Introduction
This book uses the new rules implemented by Wizards of the Coast in Tasha's Cauldron of Everything, titled Customizing Your Origin, replacing culturally biased traits from races and giving players the freedom to create characters with any origins they desire.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of one of the game's fantastical races. Alternatively, you can choose a lineage. If you choose a lineage, you might have once been a member of another race, but you aren't any longer. You now possess only your lineage's racial traits.
When you create a character, follow these additional rules during character creation.
Ability Score Increases
When determining your ability scores, some of the race or subrace options presented here are listed with ability score modifiers specific to that race. For races without listed modifiers, you increase one of your scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character's creature type is.
Here's a list of the game's creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn't work on a creature that has the Construct or Undead type.
Adventurers League Material
-
3Aasimar
- 3Fallen Aasimar
- 3Protector Aasimar
- 3Scourge Aasimar
-
3Aven
- 3Aarakocra
- 3Owlin
-
3Centaur
-
4Changeling
-
4Dhampir Lineage
-
4Dragonborn
- 5Chromatic Dragonborn
- 5Gem Dragonborn
- 5Metallic Dragonborn
-
5Dwarf
- 5Duergar
- 5Hill Dwarf
- 6Mountain Dwarf
-
6Elf
- 6Dark Elf
- 6Eladrin
- 6High Elf
- 6Sea Elf
- 6Shadar-Kai
- 7Wood Elf
-
7Fairy
-
7Feline
- 7Leonin
- 7Tabaxi
-
7Firbolg
-
7Genasi
- 7Air Genasi
- 8Earth Genasi
- 8Fire Genasi
- 8Water Genasi
-
8Gith
- 8Githyanki
- 8Githzerai
-
8Gnome
- 8Deep Gnome
- 9Forest Gnome
- 9Rock Gnome
-
9Goblinoid
- 9Bugbear
- 9Goblin
- 9Hobgoblin
-
9Goliath
-
9Halfling
- 10Ghostwise Halfling
- 10Lightfoot Halfling
- 10Stout Halfling
-
10Half-Elf
-
10Half-Orc
-
10Harengon
-
10Hexblood Lineage
-
11Human
- 11Default Human
- 11Variant Human
-
11Kalashtar
-
11Kenku
-
11Kobold
-
11Loxodon
-
12Minotaur
-
12Orc
-
12Reborn Lineage
- 12Re-embodied
-
12Reptilian
- 13Lizardfolk
-
13Satyr
- 13Goat Satyr
-
13Shifter
- 13Beasthide Shifter
- 13Longtooth Shifter
- 13Swiftstride Shifter
- 13Wildhunt Shifter
-
13Simic Hybrid
-
14Tiefling
- 14Asmodeus
- 14Baalzebul
- 14Devil's Tongue
- 14Dispater
- 15Fierna
- 15Glasya
- 15Hellfire
- 15Levistus
- 15Mammon
- 15Mephistopheles
- 15Winged Tiefling
- 15Zariel
-
15Tortle
-
16Triton
- 16Storm Triton
-
16Vedalken
-
16Warforged
-
16Yuan-ti Pureblood
Aasimar Traits
- Volo's Guide to Monsters
Creature Type.
Size.
Speed.
Darkvision.
Celestial Resistance.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level.
Light Bearer.
Fallen Aasimar
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
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.
Protector aasimar
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.
Scourge aasimar
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.
Aven Traits
Creature Type.
Speed.
Flight.
Aarakocra
- Elemental Evil
Size.
Swift Flight.
Talons.
Extra Language.
Owlin Traits
- Strixhaven: A Curriculum of Chaos
Size.
Darkvision.
Silent Feathers.
Centaur Traits
- Mythic Odysseys of Theros
- Guildmasters' Guide to Ravnica
Creature Type.
Size.
Speed.
Charge.
Hooves.
Equine Build.
Survivor.
Changeling Traits
- Eberron: Rising from the Last War
Creature Type.
Size.
Speed.
Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Changeling Instincts.
Extra Language.
Dhampir Lineage Traits
- Van Richten's Guide to Ravenloft
Creature Type.
Size.
Speed.
Ancestral Legacy.
Darkvision.
Deathless Nature.
Spider Climb.
