Races
Aasamir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Bellwalla . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Changling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Dragonborn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Elf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Firbolg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Genasi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Gith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Gnome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Goblin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Goliath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Half-Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Halfling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Hobgoblin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Human . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Kenku . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Kobold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Mul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Saurian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Tabaxi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Tiefling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Tortle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Triton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Unshackled . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Warforged . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Yuan-Ti . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
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, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice. From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.
Celestial Champions
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.
From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.
Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.
Aasimar Guides
An aasimar, except for one who has turned to evil, has a link to an angelic being. That being- usually a devaprovides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.
The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.
As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide
Angelic Guide
| d6 | Name |
|---|---|
| 1 | Tadriel |
| 2 | Myllandra |
| 3 | Seraphina |
| 4 | Galladia |
| 5 | Mykiel |
| 6 | Valandras |
Guide personality
| d6 | Nature |
|---|---|
| 1 | Bookish and lecturing |
| 2 | Compassionate and hopeful |
| 3 | Practical and lighthearted |
| 4 | Fierce and vengeful |
| 5 | Stern and judgemental |
| 6 | Kind and parental |
Conflicted Souls
Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.
Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.
Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible.
Aasimar Parents
Most aasimar are born from mortal parents, but you can use the table below to determine where your celestial ancestry is from.
Aasimar Parents
| d8 | Parents |
|---|---|
| 1-4 | Both parents were mortals, their celestial heritage dormant until you came along. |
| 5 | One parent was an aasimar and the other was a mortal. |
| 6 | One parent was a aasimar and the other was a celestial. |
| 7 | One parent was a mortal and the other was a celestial. |
| 8 | Both parents were aasimar. |
Aasimar Traits
Your aasimar character has the following racial traits.
Ability Score Increase. Your Charisma score increases by 2.
Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
Size. Aasimar have the same range of height and weight as humans.
Speed. Your base walking speed is 30 feet.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
Languages. You can speak, read, and write Common and Celestial.
Subrace. Three subraces of aasimar exist: protector aasimar, scourge aasimar, and fallen aasimar. Choose one of them for your character.
Protector Aasimar
Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wher,ever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.
Ability Score Increase. Your Wisdom score increases by 1.
Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Scourge Aasimar
Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.
Ability Score Increase. Your Constitution score increases by 1.
Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Fallen Aasimar
An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.
Ability Score Increase. Your Strength score increases by 1.
Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
With your DM's consent, you can change your character's subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability score increase, with those of a fallen aasimar. Similarly, if your faJlen aasimar turns to good, your DM might allow you to become a protector or scourge aasimar.
Bellwalla
The frog-folk are two groups of humanoids that live within different ecosystems. Despite sharing some similar biological traits, these two cousins differ greatly in philosophy and lifestyle. Some abandon their tribal lives and sell their expertise to adventurers. Those who find adventurers inspiring seek to emulate themselves and even reach the status of hero through dedication and progression. Most frog-folk still struggle to fit in with the majority of humanoid races. Optionally, you can adopt a racial quirk from the table below.
| d8 | Racial Quirk | |-:-|:-| | 1 | You have a hard time controlling your tongue. It occasionally snatches food that doesn't belong to you.| | 2 | You forget that your moist skin sticks to objects and accidently pick up cushions and rags as you journey.| | 3 | Who walks everywhere? You'd rather be hopping, swimming or climbing.| | 4 | Personal hygiene is different to your people. And by different, you mean optional.| | 5 | You will chew on basically anything that will fit in your mouth when you're nervous.| | 6 | Bugs sometimes land on your eyes and skin. To you, this is a free snack.| | 7 | Damp, muddy cellars are your ideal place to rest.| | 8 | You store spare items in your mouth out of habit. Sometimes that includes your allies boots.|
Bellwalla Traits
As a Bellwalla your character has the following traits.
Ability Score Increase. Your Constitution score increases by 2.
Age. Bellwalla reach adulthood around 15 years of age. Most are expected to live to be about 50 years old.
Alignment. Most Bellwalla tend toward chaotic alignments. Bellwalla don’t usually distinguish between good and evil, instead they choose what benefits them.
Size. Bellwalla average between 4 and 5 and a half feet tall. Their average weight is 100-200 lbs., although some larger ones can weigh over 300 lbs. Your size is medium.
Language. You speak, read, and write a broken form of Common and Bellwala. Bellwala also lets you communicate to frogs and toads.
Amphibious. You can breathe air and water.
Standing Leap. You are always considered to have a running start when jumping.
Subrace. Two subraces for frog-folk exist: Bullywugs and Grung. Choose one of them for your character.
Bullywug
Bullywugs are the larger swamp dwelling frog-folk.
Speed. Your base walking speed is 25 feet, and you have a swimming speed of 40 feet.
Size. Bullywugs are between 4 and 5 feet tall. Your size is Medium.
Swamp Camouflage. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. In addition, ou have advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Bellowing Croak. As a bonus action, you let out a booming croak. Your voice becomes five times louder than normal until the start of your next turn. When using this feature, you speak up to three words in Bullywug before the effect fades. While using this feature, you can not speak any other language.
Grung
Grung are the smaller jungle dwelling cousin of the Bullywug. Their vibrant skin color makes them fit in better to the lush tropical environment.
Speed. Your base walking speed is 25 feet, and you have a climbing speed of 25 feet.
Size. Grung are smaller than their larger swamp-dwelling cousins growing only to 2 and a half to 3 feet tall. Your size is Small.
Poisonous Skin. As a bonus action on your turn, you secret a thin layer of poison that lasts for one minute. For the duration, any creature that grapples you or otherwise comes into direct contact with the your skin must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you cannot again until you complete a short or long rest.
Changeling
Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals.
Changling Traits
As a changeling, you have the following racial traits.
Ability Score Increase. Your Dexterity and Charisma scores increase by 1.
Size. Changelings are built much like humans, but a little leaner. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Duplicity. You gain proficiency in the Deception skill.
Shapechanger. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.
Languages. You can speak, read, and write Common and two other languages of your choice.
Subraces. Three main philosophies of Changelings have emerged as predominant groups. They are referred to as Passers, Becomers, and Reality Seekers.
Passers choose not to employ their Changeling abilities and choose only one appearance. Becomers use their abilities to it’s full extent, constantly changing appearance to stand out or blend into different societies. Reality seekers prefer their natural Changeling form and aim to advance and improve the Changeling community, reclaiming it’s name from the current reputation of cowards and tricksters. Choose one of these subraces.
Becomers
Altering your appearance comes almost as easily to you as changing your clothes. Becomers believe that Changelings don’t have a singular appearance, and therefor can inhabit multiple identities as well. As a becomer, you feel that Passers aren’t using the gracious gift that has bestowed upon on your race.
Ability Score Increase. Your Dexterity score increases by 1.
Chameleon. You can alter your complexion to help blend into your surroundings. You have advantage when making stealth and deception checks to hide.
Seekers
The group called reality seekers believe that there is a great truth that Changelings can discover. They do not shy from appearing in their true natural form as Passers do, and are proud to exhibit the progressiveness of Changeling society. As a reality seeker, you are the closest thing Changelings have as a liaison to other races.
Ability Score Increase. Your Intelligence score increases by 1.
Foreign Scholar. Choose an additional language to write and speak.
Tool Proficiency. You gain proficiency with the Navigator’s tools.
Dragonborn
Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.
The blood of a particular type of dragon runs strong through all dragonborn. A dragonborn’s color imparts many traits upon them, including varying types of breath weapon, as well as scales that closely match those of their dragon ancestor - bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze
Dragonborn Traits
Your draconic heritage manifests in a variety of traits you share with other dragonborn, as well as unique aspects based on your color.
Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Alignment. Dragonborn tend to extremes, with chromatic dragonborn taking on their ancestor’s cruelty and malice, while metallic dragonborn follow ideals of benevolence and justice.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry.
