They typically grow up on the streets, fending for themselves while excelling as tricksters and pickpockets. Cunning and savvy daredevils, Urkin have earned a lousy reputation.

Artificer Magic. You know one cantrip of your choice from the artificer spell list. Intelligence is your spellcasting ability for it.
Naturally Sly. You are have proficiency in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
Tinkerer. You gain proficiency in your choice of thieves' tools or tinker's tools.

Shifter

Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting.

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 and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s appearance might remind an onlooker of an animal, they clearly remain shifters even when at their most feral.

Minor revisions by u/NyteShark

Shifter Traits

Ability Score Increase. Your Dexterity score increases by 1. You then increase an ability score of your choice by 1, twice. You can't increase any single ability score by 3 or above 20 using this trait.
Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
Creature Type. You are a humanoid (shapechanger). See Shapechangers on pg. 54.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Languages. You know Common and one standard language of your choice.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.

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 twice your Proficiency Bonus that disappear when you revert back to your true form. Once you shift, you can’t do so again until you finish a short or long rest.

While shifted, you gain an additional benefit based on your subrace. Choose one of the following subraces: beasthide, longtooth, swiftstride, or wildhunt.

Beasthide

Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but any creature known for its toughness could apply.

Tough. You have proficiency in the Athletics skill.
Shifting Feature. While shifted, as long as you're not wearing armor, your armor class is equal to 13 + your Dexterity modifier. You can use a shield and still gain the benefits of this trait. Additionally, the temporary hit points you gain from shifting increases by 1d6.

Longtooth

Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators.

Fierce. You have proficiency in the Intimidation skill.
Shifting Feature. While shifted, your elongated fangs are a natural weapon, which deal 1d6 piercing damage on a hit. You can use your fangs in place of unarmed strikes. When you shift and as a bonus action on each of your turns, you can make one attack with your fangs.

Swiftstride

Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially. Some swiftstride shifters might bear a resemblance to cheetahs or cougars, but others might resemble deer, elk, or similarly nimble animals.

Graceful. You have proficiency in the Acrobatics skill.
Shifting Feature. While shifted, your walking speed increases by 10 feet. Additionally, you can take the Disengage action as a bonus action on each of your turns.

Wildhunt

Wildhunt shifters are sharp and insightful. Some are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and tend to become spiritual leaders of shifter communities. They are usually tied to the wolf, the hound, or another beast known for its tracking ability.

Natural Tracker. You have proficiency in the Survival skill.
Shifting Feature. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.

Art Credit

Burn it all by Attury-Co
Assassin's Kitty by hax

Tabaxi

Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered and no legends lost.

RAW- Created by WotC

Tabaxi Traits

Ability Score Increase. Your Dexterity score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Age. Tabaxi reach adulthood in their late teens and live less than a century.
Size. Your size is Medium or Small (your choice).
Speed. Your base walking speed is 30 feet.
Languages. You know Common and one standard language of your choice.
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.
Cat's Claws. Your claws are natural weapons with the finesse and light properties, which each deal 1d6 slashing damage on a hit. You can use your claws in place of unarmed strikes.

Your claws also give you a climbing speed equal to your walking speed.
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.
Naturally Stealthy. You have proficiency in the Stealth skill.

Tortle

What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.

RAW- Created by WotC

Tortle Traits

Ability Score Increase. Your Strength score and Wisdom score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live for an average of 50 years.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and one standard language of your choice or Common and Primordial (Aquan).
Hold Breath. You can hold your breath for up to 1 hour at a time.
Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC and have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Survival Instinct. You have proficiency in the Survival skill.

Triton

Tritons guard the ocean depths, building small
settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land folk. Established guardians of the deep, the noble tritons have gradually become increasingly active in the world above.

Revised by u/NyteShark

Triton Traits

Ability Score Increase. You increase an ability score of your choice by 1, three times. You can't increase any single ability score by 3 or above 20 using this feature.
Age. Tritons reach maturity around age 15 and can live up to two centuries.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Primordial (Aquan).
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.
Amphibious. You can breathe air and water.
Swimmer. You have a swimming speed equal to your walking speed.
Friend of the Sea. Using gestures and sounds, you can communicate and understand simple ideas with with any beast that has an innate swimming speed.
Guardian of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage.
Master of the Currents. You know the frostbite and shape water cantrips. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (your choice).

Warforged

The warforged were built for war. The first warforged were mindless automatons, but engineers have devoted much time and research improving these steel soldiers. An unexpected breakthrough blended organic and inorganic materials to spark fully sentient soldiers. Warforged are made from iron and wood, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.

Revised by u/NyteShark

Warforged Traits

Ability Score Increase. Your Constitution score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Age. Warforged are created, rather than born, and have not been known to deteriorate as they age. You are unaffected by magical aging effects.
Creature Type. You are a construct (see Different Creature Types on pg. 50), and have the following traits:

  • You have immunity to poison damage and the poisoned condition, and are immune to disease.
  • You don’t need to eat, drink, or breathe.
  • 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 are unconscious and appear inert, except you remain aware of your surroundings.
    You can enter or exit this state as an action.

Size. Your size is Medium or Small (your choice).
Speed. Your base walking speed is 30 feet.
Languages. You know Common and one standard language of your choice.
Acid Vulnerability. You have vulnerability to acid damage.
Constructed Armor. Your body is made of strong, rigid metal. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can still use a shield and gain the benefits of this trait.
Heavy. You weigh 1000 lb. on average if Medium, or half that if Small, and have advantage on ability checks and saving throws against being moved against your will.
Repair by Magic. You were designed to benefit from several spells that preserve life but that normally don't affect constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.
Repair by Tinker. You have proficiency in tinker's tools. If you spend ten minutes working on your own body with tinker's tools, or if the mending spell is cast on you, you can expend one hit die and recover hit points equal to the number rolled plus your Constitution modifier (minimum 1 hit point).
Specialized Design. You have proficiency in simple weapons and one skill or tool of your choice.

Art Credit

Varas, the Triton Paladin by nakanino
Warforged Artificer by captdiablo

Bugbear

Bugbears rely on stealth and strength to attack, preferring to operate at night. When they're not in battle, bugbears spend much of their time resting or dozing. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy.

Revised by u/NyteShark

Bugbear Traits

Ability Score Increase. Your Strength score increases by 2. You then increase any other ability score of your choice by 1.
Age. Bugbears reach adulthood at age 16 and live up to 80.
Creature Type. You are a humanoid (goblinoid).
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Goblin.
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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Naturally Stealthy. You have proficiency in the Stealth skill.
Powerful Build. You count as one size larger when determining your carrying capacity, and the weight you can push, drag, or lift.
Surprise Attack. On the first round of combat, if you damage a creature that hasn't acted yet with an attack or spell, you can cause the attack or spell to deal an extra 1d6 damage to the creature. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Gnoll

Widely reviled as savage stalkers and merciless marauders, the collective identity of the gnolls is nonetheless as contentious a subject among scholars as it is among the gnolls themselves. Though they are commonly known for their feral instincts and relentless brutality, so too are gnolls both naturally adaptable and aggressively devoted to their packmates. Given substantial purpose to set aside their typical mistrust, the fearsome and lawless hyenafolk can make for valuable companions, fiercely dedicated to their found kinship and prepared at all times to viciously defend it.

Created by u/Vethe, minor revisions by u/NyteShark

Goblinoids

Bugbears, goblins, and hobgoblins are considered goblinoids, a subcategory of humanoid. If a spell or feature targets goblinoids, then you are subject to its effects.

Art Credit

Yrrun, my Gnoll Bard by u/m4n3ctr1c

Gnoll Traits

Ability Score Increase. Your Strength score increases by 2. You then increase any other ability score of your choice by 1.
Age. Gnolls can be born naturally or from the body of a bloated hyena, and reach maturity in weeks. At around 30 years old, they suddenly and rapidly age and die.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Gnoll.
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.
Bite. Your fanged maw is a natural weapon, which deals 1d6 piercing damage on a hit. You can use your bite in place of unarmed strikes.
Exhilarating Thrill. When you roll a 20 on an ability check, attack roll, or saving throw, you gain advantage on the next ability check, attack roll, or saving throw you make before the end of your next turn.
Primal Intuition. You have proficiency in one of the following skills of your choice: Intimidation, Perception, or Survival.
Rampage. Immediately after you reduce a creature to 0 hit points with a melee attack on your turn, you can use a bonus action to move up to half of your speed and make an attack with a melee weapon.
Scavenger. You have advantage on saving throws against disease and ingested poisons, and you can safely consume raw or rotten food.

Goblin

Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat.

Revised by u/NyteShark

Goblin Traits

Ability Score Increase. Your Dexterity score increases by 2. You then increase any other ability score of your choice by 1.
Age. Goblins reach adulthood at age 8 and live up to 60 years.
Creature Type. You are a humanoid (goblinoid).
Size. Your size is Small.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Goblin.
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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
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 an extra 1d6 damage to the creature. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Nimble Escape. You can take the Disengage or Hide action as a bonus action.

Art Credit

Unknown

Hobgoblin

War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal.

Revised by u/NyteShark

Hobgoblin Traits

Ability Score Increase. Your Constitution score increases by 2. You then increase any other ability score of your choice by 1.
Age. Hobgoblins reach adulthood in their late teens and live less than a century.
Creature Type. You are a humanoid (goblinoid).
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Goblin.
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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Tactical Advantage. When you damage a creature with an attack or a spell and that enemy is adjacent to an ally, you can cause the attack or spell to deal an extra 1d6 damage to the creature. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Saving Face. If you miss with an attack roll or fail an ability check or a saving throw, and you can see an ally within 30 feet of you, you can reroll the attack roll, ability check, or saving throw and must use the new roll. Once you use this trait, you can't do so again until you finish a short or long rest.

Kobold

Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations.

Revised by u/NyteShark

Kobold Traits

Ability Score Increase. Your Dexterity score increases by 2. You then increase any other ability score of your choice by 1.
Age. Kobolds reach adulthood at age 6 and can live up to 120 years old, but rarely do so.
Size. Your size is Small.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Draconic.
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.
Defiant Roar. As a bonus action, you let out a shrill roar at your enemies within 10 feet of you. Until the end of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear the roar. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Tinkerer. You gain proficiency in your choice of thieves' tools or tinker's tools.
Trapmaker. Whenever you make an ability check related
to mechanical traps, you are considered proficient in
the skill and add twice your
Proficiency Bonus to the roll.

Lizardfolk

Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.

Revised by u/NyteShark

Lizardfolk Traits

Ability Score Increase. Your Constitution score increases by 2. You then increase any other ability score of your choice by 1.
Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Draconic.
Swimmer. You have a swimming speed equal to your walking speed.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Bite. Your fanged maw is a natural weapon, which deals 1d6 piercing damage on a hit. You can use your bite in place of unarmed strikes.
Hungry Jaws. When you take the Attack action on your turn, you can replace one of your attacks with with a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your level. Once you successfully hit with this trait a number of times equal to your Proficiency Bonus, you can't use this trait again until you finish a long rest.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can still use a shield and gain the benefits of this trait.
Temperate Camouflage. You have advantage on Dexterity (Stealth) checks to hide in forests, jungles, and swamps.

Art Credit

Lizardfolk Druid by u/eamonn6251
Graver by 宋大能

Minotaur

Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators.

Minotaur horns range in size from about 1 foot long to easily three times that length. Thick hair extends down minotaurs’ necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails.