Vampiric Bite.
When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage dealt by the bite.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite
Dragonborn Traits
- Fizban's Treasury of Dragons
Creature Type.
Size.
Speed.
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in an area determined by your Ancestry. Each creature in that area must make a Dexterity saving throw
Draconic Resistance.
Draconic Ancestries
Chromatic
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Green | Poison |
| Red | Fire |
| White | Cold |
Gem
| Dragon | Damage Type |
|---|---|
| Amethyst | Force |
| Crystal | Radiant |
| Emerald | Psychic |
| Sapphire | Thunder |
| Topaz | Necrotic |
Metallic
| Dragon | Damage Type |
|---|---|
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Silver | Cold |
Chromatic Dragonborn
Chromatic Ancestry. You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.
Breath Weapon. Your breath weapon attack affects a 30-foot line that is 5 feet wide.
Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry.
Gem Dragonborn
Gem Ancestry. You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.
Breath Weapon. Your breath weapon attack affects a 15-foot cone.
Psionic Mind.
Gem Flight. Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover.
Metallic Dragonborn
Metallic Ancestry. You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.
Breath Weapon. Your breath weapon attack affects a 15-foot cone.
Metallic Breath Weapon. Starting at 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone.
- Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
- Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
Dwarf Traits
Creature Type.
Size.
Speed.
Darkvision.
Dwarven Resilience.
Dwarven Proficiency.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and
Duergar
- Mordenkainen's Tome of Foes
- Sword Coast Adventurer's Guide
Superior Darkvision.
Extra Language.
Duergar Resilience.
Duergar Magic.
Sunlight Sensitivity.
Hill Dwarf
- Player's Handbook
Dwarven Toughness.
Mountain Dwarf
- Player's Handbook
Ability Score Increase. Two ability scores of your choice increase by 2.
Dwarven Armor Training.
Elf Traits
Creature Type.
Size.
Speed.
Darkvision.
Keen Senses.
Fey Ancestry.
Trance.
Dark Elf (Drow)
- Player's Handbook
Superior Darkvision.
Sunlight Sensitivity.
Drow Magic.
Drow Weapon Training.
Eladrin
- Mordenkainen's Tome of Foes
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see.
When you reach 3rd level, your Fey Step gains an additional effect based on your season.
-
Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
-
Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
-
Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
-
Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
High Elf
- Player's Handbook
Elf Weapon Training.
Cantrip.
Extra Language.
Sea Elf
- Mordenkainen's Tome of Foes
Child of the Sea.
Sea Elf Training.
Friend of the Sea.
Extra Language.
Shadar-Kai
- Mordenkainen's Tome of Foes
Necrotic Resistance.
Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
Wood Elf
- Player's Handbook
Elf Weapon Training.
Fleet of Foot.
Mask of the Wild.
Fairy Traits
- The Wild Beyond the Witchlight
Creature Type.
Size.
Speed.
Flight.
Fairy Magic.
Feline Traits
Creature Type.
Size.
Darkvision.
Claws.
Hunter's Instincts.
Leonin
- Mythic Odysseys of Theros
Speed.
Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw
Tabaxi
- Volo's Guide to Monsters
Speed.
Feline Agility. When you move on your turn in combat, you can double your speed until the end of the turn.
Cat's Talent.
Firbolg Traits
- Volo's Guide to Monsters
Creature Type.
Size.
Speed.
Firbolg Magic.
Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw.
Powerful Build.
Speech of Beast and Leaf.
Extra Language.
Genasi Traits
- Elemental Evil
Creature Type.
Size.
Speed.
Air Genasi
Unending Breath.
Mingle with the Wind.
Earth Genasi
Earth Walk.
Merge with Stone.
Fire Genasi
Darkvision.
Fire Resistance.
Reach to the Blaze.
Water Genasi
Swim.
Amphibious.
Acid Resistance.
Call to the Wave.
Gith Traits
- Mordenkainen's Tome of Foes
Creature Type.
Size.
Speed.
Githyanki
Decadent Mastery.
Martial Prodigy.
Githyanki Psionics.
Githzerai
Mental Discipline.
Githzerai Psionics.
Gnome Traits
Creature Type.
Size.
Speed.
Darkvision.
Gnome Cunning.