The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.
A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of gories, the magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Chromatic / Metallic
In the same manner as true dragons, dragonborn are divided into a number of different colors. These colors fall into two categories, the chromatics - black, blue, green, red, and white - and the metallics - brass, bronze, copper, gold, and silver.
Black
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.
Brutal and Cruel. You add your Constitution modifier to the damage of your breath weapon.
Blue
Ability Score Increase. Your Strength, Dexterity, and Constitution scores each increase by 1.
Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.
Desert Predator. As an action, you can burrow yourself into sand or other loose soil. Creatures that attempt to detect you take a −5 penalty to their Wisdom (Perception) checks as long as you remain there without moving or taking actions.
Brass
Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
Draconic Ancestry. Your breath weapon deals fire damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.
Boldly Talkative. You have proficiency in Persuasion.
Bronze
Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.
Draconic Ancestry. Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage.
Dragon of the Coast. You have a swim speed of 30 feet.
Copper
Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.
Draconic Ancestry. Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage.
Good Host. You have proficiency in Performance, and can speak, read, and write one extra language of your choice.
Gold
Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.
Draconic Ancestry. Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.
Reserved Companion. You have proficiency in Insight.
Green
Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.
Draconic Ancestry. Your breath weapon deals poison damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to poison damage.
Manipulative Schemer. You have proficiency in Deception.
Red
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Draconic Ancestry. Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage.
Arrogant Tyrant. You have advantage on saving throws to avoid being charmed or frightened.
Silver
Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.
Draconic Ancestry. Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage.
Hoarding History. You have proficiency in History.
White
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Draconic Ancestry. Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to cold damage.
Primal and Vengeful. You have proficiency in Survival.
The Draconic Bloodline Sorcerous Origin has multiple features that overlap with the Dragonborn’s features at 1st level. Dragonborn Draconic Sorcerers also gain the following feature at 1st level: Your greater attunement to your draconic heritage grants you a more powerful breath weapon. Your breath weapon damage increases to 3d6. The damage increases to 4d6 at 6th level, 5d6 at 11th level, and 6d6 at 16th level.
Dragonborn Names
Female Dragonborn
| d100 | Name |
|---|---|
| 01-02 | Akra |
| 03-04 | Aasathra |
| 05-06 | Antrara |
| 07-08 | Arava |
| 09-10 | Biri |
| 11-12 | Blend aeth |
| 13-14 | Burana |
| 15-16 | Chassath |
| 17-18 | Daar |
| 19-20 | Dentratha |
| 21-22 | Doudra |
| 23-24 | Driindar |
| 25-26 | Eggren |
| 27-28 | Farideh |
| 29-30 | Findex |
| 31-32 | Furrele |
| 33-34 | Gesrethe |
| 35-36 | Gilkass |
| 37-38 | Harann |
| 39-40 | Havilar |
| 41-42 | Hethress |
| 43-44 | Hillanot |
| 45-46 | }axi |
| 47-48 | Jezean |
| 49-50 | Jheri |
| 51-52 | Kadana |
| 53-54 | Kava |
| 55-56 | Koflnn |
| 57-58 | Megren |
| 59-60 | Mijira |
| 61-62 | Mishann |
| 63-64 | Nala |
| 65-66 | Nuthra |
| 67-68 | Perra |
| 69-70 | Pogranix |
| 71—72 | Pyxrin |
| 73—74 | Quespa |
| 75—76 | Raiann |
| 77—78 | Rezena |
| 79—80 | Ruloth |
Female Dragonborn
| d100 | Name |
|---|---|
| 81—82 | Saphara |
| 83—84 | Savaran |
| 85—86 | Sora |
| 87—88 | Surina |
| 89—90 | Synthrin |
| 93—94 | Thava |
| 95—96 | Uadflt |
| 97—98 | Vezera |
| 99—00 | Zykrofl |
Male Dragonborn
| d100 | Name |
|---|---|
| 01—02 | Adrex |
| 03—04 | Arjhan |
| 05—06 | Azzakh |
| 07-08 | Balasar |
| 09-10 | Baradad |
| 11—12 | Bharash |
| 13—14 | Bidreked |
| 15—16 | Dadalan |
| 17—18 | Dazzazn |
| 19—20 | Direcris |
| 21—22 | Donaar |
| 23—24 | Fax |
| 25—26 | Gargax |
| 27—28 | Ghesh |
| 29—30 | Gorbundus |
| 31-32 | Greethen |
| 33-34 | Heskan |
| 35-36 | Hirrathak |
| 37-38 | lldrex |
| 39-40 | Kaladan |
| 41-42 | Kerkad |
| 43-44 | KHflth |
| 45-46 | Kriv |
| 47-48 | Maagog |
| 49-50 | Medrash |
| 51-52 | Mehen |
| 53-54 | Mozikth |
| 55-56 | Mreksh |
| 57-58 | Mugrunden |
| 59-60 | Nadarr |
Male Dragonborn
| d100 | Name |
|---|---|
| 61-62 | Nithther |
| 63-64 | Norkruuth |
| 65-66 | Nykkan |
| 67-68 | Pandjed |
| 69-70 | Patrin |
| 71-72 | Pufink |
| 73-74 | Quarethon |
| 75-76 | Rathkran |
| 77-78 | Rhogar |
| 79-80 | Rivaan |
| 81-82 | Sethrekar |
| 83-84 | Shamash |
| 85-86 | Shedinn |
| 87-88 | Srorthen |
| 89-90 | Tarhun |
| 91-92 | Torinn |
| 93-94 | Trynnicus |
| 95-96 | Valorean |
| 97-98 | Vrondiss |
| 99-00 | Zedaar |
Dragonborn
Clan Name
| d100 | Name |
|---|---|
| 01-02 | Akambheryliiax |
| 03-04 | Argenthrixus |
| 05-06 | Baharoosh |
| 07-08 | Beryntolthropal |
| 09-10 | Bhenkumbyrznaax |
| 11-12 | Caavylteradyn |
| 13-14 | Chumbyxirinnish |
| 15-16 | Clethtinthiallor |
| 17-18 | Daardendrian |
| 19-20 | Delmirev |
| 21-22 | Dhyrktelonis |
| 23-24 | Ebynichtomonis |
| 25-26 | Esstyrlynn |
| 27-28 | Fharngnarthnost |
| 29-30 | Ghaallixirn |
| 31-32 | Grrrmmballhyst |
| 33-34 | Gygazzylyshrift |
| 35-36 | Hashphronyxadyn |
Dragonborn
Clan Name
| d100 | Name |
|---|---|
| 37-38 | Hshhsstoroth |
| 39-40 | lmbixtellrhyst |
| 41-42 | Jerynomonis |
| 43-44 | Jharthraxyn |
| 45-46 | Kerrhylon |
| 47-48 | Kimbatuul |
| 49-50 | Lhamboldennish |
| 51-52 | Linxakasendalor |
| 53-54 | Mohradyllion |
| 55-56 | Mystan |
| 57-58 | Nemmonis |
| 59-60 | Norixius |
| 61-62 | Ophinshtalajiir |
| 63-64 | Orexijandilin |
| 65-66 | Pfaphnyrennish |
| 67-68 | Phrahdrandon |
| 69-70 | Pyraxtallinost |
| 71-72 | Qyxpahrgh |
| 73-74 | Raghthroknaar |
| 75—76 | Shestendeliath |
| 77—73 | Skaarzborroosh |
| 79—30 | Sumnarghthrysh |
| 81—32 | Tiammanthyilish |
| 83—34 | Turnuroth |
| 85-36 | Umbyrphrael |
| 87—88 | Vangdondalor |
| 89—90 | Verthisathurgiesh |
| 91—92 | Wiwyrholdalphiax |
| 93-94 | Wystongjiir |
| 95—96 | Xephyrbahnor |
| 97—98 | Yarj erit |
| 99—00 | Zzzxaaxthroth |
Dwarf
Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry o f precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.