Revised by u/NyteShark

Minotaur Traits

Ability Score Increase. Your Strength score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Minotaurs reach adulthood in their late teens and live less than a century.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Minotaur.
Horns. Your sharp horns are a natural weapon, which deal 1d6 piercing damage on a hit. You can use your horns in place of unarmed strikes.
Goring Charge. Once per turn, if you move at least 20 feet straight towards a target before hitting it with your horns, the target suffers an additional 2d6 piercing damage. If the target is a creature, it must succeed on a Strength saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus) or be pushed up to 10 ft. away and knocked prone.
Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track. You can perfectly recall any path you have traveled.
Powerful Build. You count as one size larger when determining your carrying capacity, and the weight
you can push, drag, or lift.

Orc

Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to destroy. Motivated by their hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home.

Revised by u/NyteShark

Orc Traits

Ability Score Increase. Your Strength score increases by 2. You then increase any other ability score of your choice by 1.
Age. Orcs reach adulthood at age 12, and live up to 50 years.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Orc.
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.
Aggresive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Powerful Build. You count as one size larger when determining your carrying capacity, and the weight you can push, drag, or lift.
Primal Intuition. You have proficiency in one of the following skills of your choice: Intimidation, Perception, or Survival.
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.

Centaur

Roamers at heart, centaurs love open spaces and the freedom to travel. As much as they can, centaurs run. They race the wind, hooves thundering and tails streaming behind.

Revised by u/NyteShark

Centaur Traits

Ability Score Increase. Your Strength score increases by 2. You then increase any other ability score of your choice by 1.
Age. Centaurs reach adulthood in their late teens and live less than a century.
Creature Type. You are a fey.
Size. Your size is Medium.
Speed. Your base walking speed is 50 feet.
Languages. You know Common, Elvish, and Sylvan.
Charge. Once per turn, if you move at least 20 feet straight toward a prone target, you can make one attack against it with your hooves (no action required), dealing an additional 1d6 bludgeoning damage on a hit.
Hooves. Your hooves are natural weapons, which deal 1d6 bludgeoning damage on a hit. You can use your hooves in place of unarmed strikes.
Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, every 5 feet costs 25 feet of movement.

Different Creature Types

A select few playable races are non-humanoid. These races are unaffected by spells and abilities that only affect humanoids (such as charm person) and targetable by spells and abilities that target their creature type (such as detect evil and good). Playing a character with a non-humanoid Creature Type is only recommended for experienced players, and the DM can choose not to allow different Creature Types entirely. Work with your DM when you choose a non-humanoid race.

If a race's traits don't include a Creature Type trait, then that race is humanoid.

Art Credit

Centaurs by juliedillon

Blood and Blood Loss

Unless it is a construct or undead, a creature can have blood, measured in units (1 unit = 1 pint; ¼ unit = 1 vial). As a creature loses blood, it suffers exhaustion. A creature regenerates 10% of its Total Blood during a long rest.

Creature Size Total Blood Blood Loss Exhaustion
Tiny 1 unit 3 levels per ¼ unit lost
Small 5 units 1 level per ¼ unit lost (after 1 unit lost)
Medium 10 units 1 level per ½ unit lost (after 1 ½ units lost)
Large 100 units 1 level per 5 units lost (after 15 units lost)

Art Credit

Old Friend by anndr

Dhampir

Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess.

With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters, with often deeply personal motives. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.

Minor revisions by u/NyteShark

Dhampir Traits

Ability Score Increase. Your Strength score and Dexterity score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Dhampir age at the same rate as their mortal parent until soon after reaching maturity, at which point they stop visibly aging. Dhampirs live up to 5--10 times longer than the lifespan of their mortal parent.
Creature Type. You are a humanoid.
Size. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Languages. You know Common and one standard language of your choice.
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.
Blooddrinker. Instead of eating regular food and drink, you can consume fresh blood to survive. 1 unit (1 pint) of blood can sustain you for 1 day, and you can preemptively ingest up to 10 units of blood.
Deathless Nature. You don't need to breathe.
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Vampiric Bite. Your fanged bite is a natural weapon, which deals 1d6 piercing damage on a hit. You can use your bite in place of unarmed strikes. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

When you hit a creature that isn’t a construct or undead with this bite, you can choose to drink up to ¼ of a unit of its blood. If you do so, you can empower yourself in one of the following ways of your choice:

  • You regain hit points equal to one roll of your hit die.
  • You gain advantage on your next ability check or attack roll.

You can empower yourself with this bite a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Eladrin

Eladrin are fey native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood. Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting the characteristics and personality of a new season.

Revised by u/NyteShark

Eladrin Traits

Ability Score Increase. Your Dexterity score and Charisma score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Eladrin mature similarly to elves, but none have been known to die of old age.
Creature Type. You are a fey.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common, Elvish, and Sylvan.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill as well as expertise in it, which means your Proficiency Bonus is doubled for all Wisdom (Perception) checks you make.
Trance. You don't need to sleep, and can instead meditate deeply in a semiconscious state for 4 hours a day. After resting in this way, you gain the benefits of a long rest. Magic cannot put you to sleep.

Seasonal Attunement. You associate with one of the four seasons and show coloration reminiscent of that season, which may also affect your mood. When finishing a long rest, you can change which season you are in tune with.

  • Autumn is the season of peace and goodwill, when summer's harvest is shared with all.
  • Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.
  • Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.
  • Summer is the season of boldness and aggression, a time of unfettered energy.


Fey Step. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

Art Credit

Otto by @Jessketchin
Storytime by Inna-Vjuzhanina

Fairy

The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, similar to their pixie and sprite friends. Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart.

Revised by u/NyteShark

Tiny Creature Rules

Created by u/KibblesTasty
Tiny Armor. You can only wear armor made for Tiny creatures. Though potentially rare, it costs only ¼th as much and weighs ⅛th as much as its full-size counterpart.
Tiny Build. You can only use weapons made for Small or Medium creatures if they have the light property. These weapons gain the two-handed property and lose the light property for you.
Tiny Weapons. Tiny weapons are scaled for Tiny creatures. Their damage dice are reduced by one size, and their weight is ¼th the weight of their full-sized counterparts. There is no Tiny equivalent for weapons with the heavy property.

Fairy Traits

Ability Score Increase. Your Dexterity score and Charisma score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Fairies have a life span of about a century.
Creature Type. You are a fey.
Size. Your size is Tiny.
Speed. Your base walking speed is 15 feet.
Languages. You know Common and Sylvan.
Flight. You have two delicate wings that sprout from your back, and you cannot wear armor unless it has been modified to accommodate for them. You have a flying speed equal to your walking speed. Until you reach 5th level, you fall prone if you end your turn in the air and aren't gliding. Rules of Flight (created by u/NyteShark).
Fairy Magic. You know the druidcraft cantrip. When you reach 3rd level, you learn the faerie fire spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the invisibility spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
One with the Wild. You have proficiency in two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, Survival.

Fey'ri

The Fey'ri, also known as Demon Elves of Daemonfey, are to elves what tieflings are to humans. They are elves cursed with a demonic bloodline, whether is be due to a pact made with an entity of the Abyss that their family made generations ago, or due to a spiteful demon cursing an elf's birth. Often, a Fey'ri can be born from a normal elven family, seemingly for no reason, and some can appear as normal elves for years, sometimes even into adulthood. However, their demonic blood will eventually rear its ugly face, and any who see their demonic features will instantly know what they are.

Created by u/NyteShark

Fey'ri Traits

Ability Score Increase. Your Dexterity score and Charisma score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Fey'ri reach physical maturity in their late teens, but aren't typically considered adults until the age of 100. They can live to be 750 years old.
Creature Type. You are a humanoid (shapechanger).
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common, Elvish, and Abyssal.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws
against being charmed.
Keen Senses. You have proficiency in the Perception skill as well as expertise in it, which means your Proficiency Bonus is doubled for all Wisdom (Perception) checks you make.
Trance. You don't need to sleep, and can instead meditate deeply in a semiconscious state for 4 hours a day. After resting in this way, you gain the benefits of a long rest. Magic cannot put you to sleep.
Dexterous Tail. Your tail is an appendage, which you can use to perform tasks. It cannot perform somatic components, wield shields or weapons without the light property, or hold weight greater than five times your Strength score (in lb.).
Elven Mask. As an action, you can transmute your appearance and hide your demonic features and tail, or revert back to your true form.

Shapechangers

Some races can transmute their body to a different form. Most shapechangers only have one alternate form, but each has a true form that they revert back to upon death. If a spell or feature targets shapechangers, then you are subject to its effects.

Art Credit

Character Sculpt by Samantha Roberts

Firbolg

Firbolgs are fey-oriented half-giants. Their tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and magic.

Revised by u/NyteShark

Firbolg Traits

Ability Score Increase. Your Strength score and Wisdom score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

Art Credit

Thicket the Firbolg Druid by rboldador

Creature Type. You are a humanoid.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common, Elvish, and Giant.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Firbolg Magic. You learn the detect magic and disguise self spells and can cast them each once without expending a spell slot and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for these spells. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
Powerful Build. You count as one size larger when determining your carrying capacity, and the weight you can push, drag, or lift.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

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. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.

Revised by u/NyteShark

Harengon Traits

Ability Score Increase. Your Dexterity score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Harengon mature in their late teens and live for about a century.
Creature Type. You are a humanoid.
Size. Your size is Medium or Small (your choice).
Speed. Your base walking speed is 30 feet.
Languages. You know Common and one standard language of your choice.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Hare-Trigger. You can add your Proficiency Bonus to your initiative rolls.
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.
Rabbit Hop. Your long jump distance is doubled, your high jump distance is tripled, and you don't require a running start when making either.

As a bonus action, you can make a long or high jump without expending movement or provoking opportunity attacks. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Art Credit

The Nest - Sapling I by Feedington
Owned by Wizard of the Coast - Artist Unknown
Featured in Strixhaven: A Curriculum of Chaos
Satyr at dusk by bobgreyvenstein

Kodama

Kodamas are seedling spirits dispersed from the mystical trees that serve as Dryads’ life force and home. While the Dryads of their family tree are bound to stay with it, Kodamas venture throughout the realms to plant and ensure the growth of the family tree’s seeds. Kodamas love collecting small objects to craft temporary homes to protect them and their seeds from unruly weather.

Created by u/Skill-Arbor, revised by u/NyteShark

Kodama Traits

Ability Score Increase. Your Dexterity score and Wisdom score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Kodamas don't have an adulthood and live to 350 years.
Creature Type. You are a plant.
Size. Your size is Tiny.
Speed. Your base walking speed is 15 feet.
Languages. You have the ability to communicate with Plant creatures and plants, even if they don’t know a language. You also know Common and Druidic.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
One with the Wild. You have proficiency in two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, Survival.
Photosynthesis. If you finish a short rest while in sunlight, you recover one expended hit die.
Tree Stride. Once on your turn, you can use 10 feet of your movement to step magically into one living tree and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Small or bigger. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Owlin

Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Owlin have arms and legs like other humanoids, as well as wings that extend from their back and shoulders. Like owls, owlin are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on others.

Revised by u/NyteShark

Owlin Traits

Ability Score Increase. Your Dexterity score and Intelligence score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Owlin reach maturity at 12 years old and can live to 60.
Creature Type. You are a humanoid.
Size. Your size is Medium or Small (your choice).
Speed. Your walking speed is 30 feet.
Languages. You know Common and one standard language of your choice.
Superior Darkvision. You can see in dim light within 120 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Flight. You have two feathered wings that sprout from your back, and you cannot wear armor unless it has been modified to accommodate for them. You have a flying speed equal to your walking speed. Until you reach 5th level, you fall prone if you end your turn in the air and aren't gliding. Rules of Flight (created by u/NyteShark).
Naturally Stealthy. You have proficiency in the Stealth skill.