Deep Gnome (Svirfneblin)
- Mordenkainen's Tome of Foes
- Sword Coast Adventurer's Guide
Superior Darkvision.
Stone Camouflage.
Extra Language.
Forest Gnome
- Player's Handbook
Natural Illusionist.
Speak with Small Beasts.
Rock Gnome
- Player's Handbook
Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices,
Tinker.
When you create a device, choose one of the following options:
- Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
- Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
- Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Goblinoid Traits
- Volo's Guide to Monsters
- Eberron: Rising from the Last War
Creature Type.
Speed.
Darkvision.
Bugbear
Size.
Long-Limbed.
Powerful Build.
Sneaky.
Surprise Attack.
Goblin
Size.
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level.
Nimble Escape.
Hobgoblin
Size.
Martial Training.
Saving Face.
Goliath Traits
- Volo's Guide to Monsters
- Elemental Evil
Creature Type.
Size.
Speed.
Natural Athlete.
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.
Powerful Build.
Mountain Born.
Halfling Traits
Creature Type.
Size.
Speed.
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Ghostwise Halfling
- Sword Coast Adventurer's Guide
Silent Speech.
Lightfoot Halfling
- Player's Handbook
Naturally Stealthy.
Stout Halfling
- Player's Handbook
Stout Resilience.
Half-Elf Traits
- Player's Handbook
Creature Type.
Size.
Speed.
Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores increase by 1.
Darkvision.
Fey Ancestry.
Skill Versatility.
Extra Language.
Half-Orc Traits
- Player's Handbook
Creature Type.
Size.
Speed.
Darkvision.
Menacing.
Relentless Endurance.
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.
Harengon Traits
- The Wild Beyond the Witchlight
Creature Type.
Size.
Speed.
Hare-Trigger. You can add your proficiency bonus to your initiative rolls.
Leporine Senses.
Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0.
Hexblood Lineage Traits
- Van Richten's Guide to Ravenloft
Creature Type.
Size.
Speed.
Ancestral Legacy.
Darkvision.
Eerie Token. As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:
- Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.
- Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.
Hex Magic.
Human Traits
- Player's Handbook
Creature Type.
Size.
Speed.
Default Human
Ability Score Increase. Your ability scores each increase by 1.
Variant Human
Ability Score Increase. Two different ability scores of your choice increase by 1.
Skills.
Feat. You gain one feat of your choice.
Kalashtar Traits
- Eberron: Rising from the Last War
Creature Type.
Size.
Speed.
Dual Mind.
Mental Discipline.
Mind Link.
Severed from Dreams. You are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
Extra Language.
Kenku Traits
- Volo's Guide to Monsters
Creature Type.
Size.
Speed.
Expert Forgery.
Kenku Training.
Mimicry.
Languages.
Kobold Traits
- Volo's Guide to Monsters
Creature Type.
Ability Score Increase. Only one ability score of your choice increases by 2.
Size.
Speed.
Darkvision.
Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you.
Pack Tactics.
Sunlight Sensitivity.
Loxodon Traits
- Guildmasters' Guide to Ravnica
Creature Type.
Size.
Speed.
Powerful Build.
Loxodon Serenity.
Natural Armor.
Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
Keen Smell.
Minotaur Traits
- Mythic Odysseys of Theros
- Guildmasters' Guide to Ravnica
Creature Type.
Size.
Speed.
Horns.
Goring Rush.
Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw
Imposing Presence.
Orc Traits
- Volo's Guide to Monsters
- Eberron: Rising from the Last War
Creature Type.
Size.
Speed.
Darkvision.
Aggressive.
Primal Intuition.
Powerful Build.
Reborn Lineage Traits
- Van Richten's Guide to Ravenloft
Creature Type.
Size.
Speed.
Ancestral Legacy.
Deathless Nature.
Re-embodied
Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check.
Reptilian Traits
- Volo's Guide to Monsters
Creature Type.
Size.
Speed.
Bite.
Hunter's Lore.
Natural Armor.
Lizardfolk
Swim.
Hold Breath.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier.
Satyr Traits
- Mythic Odysseys of Theros
Creature Type.
Size.
Speed.
Ram.
Magic Resistance.
Reveler.
Goat Satyr
Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
Shifter Traits
- Eberron: Rising from the Last War
Creature Type.