Dwarves who take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.
Dwarf Traits
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.
Ability Score Increase. Your Constitution score increases by 2.
Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Low Light Vision. Accustomed to mining and being underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: brewer’s supplies, carpenter’s tools, mason’s tools, or smith’s tools.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
CLANS
The are four major clans of dwarves that populate the world: the arctic dwarves of Austral, the desert dwarves of Khaladrum, the hill dwarves of X, and the mountain dwarves of the borderlands.
Austral
In the icy wastes, dwarves are the masters of both ice and stone. They build massive, elaborate defenses of ice and rock around the mines where they dig for copper, silver, gold, and iron.
Ability Score Increase.
Icecunning. Whenever you make an Intelligence (History) check related to the origin of ice or stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. This bonus is extended to your use of mason’s tools.
Tundra Tough. You have proficiency in Survival.
Hill
As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience but are known for their celebrations which can last weeks.
Ability Score Increase. Your Wisdom score increases by 1.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Woodcunning. Whenever you make an Intelligence (History) check related to the origin of woodwork, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. This bonus is extended to your use of carpenter’s tools.
Khaladrum
Merchant kings of the desert, these dwarves are a sharp contrast to their brethren being friendly and jovial, although some suspect this is just to lure customers into a false sense of confidence.
Ability Score Increase. Your Charisma score increases by 1.
Bartering. You are proficient in Persuasion and may choose one additional language to speak.
Appraisal. Something Something.
Mountain
As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration.
Ability Score Increase. Your Strength score increases by 2.
Dwarven Armor Training. You have proficiency with light and medium armor.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. This bonus is extended to your use of mason’s tools.
Elf
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live 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 love nature and magic, art and artistry, music and poetry, and the good things of the world. Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.
Elf Traits
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. Ability Score Increase. Your Dexterity score increases by 2. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Speed. Your base walking speed is 30 feet. Low Lightvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
The Ancient Family Tree
Ancient divides among the elven people resulted in three main subraces: the Il’amar or grey elves, the gypsy like Shemhadar, and the Tavenos or high elves. The outliers are the Drow, outcasts from elven society.
Drow
Millenia ago they retreated underground to escape the worlds wrath at Nimrod's release. In the Underdark theyve grown even more bitter and resentful of the world above. This has reflected in their apperance. Whither and pale, they are a sharp contrast to the elves above. Drow are pale skinned with white hair. Their eyes range from pink to red. Size. Drow are small, averaging 4 and a half to 5 and a half feet. Ability Score Increase. Your Charisma score increases by 1. Superior Darkvision. Your darkvision has a radius of 120 feet. Your eyes glow red to anything else with darkvision. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perceplion) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Drow Magic. You know the dancing lights cantrip. When you reach 3rd levei, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasling abilily for lhese spells. Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Il’amar
The Il’amar are thought to be the oldest race in the world. They have keen minds and mastery of at least the basics of magic. Arrogant and reclusive, they consider themselves the keepers of all knowledge. Called grey elves due to their varying shades of grey skin. Their hair tends to be lighter colors of white, blond, brown, and occasionally black. Size. Grey elves range from under 6 to almost 7 feet tall and have slender builds. Your size is Medium. Ability Score Increase. Your Intelligence or Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Extra Language. You can speak, read, and write one extra language of your choice.
Shemhadar
The migrant elves of Khaladrum, the Shemhadar, are known throughout the lands as the best of friends to travelers and those lost and in need in the harsh Dune Sea. Size. Desert elves range from under 6 to almost 7 feet tall and have slender builds. Your size is Medium. Ability Score Increase. Your Charisma score increases by 1. Guardian Nomad. You have proficiency with the scimitar, spear, whip, and shortbow. Dunewalker. The shifting sands of the desert are not considered difficult terrain for you, costing you no extra movement. You are also proficient in Survival. Mirage. You can cast the blur spell once per long rest.
Tavenos
Firbolg
Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life.
Outcast Adventurers
As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.
Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home.
Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world.
| d8 | Reason for Adventuring | |-:-|:------| | 1 | Outcast for murder. | 2 | Outcast for severely damaging home territory. | 3 | Clan slain by invading humanoids. | 4 | Clan slain by a dragon or demon. | 1 | Separated from the tribe and lost. | 2 | Homeland destroyed by natural disaster. | 3 | Personal quest ordained by omens. | 4 | Dispatched on a quest by tribe leaders.
Firbolg Traits
Your firbolg character has the following racial traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.
Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.
Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet.
Firbols Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spell casting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
Hidden Step. As a bonus action, you can magically tum invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Languases. You can speak, read, and write Common, Elvish, and Giant.
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.
Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.
Use the table below to determine where your elemental ancestry is from.
Genasi Parents
| d8 | Parents |
|---|---|
| 1-4 | Both parents were humans, their elemental heritage dormant until you came along. |
| 5 | One parent was an genasi and the other was a human. |
| 6 | One parent was a genasi and the other was a elemental. |
| 7 | One parent was a human and the other was an elemental. |
| 8 | Both parents were genasi. |
Genasi Traits
Your genasi character has certain characteristics in common with all other genasi.
Ability Score Increase. Your Constitution score increases by 2.
Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.
Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common. You can speak Primordial and the language of your elemental heritage.
Genasi Sorcerers The Elemental Heritage Sorcerous Origin allows you a greater attunement to your bloodline that grants you the ability to pull more from your elemental province.
You gain an additional spell from your elemental province list at 9th level and another at 15th.
Heirs to Elemental Power
The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.
Air Genasi
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.
Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
Ability Score Increase. Your Dexterity score increases by 1.
Language. You can speak, read, and write Auran, the language of the elemental plane of air.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Earth Genasi
As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.
Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
Ability Score Increase. Your Strength score increases by 1.
Language. You can speak, read, and write Terran, the language of the elemental plane of earth.
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Fire Genasi
As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.
Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
Ability Score Increase. Your Intelligence score increases by 1.
Language. You can speak, read, and write Ignan, the language of the elemental plane of fire.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red. Fire Resistance. You have resistance to fire damage.
Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Water Genasi
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.
Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.
Ability Score Increase. Your Wisdom score increases by 1.
Language. You can speak, read, and write Aquan, the language of the elemental plane of water.
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 30 feet.
Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Gith
Gith feature a number of common traits.
Ability Score Increase. Your Intelligence score increases by 1.
Age. Gith reach adulthood in their late teens and live for about a century.
Size. Gith are taller and leaner than humans, with most a slender 6 feet in height.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Gith.
Subrace. There are two kinds of gith, githyanki and githzerai. Choose one of these subraces.
Githyanki
The brutal githyanki are trained from birth as warriors.
Ability Score Increase. Your Strength score increases by 2.
Alignment. Githyanki tend toward lawful evil. They are self-centered, violent, and arrogant, yet they remain the faithful servants of their lichqueen, Vlaakith. Renegade githyanki tend toward chaos as they have forsaken her will.
Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu’narath, githyanki have bountiful time to master odd bits of knowledge.
Martial Prodigy. You are proficient with light and medium armor. Your people are ever ready for war.
Githyanki Psionics. You know the mage hand cantrip. When you reach 3rd level, you can cast jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest.
Intelligence is your spellcasting ability for these spells. You can cast all of them without components.
Githzerai
In their fortresses within Limbo, the githzerai hone their minds to a razor’s edge.
Ability Score Increase. Your Wisdom score increases by 2.
Alignment. Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.
Monastic Training. You gain a +1 bonus to AC while you aren’t wearing medium or heavy armor and aren’t using a shield. All githzerai receive basic training from monks, and the monks among them are unmatched in their defensive abilities.
