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Wondrous Wisten's Races Revised
\pagebreakNum # Table of Contents #### Rambling Foreword (Pg.3) * Feel free to skip! #### Aarakocra (Pg. 4) * Migratory * Polly * Predator * Flightless #### Aasimar (Pg. 5) * Fallen * Protector * Valkyrie #### Canid (Pg. 6) * Purebred * Stoutheart * Wolfen #### Dragonborn (Pg. 7) * Brass * Bronze * Copper * Gold * Silver * Black * Blue * Green * Red * White #### Dwarf (Pg. 9) * Mountain * Hill * Coast #### Elf (Pg. 10) * Dark Elf * High Elf * Shadar-Kai * Wood Elf #### Genasi (Pg. 12) * Air * Earth * Fire * Water #### Giantkin (Pg. 14) * Goliath * Firbolg * Surtunn #### Gith... (Pg. 15) * -Zerai * -Yanki \columnbreak #### Gnome (Pg. 16) * Horticulturalist * Technologian * Amanuensis #### Goblin (Pg. 17) #### Hobgoblin (Pg. 18) * From the Feywild * Individualist Might * Monstrous Creation #### Half-Elf (Pg. 19) #### Halfling (Pg. 20) * Daring * Lightfooted * Homebody * Mirthless #### Human (Pg. 21) * Variant Human #### Kobold (Pg. 22) * Dragonwrought * Dragonsoul * Tunneltucker * Uninherited #### Orc (Pg. 23) * Gruumsh the Ever Watchful * Luthic the Cave Mother * Shargaas the Night Lord * Ilvenal the War Maker #### Reptilian (Pg. 24) * Crocallidae * Tortle * Lizardfolk #### Tabaxi (Pg. 25) * Domestic * Leopardin * Sphynxen #### Tiefling (Pg. 26) #### Wrightborne (Pg. 27)
(Cover art drawn by myself, /u/WickerWight, for UA crediting purposes) \pagebreakNum # Revision of Fifth Edition Racial Options ## What Needs Addressing ### Balance The selection of races available in 5th edition can sometimes feel a bit underwhelming. Some races like the Dragonborn or Human feel demonstrably weaker and less interesting than other choices, like Elves and Lizardfolk, who have a much wider variety of meaningful traits that come up in gameplay more often. Other racial options like the Genasi or Aarakocra feel underdeveloped, with disappointing traits that fail to effectively deliver on the promises made by their aesthetic and concept. Each race in 5th edition presents a sort of iconic fantasy role, and players expect a race to mechanically perform in a way that represents that identity. This is where I think 5th edition falls a bit short- bringing those expectations to life through the race's mechanics. A Dragonborn is the mortal manifestation of draconic might, bursting with raw magical power and pure intimidation! ...But their unique traits only offer them a breath weapon and a damage type resistance. A Red Dragonborn's traits roughly amount to a level 1 spell and fire resistance- an underwhelming offering, especially when compared to the Tiefling's fire resistance, darkvision, and selection of *three* spells. On aggregate, races tend to offer few traits or features that carry through to later levels as well- those 1st and 2nd level spells drop off dramatically in usefulness in the latter half of a campaign. ### Class Compatibility A second and mostly distinct issue that has gotten particular attention lately is the connection to ability score increases that races in fifth edition have. While some others take issue with this on a conceptual level, I like to hope they could encourage building towards iconic archetypes without punishing building outside the box. I believe a large part of the problem lies in the ASI's overbearing presence- If a race has a wider variety of other useful traits, they are opened up to a wider selection of classes regardless of their specific ability score increase. A Wizard will always want the +1 to spell attack rolls and save DCs choosing a Gnome offers, but if the *opportunity cost* of playing a Gnome is increased, passing on that +1 would hurt less. In practice, the current system encourages each race to stick very closely to a small list of classes for *optimal* play. A Dwarf's greatest traits in the player's handbook are their solid ASI, poison resistance, and combat proficiencies. This makes a Dwarf an excellent melee combatant, and allows effective play as an armored spellcaster like a Cleric. Building a Dwarf otherwise offers them few to no mechanical benefits- a Dwarven Monk, for example, gains no benefit from the Mountain Dwarf's combat proficiencies, a generic passive benefit from a Hill Dwarf's Toughness, Stonecunning (ha), and will become immune to poison anyways at tenth level. Similarly, a Dwarf fighter already has proficiency in those weapons and armor- so they gain no benefit at all from that trait. A Dwarf Monk can still be a wonderful character to play, but the inapplicable or irrelevant racial benefits