Size.
Speed.
Darkvision.
Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
Beasthide Shifter
Natural Athlete.
Shifting Feature. Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.
Longtooth Shifter
Fierce.
Shifting Feature. While shifted,
Swiftstride Shifter
Graceful.
Shifting Feature. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.
Wildhunt Shifter
Natural Tracker.
Shifting Feature. While shifted,
Simic Hybrid Traits
- Guildmasters' Guide to Ravnica
Creature Type.
Size.
Speed.
Darkvision.
Animal Enhancement. Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.
At 1st level, choose one of the following options:
- Manta Glide. You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
- Nimble Climber.
- Underwater Adaptation.
At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:
- Grappling Appendages. You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles.
. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment. - Carapace. Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
- Acid Spit. As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw
. This damage increases by 1d1O when you reach 11th level (3d10) and 17th level (4d10).
Tiefling Traits
Creature Type.
Size.
Speed.
Darkvision.
Hellish Resistance.
Asmodeus
- Player's Handbook
Infernal Legacy.
Baalzebul
- Mordenkainen's Tome of Foes
Legacy of Maladomini.
Devil's Tongue
- Sword Coast Adventurer's Guide
Devil's Tongue.
Dispater
- Mordenkainen's Tome of Foes
Legacy of Dis.
Fierna
- Mordenkainen's Tome of Foes
Legacy of Phlegethos.
Glasya
- Mordenkainen's Tome of Foes
Legacy of Malbolge.
Hellfire
- Sword Coast Adventurer's Guide
Hellfire.
Levistus
- Mordenkainen's Tome of Foes
Legacy of Stygia.
Mammon
- Mordenkainen's Tome of Foes
Legacy of Minauros.
Mephistopheles
- Mordenkainen's Tome of Foes
Legacy of Cania.
Winged Tiefling
- Sword Coast Adventurer's Guide
Winged.
Zariel
- Mordenkainen's Tome of Foes
Legacy of Avernus.
Tortle Traits
- The Tortle Package
Creature Type.
Size.
Speed.
Claws.
Hold Breath.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. You gain no benefit from wearing armor, however, your shell provides ample protection; Your AC is 17 (your Dexterity modifier doesn't affect the number). A shield's benefits apply as normal to your natural armor.
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.
Triton Traits
Creature Type.
Size.
Speed.
Amphibious.
Darkvision.
Guardians of the Depths.
Storm Triton
- Volo's Guide to Monsters
Control Air and Water.
Emissary of the Sea.
Vedalken Traits
- Guildmasters' Guide to Ravnica
Creature Type.
Size.
Speed.
Vedalken Dispassion.
Tireless Precision.
Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
Partially Amphibious.
Extra Language.
Warforged Traits
- Eberron: Rising from the Last War
Creature Type.
Size.
Speed.
Constructed Resilience.
Integrated Protection. You gain a +l bonus to Armor Class. You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, the armor incorporated into your body can't be removed against your will.
Specialized Design.
Yuan-ti Pureblood Traits
- Volo's Guide to Monsters
Creature Type.
Size.
Speed.
Darkvision.
Innate Spellcasting.
Magic Resistance.
Poison Immunity.
Extra Language.
Playtest Material
-
18Amphibian
- 18Grung
-
18Autognome
-
18Elf
- 19Astral Elf
-
19Giff
-
19Goblinoid
- 18Feywild Hobgoblin
-
19Ichthyan
- 19Locathah
-
19Kender
-
20Naga
-
20Plasmoid
-
20Simian
- 20Hadozee
-
21Thri-kreen
Amphibian traits
Creature Type.
Speed.
Amphibious.
Standing Leap. Your jump distance is doubled, and you can jump the full distance without a running start.
Arboreal Alertness.
Grung
- One Grung Above
Size.
Climb.
Poison Immunity.
Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw
Additionally, as a bonus action you can apply this poison to a melee weapon or piece of ammunition that deals piercing or slashing damage. A target damaged by this weapon must make a Constitution saving throw
Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
Autognome Traits
- Unearthed Arcana: Travelers of the Multiverse
Creature Type.
Size.
Speed.
Armored Casing. You are encased in thin metal or some other durable material.