If you select this race, you do not receive a feat as a part of your background.

Satyr

Originating in the Feywild, satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.

Revised by u/NyteShark

Satyr Traits

Ability Score Increase. Your Dexterity score and Charisma score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Satyrs mature in their late teens and can live for up to five centuries.
Creature Type. You are a fey.
Size. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Languages. You know Common and Sylvan.
Mirthful Leaps. Your jump distance is doubled, and you don't require a running start to make a high jump or long jump.
Ram. Your head and horns are a natural weapon, which deals 1d6 bludgeoning damage on a hit. You can use your horns in place of an unarmed strike.
Reveler. You have proficiency in the Performance and Persuasion skills and with one musical instrument of your choice.
Satyr Resistance. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Shadar-kai

Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies. Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell’s grim energy.

Shadar-kai have ashen skin and hair tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.

Revised by u/NyteShark

Shadar-kai Traits

Ability Score Increase. Your Dexterity score and Constitution score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Shadar-kai reach physical maturity in their late teens, but aren't typically considered adults until the age of 100. They can live to be 750 years old.
Creature Type. You are a humanoid, and an elf.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and Elvish.

Art Credit

fightscene 04 by Bryan Sola
Tribus by Bachzim

Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed.
Keen Senses. You have proficiency in the Perception skill as well as expertise in it, which means your Proficiency Bonus is doubled for all Wisdom (Perception) checks you make.
Trance. You don't need to sleep, and can instead meditate deeply in a semiconscious state for 4 hours a day. After resting in this way, you gain the benefits of a long rest. Magic cannot put you to sleep.
Necrotic Resistance. You have resistance to necrotic damage.
Shadow Step. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Woad

Woads are often viewed as the guardians or protectors of many forests. They tend to have a much deeper connection to their surroundings than other sentient plants. This connection grants them very powerful abilities such as self-healing or colossal overgrowth.

Created by u/SonixverseLabs, revised by u/NyteShark

Woad Traits

Ability Score Increase. Your Constitution score and Wisdom score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Age. Woads reach maturity after about 30 years and live for two or three centuries.
Creature Type. You are a plant.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You have the ability to communicate with Plant creatures and plants, even if they don’t know a language. You also know Common and Druidic.
One with the Wild. You gain proficiency in two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, Survival.
Photosynthesis. If you finish a short rest while in sunlight, you recover one expended hit die.
Subrace. Choose one of the following subraces: spriggan or treantkin.

Spriggan

Spriggans are known for their enhanced connection to the natural magicks of the world, even beyond that of their other kin, and they have the uncanny ability to seemingly vanish into the forest. In dire circumstances, they are able to draw upon the ambient energy of life to heal their wounds.

Plant Camouflage. You have advantage on Dexterity (Stealth) checks to hide in forests and jungles.
Rapid Regeneration. You can draw upon the ambient life magic in the world around you as an action to heal your wounds. For 1 minute, you recover a number of hitpoints equal to your Constitution modifier (minimum of 1 hit point) at the start of each of your turns as long as you have at least 1 hitpoint and are below half your hitpoint maximum.

Once you use this feature, you cannot do so again until you finish a long rest.
Spriggan Magic. You know the druidcraft cantrip. When you reach 3rd level, you learn the entangle spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the pass without trace spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Treantkin

The treantkin carry a spark of the greatest of the forest's guardians: the treants. As a result, they tend to be much larger than other woads, standing at up to 8 feet tall.

Barkskin. Your skin is made of hardened bark. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can still use a shield and gain the benefits of this trait.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Soul of the Treant. You can fully embrace your inner treant heritage as an action, gaining the following benefits for 1 minute.

  • Your size becomes Large.
  • The reach of your melee attacks increases by 5 feet.
  • You have advantage on Strength and Constitution saving throws.
  • You gain temporary hitpoints equal to your level + your Constitution modifier.
  • Your weapon attacks deal double damage to buildings and objects.

Once you use this feature, you cannot do so again until you finish a long rest.

Chapter 3: Backgrounds

Acolyte

Proficiencies

Languages: two standard languages of your choice
Skills: Insight, Religion
Tools: healer's kits

Equipment

one set of artisan's tools you are proficient in, one holy symbol of the diety you worship, a set of fine clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)

Feat

Your character gains one of the following feats, following any prerequisites: Healer, Herbalist, or Linguist

Artisan

Proficiencies

Languages: one standard language of your choice
Skills: Insight, Investigation
Tools: two artisan's tools

Equipment

two sets of artisan's tools you are proficient in, a set of common clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)

Feat

Your character gains one of the following feats, following any prerequisites: Crafter, Keen Mind, or Skill Expert

Commoner

Proficiencies

Skills: any two skills
Tools: any two tools

Equipment

two sets of tools you are proficient in, a set of common clothes, two trinkets of your choice, a pouch containing 5 + 2d6 gp (assorted coins)

Feat

Your character gains one of the following feats, following any prerequisites: any General Feat

Other Starting Equipment

You can spend your starting gold to purchase anything you can afford on the Adventuring Gear table (PHB, pg. 150).

Criminal

Proficiencies

Languages: Thieves' Cant
Skills: Deception, Stealth
Tools: one of the following: alchemist's tools, disguise kit, forgery kit, poisoner's kit, thieves' tools
Armor: light armor
Weapons: simple weapons

Equipment

one set of tools you are proficient in, one dagger, one set of leather armor, a set of travelers clothes, one trinket of your choice, a pouch containing 5 + 2d6 gp (assorted coins)

Feat

Your character gains one of the following feats, following any prerequisites: Alert, Poisoner, or Skulker

Entertainer

Proficiencies

Languages: one standard language of your choice
Skills: Acrobatics, Performance
Tools: any one tool, one instrument

Equipment

one set of tools you are proficient in, one instrument you are proficient in, a set of travelers clothes, one costume, one trinket of your choice, a pouch containing 5 + 2d6 gp (assorted coins)

Feat

Your character gains one of the following feats, following any prerequisites: Actor, Inspiring Leader, Linguist

Hermit

Proficiencies

Skills: choose three from Animal Handling, Insight, Medicine, Perception, Survival
Tools: any two tools

Equipment

two sets of tools you are proficient in, a set of travelers clothes, one trinket of your choice, a pouch containing 3d6 gp (assorted coins)

Feat

Your character gains one of the following feats, following any prerequisites: Crafter, Herbalist, or Observant

Created by u/NyteShark

Merchant

Proficiencies

Languages: two standard languages of your choice
Skills: Insight, Persuasion
Tools: one artisan's tools

Equipment

one set of artisan's tools you are proficient in, wares (worth 10 gp), a set of common clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)

Feat

Your character gains one of the following feats, following any prerequisites: Linguist, Observant, or Skilled

Noble

Proficiencies

Languages: one standard language of your choice
Skills: History, Persuasion
Tools: one artisan's tools, instrument, or vehicle
Weapons: one simple or martial weapon

Equipment

one set of artisan's tools or instrument you are proficient in, one weapon you are proficient in engraved with your family's symbol, a signet ring bearing your family symbol, a set of fine clothes, one trinket of your choice, a pouch containing 15 + 2d6 gp (assorted coins)

Feat

Your character gains one of the following feats, following any prerequisites: Actor, Inspiring Leader, or Skill Expert

Outlander

Proficiencies

Languages: one standard language of your choice
Skills: Perception, Survival
Tools: any one tool
Weapons: simple weapons

Equipment

one set of tools you are proficient in, one weapon you are proficient in, a set of travelers clothes, one trinket of your choice, a pouch containing 3d6 gp (assorted coins)

Feat

Your character gains one of the following feats, following any prerequisites: Herbalist, Mobile, or Skilled

Sailor

Proficiencies

Skills: Athletics, Perception
Tools: navigator's tools, vehicles (water)
Weapons: simple weapons, one martial weapon

Equipment

one set of navigator's tools, a dagger, a set of travelers clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)

Feat

Your character gains one of the following feats, following any prerequisites: Athlete, Chef, or Resilient

Scholar

Proficiencies

Languages: one standard language of your choice, one exotic language of your choice
Skills: choose three from Arcana, History, Investigation, Nature, Religion

Equipment

one tome with information on your studies, a set of fine clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)

Feat

Your character gains one of the following feats, following any prerequisites: Keen Mind, Linguist, or Skill Expert

Soldier

Proficiencies

Skills: Athletics
Tools: one gaming set or vehicles (land)
Armor: light armor, medium armor, shields
Weapons: simple weapons, two martial weapons

Equipment

one weapon you are proficient in, a set of common clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)

Feat

Your character gains one of the following feats, following any prerequisites: Athlete, Resilient, or Tough

Urchin

Proficiencies

Skills: Deception, Sleight of Hand, Stealth
Tools: thieves' tools
Weapons: daggers

Equipment

one set of thieves' tools, one dagger, a set of common clothes, one trinket of your choice, a pouch containing 3d6 gp (assorted coins)

Feat

Your character gains one of the following feats, following any prerequisites: Lucky, Mobile, or Skulker

Cultural Backgrounds

With your DM's permission, you may instead select one of these cultural backgrounds. Your DM can waive the prerequisite if they choose.

Created by u/NyteShark

Child of Nature

Prerequisite: elf, fey'ri, firbolg, gnome (forest), harengon, lizardfolk, owlin, shifter, or the Fey or Plant creature type

Proficiencies

Languages: one standard or exotic language of your choice, or Druidic
Skills: Animal Handling, Nature
Tools: any one tool
Armor: light armor
Weapons: all simple weapons, one martial weapon

Equipment

one set of tools you are proficient in, one weapon you are proficient in, a set of traveler's clothes, one trinket of your choice, a pouch containing 5 + 2d6 gp (assorted coins)

Feat

Your character gains the following feat, ignoring its prerequisites: Magic of the Woods

Member of the Clan

Prerequisite: dwarf, dragonborn, githyanki, githzerai, gnome (rock), orc, or the Goblinoid creature type

Proficiencies

Languages: the primary language of your clan
Skills: Athletics, Intimidation
Tools: any one tool
Armor: light armor, medium armor
Weapons: all simple weapons, two martial weapons

Equipment

one set of tools you are proficient in, one weapon you are proficient in bearing your clan's symbol, a chain shirt or set of scale mail bearing your clan's symbol, a set of common clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)

Feat

Your character gains the following feat, following its prerequisites: any Armor Feat or Martial Feat

Elven Elite

Prerequisite: elf, fey'ri, half-blood (elf), or shadar-kai

Proficiencies

Languages: Elvish, ESL
Skills: Acrobatics
Tools: any one tool
Armor: light armor
Weapons: all simple weapons, two martial weapons

Equipment

one set of tools you are proficient in, one weapon and one piece of armor you are proficient in bearing your family's name in Elvish, a set of common clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)

Feat

Your character gains the following feat, ignoring its prerequisites: Elven Accuracy

Otherworldly Traveler

Prerequisite: aasimar, elf (avariel), fey'ri, genasi, githyanki, githzerai, shadar-kai, tiefling, or the Fey creature type

Proficiencies

Languages: two standard or exotic languages of your choice
Skills: Arcana, Survival
Tools: any one tool

Equipment

one set of tools you are proficient in, a set of travelers clothes, one trinket of your choice, a pouch containing 5 + 2d6 gp (assorted coins)

Feat

Your character gains the following feat, following its prerequisites: any Special Feat

Underdark Denizen

Prerequisite: dhampir, dwarf (gray), elf (dark), gnome (deep), or minotaur

Proficiencies

Languages: Undercommon, one standard language of your choice
Skills: Stealth, Survival
Tools: one of the following: disguise kit, forgery kit, herbalism kit, poisoner's kit, thieves' tools
Weapons: all simple weapons, two martial weapons

Equipment

one set of tools you are proficient in, one weapon you are proficient in, a climber's kit, a set of travelers clothes, one trinket of your choice, a pouch containing 5 + 2d6 gp (assorted coins)

Feat

Your character gains the following feat, ignoring its prerequisites: Prodigy

Art Credit

Across the Threshold by simmi

Chapter 4: Classes

Artificer

Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.