Githzerai Psionics. You know the mage hand cantrip. When you reach 3rd level, you can cast shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.
Wisdom is your spellcasting ability for these spells. You can cast all of them without components.
Gnome
As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can’t get in enough of the things they want to do and see.
Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.
Gnome Traits
Your gnome has certain characteristics in common with all other gnomes.
Ability Score Increase. Your Intelligence score increases by 2.
Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Subrace. Two subraces of gnomes are found among the world: the desert gnomes and hill gnomes. Choose one of these subraces.
Desert Gnome
Desert gnomes are more inclined to create complex mechanical workings and have a hardiness beyond that of other gnomes. Much like their cousins the desert dwarves, gnomes are salesmen. Always talking up and selling their latest creation.
Ability Score Increase. Your Constitution score increases by 1.
Salesmanship. You have proficiency in Persuasion and Insight.
Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny device (AC 5, 1 hp).
You can use this device to cast druidcraft, prestidigitation, or thaumaturgy with the Use an Object action, producing a set effect chosen from those cantrips upon creating the device (e.g. increase the volume of your voice, clean an object, or light a candle).
You can maintain up to three such devices at a time, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.
Hill Gnome
Hill gnomes, tend toward creations that favor wood and stone. You also have a natural knack for illusion. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.
Ability Score Increase. Your Dexterity score increases by 1.
Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Goblin
Small and untrustworthy, traits that describe almost every goblin. Most goblins that commoners know about are green annoying creatures living in forests. However, goblins can be successful metropolitans and scoundrels when fueled by their greed and pride. Goblins survive in the world by being in large numbers, striking when they want to, and knowing their environment. They stand just over three feet tall and weigh around 40 pounds. A Goblin’s skin is often green but some goblins are colors such as grey, brown and sometimes even red and blue. Their hair is usually black, long hair with little variation and their eyes are mostly brown and other muddled colors. They most wear simple clothes when part of a tribe, but when a goblin has the ability to live lavishly, it will.
Goblin Traits
Your goblin character has a collection of different abilities due to your tribal upbringing. Ability Score Increase. Your Dexterity score increases by 2. Age. Goblins breed and mature quickly, reaching adulthood at age 14. Few live past the age of 50, but goblins can live up to 100 years. Alignment. Goblins are selfish and sleazy creatures and are in general untrustworthy. However, Goblins can be trustworthy once they’re put in their place. Goblins also are very destructive. They tend towards chaotic neutral but are sometimes evil. Size. Goblins stand at around 3 feet tall and weigh around 40 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. Darkvision. You can effectively see in dim light within 60 feet of you as if it were in bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Nimble Escape. You can take the Disengage and Hide action as a bonus action. You can't use this feature again until you finish a short or long rest. Languages. You can speak, read, and write Common and Goblin. Subrace. There are five subraces in the world, some rarer than others. There are five in total: fire golbins, forest goblins, jungle goblins, mountain goblins, and urban goblins. Choose one of these subraces.
Fire Goblin
Fire and Explosions. Those are the only things that excite you. You live in an urban area, but you have the intellect to make it big in the city with your sometimes unreliable inventions. Ability Score Increase. Your Intelligence score increases by 1. Somewhat Fireproof. You have resistance against fire damage. Volatile Tinkerers. You have proficiency with artisan’s tools (tinker’s tools) whenever you craft something which is flammable or explosive. If you are proficient in tinker’s tools, your proficiency bonus is doubled.
Forest Goblin
As a forest goblin, you are swift and strike from the branches. You probably have a green skin and have larger eyes and a larger nose. Ability Score Increase. Your Constitution score increases by 1. Sneaky Bugger. You gain proficiency in the Stealth skill. Keen Hearing. You gain proficiency to Wisdom (Perception) checks that rely on hearing. Nasty Bite. You are proficient with your bite, which deals 1d4 piercing damage on a hit. This bite has the Finesse property.
Jungle Goblin
As a jungle goblin, you are a rare kind of goblin only encountered in the jungle. Jungle goblins have large prehensile tails that they use to quickly navigate the jungle. Ability Score Increase. Your Strength score increases by 1. Climber. You have proficiency in Strength (Athletics) checks when climbing. You have a climbing speed of 30 feet. Fearless. You have advantage on saving throws against fear. Prehensile Tail. You have a long prehensile tail. It can be used as a second hand but you cannot attack using your tail. You gain a second object interaction each round.
Mountain Goblin
Time is money for a mountain goblin. You are an excellent trader and probably have many creatures under you, for the lowest wage possible, of course. Ability Score Increase. Your Charisma score increases by 1. Stubborn. You have resistance against psychic damage. Time Is Money. You have advantage on Charisma (Persuasion) checks when you are bartering, bargaining, or dealing with currency in any other way. You must at least spend an amount of gold equal to or greater than your level to use this feature. Sharp Words. You know the friends cantrip. Charisma is your spellcasting ability for this spell. Living Dangerously. You gain proficiency in the Acrobatics skill. Whenever you make a Dexterity (Acrobatics) check where you put yourself in danger (in which you might lose hit points), your proficiency bonus is doubled.
Urban Goblin
As an urban goblin, you are a scavenger who lives within the slums of a city. You probably have a dark grey skin. Ability Score Increase. Your Wisdom score increases by 1. Urban Scavengers. Whenever you make a Wisdom (Survival) check when you are in a city or any urban area, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Trap Experts. You can add your proficiency bonus to any ability checks you make to detect, set up, or disable traps. Poison Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Goliath
At the fringes of the world, the highest mountain peaks, the deepest deserts, the coldest tundras, dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with one. Goliaths wander a bleak realm, their bodies look as if they are carved from stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from place to place. Their hearts are infused with the empty regard of their brutal homes, leaving each goliath with the responsibility to earn a place in the tribe or die trying.
Goliath Traits
Goliaths share a number of traits in common with each other. Ability Score Increase. Your Strength score increases by 2. Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. Alignment. Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality. Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Natural Athlete. You have proficiency in the Athletics skill. Languages. You can speak, read, and write Common and Giant. Subrace. Six subraces of goliaths exist. Choose one of these subraces.
Adian (Storm Goliath)
The Adian (also known as Storm Goliaths) are a coastal people they descend from Storm Giants of the Helencean Ocean. Ability Score Increase, Your Wisdom score increases by 1. Amphibious. You can breath air and water. Thunder & Lightning. You know the shocking grasp cantrip. Once you reach 3rd level, you can cast the thunderwave spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the gust of wind spell once per day. Wisdom is your spellcasting ability for these spells.
Cindri (Fire Goliath)
Workers of the forge the cindri have no time for idle things like religion or tradition. they have a need to better themselves and the futures of their people. They tend to not get along well with the other races layered in tradition or laziness this includes the fire giants whom they descend from. Ability Score Increase. Your Dexterity score increases by an additional 1. Forged in Fire. You have resistance to fire damage.
Skilled Craftsmen. You gain proficiency in smith tools. In addition you chose two martial weapons you gain proficiency in those weapons. You have exceptional skill at crafting those weapons and can craft four of them for the price of one over the course of 8 hours of work at a forge.
Hrim (Frost Goliath)
The hrim have lineage traced back to frost giant jarls and the hold themselves to higher standards than their giant forebearers. Talented warriors and raiders the hrim are fiercely loyal and don't deal in deceptions the strong lead and the weak are made strong. Ability Score Increase. Your Dexterity score increases by 1. Hrim Combat and Equipment Training. You have proficiency with the battleaxe, handaxe, greataxe, and spear. You also have proficiency with light armor and shields. Winters Warmth. You have resistance to cold damage.