Built for Success. You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 but before the effects of the roll are resolved.
Mechanical Nature.
Specialized Design.
True Life. If the mending spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
In addition, your creator designed you to benefit from common spells that preserve life but that normally don't affect Constructs: cure wounds, healing word, and spare the dying.
Elf Traits
Creature Type.
Size.
Speed.
Darkvision.
Keen Senses.
Fey Ancestry.
Trance.
Astral Elf Traits
- Unearthed Arcana: Travelers of the Multiverse
Astral Fire.
Radiant Soul. When you succeed on a death save, you can regain a number of hit points equal to your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race).
Trance Proficiencies. Whenever you finish a long rest using your Trance trait, you gain two proficiencies, each one with a weapon or a tool of your choice (selected from the "Equipment" chapter of the Player's Handbook). You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Giff Traits
- Unearthed Arcana: Travelers of the Multiverse
Creature Type.
Size.
Speed.
Damage Dealer. When you roll a 1 on a damage die for a melee attack, you can reroll the die and use the new roll. You can do so no more than once per turn.
Hippo Build.
Goblinoid Traits
Creature Type.
Speed.
Darkvision.
Feywild Hobgoblin
- Unearthed Arcana: Folk of the Feywild
Size.
Fey Ancestry.
Fey Gift. You can use this trait to take the Help action as a bonus action.
Starting at 3rd level, choose one of the options below each time you take the Help action, whether as a bonus action or an action:
-
Hospitality. You and the target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.
-
Passage. You and the target of your Help action each increase your walking speeds by 10 feet until the start of your next turn.
-
Spite. Until the start of your next turn, the first time you or the target of your Help action hits a creature with an attack roll, that creature has disadvantage on the next attack roll that it makes within the next minute.
Fortune from the Many. If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5).
Ichthyan Traits
Creature Type.
Size.
Speed.
Natural Armor.
Limited Amphibiousness.
Kender Traits
Creature Type.
Size.
Speed.
Fearless.
Kender Curiosity.
Taunt. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of you that can hear and understand you. The target must succeed on a Wisdom saving throw or it has disadvantage on attack rolls against targets other than you until the start of your next turn.
Locathah
- Locathah Rising
Observant & Athletic.
Leviathan Will.
Naga Traits
- Plane Shift: Amonkhet
Creature Type.
Size.
Speed.
Speed Burst. By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.
Natural Weapons.
Poison Immunity.
Poison Affinity.
Plasmoid Traits
- Unearthed Arcana: Travelers of the Multiverse
Creature Type.
Size.
Speed.
Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.
Darkvision.
Hold Breath.
Natural Resilience.
Shape Self. If you are not incapacitated, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob (no action required).
As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. The pseudopod can't attack, activate magic items, or carry more than 10 pounds.
Variant: Oozling Familiar
At your DM's option, a plasmoid who casts Find Familiar may, through the magic of the spell, imbue a small piece of its own body with autonomy to act as its familiar, instead of gaining the service of a normal familiar. When they do so, the familiar uses the statistics of the oozling monster listed below.
Oozling
Tiny ooze, unaligned
- Armor Class 11
- Hit Points 4 (1d4 + 2)
- Speed 20 ft., climb 20 ft.
Str Dex Con Int Wis Cha 7 (-2) 12 (+1) 14 (+2) 1 (-5) 6 (-2) 1 (-5)
- Skills Stealth +3
- Damage Resistances acid, poison
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
- Senses blindsight 20 ft. (blind beyond this radius), passive Perception 8
- Languages -
- Challenge 0 (0 XP)
Amorphous. The oozling can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The oozling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Simian Traits
Creature Type.
Speed.
Natural Athlete.
Hadozee Traits
- Unearthed Arcana: Travelers of the Multiverse
Size.
Dexterous Feet. You can take the Use an Object action as a bonus action.
Glide. If you are not incapacitated or wearing heavy armor, you can extend your skin membranes and glide. When you do so, you can perform the following aerial maneuvers:
- When you fall, you can move up to 5 feet horizontally for every 1 foot you descend.
- When you would take damage from a fall, you can use your reaction to reduce the fall's damage to 0.
Thri-kreen Traits
- Unearthed Arcana: Travelers of the Multiverse
Creature Type.