Artificer (created by u/LaserLlama)

Barbarian

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

Barbarian (RAW)

Feature Replacement: Path of the Berserker - Frenzy

Revised by u/jbs984

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns.

Bard

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.

Bard (RAW)

Cleric

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.

Cleric (RAW)

Feature Replacement: Peace Domain - Emboldening Bond

Revised by u/jbs984
...You can use this feature once, and you regain all expended uses when you finish a long rest. You gain additional uses of this feature when you reach 5th, 9th, 13th, and 17th level in this class.

Druid

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.

Druid (RAW)

Feature Replacement: Wild Shape

Revised by u/ScrapworkArtisan, then revised by u/NyteShark
Starting at 2nd level, you can use your action to magically assume the shape of a beast. You can stay in a beast shape for up to 1 hour, at which point you revert to your normal form unless you expend another use of this feature. You can revert to your normal form early as a bonus action, and automatically revert if you drop to 0 hit points. You can use this feature twice, and regain expended uses when you finish a short or long rest.

To transform into a beast shape, you must have prepared it. You prepare your beast shapes along with your spells at the end of each long rest from a list of learned shapes. Your druid level determines the type of beast shapes you can transform into and the number you can prepare, as shown in the Beast Shapes table. Any beast shape you assume must not have a Challenge Rating higher than what is shown in the table, and follow any limitations listed.

When you gain this feature at 2nd level, you learn three beast shapes of your choice. These shapes can be of any Challenge Rating and do not have to follow the beast shape limitations. To learn additional beast shapes you must closely observe a live beast for at least 10 minutes. You then learn that beast's shape and can assume it using Wild Shape. The maximum amount of beast shapes you can learn is equal to your Wisdom modifier + your druid level; if you learn one while at this maximum, you must choose a different beast shape you have learned to forget. You can relearn forgotten beast shapes in the same way you learn new ones.

Beast Shapes
Druid Level Max. CR Limitations Shapes Prepared
2 ¼ No burrowing, flying, or swimming speed 3
4 ½ No flying speed 4
6 1 5
8 2 6
12 3 7
16 4 8
20 5 All learned shapes

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, Intelligence, Wisdom, and Charisma scores, and your Proficiency Bonus. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the beast.
  • You assume the beast's hit points and hit dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
  • You retain the benefit of any features from your class, race, and feats and can use them if the new beast form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You can't cast spells, and your ability to speak or take an action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you have already cast, however, or prevent you from taking actions that are part of a spell (such as call lightning) that you have already cast.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. The DM decides whether or not the new form can practically wear or equip a piece of equipment based on the creature's shape and size and if the equipment functions as normal. Your equipment doesn't change size or shape to match your new form, and equipment that merges with the form have no effect and cannot be retrieved until you revert from the form.

Feature Addition: Beast Whisperer

Created by u/ScrapworkArtisan, then revised by u/NyteShark
At 12th level, you feel a kinship with beasts whose form you wear and you have learned to communicate with them.

You have the ability to communicate with beasts whose shape you have learned, even if they don't know a language. You have advantage on Wisdom (Animal handling) and Charisma checks made to influence them while you assume their beast shape.

Feature Replacement: Beast Spells

Revised by u/ScrapworkArtisan
Beginning at 18th level, you can cast your druid spells while using Wild Shape. Your ability to speak is no longer hindered while in your beast form.

While in beast shape, you can perform verbal and somatic components for your druid spells and ignore any material components that lack a cost and aren’t consumed.

Feature Replacement: Archdruid

Revised by u/ScrapworkArtisan, then revised by u/NyteShark
At 20th level, you can use your Wild Shape a number of times equal to 2 + your Wisdom modifier (minimum of 2) before needing to take a short or long rest.

Feature Replacement: Circle of the Moon - Combat Wild Shape

Revised by u/ScrapworkArtisan, then revised by u/NyteShark
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. When you reach 14th level, this amount increases to 2d8 per level of the spell slot expended.

Feature Replacement: Circle of the Moon - Circle Forms

Revised by u/ScrapworkArtisan
The rites of your circle grant you the ability to transform into more dangerous animal forms. You ignore the Max. CR column of the Beast Shapes table but must abide by the other limitations there.

Starting at 2nd level, you can use your Wild Shape to transform into a beast with a Challenge Rating as high as ½. This increases to a Challenge Rating as high as 1 at 4th level.

Starting at 6th level, you can transform into a beast with a Challenge Rating as high as your druid level divided by 3.

Starting at 14th level, you can transform into a beast with a Challenge Rating as high as 5. This increases to a Challenge Rating as high as 6 at 16th level, 7 at 18th level and finally 8 at 20th level.

Feature Replacement: Circle of the Moon - Elemental Wild Shape

Revised by u/ScrapworkArtisan
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an elemental with a Challenge Rating as high as 5 or the highest Challenge Rating of your known strongest beast shapes.

Fighter

Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.

Fighter (created by u/LaserLlama)

Monk

Monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

Monk (RAW)

Feature Modifications: Bare Bones Fixes

Revised by u/MisterMittens64

  • You may add ki points equal to your Wisdom modifier to your total ki.
  • Your hitdie is now a d10.
  • Your Martial Arts die starts as a d4 and then increases a die size at the following levels: 5, 9, 13, and 17 up to a d12.
  • You gain an additional ASI at 10th level.
  • When you use Patient Defense or Step of the Wind, you may make an unarmed strike as part of that bonus action.
  • When you reach 11th level, your Flurry of Blows and Martial Arts now include an additional unarmed strike.

Feature Replacement: Slowing Strike

Replaces Stunning Strike; revised by u/MisterMittens64
At 5th level, when you hit a creature, you may spend 1 ki point to force the creature to make a Wisdom saving throw. On a failed save the creature suffers the effects of the slow spell until the end of your next turn.

You do not need to concentrate on this effect.

Feature Replacement: Stillness of Mind

Revised by u/zaelos_3
Starting at 13th level, you are immune to being charmed or frightened.

Feature Replacement: Diamond Soul

Revised by u/zaelos_3
Beginning at 15th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Feature Replacement: Empty Body

Revised by u/zaelos_3
Beginning at 18th level, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Feature Replacement: Timeless Body

Revised by u/zaelos_3
Also at 18th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Feature Replacement: Perfect Self

Revised by u/zaelos_3
Starting at 20th level, you don't need to sleep and you can’t be forced to sleep by any means. To gain the benefits of a long rest, you must spend at least 4 hours doing light activity, such as meditating and keeping watch.

In addition, as an action, you can enter a special meditation that allows you to tap to your inner reserves. You instantly gain the benefit of a short rest and regain all of your expended ki points. Once you complete a short rest with this feature, it becomes unavailable until you finish a long rest.

Feature Replacement: Way of the Four Elements - Disciple of the Elements

Revised by u/LaserLlama
At 3rd level, you learn ancient monastic arts that allow you to cast spells:

Cantrips. You learn two cantrips of your choice from the Four Elements spell list at the end of this Tradition. You learn one additional Four Elements cantrip at 10th and 17th level.

Spell Slots. The Four Elements Spellcasting table shows how many spell slots you have, and the level of those slots. All of your spell slots are the same level. To cast a Four Elements spell of 1st-level or higher, you must expend a spell slot. You use the spell's casting time and other rules, but your body is the spellcasting focus for these spells, and you don't need to provide any material components. You regain expended Four Elements spell slots when you finish a short or long rest.

For example, at 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell burning hands, you must spend one of these Four Elements slots, and you cast it at 2nd-level.

Ki Casting. You can draw upon your ki to regain your elemental powers. As a bonus action on your turn, you can expend a number of ki points equal to 1 + your Slot Level to regain one of your expended Four Elements spell slots.

Spells Known of 1st-Level and Higher. You learn two 1st-level spells of your choice from the Four Elements spell list at the end of this Tradition. The Spells Known column of the Four Elements Spellcasting table shows when you learn more spells. A spell you choose must be of a level no higher than what's shown in the Slot Level column for your level.

Whenever you gain a monk level, you can choose one Four Elements spell you know and replace it with another spell of your choice from the Four Elements spell list, which must be of a level for which you have Four Elements spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Four Elements spells, so you use Wisdom when a spell refers to your spellcasting ability, when setting a saving throw DC, and when making a spell attack roll.

Spell save DC = 8 + your Wisdom modifier

+ your Proficiency Bonus

Spell attack modifier = your Wisdom modifier

+ your Proficiency Bonus

Feature Addition: Way of the Four Elements - Fist of the Four Ways

Created by u/LaserLlama
At 6th level, you can infuse your fists with the power of the four elements. Whenever you make an unarmed strike, you can choose for it to deal bludgeoning, cold, fire, or thunder damage.

In addition, when you empower an unarmed strike in this way, your reach with that unarmed strike increases by 5 feet.

Finally, when you use your action to cast a Four Elements spell, you can make one unarmed strike as a bonus action.

Feature Addition: Way of the Four Elements - Spiritual Flow

Created by u/LaserLlama
When you reach 11th level, you weave your Martial Arts with spiritual magic. When you cast a Four Elements spell with a casting time of 1 action, you can expend 2 ki points to cast it as a bonus action.

Feature Addition: Way of the Four Elements - Master of the Elements

Created by u/LaserLlama
Starting at 17th level, you can draw all four elements into yourself as an action to take on an Elemental Form, gaining the following benefits:

  • You gain a flying speed equal to your walking speed.
  • You resist bludgeoning, piercing, and slashing damage.
  • Critical hits against you become normal hits.
  • Opportunity attacks against you have disadvantage.
  • You can gain temporary hit points equal to your Wisdom modifier (minimum of 1) at the start of each of your turns.

Your Elemental Form lasts for 1 minute, but it ends early if you are incapacitated or use a bonus action to end it. Once you use this feature, you must finish a long rest before you can use it again, unless you expend 6 ki points.