make the Monk's Dwarf-ness into an aesthetic afterthought rather than a relevant, interesting part of the character. I want to bring the PC's racial traits into the foreground, and in doing so hope to rectify these issues. \columnbreak ## My Proposed Revisions ### Balance While there are imbalances between 5th edition's races, I do think things are fairly close to where they should be. My general approach to rebalancing the races was additive, not subtractive. I wanted to bring up some of the less mechanically unique or powerful races to equal playing ground, while also adding fun new traits across the board. I also smoothed out and changed some ASI's to more evenly distribute them.
For those who still prefer floating ASI, feel free to ignore me and do that anyways!
Finally, I have attempted to stick as close to typical 5e design as possible- this homebrew doc *should* be painless to integrate. Most importantly, I have kept the flavor and characterization of each race intact. Rather than stripping away the traits that make an Orc unique in an effort to create a level playing field, or giving everyone several thematically-tenuous spells to make them "better," I built on what they are good at. As such, these racial options offer a greater number of traits, and slightly more powerful traits, than the Player's Handbook. **The racial traits listed in this document are NOT balanced against the player's handbook or other official published materials. DMs should be aware that PCs using these racial options will be more powerful, roughly equivalent to possessing one "class level" of traits from their race. As such, I do not recommend using 'starting feats' along with this homebrew without careful consideration.** ### Class Compatibility To emphasize each race's unique capabilities, I focused on certain archetypes and key traits. As an example, my alterations to the Dwarf race focused on their *resilience* and *heritage*. A Dwarf's traits now focus on bolstering their saving throws, and their subraces reinforce that theme through their homeland and the instilled values and adaptations one would pick up there. Overly specific learned proficiencies have also been largely removed, as racial abilities ideally reflect biological or magical traits, not your background- that's for your Background. In focusing on these archetypes, I hope to bring more flavor to class choices through the races- adding mechanical support to a Dwarven wizard becoming unshakable while focusing on a spell, or a Goblin rogue being able to slip between foes with ease, beyond a simple ASI. Furthermore, overlap between racial and class abilities has been reduced. That thematically-enticing Goblin Rogues no longer suffer from that annoying feature redundancy, and have a full suite of applicable traits. In regards to subraces, they have been redesigned and individually reflavored. Most subraces are now based on distant ancestry and are descriptive, not prescriptive, encouraging player expression. The subrace traits have also been unified somewhat- all Elves will gain similar *kinds of* traits from their subraces, for cohesion and balance's sake. Some few races have had their subraces removed entirely, where more granular customization makes more sense. Do note that some of these changes are to my personal taste and stray slightly from 5e's Forgotten Realms pastiche, but it should all still be familiar and largely setting agnostic! **Thanks so much for reading!** \pagebreakNum ## Aarakocra ### Who Are You? You are an Aarakocra- a being whose appearance resembles a large, humanoid bird. You may resemble a dainty bluejay, a burly jackdaw, or a vicious raptor- regardless, your avian qualities imbue you with the power of flight. As such, you have a level of freedom others only dream of- you can take to the skies with ease and your view of the world is drastically different than others because of it. Cities, nations, laws and borders- they can seem so small from that high up. Your flighty ways make the world your playground to explore- and explore it you shall! ### Aarakocra Traits Your Aarakocran character has the following avian traits, a result of humanlike intelligence uplifted to the skies. ***Ability Score Increase.*** Your Dexterity score increases by 2. ***Age.*** One of the shortest-lived mortal races, Aarakocra mature after only 3 years, and rarely live past 30. ***Alignment.*** Most Aarakocra tend to be good, as their carefree lifestyles leave little cause for jealousy or selfishness. Aarakocra also tend towards neutrality or chaos due to their relatively lawless lives, though there are monastic tribes known to adhere to strict moral law. ***Size.