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Race Compendium
# 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.
- ### [
2
Adventurers League Material
](#p2) - ### [
18
Playtest Material
](#p18) - ### [
22
Homebrewed Material
](#p22)
# \pagebreakNum
### # Adventurers League Material ###
- #### [
3
Aasimar
](#p3) -
3
Fallen Aasimar
-
3
Protector Aasimar
-
3
Scourge Aasimar
- #### [
3
Aven
](#p3) -
3
Aarakocra
-
3
Owlin
- #### [
3
Centaur
](#p3) - #### [
4
Changeling
](#p4) - #### [
4
Dhampir Lineage
](#p4) - #### [
4
Dragonborn
](#p4) -
5
Chromatic Dragonborn
-
5
Gem Dragonborn
-
5
Metallic Dragonborn
- #### [
5
Dwarf
](#p5) -
5
Duergar
-
5
Hill Dwarf
-
6
Mountain Dwarf
- #### [
6
Elf
](#p6) -
6
Dark Elf
-
6
Eladrin
-
6
High Elf
-
6
Sea Elf
-
6
Shadar-Kai
-
7
Wood Elf
- #### [
7
Fairy
](#p7) - #### [
7
Feline
](#p7) -
7
Leonin
-
7
Tabaxi
- #### [
7
Firbolg
](#p7) - #### [
7
Genasi
](#p7) -
7
Air Genasi
-
8
Earth Genasi
-
8
Fire Genasi
-
8
Water Genasi
- #### [
8
Gith
](#p8) -
8
Githyanki
-
8
Githzerai
- #### [
8
Gnome
](#p8) -
8
Deep Gnome
-
9
Forest Gnome
-
9
Rock Gnome
- #### [
9
Goblinoid
](#p9) -
9
Bugbear
-
9
Goblin
-
9
Hobgoblin
- #### [
9
Goliath
](#p9) - #### [
9
Halfling
](#p9) -
10
Ghostwise Halfling
-
10
Lightfoot Halfling
-
10
Stout Halfling
- #### [
10
Half-Elf
](#p10) - #### [
10
Half-Orc
](#p10) - #### [
10
Harengon
](#p10) - #### [
10
Hexblood Lineage
](#p10) - #### [
11
Human
](#p11) -
11
Default Human
-
11
Variant Human
- #### [
11
Kalashtar
](#p11) - #### [
11
Kenku
](#p11) - #### [
11
Kobold
](#p11) - #### [
11
Loxodon
](#p11) - #### [
12
Minotaur
](#p12) - #### [
12
Orc
](#p12) - #### [
12
Reborn Lineage
](#p12) -
12
Re-embodied
- #### [
12
Reptilian
](#p12) -
13
Lizardfolk
- #### [
13
Satyr
](#p13) -
13
Goat Satyr
- #### [
13
Shifter
](#p13) -
13
Beasthide Shifter
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13
Longtooth Shifter
-
13
Swiftstride Shifter
-
13
Wildhunt Shifter
- #### [
13
Simic Hybrid
](#p13) - #### [
14
Tiefling
](#p14) -
14
Asmodeus
-
14
Baalzebul
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14
Devil's Tongue
-
14
Dispater
-
15
Fierna
-
15
Glasya
-
15
Hellfire
-
15
Levistus
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15
Mammon
-
15
Mephistopheles
-
15
Winged Tiefling
-
15
Zariel
- #### [
15
Tortle
](#p15) - #### [
16
Triton
](#p16) -
16
Storm Triton
- #### [
16
Vedalken
](#p16) - #### [
16
Warforged
](#p16) - #### [
16
Yuan-ti Pureblood
](#p16)
# \pagebreakNum ## 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.***
light
### Fallen Aasimar {i} ***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
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.
### Protector aasimar {i} ***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 {i} ***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 {i} ***Creature Type.***
***Speed.***
***Flight.***
### Aarakocra ___ - *Elemental Evil* ***Size.***
***Swift Flight.***
. However,
***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.***
# \pagebreakNum {i} ***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.***
While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: - You regain hit points equal to the piercing damage dealt by the bite. - You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite
## 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
. On a failed save, the creature takes 1d10 damage of the type associated with your Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
***Draconic Resistance.***
#### Draconic Ancestries
##### Chromatic Dragon|Damage Type -|- Black|Acid Blue|Lightning Green|Poison Red|Fire White|Cold \columnbreak ##### Gem Dragon|Damage Type -|- Amethyst|Force Crystal|Radiant Emerald|Psychic Sapphire|Thunder Topaz|Necrotic \columnbreak ##### Metallic Dragon|Damage Type -|- Brass|Fire Bronze|Lightning Copper|Acid Gold|Fire Silver|Cold
# \pagebreakNum ### Chromatic Dragonborn {i} ***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 {i} ***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. ## {i} ***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 {i} ***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. ## {i} ***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.
Whenever you use this trait, choose one: ___ - *Enervating Breath.* Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn. - *Repulsion Breath.* Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
## Dwarf Traits {i} ***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.***
enlarge/reduce
invisibility
***Sunlight Sensitivity.***
### Hill Dwarf ___ - *Player's Handbook* ***Dwarven Toughness.***
# \pagebreakNum ### Mountain Dwarf ___ - *Player's Handbook* ***Ability Score Increase.*** Two ability scores of your choice increase by 2. ***Dwarven Armor Training.***
## Elf Traits {i} ***Creature Type.***
***Size.***
***Speed.***
***Darkvision.***
***Keen Senses.***
***Fey Ancestry.***
***Trance.***
### Dark Elf (Drow) ___ - *Player's Handbook* ***Superior Darkvision.***
***Sunlight Sensitivity.***
***Drow Magic.***
dancing lights
faerie fire
darkness
***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. # \pagebreakNum ### 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.***
druidcraft
faerie fire
enlarge/reduce
## Feline Traits {i} ***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
or become frightened of you until the end of your next turn.
### 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.***
detect magic and disguise self
***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 {i} ***Unending Breath.***
# \pagebreakNum {i} ***Mingle with the Wind.***
levitate
### Earth Genasi {i} ***Earth Walk.***
***Merge with Stone.***
pass without trace
### Fire Genasi {i} ***Darkvision.***
***Fire Resistance.***
***Reach to the Blaze.***
produce flame
burning hands
### Water Genasi {i} ***Swim.***
***Amphibious.***
***Acid Resistance.***
***Call to the Wave.***
shape water
create or destroy water
## Gith Traits ___ - *Mordenkainen's Tome of Foes* ***Creature Type.***
***Size.***
***Speed.***
\columnbreak ### Githyanki {i} ***Decadent Mastery.***
***Martial Prodigy.***
***Githyanki Psionics.***
mage hand
jump
misty step
### Githzerai {i} ***Mental Discipline.***
***Githzerai Psionics.***
mage hand
shield
detect thoughts
## Gnome Traits {i} ***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.***
# \pagebreakNum ### Forest Gnome ___ - *Player's Handbook* ***Natural Illusionist.***
minor illusion
***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.***
. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time 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 {i} ***Size.***
***Long-Limbed.***
***Powerful Build.***
***Sneaky.***
***Surprise Attack.***
### Goblin {i} ***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 {i} ***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 {i} ***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.***
# \pagebreakNum {i} ***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. # \pagebreakNum ___ - *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.***
disguise self and hex
## Human Traits ___ - *Player's Handbook* ***Creature Type.***
***Size.***
***Speed.***
### Default Human {i} ***Ability Score Increase.*** Your ability scores each increase by 1. ### Variant Human {i} ***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.***