Four Elements Spellcasting
Monk Level Spells Known Spell Slots Slot Level
3rd 2 1 1st
4th 2 2 1st
5th 3 2 1st
6th 3 2 1st
7th 4 2 2nd
8th 4 2 2nd
9th 5 2 2nd
10th 5 2 2nd
11th 5 2 2nd
12th 5 2 2nd
13th 6 2 3rd
14th 6 2 3rd
15th 6 2 3rd
16th 6 2 3rd
17th 7 2 3rd
18th 7 2 3rd
19th 7 2 4th
20th 7 2 4th

Feature Addition: Way of the Four Elements - Spell List

Created by u/LaserLlama

Cantrips (0-Level)

blade ward
control flames
create bonfire
druidcraft
feather fall
frostbite
gust
magic stone
mold earth
produce flame
ray of frost
shape water
thorn whip
thunderclap

1st-Level

absorb elements
armor of agathys
burning hands
create or destroy water
earth tremor
entangle
fog cloud
frost fingers
hail of thorns
hellish rebuke
ice knife
sanctuary
thunderwave
witch bolt

2nd-Level

air bubble
barkskin
binding ice
continual flame
dust devil
earthbind
earthen grasp
flame blade
flaming sphere

gust of wind
hold person
levitate
misty step
pyrotechnics
scorching ray
shatter
snowball swarm
spike growth
warding wind

3rd-Level

call lighting
dragon's stride
erupting earth
fireball
fly
gaseous form
lighting bolt
meld into stone
minute meteors
sleet storm
thunder step
tidal wave
wall of sand
wall of water
wind wall

4th-Level

control water
elemental bane
fire shield
freedom of movement
grasping vine
ice storm
resilient sphere
stone shape
stoneskin
storm sphere
wall of fire
watery sphere

Feature Replacement: Way of the Sun Soul - Radiant Bolt

Replaces Radiant Sun Bolt; revised by u/LaserLlama
You have trained to focus your ki into bolts of searing light. Starting at 3rd level, whenever you would be able to make an unarmed strike, you can replace the unarmed strike attack with a Radiant Bolt.

Radiant Bolts are ranged (30/90) monk weapon attacks that you are proficient in. On a hit, they deal radiant damage equal to your Martial Arts die + your Dexterity modifier.

Finally, you know the light cantrip, and Wisdom is your spellcasting ability for it.

Feature Replacement: Way of the Sun Soul - Searing Blast

Replaces Searing Arc Strike; revised by u/LaserLlama, then revised by u/NyteShark
At 6th level, you can channel searing blasts of radiant ki. As a bonus action, you can expend 1 ki point to force all creatures in an adjacent 15-foot cone to make a Dexterity saving throw against your Ki save DC. Creatures take radiant damage equal to four rolls of your Martial Arts die on a failed save, and half as much radiant damage on a successful save.

You can expend ki points (up to your Wisdom modifier) to empower your Searing Blast, adding one roll of your Martial Arts die to the damage for each ki point spent.

Additionally, you learn the daylight spell and can spend 3 ki points to cast it at 3rd-level. Wisdom is your spellcasting ability for it.

Feature Replacement: Way of the Sun Soul - Luminous Burst

Replaces Searing Sunburst; revised by u/LaserLlama, then revised by u/NyteShark
At 11th level, your spirit brims with a purifying radiance that you can channel to the world. As an action, you can unleash a wondrous blast of radiant ki in a 5-foot wide, 100-foot long line, forcing all creatures within that area to make a Dexterity saving throw against your Ki save DC. Creatures take radiant damage equal to seven rolls of your Martial Arts die on a failure, and half as much radiant damage on a success.

You can expend ki points (up to your Wisdom modifier) to empower your Luminous Burst, adding one roll of your Martial Arts die to the damage for each ki point spent.

Once you use this feature, you must finish a long rest before you can use it again, unless you expend 5 ki points.

Feature Replacement: Way of the Sun Soul - Master of Light

Replaces Searing Sunburst; revised by u/LaserLlama, then revised by u/NyteShark
When you reach 17th level, your radiant spirit becomes a shining beacon of hope for all who stand and fight against evil. You gain the benefits below:

  • You gain a flying speed equal to your walking speed and while you are flying in this way you can hover.
  • You become wreathed in light. You shed bright light in a 30-foot radius and dim light 30 feet beyond that. You can extinguish or restore the light as a bonus action. This light, as well as the light shed by your light and daylight spells, counts as true sunlight.
  • You gain resistance to necrotic and radiant damage, and immunity to the blinded condition.
  • You, and creatures of your choice within 60 feet have advantage on saving throws to resist being frightened.

Paladin

Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.

Paladin (RAW)

Oath of Liberty only (created by u/LaserLlama)

Ranger

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Ranger (created by u/LaserLlama)

Rogue

Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Rogue (RAW)

Feature Replacement: Assassin Archetype - Tools of the Trade

Replaces Bonus Proficiencies; revised by u/ejaculatingbees
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the poisoner's kit, and one martial weapon of your choice. Your Proficiency Bonus is doubled for any ability check you make that uses either the disguise or poisoner's kit, and any poison you make deals extra damage equal to your Dexterity modifier.

Feature Replacement: Assassin Archetype - Assassinate

Revised by u/ejaculatingbees
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You add your Proficiency Bonus to initiative rolls and you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Feature Replacement: Assassin Archetype - Marked for Execution

Replaces Infiltration Expertise; revised by u/ejaculatingbees
At 9th level, you are able to single out your targets both in and out of combat, analyzing their movements and behavior patterns to size them up.

As a bonus action, you can mark one creature you can see for execution. All sneak attacks you make against this creature for the next minute use d8s instead of d6s. This increases to d10s at 16th level. You can only do this once per combat encounter. Additionally, you can spend 1 minute closely observing a creature you can see and hear. Doing so grants you advantage on all Charisma checks you make to influence it in the next 24 hours.

Feature Replacement: Assassin Archetype - No Escape

Replaces Impostor; revised by u/ejaculatingbees
At 13th level, you are able to shut down any attempts made by your quarry to escape, ensuring none survive to compromise your goals.

Whenever you hit a creature with less than half of its hit points remaining with a weapon attack or reduce a creatures hit points below half with a weapon attack, their speed is halved and they lose the ability to take the disengage action or teleport themselves until the end of their next turn.

Sorcerer

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.

Sorcerer (created by u/LaserLlama)

Weavebender (created by u/NyteShark)

Warlock

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.

Warlock (RAW)

Optional Subclasses and Features (created by u/LaserLlama)

Feature Modification: Eldritch Invocations

Revised by u/NyteShark
All "You can cast spell once using a warlock spell slot. You can't do so again until you finish a long rest." Eldritch Invocations become "You can cast spell once without expending a spell slot. You can't do so again until you finish a long rest."

Wizard

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.

Wizard (RAW)

Feature Addition: Studious Spell Learning

Optional; created by u/NyteShark
You can only learn spells from spellbooks and spell scrolls you discover. Sources of new spells can come from arcane libraries, another wizard's spellbook, or even looted treasure.

This mechanic is not recommended for low-magic campaign settings.

Doubled Spells at 1st level. At 1st level, your spellbook contains twelve wizard spells of your choice that are of 1st, 2nd, or 3rd level, rather than only six 1st-level wizard spells. Of these twelve spells, six must be 1st-level. Spells of 2nd or 3rd level still require an appropriate level spell slot to be cast.

No New Spells on Level Up. You do not add two new wizard spells to your spellbook as a part of leveling up as a wizard, unless you gain them as a part of your subclass.

Cheaper Copying. The gold and time you must spend to copy a spell into your spellbook is halved. This can stack with other discounts.

Copying Higher Level Spells. You can copy a spell into your spell book even if it is not of a spell level you can prepare. These spells still require an appropriate level spell slot to be cast.

Chapter 5: Feats

General Feats

Actor

Prerequisite: proficiency in the Deception or Performance skill
Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Alchemist

Prerequisite: proficiency in the Arcana skill
You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in alchemist’s supplies. If you already have proficiency in alchemist's supplies, you gain expertise in them, which means your Proficiency Bonus is doubled for all checks you make with the tool.
  • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
  • Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.

Alert

Prerequisite: proficiency in the Perception skill
Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being Hidden from you.

Athlete

Prerequisite: proficiency in the Athletics skill
You have undergone extensive physical training to gain the following benefits:

  • Your base walking speed increases by 5 feet.
  • You gain a climbing speed and swimming speed equal to your walking speed. If you already have either, your base walking speed also increases by an additional 5 feet.
  • When prone, standing up uses only 5 feet of movement.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
  • You count as one size larger when determining your carry- ing capacity, and the weight you can push, drag, or lift.

Chef

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in cook's utensils. If you already have proficiency in cook's utensils, you gain expertise in them, which means your Proficiency Bonus is doubled for all checks you make with the tool.
  • When you cook food as part of a short rest, you can invigorate a number of meals equal to 4 + your Proficiency Bonus. At the end of the short rest, any creature who ate the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • When you cook food as part of a long rest, you can invigorate a number of meals equal to 4 + your Proficiency Bonus. At the end of the long rest, any creature who ate the food recovers one additional expended hit die.

Crafter

Prerequisite: proficiency in any artisan's tool
You have mastered crafting with leather, iron, and wood. You gain the following benefits:

  • Increase your Dexterity, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • Choose three tool artisans tools. You gain proficiency in these tools. If you already have proficiency in any of these tools, you gain expertise in that tool, which means your Proficiency Bonus is doubled for all checks you make with the tool.
  • You can craft armor and weapons you aren't proficient in if you have seen the item up close for at least 10 minutes.
  • You craft with leather, iron, stone, and wood twice as fast.

Dungeon Delver

Prerequisite: proficiency in the Investigation skill
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of magical and mechanical secret doors.
  • You have advantage on saving throws made to avoid or resist magical and mechanical traps.
  • You have resistance to the damage dealt by traps.

Healer

Prerequisite: proficiency in the Medicine skill
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • You gain proficiency in healer's kits. If you already have proficiency in healer's kits, you gain expertise in them, which means your Proficiency Bonus is doubled for all checks you make with the tool.
  • When you use a healer's kit to restore hit points, the creature recovers additional hit points equal to your Proficiency Bonus.
  • As an action, you can expend one use of a healer's kit to end the poisoned condition on a creature within reach, provided it is not undead or a construct.

Herbalist

Prerequisite: proficiency in the Nature skill
You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in herbalism kits. If you already have proficiency in herbalism kits, you gain expertise in them, which means your Proficiency Bonus is doubled for all checks you make with the tool.
  • You automatically succeed on checks made to determine whether plants are edible or poisonous using your herbalism kit.
  • You can apply herbal remedies to help yourself or your allies recover from maladies. With 1 hour of work and a herbalism kit, you can remove one poison or disease from a friendly creature within reach.

Inspiring Leader

Prerequisite: proficiency in the Persuasion skill
You can spend at least 1 minute inspiring your companions and underlings, shoring up their resolve to fight. All friendly creatures who can see or hear and who can understand you can gain temporary hit points equal to your level + your Charisma modifier.

A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Keen Mind

Prerequisite: proficiency in the History skill
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You learn three standard or exotic languages of your choice.
  • You can create written ciphers. Others can’t decipher a code you create unless they learn it from you, succeed on an Intelligence check (DC equal to your Intelligence score + your Proficiency Bonus), or use magic to decipher it.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 1 luck point. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend 1 luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.

If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice.

If you roll a natural 1 or 20 on the roll made when you spend a luck point, then you regain the luck point.

You regain any expended luck points when you finish a long rest.

You can select this feat multiple times. Each time you do, you gain 1 additional luck point.

Mobile

Prerequisite: proficiency in the Acrobatics skill
You are exceptionally speedy and agile. You gain the following benefits:

  • Your base walking speed increases by 5 feet.
  • You ignore non-magical difficult terrain.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Observant

Prerequisite: proficiency in the Insight, Investigation, or Perception skill
Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it is saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Insight), Intelligence (Investigation), and Wisdom (Perception) scores.