Size.
Speed.
Chameleon Carapace.
Darkvision.
Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions:
- You can use a secondary arm to wield a weapon that has the light property, but you can't use a secondary arm to wield other kinds of weapons.
- You can't wield a shield with a secondary arm.
Sleepless Revitalization. You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
Thri-kreen Telepathy.
Homebrewed Material
-
22Amphibian
- 22Bullywug
-
22Aven
- 22Crow Aven
- 23Eagle Aven
- 23Hawk Aven
- 23Vulture Aven
-
23Beastkin
- 23Gnoll
- 23Lupine
- 23Rodentian
-
23Cecaelian
-
24Chiropterian
-
24Deva
-
24Drider
-
24Dromite
-
24Dryad
-
25Genasi
- 25Frost Genasi
- 25Storm Genasi
-
25Girtablilu
-
25Goblinoid
- 25Koalinth
-
25Half-Ettin
-
26Half-Troll
-
26Harpy
-
26Hengeyokai
-
27Ichthyan
- 27Kuo-toa
- 27Sahuagin
-
28Illithid Aberration
-
28Myconid
-
28Porcine
-
28Reborn Lineage
- 28Scarecrow
- 29Patchwork
-
29Reptilian
- 29Troglodyte
- 29Viashino
-
29Satyr
- 29Deer Satyr
-
29Shade
-
29Shardmind
-
30Simian
- 30Atelid
- 30Sasquatch
- 30Wendigo
-
30Triton
- 30Mist Triton
-
30Ursian
-
30Wilden
Amphibian traits
Creature Type.
Speed.
Amphibious.
Standing Leap. Your jump distance is doubled, and you can jump the full distance without a running start.
Skills.
Bullywug
Size.
Swim.
Speak with Frogs and Toads.
Swamp Camouflage.
Bite.
Aven Traits
Creature Type.
Speed.
Flight.
Crow Aven
Size.
Mimicry.
Skills.
Extra Language.
Eagle Aven
Size.
Powerful Flight. You can use your flying speed while wearing medium armor.
Powerful Build.
Talons.
Hawk Aven
Size.
Keen Sight.
Hawkeyed. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
Talons.
Vulture Aven
Size.
Keen Smell.
Pack Tactics.
Talons.
Beastkin Traits
Creature Type.
Speed.
Darkvision.
Keen Hearing and Smell.
Bite.
Gnoll
Size.
Primal Intuition.
Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.
Lupine
Size.
Natural Armor.
Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier.
Rodentian
Size.
Nimble Escape.
Skills.
Cecaelian Traits
Creature Type.
Size.
Speed.
Underwater Camouflage.
Limited Amphibiousness.
Tentacles.
These tentacles can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.
Chiropterian Traits
Creature Type.
Size.
Speed.
Hand-Wings. Because of your unique wings, you have a flying speed of 30 feet. To use this speed, you must have both hands free and you can't be encumbered, or wearing medium or heavy armor.
Echolocation. You have blindsight, allowing you to perceive your surroundings without relying on sight within 30 feet of you. You can't use this trait while deafened.
Keen Hearing.
Deva Traits
Creature Type.
Size.
Speed.
Astral Resistance.
Memory of a Thousand Lifetimes. Once per turn, when you make an attack roll, ability check, or saving throw, you can roll a d6 and add the number rolled to the result.
Skills.
Extra Language.
Drider Traits
Creature Type.
Size.
Speed.
Darkvision.
Natural Armor.
Fey Ancestry.
Drow Magic.
Spider Climb.
Sunlight Sensitivity.
Dromite Traits
Creature Type.
Size.
Speed.
Darkvision.
Dromite Psionics.
Keen Smell.
Natural Armor.
Dryad Traits
Creature Type.
Size.
Speed.
Dryad Magic.
Spell Resistance.
Speech of Beast and Leaf.
Tree Stride. As a bonus action, you can step magically into one living tree within reach and emerge from a second living tree within 60 feet of the first, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. This movement does not provoke opportunity attacks.
Genasi Traits
Creature Type.
Size.
Speed.
Frost Genasi
Cold Resistance.
Rime Walk.
Embrace the Cold.
Storm Genasi
Storm Resistance.
Become the Tempest.