Shale (Stone Goliath)
These goliaths trace their lineage to the Spirepeak Mountain tribes of stone giants. They are a tribal people who hold the power of dreams in high regard. Ability Score Increase. Your Constitution score increases by 1. Mountain Born. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. Stone’s Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Yilk (Hill Goliath)
The gluttonous and violent Yilk are descendants of hill giants and the two share a similar demeanor. they tend to conquer and enslave small settlements and feast until they deplete local food stores then move on. Ability Score Increase. Your Constitution score increases by 1. Thriving Hunger. You may spend a short rest eating, doing so you gain 1d4 + constitution modifier temporary hit points until your next short rest. the temporary hit points changes to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 16th level. Hearty Girth. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Zeph (Cloud Goliath)
The Zeph are descended from the cloud giants who occupy the incarian marsh lands, and are commonly found among the ruins of the Fallen Palace Zhakilan. Ability Score Increase. Your Intelligence score increases by 1. Keen Smell. You have advantage on Wisdom (perception) checks that rely on smell. Cloud Casting. You know the light cantrip. Once you reach 3rd level, you can cast the fog cloud spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the misty step spell once per day. Intelligence is your spellcasting ability for these spells.
Half-Elf
Half-elves have no lands of their own, though they are welcome in integrated cities, their presence in elven lands depends upon their ancestry and the attitude of the lands they visit. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.
Half-Elf Traits
Your half-elf character has some qualities in common with elves and some that are unique to half-elves.
Ability Score Increase. Your Charisma score increases by 2 and two other ability scores increase by 1.
Age. Half-elves mature at the same rate humans do and reach adulthood around the age o f 20. They live much longer than humans, however, often exceeding 180 years.
Alignment. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.
Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
Family Resemblance
The ancestry of your parents gives you an additional feature and also determines your elven familys' attitude toward you. Choose from the ancestries below.
Half-Elf Parents
| d8 | Parents |
|---|---|
| 1-5 | One parent was an elf and the other was a human. |
| 6 | One parent was an elf and the other was a half-elf. |
| 7 | One parent was a human and the other was a half-elf. |
| 8 | Both parents were half-elves. |
Human
Half-Elves that favor their human parent tend to be jack of all trades. Playing with many things but having little patience to master one.
Skill Versatility. You gain proficiency in two skills of your choice
Drow
Half-Elves that favor their drow parent do not suffer the sunlight sensitivity. If they are raised in the Underdark they are usually employed as scouts and assassins.
Underdark Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting abilily for these spells.
Ilamar
A child of a human and a grey elf will never be raised in elven lands. The pride of the Ilamar usually means that the child is never even acknowledged by the elven parent. You can choose from the following:
Cantrip. You know one cantrip from the wizard spell list. Intelligence is your spellcasting ability for it.
Shemhadar
The desert elves are welcoming to other races and warmly embraced mixed race children. Half Shemhadar are trained to be the face of the Shemhadar to the rest of the world. You can choose from the following:
Guardian Nomad. You have proficiency with the scimitar, spear, whip, and shortbow.
Dunewalker. The shifting sands of the desert are not considered difficult terrain for you, costing you no extra movement. You are also proficient in Survival.
Mirage. You can cast the blur spell once per long rest.
Tavenos
Tavenos elves are tolerant of mixed children but to a point. They would prefer the child stay and be raised as Tavenos but will not exile one for wanting to go. You can choose from the following:
Half-Orc / Orc
Your half-ore character has certain traits deriving from your orc ancestry.
Ability Score Increase. Your Strength score increases by 2.
Menacing. You gain proficiency in the Intimidation skill.
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.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read, and write Common and Orc.
Orc Lineage.
Choose one orc lineage.
Half-Orc Parents
| d8 | Parents |
|---|---|
| 1-5 | One parent was an orc and the other was a human. |
| 6 | One parent was an orc and the other was a half-orc. |
| 7 | One parent was a human and the other was a half-orc. |
| 8 | Both parents were half-orcs. |
Half-Mountain Orc
Ability Score Increase. Your Constitution score increases by 1.
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-Gray Orc
Ability Score Increase. Your Wisdom or Dexterity score increases by 1.
Survivalist. You have advantage on saving throws made to avoid or resist traps.
Half-Orog
Ability Score Increase. Your Intelligence or Charisma score increases by 1.
Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. This trait replaces the Darkvision trait.
Tactician. When you use the help action, you can aid up to 2 friendly creatures in attacking a creature within 5 feet of you. If an ally attacks the target before your next turn, their first attack roll is made with advantage.
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.
Languages. In addition to Common and Orc, you can also speak Undercommon.
Halfing
Each eladrin has four distinct personality states—one for each season—that they shift between when they experience powerful emotion.
Autumn is the season of peace and goodwill, when summer’s harvest is shared with all. Eladrin adopt this personality when overcome with contentment.
Winter is the season of dolor, when the vibrant energy of the world slumbers. It is a time of sadness and regret, entered when eladrin are overcome with sorrow.
Spring is the season of cheerfulness and unfettered celebration, marked by merriment as winter’s sorrow passes. Eladrin enter this state when overcome with joy. Summer is the season of boldness and aggression, a time of unfettered energy. Eladrin enter this state when overcome with fury. You may create personality traits and flaws for each of your seasons, reflecting an eladrin’s tempestuous personality. You can roll on the following tables or read them for inspiration. To add some chaos to your character, you may roll on these tables each time you change seasons.
Autumn Traits
| d4 | Autumn Trait |
|---|---|
| 1 | If someone is in need, you never withhold aid. |
| 2 | You share what you have, with little regard to your own needs. |
| 3 | There are no simple meals, only lavish feasts. |
| 4 | You stock up on fine food and drink. You hate going without such comforts. |
| d4 | Autumn Flaw |
|---|---|
| 1 | You trust others without thought. |
| 2 | You give to the point that you leave yourself without necessary supplies. |
| 3 | Everyone is your friend, or a potential friend. |
| 4 | You spend excessively on creature comforts. |
Winter Traits
d4 Winter Personality Trait 1 The worst case is the most likely case. 2 You preserve what you have. Better to hunger today and have food for tomorrow. 3 The world is full of dangers. You never let your guard drop. 4 A penny spent is a penny lost forever.
d4 Winter Flaw 1 Everything dies eventually. Why bother building anything that is meant to last? 2 Nothing matters to you, and you allow others to guide your actions. 3 Your needs come first. In winter, all must watch out for themselves. 4 You speak only to point out the flaws in others’ plans.
Spring Traits
d4 Spring Personality Trait 1 Every day is the greatest day of your life. 2 You do everything with enthusiasm, even the most mundane chores. 3 You love music and song. You supply a tune yourself if no one else can. 4 You can’t stay still.
d4 Spring Flaw 1 You overdrink. 2 Toil is for drudges. Yours should be a life of leisure. 3 A pretty face infatuates you in an instant, but your fancy passes with equal speed. 4 Anything worth doing is worth overdoing.
Summer Traits
d4 Summer Personality Trait 1 You believe that direct confrontation is the best way to solve problems. 2 Overwhelming force can solve almost anything. The tougher the problem, the more force you apply. 3 You stand tall and strong so that others can lean on you. 4 You maintain an intimidating front. Better to prevent fights with a show of force than be led to harm others.
d4 Summer Flaw 1 You are stubborn. Let others change. 2 The best option is one that is swift, unexpected, and overwhelming. 3 Punch first. Talk later. 4 Your fury can carry you through anything.
Eladrin Traits
The chaotic eladrin are creatures of powerful emotions, infused with a power that can align with the magic of the seasons. Ability Score Increase. Your Intelligence or Charisma score increases by 1 (your choice). Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. Shifting Seasons. At the end of each short or long rest, you can align yourself with the magic of one season, regardless of the season that is dominating your personality. Doing so allows you to cast a certain cantrip, as shown in the Shifting Seasons Cantrip table. When you align yourself with a season’s magic, you lose the cantrip associated with the previous season and gain the cantrip associated with the new season. Your spellcasting ability for these cantrips is Intelligence or Charisma, whichever is higher.