Poisoner

Prerequisite: proficiency in the Medicine skill
You can prepare and deliver deadly poisons, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in poisoner's kits. If you already have proficiency in poisoner's kits, you gain expertise in them, which means your Proficiency Bonus is doubled for all checks you make with the tool.
  • You can coat a weapon in poison as a bonus action, instead of an action.
  • Poison damage from poisons you craft using a poisoner's kit ignore resistance and treat immunity as resistance.
  • When you craft poison using a poisoner's kit, you create a number of doses of poison equal to your Proficiency Bonus instead of just one. When a creature takes damage from your poison, that creature must succeed on a Constitution saving throw (DC = 8 + your Intelligence modifier + your Proficiency Bonus) or become poisoned until the end of its next turn.

Resilient

Choose one ability score. You gain the following benefits:

  • Increase the ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws for that ability.

You can select this feat multiple times.

Skill Expert

You have mastered one skill. You the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice.
  • Choose one skill in which you have proficiency. You gain expertise in that skill, which means your Proficiency Bonus is doubled for any ability check you make with it.

You can select this feat multiple times.

Skilled

You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in any combination of three skills, tools, or standard languages of your choice. One of these can be replaced with proficiency in simple weapons.

You can select this feat multiple times.

Skulker

Prerequisite: proficiency in the Stealth skill
You are expert at slinking through shadows. You gain the following benefits:

  • You have advantage on any checks to hide when you are at least heavily obscured, and can attempt to hide if you are only lightly obscured.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

Tough

Prerequisite: Constitution 13 or higher
Hardy and durable, you gain the following benefits:

  • When you roll a Hit Die to regain hit points, you regain an additional amount of hit points equal to your Proficiency Bonus.
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Armor Feats

Light Armor Training

You have trained to master the use of light armor, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in light armor and simple weapons.

Medium Armor Training

Prerequisite: proficiency in light armor
You have trained to master the use of medium armor and shields, gaining the following benefit:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in medium armor and shields.

Heavy Armor Training

Prerequisite: proficiency in medium armor
You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain proficiency in heavy armor.

Light Armor Master

Prerequisite: proficiency in light armor
You are agile and hard to pin down in your light armor and gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You can take the Dash or Dodge action as a bonus action while wearing light armor.

Shield Master

Prerequisite: proficiency in shields
The protection you gain from shields increases. You gain the following benefits while you are wielding a shield:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • As a bonus action, you can brace yourself, doubling your shield's AC bonus until the start of your next turn.
  • Unless incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or harmful effect.

Medium Armor Master

Prerequisite: proficiency in medium armor
You have practiced moving in medium armor to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
  • You gain a +1 bonus to AC while wearing medium armor.

Heavy Armor Master

Prerequisite: proficiency in heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • While wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical attacks is reduced by an amount equal to your Proficiency Bonus.

Martial Feats

Charger

If you move at least 10 feet in a straight line on your turn, you can use your bonus action in one of the following ways of your choice:

You can make a weapon attack. When you do so, you can add a bonus to the attack and damage roll equal to the distance you traveled divided by 10 (rounded down).

You can shove a creature. When you do so, you gain a bonus to the ability check equal to the distance you traveled divided by 10 (rounded down), and on a success, the creature is pushed 10 feet and knocked prone.

Crossbow Expert

Prerequisite: Dexterity 13 or higher
Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack and reload a hand crossbow you are holding.

Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Dagger Master

Prerequisite: Strength or Dexterity 13 or higher
You have mastered techniques with the dagger, and you gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you use a dagger, its damage die changes from a d4 to a d6. You can draw a dagger as part of making an attack with one, and the range at which you can throw daggers increases to 30/90 feet.
  • You have advantage on Dexterity checks made to conceal or hide daggers.

Defensive Duelist

Prerequisite: Dexterity 13 or higher
When you are wielding a melee weapon in which you are proficient and another creature hits you with a melee weapon attack, you can use your reaction to add your Proficiency Bonus to your AC for that attack, potentially causing the attack to miss.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain a +1 bonus to AC while you are wielding a separate weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.

Grappler

Prerequisite: Strength 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • When you are grappling a creature you can attempt to shove it prone as a bonus action.
  • You have advantage on attack rolls against creatures you are grappling.
  • When a creature you are grappling attempts to break your grapple and fails, you can use your reaction to make a melee attack against them.
  • You can grapple creatures one size larger than normal.

Great Weapon Master

Prerequisite: Strength 13 or higher
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. While wielding a weapon with the heavy and two-handed properties you gain the following benefits:

  • Before you make a melee attack with a heavy weapon that you are proficient in, you can choose to take a penalty to the attack roll, up to your Proficiency Bonus. If that attack hits, you add double that amount to the attack's damage.
  • Once on each of your turns when you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to half the damage of the original attack.
  • When you make a melee attack and reduce a creature to 0 hit points or score a critical hit, you can make another attack with the weapon as a bonus action that turn.

Mage Slayer

Prerequisite: proficiency in the Arcana skill
You have practiced techniques useful in combat against spellcasters, gaining the following benefits:

  • If a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • If a creature within your ranged weapon's normal range casts a spell, you can use your reaction to make a ranged weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Martial Adept

Prerequisite: proficiency in simple weapons
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You gain proficiency in martial weapons.
  • You learn two Exploits of your choice from the fighter Martial Exploits list. If an Exploit you use requires your target to make a saving throw to resist the Exploit’s effects, the saving throw DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).
  • If you already have or gain Exploit Dice as a class feature, this grants one more usage; otherwise, you have a number of Exploit Dice equal to your Proficiency Bonus, which are d4's, and you regain your expended Exploit Dice when you finish a short or long rest.

Mounted Combatant

Prerequisite: proficiency in the Animal Handling skill
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • When you make a melee weapon attack against a creature, you and your mount don't provoke opportunity attacks from that creature for the rest of the turn.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Multishot

Prerequisite: Dexterity 13 or higher
Your fiercely-honed bow training has given way to an incredible technique.

Once per turn, you can nock multiple arrows in place of one of your attacks with a shortbow or longbow. The maximum number of arrows you can nock at once is equal to your Proficiency Bonus. You can aim at one target or several, as long as every target fits in a single cone centered on you and is in range of your weapon.

Make separate attack and damage rolls for each arrow. You receive a penalty to each attack roll equal to the total number of arrows you nocked, and you do not add your ability modifier to the damage of these arrows, unless that modifier is negative.

Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Polearm Master

Prerequisite: Strength 13 or higher
You can keep your enemies at bay with reach weapons. While you are wielding a glaive, halberd, pike, quarterstaff, spear, or trident in two hands you gain the following benefits:

  • When you take the Attack action with a polearm you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifer as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • Other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Savage Attacker

Prerequisite: Strength 13 or higher
You are a brutal and terrifying opponent in combat, and gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • When you score a critical hit with a weapon attack, after you roll damage, choose a number of damage dice equal to your Proficiency Bonus. Each of those dice deals maximum damage instead of the number rolled.

Sentinel

Prerequisite: Wisdom 13 or higher
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within melee range of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharpshooter

Prerequisite: Dexterity 13 or higher
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • When you make a ranged weapon attack, you can use a bonus action to add 1d10 to the attack or damage roll of that attack. You can add the amount before or after making the attack or damage roll, respectively, but before any effects of the attack are applied.
  • Attacking a prone target or attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and treat three-quarters cover as half cover.

Skirmisher

You've learned how to harass your opponents from afar in combat, leaving them off balance when you close in to strike. You gain the following benefits:

  • When you take the Attack action, you can use a bonus action to draw and make a ranged weapon attack with a weapon that has the thrown property.
  • When you attack a creature with a ranged attack, you have advantage on your next melee weapon attack against that creature until the end of your next turn.
  • When you take the Disengage action your speed increases by 15 feet until the end of your turn.

Slasher

You’ve learned where to cut to have the greatest results, granting you the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
  • When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn the target has disadvantage on attack rolls.

Spear Master

Prerequisite: Strength 13 or higher
Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands.
  • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
  • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain proficiency in improvised weapons and their damage increases to 1d6, or 1d8 when wielded in two hands. Your fists are now considered improvised weapons.
  • You can make an attack with an improvised weapon as a bonus action against a creature you are grappling.

Warrior Training

You have practiced extensively, honing your fighting prowess, and gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency in simple weapons.
  • You learn one Fighting Style from the fighter class. If you already know a Fighting Style, the one you choose must be different.

Magic Feats

Eldritch Adept

Prerequisite: Sorcery, Spellcasting, or Pact Magic feature
Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite.

Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Elemental Adept

Prerequisite: Sorcery, Spellcasting, or Pact Magic feature
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

  • Spells you cast ignore resistance to damage of the chosen type.
  • When you cast a spell that deals damage and roll a 1 on a damage die of the chosen type, you can reroll the dice and must use the new roll.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Magic Adept

Prerequisite: Magic Apprentice feat
You gain the following benefits:

  • Choose one 2nd-level spell of your choice from the class's spell list. You learn that spell and can cast it once without expending a spell slot.
  • Choose one 3rd-level spell of your choice from the class's spell list. You learn that spell and can cast it once without expending a spell slot.

    You regain the ability to cast both of these spells in this way when you finish a long rest. Your spell list and spellcasting ability for these spells depends on the class you chose with the Magic Apprentice feat.

You can select this feat multiple times.

Magic Apprentice

Prerequisite: Magic Initiate feat
You gain the following benefits:

  • Choose one 1st-level spell of your choice from the class's spell list. You learn that spell and can cast it once without expending a spell slot.
  • Choose one 2nd-level spell of your choice from the class's spell list. You learn that spell and can cast it once without expending a spell slot.

    You regain the ability to cast both of these spells in this way when you finish a long rest. Your spell list and spellcasting ability for these spells depends on the class you chose with the Magic Initiate feat.

You can select this feat multiple times.

Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.

  • You learn two cantrips of your choice from that class’s spell list.
  • In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it once without expending a spell slot and regain the ability to cast it in this way when you finish a long rest. The class you choose also determines your spellcasting ability for these spells (Intelligence for wizard; Wisdom for cleric/druid; Charisma for bard/sorcerer/warlock).

You can select this feat multiple times.

Mana Reserve

Prerequisite: Spellcasting feature
You can efficiently refresh the magical energy you expend.

When you finish a short rest, you can regain expended spell slots of up to a combined level equal to your Proficiency Bonus, but none of 6th-level or higher. Once you do so, you cannot use this feat again until you finish a long rest.

Metamagic Adept

Prerequisite: Sorcery, Spellcasting, or Pact Magic feature
You've learned how to exert your will on your spells to alter how they function:

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell at a time, unless the option says otherwise. When you gain a level, you can replace one of these Metamagic options with another one from the sorcerer class.
  • You have a number of Sorcery Points is equal to your Proficiency Bonus which can only be spent on Metamagic. You regain these spent Sorcery Points when you finish a long rest.

Ritual Caster

Prerequisite: Intelligence 13 or higher and proficiency in the Arcana skill
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. The class you choose determines the spell list you can choose your ritual spells from and your spellcasting ability for these spells (Intelligence for wizard; Wisdom for cleric/druid; Charisma for bard/sorcerer/warlock).

If you find a spell in written form, you can add it to your ritual book if it in on the spell list for the class you chose, its spell level is no higher than half your level (rounded up), and it has the ritual tag. The process of copying the spell into your ritual book takes 2 hours and costs 50 gp for each level of the spell. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Spell Sniper

Prerequisite: Sorcery, Spellcasting, or Pact Magic feature
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and treat three-quarters cover as half cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. The class you choose also determines your spellcasting ability for this spell (Intelligence for wizard; Wisdom for cleric/druid; Charisma for bard/sorcerer/warlock).