Girtablilu Traits
Creature Type.
Size.
Speed.
Darkvision.
Natural Armor.
Unusual Build.
Natural Weapons.
Goblinoid Traits
Creature Type.
Speed.
Darkvision.
Koalinth
Size.
Swim.
Amphibious.
Saving Face.
Half-Ettin Traits
Creature Type.
Size.
Speed.
Ability Score Increase. Two different ability scores of your choice each increase by 1.
Darkvision.
Double Focus. At 1st level, choose one of your skill proficiencies. Whenever you make a check using this skill,
Two Heads.
Shared Body. You gain the Dual Wielder feat, and you get an extra reaction that can be used only for opportunity attacks.
Powerful Build.
Wakeful. While you sleep, one of your heads remains awake and alert.
Half-Troll Traits
Creature Type.
Size.
Speed.
Darkvision.
Keen Smell.
Natural Armor.
Powerful Build.
Trollblood Regeneration. Unless you have taken acid damage or fire damage since your last turn,
Harpy Traits
Creature Type.
Size.
Speed.
Flight.
Claws.
Luring Song.
Hengeyokai Traits
Creature Type.
Size.
Speed.
Skills.
Animal Nature. Choose one type of animal from the Animal Nature subsection. The animal type you choose determines your Animal Form, as well as the abilities granted to your Hybrid Form.
Shape Change. As an action, you can magically assume one of the following forms:
-
Human Form. While in human form, you are indistinguishable from a normal human and gain no other special abilities.
-
Hybrid Form. While in hybrid form, you gain new abilities as described in the Animal Nature subsection and you have the same ability to communicate with animals as in your Animal Form.
-
Animal Form. While in animal form, your game statistics are replaced by the statistics used for your animal nature, but you retain your hit points, Hit Dice, alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the animal. If the animal has the same proficiency as you and the bonus in its stat block is higher than yours, use the animal's bonus instead of yours.
You retain the benefit of any features from your class, or other source and can use them if the new form is physically capable of doing so and you can also communicate with other animals of your kind.
Your equipment merges into your new form and has no effect until you leave the form.
You stay in the new form until you use this trait again to assume a different form. When the effects of another spell or ability that changes your form ends on you—such as a druids wild shape—and you revert to your original form, you may choose any of these forms to revert to, even if it wasn't the form you were in before the other change took effect.
Animal Nature
Monkey: Use the statistics of a baboon in animal form. In hybrid form, you gain a climbing speed equal to your walking speed.
Badger: Use the statistics of a badger in animal form. In hybrid form, you retain the animal form's Keen Smell feature and you gain darkvision to 60 feet.
Cat: Use the statistics of a cat in animal form. In hybrid form, you gain a climbing speed equal to your walking speed.
Crab: Use the statistics of a crab in animal form. In hybrid form, you gain a natural armor of 13 + your Dexterity modifier.
Crane: Use the statistics of an eagle in animal form. In hybrid form, you gain a flying speed equal to your walking speed.
Raccoon dog: Use the statistics of a giant rat in animal form. In hybrid form, you retain the animal form's Keen Smell feature and gain darkvision to 60 feet.
Sparrow: Use the statistics of a hawk in animal form. In hybrid form, you gain a flying speed equal to your walking speed.
Dog: Use the statistics of a jackal in animal form. In hybrid form, you retain the animal form's Keen Hearing and Smell feature.
Fox: Use the statistics of a fox (found in Icewind Dale: Rime of the Frost Maiden) in animal form. In hybrid form, you retain the animal form's Keen Hearing feature and gain darkvision to 60 feet.
Rat: Use the statistics of a rat in animal form. In hybrid form, you retain the animal form's Keen Smell feature and gain darkvision to 60 feet.
Carp: Use the statistics of a quipper in animal form. In hybrid form, you gain a swimming speed equal to your walking speed, darkvision to 60 feet, and can breathe air and water.
Hare: Use the statistics of a hare (found in Icewind Dale: Rime of the Frost Maiden) in animal form. In hybrid form, you retain the animal form's Escape feature.
Weasel: Use the statistics of a weasel in animal form. In hybrid form, you retain the animal form's Keen Hearing and Smell feature.
Ichthyan Traits
Creature Type.