*** Aarakocra can vary in height depending on their Species, ranging from 4 to 6 feet, though their hollow bones leave them weighing less than similarly-tall humans. An Aarakocran wingspan is about 1.5 times their height. Your size is Medium. ***Speed.*** Your base walking speed is 25 feet. ***Avian Wings.*** You have a flying speed of 40 feet. To use this flying speed you can't be wearing heavy armor. Some tasks and maneuvers are more difficult to perform while airborne: While flying, you have -1 penalty to your AC and your ranged attacks' ranges are halved. ***Beak and Claw.*** You have knifelike talons and a sharpened beak, which are natural weapons with the finesse trait 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. ***Perceptive.*** You have proficiency in the Perception skill. ***Languages.*** You can speak Common and Auran. #### Subrace- Social Species Aarakocra come in varied shapes and sizes, most with vibrant plumage in unique shades and patterns. Aarakocra tribes tend to travel great distances, leading to interesting divergences in their culture and biology when clans become isolated. Some are small and quick, others large and ferocious- some are even flightless! Some of these Social Species are listed below: \columnbreak #### Migratory Large-winged and worldly, Migratory Aarakocra take to air like a Dwarf to dirt, as the saying goes. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Migratory Might.*** You have proficiency in the Survival skill, and you can cast the *Gust* cantrip at will, requiring only somatic components. Dexterity is your spellcasting modifier for this spell. #### Polly Typically smaller and more colorful Aarakocra, these songbird-like avians are cultured and social creatures. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Songbird Styles.*** You have proficiency in the Performance skill, and a songbird's voice. You can perfectly imitate the sounds of any instruments you are proficient with, and approximately mimic other sounds. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Performance) check. #### Predator These larger and more imposing Aarakocra are a solitary and very territorial lot- though not necessarily unkind. ***Ability Score Increase.*** Your Strength score increases by 1. ***Raptor's Wrath.*** You have proficiency in the Intimidation skill, and your voice can be raised to audibility up to 300 feet away. You have advantage on Charisma (Intimidation) checks made against creatures smaller than you. #### Flightless An uncommon curiosity, Flightless Aarakocra rarely associate with their airborne cousins as their lack of flight has caused a significant cultural split. Flightless they may be, they are still perceptive and worldly individuals, and their sturdier bones or layers of fat make them heartier folk. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Bird By Name.*** You do not have the *Avian Wings* trait, though you likely still possess vestigial feathered appendages of some kind and a light yet strong physique. You have a walking speed of 35 feet, and proficiency in the Athletics skill. ***Evolutionary Consolation Prize.*** You gain one of the following benefits in exchange for lack of flight: * You have proficiency in the Acrobatics skill, and the damage die of the natural weapons granted by your *Beak and Claw* trait increases to a d6. * You have a swim speed of 30 feet, can hold your breath for up to ten minutes at a time, and have resistance to cold damage. \pagebreakNum ## Aasimar ### Who Are You? You are an Aasimar- a mortal who has been changed by divine light and holy communion with the higher planes of reality. Whether through alien contact, revelatory prayer, or a blessed bloodline, this holy gift changes you. You are no longer just a mortal humanoid, you are something higher, and your form has changed outwardly to reflect this fragment of divinity inside you. This golden touch grants you divine magics and a guide- a voice in your mind, a whisper in the wind- a guardian whose task is to guide you on your path from mortal to something greater. You have been blessed from on high and been provided a path to follow but not the obligation. You are still a mortal, and still have your free will, the ability to choose- to forge your own destiny. ### Aasimar Traits A glimmer of divinity has mutated your form and grants you certain traits, mortal and immortal both. ***Ability Score Increase.*** Your Charisma score increases by 2, and one other ability score of your choice increases by 1. ***Age.