War Caster

Prerequisite: Sorcery, Spellcasting, or Pact Magic feature
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Racial Feats

Abyssal Corruption

Prerequisite: fey'ri, gnoll, lizardfolk, minotaur, or orc
Exposure to the energy of the Abyss has granted you the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You learn Abyssal.
  • Choose one of the following damage types: cold, fire, or poison. You have resistance to that damage type.
  • You gain the Bite racial trait if you don't already have it.
  • Your bite attack deals an additional 1d6 damage of the damage type you chose whenever you hit with it, and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Advanced Gith Psionics

Prerequisite: githyanki or githzerai
You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You learn the feather fall spell and can cast it once without components and without expending a spell slot.

Additionally, you learn the nondetection and shield spells (if you are a githyanki) or the blur and jump spells (if you are a githzerai) and can cast them both once targeting only yourself without components and without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Intelligence or Wisdom (your choice) is your spellcasting ability for these spells.

Aerial Maneuvers

Prerequisite: racial flying speed
You have mastered flying in the air. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You learn AESL.
  • You don’t provoke opportunity attacks while flying.
  • If you fly at least 30 feet toward a target immediately before hitting it with a melee weapon attack, you deal additional damage to it equal to one roll of the weapon's damage dice.

Blessing of the Raven Queen

Prerequisite: shadar-kai
When you step through shadows, they cling to you for a time, providing you with a bit of protection.

Your Shadow Step now also causes you to appear ghostly and translucent, which lasts until the end of your next turn. During this time, you have resistance to all damage and advantage on Dexterity (Stealth) checks. Additionally, you can now use your Shadow Step a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Bonecarver

Prerequisite: lizardfolk
You gain the following benefits:

  • You gain proficiency in both leatherworker's tools and woodcarver's tools. If you already have proficiency in either of these tools, you gain expertise in that tool, which means your Proficiency Bonus is doubled for all checks you make with the tool.
  • When you craft any items, you can replace the fabric or leather requirement with hide. Crafting with hide requires leatherworker's tools. You craft with hide twice as fast.
  • When you craft any items, you can replace the wood requirement with bone. Crafting with bone requires woodcarver's tools. You craft with bone twice as fast.
  • You can craft armor and weapons you aren't proficient in if you have seen the item up close for at least 10 minutes.
  • You have proficiency in any armor and weapons you craft from hide or bone.

Bountiful Luck

Prerequisite: halfling, half-blood (halfling), harengon, kender, or tabaxi
You have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it, you just wish it, and it happens.

You gain the Lucky racial trait if you don't already have it.

If you already have the Lucky racial trait, now when an ally that you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let them reroll the die. They must use the new roll. When you take this reaction, you can't benefit from your Lucky racial trait until the end of your next turn.

Conquerer of the Host

Prerequisite: the Goblinoid creature type
The goblinoid host is unstoppable. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • The damage dice of your racial ability increases from a d6 to a d8.
  • Whenever you reduce a hostile creature to 0 hit points, you can choose a hostile creature within 30 feet of you that could see that creature and force it to succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier your Proficiency Bonus) or become frightened of you until the end of your next turn.

Chromatic Warding

Prerequisite: dragonborn (chromatic)
In tune with your draconic roots, you've developed similar defenses to that of real dragons. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • You gain a +1 bonus to AC while using your natural armor.
  • As an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this ability, you can’t do so again until you finish a long rest.

Dark Elf High Magic

Prerequisite: elf (dark)
You learn more of the magic typical of dark elves.

You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn the dispel magic and levitate spells, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Deep Gnome Magic

Prerequisite: gnome (deep)
You have inherited the innate spellcasting ability of your ancestors.

You learn the nondetection spell and can cast it on yourself at will, without components and without expending a spell slot. Additionally, you learn the blindness/deafness, blur, and disguise self spells and can cast them each once targeting only yourself without components and without expending a spell slot. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Divine Transformation

Prerequisite: aasimar (herald, prophet, protector, reverend, savior, scourge, or shepherd)
You can use an action to embrace the divine light inside of you and take on a celestial form. You gain the following benefits while you are transformed:

  • You have advantage on Charisma checks and Charisma saving throws.
  • You have a flying speed equal to your walking speed. If you already have a racial flying speed, your flying speed is doubled. Rules of Flight (created by u/NyteShark).
  • Once on each of your turns, when you damage a target with an attack or spell, you can deal extra radiant damage to it equal to your level.
  • Once during your transformation, as a bonus action, you can perform a marvel determined by your Divine Decree.
    • Herald: You and all allies within 10 feet of you gain the benefits of a bless spell, which vanishes at the end of your next turn.
    • Prophet: You and all allies within 10 feet of you gain advantage on one ability check, attack roll, or saving throw of choice made before the end of your next turn.
    • Protector: You and all allies within 10 feet of you gain a bonus to AC and saving throws equal to your Proficiency Bonus until the end of your next turn.
    • Reverend: You and all creatures within 10 feet of you are either blinded until the end of your next turn or gain temporary hit points equal to your level (your choice for each creature).
    • Savior: You and all allies within 10 feet of you regain hit points equal to your level.
    • Scourge: You and all creatures within 10 feet of you suffer radiant damage equal to twice your level.
    • Shepherd: You and all allies within 10 feet of you gain the benefits of a sanctuary spell, which vanishes at the end of your next turn.

This transformation lasts for 1 minute, or until you use a bonus action to end it. Once you transform, you cannot do so again until you finish a long rest.

Falling from Grace or Rising to It

If you alter your Aasimar Decree to Fallen and you have already taken the Divine Transformation feat, you must replace that feat with the Fallen Transformation feat.

Likewise, if you alter your Aasimar Decree from Fallen to another, and you have already taken the Fallen Transformation feat, you must replace that feat with the Divine Transformation feat.

If you've taken one of these feats, you cannot also take the other.

Draconic Weapons

Prerequisite: dragonborn
You manifest claws and fangs reminiscent of your draconic ancestors. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • You gain a +1 bonus to AC while using your natural armor.
  • You grow retractable claws and fangs. Extending or retracting these natural weapons takes no action. Your maw deals 1d8 piercing damage on a hit. Your claws have the finesse and light properties, and each deal 1d6 slashing damage on a hit. You can use your bite or claws in place of unarmed strikes.

Dragon Fear

Prerequisite: dragonborn
When angered, you can radiate menace. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC = 8 + your Charisma modifier + your Proficiency Bonus), provided they can hear you. On a failed save, a creature becomes frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's save is successful, it cannot be frightened of you in this way for the next 24 hours.
  • You can use your Breath Weapon trait one additional time between long rests.

Dragon Heart

Prerequisite: kobold or lizardfolk
By chance or fate, you have developed draconic power. Choose one of the following damage types: acid, cold, fire, lightning, or poison. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • You have resistance to the chosen damage type.
  • You learn one cantrip from the sorcerer spell list. If this cantrip deals damage, it must be of the same type as your chosen damage type. Charisma is your spellcasting ability for this spell.

Dwarven Fortitude

Prerequisite: dwarf or half-blood (dwarf)
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Whenever you take the Dodge action, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Elven Accuracy

Prerequisite: eladrin, elf, fey'ri, or half-blood (elf)
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice, but you must keep the new roll.
  • Whenever you roll damage with an attack using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one die if the result was 1 or 2, but you must keep the new roll.

Fade Away

Prerequisite: fairy, firbolg, gnome, or half-blood (gnome)
Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • As a reaction immediately after you take damage, or as a bonus action, you can magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw, and then move up to half your speed without provoking opportunity attacks. Once you use this ability a number of times equal to your Proficiency Bonus, you can’t do so again until you finish a long rest.

Fallen Transformation

Prerequisite: aasimar (fallen)
You can use an action to release the darkness inside of you and take on a fallen form. You gain the following benefits while you are transformed:

  • You have advantage on Charisma checks and Charisma saving throws.
  • You are cloaked in shadows. While in bright light, you are considered lightly obscured. While in dim light, you are considered heavily obscured.
  • You have a flying speed equal to your walking speed. If you already have a racial flying speed, your flying speed is doubled. Rules of Flight (created by u/NyteShark).
  • Once on each of your turns, when you damage a target with an attack or spell, you can deal extra necrotic damage to it equal to your level.
  • Once during your transformation, as a bonus action, you can drain one creature within 10 feet of you. That creature suffers necrotic damage equal to twice your level, and you regain hit points equal to half of the amount of damage dealt.

This transformation lasts for 1 minute, or until you use a bonus action to end it. Once you transform, you cannot do so again until you finish a long rest.

Fey Teleportation

Prerequisite: the Fey Ancestry racial trait
Your study of elven lore has unlocked fey power that few other races possess. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You learn Sylvan.
  • You learn the misty step spell and can cast it a number of times equal to your Proficiency Bonus without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for this spell.

Fey'ri Magic

Prerequisite: fey'ri
You inherit some of the primal magic of the Daemonfey.

You learn the produce flame cantrip. You also learn the alter self spell and can cast it on yourself at will and without expending a spell slot. Charisma is your spellcasting ability for these spells.

Flames of Baator

Prerequisite: tielfing
You learn to call on hellfire to serve your commands. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • Once per turn when you deal fire damage to a target, you can deal an extra 1d6 fire damage to it.
  • When you deal fire damage, you can use your reaction to cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d6 fire damage.

Gem Flight

Prerequisite: dragonborn (gem)
In tune with your draconic roots, you develop new psionic abilities. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • You gain the ability to telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. Your communication doesn't give the creature the ability to respond to you telepathically.
  • You can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this ability, you can’t do so again until you finish a long rest. Rules of Flight (created by u/NyteShark).

Gray Dwarf Magic

Prerequisite: dwarf (gray)
You have inherited the psionic spellcasting ability of your ancestors.

You learn the detect magic, enlarge/reduce, invisibility, and stoneskin spells, each of which you can cast targeting yourself once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this feat, they don't require components.

Healing Hands

Prerequisite: aasimar or tiefling (risen)
Your very touch can heal others.

You learn the cure wounds spell and can cast it a number of times equal to your Proficiency Bonus at a spell level equal to your Proficiency Bonus without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

Heartsight

Prerequisite: the Fey creature type
You can use an action to touch a creature and attempt to read its current emotional state. Make a Wisdom (Insight) check against it's passive Charisma (Deception) score. On a success, you learn the target's alignment and its surface level emotions. Celestials, fiends, and undead automatically fail. Creatures are unaware you attempted to read their heart.

If you already have the Heartsight feature, your attempts to read a creature's heart always succeed, unless it is immune to divination magic.

High Elf High Magic

Prerequisite: elf (high)
You learn more of the ritual magic typical of high elves.

You learn one 2nd-level or lower spell of your choice from the wizard spell list. You can cast any 2nd-level or lower wizard spell as a ritual that does not have the ritual tag. You can do so a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Infernal Constitution

Prerequisite: tiefling
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have resistance to cold, fire, and poison damage.
  • You have advantage on saving throws against being poisoned.

Innate Power

Prerequisite: racial spellcasting
Your resevior of magic becomes far more potent. You gain the following benefits:

  • Increase your racial spellcasting ability score by 1, to a maximum of 20.
  • Choose a spell you have learned from a racial trait that you can cast once without expending a spell slot and regain the ability to do so when you finish a long rest. You can now cast that spell a number of times equal to your Proficiency Bonus without expending a spell slot, and you regain all expended uses when you finish a long rest.

You can select this feat multiple times. Each time you do so, you must choose a different spell.

Magic of the Depths

Prerequisite: elf (sea), genasi (water), merfolk, tortle, or triton
You learn more of the magic of the deep seas.