Season Cantrips Autumn Friends Winter Chill touch Spring Minor illusion Summer Fire bolt
Hobgoblin
Like the endless blue above their heads, only one race of the world beneath the heavens claims mastery of the steppe. To themselves, they are the Khal Aguuch; to others, they are the hobgoblins. Red skinned with yellow and orange eyes, hobgoblins stand slightly shorter than a human but with a thicker frame. Though humanoid, heir lion-like nose, wide ears, and stern stare separate them from other races such as humans or elves. Hobgoblins often sport jet black hair that greys slightly with age and rarely grow facial features.
For their stature, hobgoblins carry themselves with an innate pride to boot, always standing tall among friend or enemy alike. Despite their rough lifestyle, the hobgoblin's codified society places stringint on everything from entitlement, speech, and even dress. Only a depraved hobgoblin dares abandon their assigned role within a tribe: a hobgoblin scarred of their honor.
Hobgoblin Traits
Your hobgoblin character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 2.
Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
Alignment. Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.
Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Martial Training. You are proficient with two martial weapons of your choice and with light armor.
Savings Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Languages. You can speak, read, and write Common and Goblin.
Nomadic Hobgoblin
As a hobgoblin of the steppe, you live from the saddle. Even as a young child, you embraced the seat of leather like an extension of your legs, often times before you even took your first step. As a result, you sport a toughness for the unforgiving landscape and the seated mounts you call home.
Ability Score Increase. Your Wisdom score increases by 1.
Ready to Ride. Sentry to a fault, you can mount or dismount using 5 feet of movement instead of the normal half.
Born to the Saddle. You have proficiency in the Animal Handling skill.
Beneath the Blue Sky. You're naturally adapted to dry and hot climates, as described in chapter 5 of the Dungeon Master's Guide, such as the less-than-hospitable steppe you call home.
Sedentary Hobgoblin
Beneath the Great Tents of Jade, you dawn the moniker of a sedentary hobgoblin. You live a mix of stringent drills and twisting trappings of a more courtly life. For though you expouse a rectifying vision of your brethren's rule of law, you know well that those whose stake on greatness remains unblemished is worthy or rank, title, and praise.
Ability Score Increase. Your Strength or Intelligence score increases by 1.
Shifting Curtains. As a hobgoblin born into a life of political upheaval, you rely on a constant recollection of reference for each and every action. You have proficiency in the History skill.
Among the Castes. Your life and training revolve around constant evaluation of each and every force around you. When making an Intelligence check to determine the strengths, weaknesses, or strategies of an enemy group, party, or army, you can spend 1 minute of studious recollection and observation to add your proficiency bonus to that roll (if you are not already proficient) and double your proficiency for that roll.
Conscripted. You have proficiency in medium armor and shields.
Human
Austral Duran Elmdor Khaladrum Meridian Ryozan Sitchen Isles
Your human character has the following racial traits. Ability ScHuman
Kenku
The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz't, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane.
Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane.
Your kenku character has the following racial traits.
Ability Score Increase. Your Dexterity score increases by 1.
Age. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
Alignment. Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.
Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Languages. You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
Dwelling. Gravitating to tall towers and buildings, the majority of kenku live in urban areas; however, some kenku have been known to gather in highly secluded and often religious hamlets. Choose one dwelling from which you character hails from.
Metropolis
Ability Score Increase. Your Dexterity and Wisdom scores increase by 1. Expert Forgery. You can duplicate other creatures’ handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects. Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
Backcountry
Far from city life commotion, it is possible to find small groups of kenku scholars living in isolation. While specifics of their scholarly pursuits can widely differ, kenku are often united in scholarly research into death or the Raven Queen. Reclusive kenku are highly intelligent and have great expertise in a number of topics. Ability Score Increase. Your Intelligence score increases by 2. Guardian of Great Beyond. You know the spare the dying cantrip. Scholar of Eternal Rest. You are proficient in your choice of two of the following skills: Arcana, History, Medicine, and Religion.
Kobold
Mul
Mul Parents
| d8 | Parents |
|---|---|
| 1-5 | One parent was an dwarf and the other was a human. |
| 6 | One parent was an dwarf and the other was a mul. |
| 7 | One parent was a human and the other was a mul. |
| 8 | Both parents were mul. |
Saurian
Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.
Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.
Your lizardfolk character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 2.
Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
Alignment. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive and prefer to leave other creatures to their own devices.
Speed. Your base walking speed is 30 feet.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Languages. You can speak, read, and write Common and Draconic.
Subrace. Choose from a subrace below.
Swamp Saurian
Ability Score Increase. Your Wisdom score increases by 1. Hold Breath. You can hold your breath for up to 15 minutes at a time. Swimmer. You have a swimming speed of 30 feet.
Desert Saurian
Ability Score Increase. Your Strength score increases by 1. Size. Desert lizardfolk are often much shorter than humans. Their smaller size makes it easier for them to retain water and requires less food to sustain themselves. Your size is Small. Tunnel. You have a dig speed of 10 feet.
Tabaxi
Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.
However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.
Tabaxi Personality
A tabaxi might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.
The Tabaxi Obsession table can help hone your character's goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.
Tabaxi Obsessions
| d8 | My curiosity is currently fixed on... |
|---|---|
| 1 | A god or planar entity |
| 2 | A monster |
| 3 | A lost civilization |
| 4 | A wizard's secrets |
| 5 | A mundane item |
| 6 | A magic item |
| 7 | A location |
| 8 | A legend or tale |
Tabaxi Quirks
| d10 | Quirk |
|---|---|
| 1 | You miss your tropical home and complain endlessly about the freezing, weather, even in summer. |
| 2 | You never wear the same outfit twice, unless you absolutely must. |
| 3 | You have a minor phobia of water and hate getting wet. |
| 4 | Your tail always betrays your inner thoughts. |
| 5 | You purr loudly when you are happy. |
| 6 | You keep a small ball of yarn in your hand, which you constantly fidget with. |
| 7 | You are always in debt, since you spend your gold on lavish parties and gifts for friends. |
| 8 | When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you. |
| 9 | You are a font of random trivia from the lore and stories you have discovered. |
| 10 | You can't help but pocket interesting objects you come across. |
Your tabaxi character has the following racial traits.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Tabaxi have lifespans equivalent to humans.
Alignment. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Cat's Talent. You have proficiency in the Stealth skills.
Cat's Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1D4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common and one other language of your choice.
Subraces. Choose one subrace.
Jungle Tabaxi
Ability Score Increase. Your Strength score increases by 1.
Imposing Size. You have proficiency in Intimidation.
Natural Climber. You have a climbing speed of 30 feet.
Pounce. If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack, you may attempt to shove the creature. If the target is prone, you can make an additional unarmed attack against it as a bonus action.
Mountain Tabaxi
Ability Score Increase. Your Wisdom score increases by 1.
Apex Predator. You have proficiency in Perception.
Plains Tabaxi
Ability Score Increase. Your Strength score increases by 1.
Plains Runner. You have proficiency in Athletics.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until after a short or long rest.
Tiefling
Tieflings share certain racial traits as a result of their otherwordly heritage.
Ability Score Increase. Your Charisma score increases by 2.
Age. Tieflings mature at the same rate as humans but live a few years longer.
Alignment. Tieflings may not have an innate tendency towards evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Hellish Resistance. You have resistance to fire damage.
Bloodlines
Choose one bloodline.
Tiefling Parents
| d8 | Parents |
|---|---|
| 1-4 | Both parents were humans, their infernal heritage dormant until you came along. |
| 5 | One parent was an tiefling and the other was a half-elf. |
| 6 | One parent was a tiefling and the other was a devil. |
| 7 | One parent was a human and the other was a devil. |
| 8 | Both parents were tiefling. |
Infernal Bloodline
Below are the bloodlines who share an infernal ancestry with the conniving and scheming devils of Baator, the 9 hells.