*** Aasimar are blessed with elongated life due to their divine nature- they generally live 50 years longer than expected for their race and age gracefully. ***Alignment.*** Aasimar are heavily inclined to acts of good, recoiling from evil actions as if in pain. Aasimar can still choose to commit acts of evil through free will, but often find it difficult. ***Size.*** Your size is determined by your *Ancestry of Mortals* trait. ***Speed.*** Your base walking speed is determined by your *Ancestry of Mortals* trait. ***Ancestry of Mortals.*** Choose one other race that isn't Half-Elves. You have the size, walking speed, and one racial trait of your choosing from that race. This trait cannot be an ability score increase, and does not grant spells of second level. ***Celestial Resistance.*** You have resistance to radiant damage. ***Seraphic Presence.*** You know the Thaumaturgy cantrip. ***Languages.*** You speak Common, Celestial, and one other language of your choice. #### Subrace- Celestial Alignment Though Aasimar all have ties to the upper planes, the Celestials themselves are not a monolithic group. Celestials often disagree about how best to enforce "good" on the material plane, and as such your own personal brand of divinity may hail from any number of divine sources. Some Aasimar's abilities are benevolent, some dangerous, and some rather unconventional. Below are some of the celestial bloodlines you may manifest the abilities of: #### Fallen Your Celestial Alignment has been corrupted, for reasons justified or otherwise, and the divine powers it provided have become similarly tainted. ***Corrupted Hands.*** As an action, you can make a special unarmed attack against a creature within range. If the attack hits, you deal your level in necrotic damage, reduce the creature's maximum hit points by this amount, regain hit points equal to the damage dealt, and can't use this trait again until you finish a short or long rest. This reduction in hit points lasts until the target finishes a long rest. \columnbreak ***Unleash Umbral Radiance.*** Starting at 3rd level, you can use a bonus action to unleash the unholy energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, flightless wings to sprout from your back. When you transform, other creatures within 10 feet of you that can see you must 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. Once you use this trait, you can't use it again until you finish a long rest. 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 equal to your proficiency bonus to one target when you deal damage to it with an attack or a spell. #### Protector Your Celestial Alignment is one of protection and correction, the manifestation of good through the preservation of others. ***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 short or long rest. ***Unleash Protective Radiance.*** Starting at 3rd level, you can use a bonus action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back, curling around you protectively. Once you use this trait, you can't use it again until you finish a long rest. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, your walking speed increases by 10 feet and when you or an ally within 5 feet of you takes damage, you can use your reaction to reduce it by your proficiency bonus. Furthermore, once on each of your turns, you can deal extra radiant damage equal to your proficiency bonus to one target when you deal damage to it with an attack or a spell. #### Valkyrie Your Celestial Alignment is one of proactive justice, the manifestation of good through the destruction of evil. ***Bolstering Hands.*** As an action, you can touch a creature and cause it to gain a number of temporary hit points equal to 5 + your level, which last up to an hour. Once you use this trait, you can't use it again until you finish a short or long rest. ***Unleash Warrior's Radiance.*** Starting at 3rd level, you can use a bonus action to unleash the divine energy within yourself, causing two armored, incorporeal wings to sprout from your back, ready to take off. As part of this action, you can summon and equip any weaponry or armor, which lasts for the duration of your transformation. This equipment is magical, but otherwise identical to its mundane counterparts. Once you use this trait, you can't use it again until you finish a long rest. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you gain a flying speed of 40 feet. Furthermore, once on each of your turns, you can deal extra radiant damage equal to your proficiency bonus to one target when you deal damage to it with an attack or a spell. \pagebreakNum ## Canid ### Who Are You? You are Canid- a canine Beastkin of pride and enthusiasm. You are much like a canine of the Prime Material in many ways- you are loyal, headstrong, and incredibly defensive of those who are close to you. While are slow to trust, when you find someone worth calling an ally, you will treat them like a brother for the rest of your life. You are also a creature of honesty- those you call friend will know it, and those who draw your ire will have no mistakes as to your loyalty. Found families are part and parcel for your kind, a restless folk who set out looking for action and adventure with aplomb. You are good- the BEST, and are set out to prove it! ### Canid Traits Your canine physiology offers you and your kin several unique bestial traits, appropriate for your form. ***Ability Score Increase.*** Your Strength and Wisdom scores each increase by 1. ***Age.*** Canid mature fast and live slightly shorter lives than humans. They reach full height by 5 and live to be about 60, but never lose their youthful enthusiasm. ***Alignment.*** Canid take great pleasure in hierarchy, finding their role, and helping people with expert precision. As such, most of them are a strict lawful good, though upbringing plays a role as it does with any race. ***Size.*** Canid are a diverse race, whose height and weight vary wildly between families. Your height lies between 3 and 6 feet, and your weight can be anywhere between 140 and 250 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Bite.*** Because of your fierce bite, your teeth are natural weapons which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. ***Bloodhound.*** As an action, you can memorize the smell of an olfactible creature or object within 5 feet of you for the next 24 hours. You automatically succeed on Wisdom (Perception) checks made to find a creature or object whose smell you have memorized if they are within 15 feet of you. Furthermore, you can use an action to determine if a creature or object whose smell you've memorized has passed through a space within 15 feet of you in the last hour. ***Keen Senses.*** You have have advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Start The Howl.*** Starting at 3rd level, you can use an action to let forth a bolstering howl to embolden you and your allies. You and each friendly creature within 15 feet who can hear you can howl together to gain temporary hit points equal to your Proficiency bonus and end the frightened condition on themselves. A creature is immune to the frightened condition while in possession of these temporary hit points, which last up to an hour. Once you use this trait, you can't use it again until you finish a long rest. ***Languages.*** You speak Common and Canid. \columnbreak #### Subraces- Breeds Canid have a highly variable biology, with different Breeds looking and acting like almost entirely different species. These "Breeds" are similar to familial bloodlines extrapolated to a cultural level, as Canid typically marry and sire children with the intention of bolstering their bloodline with specific traits. Intermingling between Breeds is generally considered an end to one's family line but the beginning of another, new, lineage. Below are a few of the most common Canid Breeds: #### Purebred These Canid are a dignified, elegant Breed who find themselves most comfortable in high society. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***New Tricks.*** You have proficiency in one set of tools and one skill of your choice, and the time it takes for you to learn new languages or tool proficiencies is halved. ***Peak Performance.*** You have a walking speed of 35 feet. ***Tactician’s Howl.*** Creatures affected by your *Start the Howl* trait can use their reaction to immediately move 15 feet. #### Stoutheart These Canid are burly, heavily-furred, painfully charming, and and will risk life and limb for friends. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Bass Boofsted.*** Your *Start the Howl* trait grants creatures additional temporary hit points equal to your Constitution modifier. ***Extra-powerful Build.*** You have proficiency in the Athletics skill. ***To the Rescue.*** When an ally you can see is reduced to 0 hit points or incapacitated, you can use your reaction to move up to your movement speed towards them. You must end this move closer to your ally than you started. #### Wolfen These Canid are a wild breed who live on society's outskirts, often as bandits or traveling mercenaries. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Intimidating.*** You have proficiency in the Intimidation skill. ***Loner’s Cry.*** Your *Start the Howl* trait has a range of 30 feet. ***Rabid Bite.*** Your Bite attack's damage die increases to a d6. If you move at least 15 feet in a straight line towards an creature before hitting them with a natural weapon, you can attempt to shove them as a bonus action. \pagebreakNum ## Dragonborn ### Who Are You? You are a Dragonborn- A creature akin to the mightiest immortals in all the realms, though... smaller. Your very body holds untold potential and even your blood carries echoes of some of the most potent, primal magic known to mortalkind. Your personality, appearance, and natural gifts are shaped by this old blood, and utilizing these gifts you have been granted to their fullest is simply in your nature- you are motivated to seek power, success, fortune, and adventure. Your blood drives you and describes you, but it does not define you- some choose to embrace their heritage, while others fight against their instincts. What you will do with this bountiful gift is your own decision, but the world will hear you roar. ### Dragonborn Traits Your draconic form offers you certain traits and abilities, many of which come from your Draconic Bloodline. ***Ability Score Increase.*** Your Constitution and Strength scores each increase by 1. ***Age.*** Dragonborn reach maturity by the age of 12, and retain their mental faculties until they perish around 150 years old. A Dragonborn's mind is rarely addled by time, but their mortal form eventually weakens and gives way. ***Alignment.*** The alignment of an individual Dragonborn can vary wildly, depending on both their personal ideology and their bloodline's influence. Most Dragonborn follow the alignment of their blood, but some defy their ancestry. ***Size.*** Dragonborn can stand anywhere between 5 and 7 feet tall, and weigh about 250 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Breath Weapon.*** As an action, you can unleash a Draconic breath attack of destructive energy. Your Draconic Bloodline 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 (DC 8 + your Proficiency bonus + your Constitution modifier). A creature takes 2d6 + your level of damage on a failed save, and half as much damage on a successful one. You can use your breath weapon twice, and regain all uses on a long rest. ***Damage Resistance.*** You have resistance to the damage type associated with your Draconic bloodline. ***Imposing Presence.*** You can call forth the frightful presence true Dragons possess from deep within. As an action, you can force a creature that can see you within 10 feet to make a Wisdom saving throw against your Breath Weapon DC, becoming Frightened of you until the end of their next turn on a failure. You can expend a use of your Breath Weapon to instead force all creatures within 10 feet to make this save. A creature targeted by this trait is immune to it for 24 hours. ***Scalebound.*** Your scales are renowned for their durability. 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 Common and Draconic. \columnbreak #### Subrace- Draconic Bloodline Dragonborn can all trace their scales to one or two particular kinds of dragon, from which they draw their appearance. This draconic bloodline connection dictates a Dragonborn's elemental affinity, personality, and additional traits. Below is a listing of most of the common Draconic bloodlines: #### Brass Dragon. Chatty, knowledgeable, and overly friendly, Brass Dragonborn are the celebutantes of Dragonkind. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Elemental Affinity.*** Your associated damage type is fire, and your Breath Weapon is a 5 by 30 ft. line, requiring a Dexterity saving throw. ***Knowledgeable.*** You learn an additional language of your choice, and have proficiency in one set of artisan's tools of your choice. ***F.O.B (Friend of Bard.)*** You know one cantrip of your choice from the Bard spell list. Charisma is your spellcasting ability for this spell. #### Bronze Dragon. Often found in coastal kingdoms, Bronze Dragonborn have an affinity with chivalry and naval warfare. ***Ability Score Increase.*** Your Strength score further increases by 1. ***Elemental Affinity.*** Your associated damage type is lightning, and your Breath Weapon is a 5 by 30 ft. line, requiring a Dexterity saving throw. ***Aquatic.*** You can breathe both air and water, and have a swim seed equal to your walking speed. ***Deep Diver.*** You have darkvision out to 60 feet. 