You learn the shape water cantrip if you don't already know it. You also learn the control water spell and can cast it once without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. Either Wisdom or your racial spellcasting ability is your spellcasting ability for this spell (your choice).

Magic of the Woods

Prerequisite: gnome (forest), elf (wood), or the Fey or Plant creature type
You learn the magic of the primeval woods, which are revered and protected by your people. You gain the following benefits:

  • You may attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
  • You learn the druidcraft cantrip if you don't already know it. You also learn the animal friendship and plant growth spells and can cast them each once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Either Wisdom or your racial spellcasting ability is your spellcasting ability for these spells (your choice).

Metallic Breath Weapon

Prerequisite: dragonborn (metallic)
In tune with your draconic roots, you learn new ways to manifest your Breath Weapon. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to activate an alternate breath attack targeting all creatures in a 15-foot cone (DC = 8 + your Constitution modifier + your Proficiency Bonus). Whenever you use this feat, choose one:
    • Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
    • Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
  • You can use your Breath Weapon trait one additional time between long rests.

Orcish Fury

Prerequisite: half-blood (orc) or orc
Your inner fury burns tirelessly. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. You can use this ability a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
  • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one attack.

Overdrive

Prerequisite: warforged
Your energy capacity can surge for a brief moment. As a free action on your turn, you can choose to gain an additional action that turn. After you take this action, you immediately gain one level of exhaustion.

Prodigy

Prerequisite: half-blood (human) or human
You have a knack for learning new things. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in one skill, and one tool or one simple or exotic language of your choice.
  • Choose one skill or tool in which you have proficiency. You gain expertise in that skill or tool, which means your Proficiency Bonus is doubled for any ability check you make with it.

Rooted Rest

Prerequisite: the Plant creature type
As a bonus action, you can plant your roots in dirt or soil, or retract them. While planted, your speed is 0, and you cannot be moved against your will.

If your roots are planted for the duration of a short rest, any hit dice you would roll instead use the highest number possible for each dice. If your roots are planted for the duration of a long rest, you regain all expended hit dice.

Seasonal Step

Prerequisite: eladrin
Your Fey Step gains an additional effect based on your attuned season. If the effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Charisma modifier. Additionally, you can now use your Fey Step a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Autumn. Immediately after you use your Fey Step, up to a number of creatures equal to your Proficiency Bonus 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, up to a number of creatures equal to your Proficiency Bonus of your choice that you can see within 10 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 reach. That creature teleports with you, appearing in a space of your choice adjacent to where you appear.

Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 10 feet of you takes fire damage equal to your Proficiency Bonus.

Snow Elf Magic

Prerequisite: elf (snow)
You learn the magic of the frigid cold, and the adaptive power of your people. You gain the following benefits:

  • You may attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
  • You learn the protection from energy spell and can cast it on yourself at will and without expending a spell slot. You also learn the fog cloud and Snilloc's snowball storm spells, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

Squat Nimbleness

Prerequisite: dwarf or a Small or Tiny race
You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your base walking speed increases by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. After escaping from grapple, you may use your reaction to move up to half your speed without provoking opportunity attacks.

Stun Resistance

Prerequisite: dwarf (gray), githyanki, githzerai, or gnome (deep)
You have developed an unique resistance thanks to the trials your ancestors endured. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have resistance to psychic damage.
  • If you are stunned at the start of your turn, you may still use your action on that turn (but not your bonus action, free action, movement, or reaction).

Tiny Power

Prerequisite: a Tiny race
Your tiny size can't reduce the ferocity you fight with. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You count as one size larger when determining your carry- ing capacity, and the weight you can push, drag, or lift.
  • The damage dice of weapons you wield are no longer reduced by one size due to your Tiny size.

Urd Gift

Prerequisite: kobold
You’ve spontaneously developed a pair of wings, a blessing from the godling Kurayulek, represented by the following benefits:

  • You gain a flying speed equal to your walking speed. Until you reach 5th level, you fall prone if you end your turn in the air and aren't gliding. Rules of Flight (created by u/NyteShark).

Special Feats

Astral Touched

Prerequisite: DM's approval
Your exposure to the Astral Plane has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the detect thoughts spell and one 1st-level spell of your choice. The 1st-level spell must be from the conjuration or transmutation school of magic. You can cast each of these spells once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. The spells' spellcasting ability is the ability increased by this feat.

Chaos Touched

Prerequisite: DM's approval
Your exposure to the Planes of Chaos has altered you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the alter self spell and one 1st-level spell of your choice. The 1st-level spell must be from the evocation or transmutation school of magic. You can cast each of these spells once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. The spells' spellcasting ability is the ability increased by this feat.

Fey Touched

Prerequisite: DM's approval
Your exposure to the Feywild's magic has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. The spells' spellcasting ability is the ability increased by this feat.

Heaven Touched

Prerequisite: DM's approval
Your exposure to the Upper Planes has left a magical mark on you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the lesser restoration spell and one 1st-level spell of your choice. The 1st-level spell must be from the abjuration or divination school of magic. You can cast each of these spells once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. The spells' spellcasting ability is the ability increased by this feat.

Hell Touched

Prerequisite: DM's approval
Your exposure to the Nine Hells has left a magical mark on you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the darkness spell and one 1st-level spell of your choice. The 1st-level spell must be from the enchantment or evocation school of magic. You can cast each of these spells once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. The spells' spellcasting ability is the ability increased by this feat.

Shadow Touched

Prerequisite: DM's approval
Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. The spells' spellcasting ability is the ability increased by this feat.

Telekinetic

Prerequisite: DM's approval and Intelligence 13 or higher
You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn the mage hand cantrip. If you already know this spell, its range increases by 30 feet when you cast it. When you cast it with this feat, it doesn't require components, and the hand is invisible. Intelligence is your spellcasting ability for this spell.
  • As a bonus action, you can attempt to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC = 8 + your Intelligence modifier + your Proficiency Bonus) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Telepathic

Prerequisite: DM's approval and Intelligence 13 or higher
You awaken the ability to mentally connect with others, granting you the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain the ability to telepathically speak to any creature you can see within 60 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. Your communication doesn't give the creature the ability to respond to you telepathically. If you already can telepathically speak to other creatures, your range to do so increases by 30 feet.
  • You learn the detect thoughts spell and can cast it once without expending a spell slot, requiring no components. You regain the ability to cast this spell in this way when you finish a long rest. Intelligence is your spellcasting ability for this spell.

Feat Credits

---???--- represents a creator whose name has been lost.

General Feats

Actor: RAW
Alchemist: Created by @mikemearls
Alert: RAW
Athlete: RAW, revised by u/NyteShark
Chef: RAW, minor revisions by u/NyteShark
Crafter: Created by u/NyteShark
Dungeon Delver: RAW, minor revisions by u/NyteShark
Healer: RAW, revised by u/NyteShark
Herbalist: Created by u/heavyarms_, revised by u/NyteShark
Inspiring Leader: RAW, minor revisions by u/NyteShark
Keen Mind: RAW, minor revisions by u/NyteShark
Linguist: RAW
Lucky: ---???---
Mobile: RAW
Observant: RAW
Poisoner: RAW, revised by u/NyteShark
Resilient: RAW
Skill Expert: RAW
Skilled: RAW, minor revisions by u/NyteShark
Skulker: RAW, minor revisions by u/NyteShark
Tough: RAW, revised by u/NyteShark

Armor Feats

Light Armor Training: RAW
Medium Armor Training: RAW
Heavy Armor Training: RAW
Light Armor Master: Created by u/NyteShark
Shield Master: RAW, revised by u/NyteShark
Medium Armor Master: RAW, revised by u/NyteShark
Heavy Armor Master: RAW, minor revisions by u/NyteShark

Martial Feats

Charger: Created by u/portentpress
Crossbow Expert: RAW
Crusher: RAW
Dagger Master: Created by u/Sensitive_Coyote_865, revised by u/NyteShark
Defensive Duelist: RAW, revised by u/NyteShark
Dual Wielder: RAW, minor revisions by u/NyteShark
Grappler: RAW, revised by u/NyteShark
Great Weapon Master: ---???---
Mage Slayer: RAW, minor revisions by u/NyteShark
Martial Adept: RAW, revised by u/LaserLlama
Mounted Combatant: RAW, minor revisions by u/NyteShark
Multishot: Created by u/PimplupXD
Piercer: RAW
Polearm Master: RAW
Savage Attacker: RAW, minor revisions by u/NyteShark
Sentinel: RAW
Sharpshooter: RAW, minor revisions by u/NyteShark
Skirmisher: ---???---
Slasher: RAW
Spear Master: ---???---
Tavern Brawler: RAW, revised by u/NyteShark
Warrior Training: Created by u/NyteShark

Magic Feats

Eldritch Adept: RAW

Elemental Adept: RAW, minor revisions by u/NyteShark
Magic Adept: Created by u/NyteShark
Magic Apprentice: Created by u/NyteShark
Magic Initiate: RAW
Mana Reserve: Created by u/NyteShark
Metamagic Adept: RAW, minor revisions by u/NyteShark
Ritual Caster: RAW
Spell Sniper: RAW
War Caster: RAW

Racial Feats

Abyssal Corruption: Created by u/NyteShark
Advanced Gith Psionics: Created by u/NyteShark
Aerial Maneuvers: Created by u/NyteShark
Blessing of the Raven Queen: Created by u/NyteShark
Bonecarver: Created by u/NyteShark
Bountiful Luck: RAW
Conquerer of the Host: Created by u/NyteShark
Chromatic Warding: Created by u/NyteShark
Dark Elf High Magic: RAW
Divine Transformation: Created by u/NyteShark
Deep Gnome Magic: RAW
Draconic Weapons: RAW, minor revisions by u/NyteShark
Dragon Fear: RAW, minor revisions by u/NyteShark
Dragon Heart: Created by u/NyteShark
Dwarven Fortitude: RAW
Elven Accuracy: RAW, minor revisions by u/NyteShark
Fade Away: RAW, minor revisions by u/NyteShark
Fallen Transformation: Created by u/NyteShark
Fey Teleportation: RAW, minor revisions by u/NyteShark
Fey'ri Magic: Created by u/NyteShark
Flames of Baator: RAW, revised by u/NyteShark
Gem Flight: Created by u/NyteShark
Gray Dwarf Magic: Created by u/NyteShark
Healing Hands: Created by u/NyteShark
Heartsight: Created by u/NyteShark
High Elf High Magic: Created by u/NyteShark
Infernal Constitution: RAW
Innate Power: Created by u/NyteShark
Magic of the Depths: Created by u/NyteShark
Magic of the Woods: Created by u/NyteShark
Metallic Breath Weapon: Created by u/NyteShark
Orcish Fury: RAW
Overdrive: Created by u/Thudnfer
Prodigy: RAW, minor revisions by u/NyteShark
Rooted Rest: Created by u/NyteShark
Seasonal Step: Created by u/NyteShark
Snow Elf Magic: Created by u/NyteShark
Squat Nimbleness: RAW, minor revisions by u/NyteShark
Stun Resistance: Created by u/NyteShark
Tiny Power: Created by u/NyteShark
Urd Gift: ---???---

Special Feats

Astral Touched: Created by u/NyteShark
Chaos Touched: Created by u/NyteShark
Fey Touched: RAW
Heaven Touched: Created by u/Be-Roll
Hell Touched: Created by u/Be-Roll, revised by u/NyteShark
Shadow Touched: RAW
Telekinetic: RAW
Telepathic: RAW

 

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