Size.
Speed.
Natural Armor.
Limited Amphibiousness.
Kuo-toa
Superior Darkvision.
Otherworldly Perception. You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.
Slippery.
Sunlight Sensitivity.
Bite.
Sahuagin
Darkvision.
Blood Frenzy.
Shark Telepathy.
Bite.
Illithid Aberration Traits
Creature Type.
Size.
Speed.
Superior Darkvision.
Illithid Psionics.
Spell Resistance.
Telepathy.
Myconid Traits
Creature Type.
Size.
Speed.
Darkvision.
Sun Sickness. While in sunlight, you have disadvantage on ability checks, attack rolls, and saving throws. You die if you spend more than 1 hour in direct sunlight.
Poisonous Skin. Any creature that grapples you, is hit by your unarmed strike, or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw
Hallucination Spores. You eject spores at one creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw
Languages.
Rapport Spores. A 10-foot radius of spores extends from you. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Porcian Traits
Creature Type.
Size.
Speed.
Charge.
Tusks.
Relentless Endurance.
Reborn Lineage Traits
Creature Type.
Size.
Speed.
Ancestral Legacy.
Deathless Nature.
Scarecrow
Unsettling Presence. As an action, you target one creature you can see within 30 feet. If the target can see you, it must succeed on a Wisdom saving throw
Patchwork
Spell Resistance.
Reptilian Traits
Creature Type.
Size.
Speed.
Bite.
Hunter's Lore.
Natural Armor.
Troglodyte
Darkvision.
Chameleon Skin.
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of you must succeed on a Constitution saving throw
Sunlight Sensitivity.
Viashino
Climb.
Heat Acclimated.
Tail.
Satyr Traits
Creature Type.
Size.
Speed.
Ram.
Magic Resistance.
Proficiencies.
Deer Satyr
Cervine Agility.
Shade
Creature Type.
Size.
Speed.
Darkvision.
Necrotic Resistance.
Shadow Stealth.
Shadow Magic.
Sunlight Sensitivity.
Shardmind Traits
Creature Type.
Size.
Speed.
Telepathy.
Crystalline Mind.
Living Construct.
Shard Swarm. As a bonus action, you loosen your mental grip on your physical form, distracting your foes with a swarm of shards, then re-form elsewhere. You teleport up to 30 feet to an unoccupied space you can see. Until the end of your next turn, you have advantage on your next attack against each creature of your choice that was within 5 feet of you before you teleported.
Simian Traits
Creature Type.
Speed.
Natural Athlete.
Atelid
Size.
Running Leap. Your long jump and high jump distances are doubled when you have a running start.
Prehensile Tail. Your long dexterous tail is capable of grasping things as if it were a hand. It functions as an extra arm except that you can't use it to wield weapons or shields unless they have the light property. Additionally, you can take the Use an Object action as a bonus action.
Sasquatch
Size.
Long-Limbed.
Powerful Build.
Wendigo
Size.
Arctic Resistance.
Keen Smell.
Snow Camouflage.
Triton Traits
Creature Type.
Size.
Speed.
Amphibious.
Darkvision.
Guardians of the Depths.
Mist Triton
- Based on the Merfolk from Plane Shift: Ixalan/Zendikar
Mask of the Wild.
Lore of the Waters.
Magical Aptitude.
Ursian Traits
Creature Type.
Size.
Speed.
Climb.
Powerful Build.
Keen Smell.
Ursine Toughness.
Natural Armor.
Claws.
Wilden Traits
Creature Type.
Size.
Speed.
Darkvision.
Natural Armor.
Nature's Aspect. Whenever you finish a long rest, choose one of the following aspects of nature to manifest:
- Aspect of the Ancients. When you deal damage to adjacent enemy on your turn, you may teleport up to 15 feet. If you do, choose one ally you can see (including yourself), until the end of your next turn that creature has advantage on its next attack roll against the damaged creature.
- Aspect of the Destroyer. When a creature within 5 feet of you makes an attack against you or one of your adjacent allies, you can use your reaction to make a melee weapon attack against the attacking creature. If your attack hits, you also knock the creature prone.
- Aspect of the Hunter. When you hit a creature with an opportunity attack, you can roll one additional weapon damage die and can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.