Zariel
Lord of Avernus, the first layer of hell, Zariel is a warrior. Her strength in battle empowers her tieflings to be strong and competent fighters.
bility Score Increase. Your Strength score increases by 1.
Weapon Proficiency. You have proficiency with 2 martial weapons of your choice.
Toughened Skin. Your base armor class is equal to 13 + your Dexterity modifier
Hellfire Blade. Your bloodline crosses the art of battle and the flames of hell, granting you a special kind of attack. When you make a melee weapon attack on your turn, you can use a bonus action to enwreathe your blade with magical fire. This attack deals an additional 1d4 + your proficiency bonus fire damage. When you use this ability, you cannot use it again until you finish a short rest.
Dispater
Dispater's tieflings are formed around the Iron City of Dis itself, which makes up the second layer. Secrets and hidden knowledge number more than creatures in the city, and Dispater's paranoid nature drives him to use his tieflings as exceptional spies and infiltrators
Ability Score Increase. Your Dexterity score increases by 1.
Fiendish Movement. Your blood is filled with shadows, implanted there by the shadow demons of
Dispater. As a bonus action you can choose to change your movement for this turn into Fiendish Movement. Until the end of this turn, when you move you can do so through any creatures and objects as if they were difficult terrain. You can't end your turn in the same space as a creature or object, and will be ejected into the closest adjacent space and take 1d10 bludgeoning damage if you do. You have a number of uses of this ability equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Mammon
The Lord of Minauros, the third layer of hell, Mammon is the infernal patron of greed and lust. His influence grants tieflings a desire and respect for coin and wealth, as well as a supernatural attachment to it.
Ability Score Increase. Your Wisdom score increases by 1.
Devil's Greed. Gold and gold coins are attracted to your hands. You can, as a bonus action, pull up to 2 pounds of loose gold or 20 gold coins that you can see within 10 feet of you to your hand. The gold flies quickly and directly through the air, but cannot pass through or around any obstruction.
Master of Haggling. You have advantage on persuasion checks made when bargaining in commerce.
Fierna
Lord of Phlethegos, the fourth layer, Fierna's strong, fierce personality and conviction brought her to rule proudly by her father's side, rather than under him. These qualities bleed into her tieflings, making them resilient and persuasive.
Ability Score Increase. Your Constitution score increases by 1.
Devil's Tongue. Your words can burn the minds of others and bend their will to yours. If you speak to a creature for 5 minutes, you can attempt to charm it with your fiendish words. At the end of the conversation, the target must succeed on a Wisdom saving throw, whose DC equals 8 + your Charisma modifier + your proficiency bonus. On a failure, the creature is charmed by you for up to ten minutes, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. On a success, the creature does not know that it was the target of a magical effect. When you use this ability, you cannot use it again until you finish a long rest.
Infernal Speech. You gain proficiency in the persuasion and deception skills
Levistus
Ruler of the icy Stygia, the fifth layer, Levistus is known primarily for bargaining with the doomed. He preaches the beliefs that placing trust in another will always lead to betrayal. Tieflings of Levistus can call upon his power to strike hellish deals and twist the trust of others for personal benefit.
Ability Score Increase. Your Intelligence score increases by 1.
Devil's Bargain. Thanks your bloodline, you can bargain with life and death. Choose a target creature that can hear and understand you, and has less than one quarter of its hit points (rounded down) remaining. As an action, you can offer them a deal, activating the effects if they agree. You do not have to explain the details of this deal fully or even accurately, but the target must willingly accept the deal.
When a creature accepts, they immediately regain hit points equal to half of their hit point total. At any time in the future, you may choose to have the creature repay its debt to you as a bonus action. You inflict up to the amount of hit points that were restored to the creature as necrotic damage.
You immediately regain that amount of hit points for yourself. The target creature must be on the same plane of existence as you in order to repay their debt. You may only have one deal active at any time. When you use this ability, you cannot use it again until you finish a long rest.
Glasya
The Princess of Hell and Lord of Malebolge, the sixth layer, Glasya is the mastermind of the Nine Hells. Her scheming and plots influence her tieflings to become impressive thieves
Ability Score Increase. Your Dexterity score increases by 1.
Shadow Shift. Darkness acts as your ally and can help you move quickly and quietly. When you are obscured by dim light or darkness, you can use your bonus action to teleport to another location within 30 feet that you can see and is also in dim light or darkness. The visibility in-between you and your target does not have any impact on this ability. You have a number of uses of this ability equal to half your proficiency bonus. You regain all expended uses of this ability when you finish a long rest.
Grasp of Glasya. You know the mage hand cantrip. Charisma is your spellcasting ability for this spell.
Baalzebul
The lord of Maladomini, the seventh layer, Baalzebul's tieflings corrupt the minds and bodies of the weak-minded as he does to his sinners.
Ability Score Increase. Your Wisdom score increases by 1.
Dark Charm. Once your magic has taken grasp of a creature, Baalzebul's power can seize them by the very soul. When you charm a creature, you can use a bonus action to force that creature to make a Wisdom saving throw or become either restrained until the end of its next turn, blinded for up to 1 minute, deafened for up to 1 minute, or poisoned for up to one minute (your choice) instead.
The DC for this save equals 8 + your Charisma modifier + proficiency bonus. This effect overrides the charm effect entirely, and ends the spell or ability used to charm the creature. On a successful save, the target knows that it was targeted by a magical effect. When you use this ability, you cannot use it again until you finish a long rest.
Infernal Heart. You have advantage on saving throws to resist being charmed.
Mephistopheles
Mephistopheles is the Cold Lord of Cania, the eight layer of hell. One of the most chaotic of the Lords of the Nine, The former magus of Asmodeus grants his tieflings a modicum of his powerful magic.
Ability Score Increase. Your Intelligence score increases by 1.
Chaotic Magic. You know two cantrips of your choice from the wizard spell list. Charisma is your spellcasting ability for it.
Spells of Mephisto. You know the control flames cantrip. When you reach 3rd level, you can cast the burning hands spell once per day. When you reach 5th level, you can also cast the scorching ray spell once per day. Charisma is your spellcasting ability for these spells.
Asmodeus
Linked to the undisputed master of the Nine Hells and Lord of Nessus, the ninth layer, tieflings of Asmodeus command fire and darkness while inheriting a powerful constitution to resist all enemies.
Ability Score Increase. Your Constitution score increases by 1.
Devil's Sight. You can see in magical darkness as if it were nonmagical.
Blackfire. When you cast a spell that deals fire damage, you can choose to call upon the infernal power of your bloodline to change it into blackfire as part of the spell. Blackfire deals an additional 1d10 fire damage, which cannot be reduced. You have a number of uses of this ability equal to half of your proficiency bonus. You regain all expended uses when you finish a long rest.
Demonic Bloodline
Below are the bloodlines who share an infernal ancestry with the brutal and warring demons of the Abyss.
Tortle
Your tortle character gains traits that enable it to cope with the perils of a savage world.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.
Alignment. Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it’s unusual for a tortle to shuck off order in favor of chaos.
Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base Armor Class of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions and the only action you can take is a bonus action to emerge from your shell.
Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Languages. You can speak, read, and write Aquan and Common.
Triton
Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane.
The tritons, driven by a sense of duty and responsibility, would not allow their foes to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies.
Those tritons spread across the world's oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found them and drove the rest into hiding.
Triton Traits
Your triton character has the following racial traits.
Ability Score Increase. Your Strength and Constitution scores each increase by 1.
Age. Tritons reach maturity around age 15 and can live up to 200 years.
Alignment. Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.
Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep underwater environment.
Languages. You can speak, read, and write Common and Primordial.
Subraces. Choose one subrace.
Shallow Seas Triton
Ability Score Increase. Your Charisma score increases by 1.
Imposing. You gain proficiency in the Intimidation skill.
Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Deep Trenches Triton
In the darkest depths of the ocean lives small outposts of battle hardened tritons. Driven by an ancient oath to guard the underwater frontier, these tritons are the frontline defense against the seas most ancient and mysterious creatures. After generations in the darkness, these tritons developed light emitting spots across their bodies. These luminous spots are used for increased perception of their surroundings and dizzing underwater tactics. Tritons in these outposts often spend entire lifetimes isolated from the rest of society, and are often neither charming nor hospitable.
Ability Score Increase. Your Intelligence score increases by 1.
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Bioluminescent Glow. As an action, you can make your body give off an organic light. Your body sheds bright light in a 15-foot radius and dim light for an additional 15 feet. This ability can be dismissed as an action.
Bioluminescent Flash. As an action, you can attempt to blind a creature with a burst of directed light. Choose one creature that you can see within 15 feet to make a Constitution saving throw, using Intelligence as your spell casting ability. If it fails, the target is blinded for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends. Once you use this trait, you can’t do so again until you finish a long rest.
Bioluminescent Lure. As an bonus action, you can attempt to dazzle a creature with a display of dancing lights. Choose one creature that can see you to make a Wisdom saving throw, using Intelligence as your spell casting ability. If it fails, the target cannot willingly move away from you. At the end of each of its turns, the target can make an additional Wisdom saving throw. On a success, the effect ends. Once you use this trait, you can’t do so again until you finish a long rest.
Unhsackled
You were deemed worthy to join the true citizens of INSERT CITY HERE. The ritual put your old life to sleep and let you rise again as one of the everliving. Replace your racial features with the following.
Ability Score Increase. Your Constitution score increases by 1.
Age. Your body Warforged is built complete and are considered physically fully developed after construction. They do not age.
Alignment. Denying death, while not directly evil, is unnatural. The Unshackled society is based around strict adherance to the tennants of CITY. Because of this Unshackled tend toward law as opposed to chaos.
Size. Your size remains the same as you were when you were living.
Speed. Your speed remains the same as when you were living.
Aberration. You are vulnerable to radiant damage, and resistant to necrotic damage.
Death's Repose. You have advantage on Charisma (Performance) checks made to appear dead. Unnatural Construct. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Warforged
Warforged appear as massive humanoids molded from a composite of materials — obsidian, iron, stone, darkwood, silver, and organic — though they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles make up the body of a warforged, topped by a mostly featureless head.
Freedom is wonderful, but it can also be terrifying. As the warforged strive to find a place in the society for themselves, they simultaneously struggle to find ways to relate to the rest of the world.
Warforged Traits
Your warforged character has the following traits.
Ability Score Increase. Your Constitution score increases by 2, and one other ability score increases by 1.
Age. A Warforged is built complete and are considered physically fully developed after construction. They do not age.
Alignment. Warforged are generally neutral. Though they are perfectly capable of independent thought and understanding of mortality, most choose not to wrestle with ethical ideals.
Size. Warforged range in size depending upon how they were created.
Speed. Your base walking speed is 30 feet.
Built for a Purpose. You gain 7 upgrade points, which you spend on customizing your Warforged.
Composite Plating. Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.
Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Languages. You can speak, read, and write Common and one extra language of your choice. Warforged typically learn the languages of their creators
Warforged Upgrades
Innately Magical Construct
You were built with the innate ability to perform incredible feats that can only be rivaled by magic. You can select this upgrade more than once, up to a maximum of two times.
You learn one of the following cantrips: lightning lure, mending, message, or shocking grasp. Constitution is your spellcasting ability for these cantrips.
This upgrade costs 2 points
Integrated Armor
You can integrate armor on your body as long as you are proficient with it. Donning and doffing integrated armor is done over a period of long rest, requiring Smith’s tools or the mending cantrip.
Integrated armor does not count toward your carrying capacity.
Medium Armor reduces your speed by 5 feet.
Heavy Armor reduces your speed by 10 feet.
This upgrade costs 7 points.
Internal Storage Compartments
You were created with one or more internal storage compartments of varying sizes.
Objects can be stored and retrieved with a bonus action, as long as they could reasonably fit within you. You have advantage on any checks made to hide the existence of these compartments, and they can’t be forced open while you are conscious. You can retrieve ammunition from your storage compartments as part of your attack action with a ranged weapon.
This upgrade costs 1 point.
Lantern
You are capable of emitting light like a lantern. The source of light within you could be emitted from an area such as your eyes, palm, chest, or the general cracks between the armor plating that covers your body.
You can shine a wide bright light in a 15-foot radius, and dim light for an additional 15 feet. You can switch to shining a focused bright light in a 30-foot cone, and dim light for an additional 30 feet. You can control your lights without using an action, such as dimming them, turning them off, or switching between wide and focused. This light is innate and does not require fuel.
This upgrade costs 2 points. You can spend 1 additional point to double the range of your lights.
Mobile
Your body was designed to traverse terrain with ease.
You gain a swimming speed or a climbing speed equal to your walking speed, or your base walking speed increases 5 feet. You can select this upgrade more than once, each time you do so you must pick a different option.
This upgrade costs 2 points.
Nightvision
You were created to work all hours of the day and night. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
This upgrade costs 4 points.
Powerful
Your body was constructed for great feats of strength. You count as one size larger for the purpose of carrying, lifting, pushing, and dragging.
This upgrade costs 2 points.
Resistant
Your body was enhanced to be resistant to a specific type of damage. Pick one damage type from the following options. You can select this upgrade more than once, up to a maximum of two times.
Rare. You gain resistance to Radiant or Thunder damage. This option costs 2 points.
Uncommon. You gain resistance to Acid, Cold, Lightning, or Necrotic damage. This option costs 3 points.
Common. You gain resistance to Fire or Poison damage. This option costs 4 points. If you pick poison you can spend 1 additional point to gain advantage on all saving throws against poison.
Slow
You were not designed for speed, you’re slower than most other warforged. You can select this option twice, and only when you create your character. It cannot be removed.
Your movement speed is reduced by 5 feet. This gives you 2 upgrade points.
Small
You were designed to do work in tight spaces. You stand between 2'6 and 4' feet tall and weigh between 50 and 200 pounds. Your Size is Small and your speed is 25 feet.
This upgrade is free and can only be selected when you create your Warforged. It cannot be removed.
Tough
Your armor was built to last. Your hit point maximum increases by an amount equal to your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.
This upgrade costs 5 points.
Trained Mind
Your creators have trained you to be proficient in a particular area of fluent in a particular language. This upgrade can be selected more than once, up to a maximum of four times.
Skill. You gain proficiency in on skill of your choice. This upgrade costs 3 points the first time it is chosen. Whenever you select this upgrade thereafter, the cost is 2 points.
Tools. You gain proficiency in one tool, instrument, or gaming set of your choice. This upgrade costs 1 point.
Language. You gain fluency in one language of your choice. This upgrade costs 2 points.
Self-Stabilizing
Your body was designed to remain operational even when heavily damaged. When you make a death saving throw you add your proficiency bonus to the roll.
This upgrade costs 4 points.
Warforged Feats
Warforged Physiology
Prerequisite: Warforged You have spent some time adjusting your body to fit your adventuring needs:
- Increase your Constitution score by 1, to a maximum of 20.
- You gain 5 upgrade points.
Yuan-Ti
Yuan-Ti Traits
Your yuan-ti character, called a pureblood for short, has the following racial traits.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Age. Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
Alignment. Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.
Size. Purebloods match humans in average size and weight. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Innate Spellcastins. You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Masic Resistance. You have advantage on saving throws against spells and other magical effects.
Poison Immunity. You are immune to poison damage and the poisoned condition.
Langua;es. You can speak, read, and write Common, Abyssal, and Draconic.