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 discern color when using your darkvision to see. #### Copper Dragon. Helplessly humorous, Copper Dragonborn are much alike gnomes in many ways- insufferable to all but their friends. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Elemental Affinity.*** Your associated damage type is acid, and your Breath Weapon is a 5 by 30 ft. line, requiring a Dexterity saving throw. ***Discerning Storyteller.*** You have proficiency in the Performance or Persuasion skill. ***Talkative.*** You know the *Friends* cantrip. #### Gold Dragon. Wise and reserved, Gold Dragonborn have an air of royalty about them, though they are rather greedy. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Elemental Affinity.*** Your associated damage type is psychic, and your Breath Weapon is a gaseous 15 ft. cone, requiring an Intelligence saving throw. ***Born of Gold.*** You have advantage on all skill checks made to identify the monetary value or quality of gold, gems, and minerals. Additionally, 1gp worth of gems or currency can be eaten to fulfill your basic needs of food for a day. \pagebreakNum ***Wise Beyond Your Years.*** You have proficiency in the Insight skill. #### Silver Dragon. More humble than most, Silver Dragonborn prefer to live calm lives among the other mortal races. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Elemental Affinity.*** Your associated damage type is cold, and your Breath Weapon is a 15 ft. cone, requiring a Constitution saving throw. ***Long Memory.*** You have proficiency in the History skill. ***Shield Dragon.*** You know the spell *Shield*, and can use your reaction to cast it. Once you cast this spell with this trait, you can't do so again until you finish a long rest. #### Black Dragon. Vile-tempered and spiteful, Black Dragonborn are a territorial people who rarely make friends. ***Ability Score Increase.*** Your Constitution score further increases by 1. ***Elemental Affinity.*** Your associated damage type is acid, and your Breath Weapon is a 5 by 30 ft. line, requiring a Dexterity saving throw. ***Amphibious.*** You can breathe both air and water. ***Cruel Spite.*** When you make an attack with advantage on your turn you can follow up by your Breath Weapon as a bonus action, imposing disadvantage on the saving throw of any creature targeted by your original attack. #### Blue Dragon. Clever and manipulative, Blue Dragonborn strive to prove themselves over those who they deem lesser. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Elemental Affinity.*** Your associated damage type is lightning, and your Breath Weapon is a 5 by 30 ft. line, requiring a Dexterity saving throw. ***Subtle Camouflage.*** You can take the Hide action when only lightly obscured by sand, stone, or metal, or in a dim environment formed of sand, stone, or metal. ***Mirage Master.*** You know the *Minor Illusion* cantrip. Charisma is your spellcasting ability for this spell. #### Green Dragon. Sinister and sneering, Green Dragonborn are often compared to snakes- and not without reason. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Elemental Affinity.*** Your associated damage type is poison, and your Breath Weapon is a 15 ft. cone, requiring a Constitution saving throw. ***Liar Liar.*** You have proficiency in the Deception skill. ***Sickly Blood.*** You have advantage on saving throws against poisons. Furthermore, as an action, you can expend one use of your Breath Weapon to apply the effects of a *Vial of Basic Poison* to a weapon within 5 feet of you. The save DC for the poison is equal to your Breath Weapon's save DC. \columnbreak #### Red Dragon. Brutish and intimidating, Red Dragonborn are warlike beings who delight in crushing their foes. ***Ability Score Increase.*** Your Strength score further increases by 1. ***Elemental Affinity.*** Your associated damage type is fire, and your Breath Weapon is a 15 ft. cone, requiring a Dexterity saving throw. ***Deny Their Dare.*** When a creature misses you with an attack, you can use your reaction to use your *Imposing Presence* trait. You can do so as a reaction once, and regain the ability to do so after a long rest. ***Tyrant's Glower.*** You have proficiency with the Intimidation skill. #### White Dragon. More in tune with their primal side, White Dragonborn are often hunters and mountaineers. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Elemental Affinity.*** Your associated damage type is cold, and your Breath Weapon is a 15 ft. cone, requiring a Constitution saving throw. ***Primal Soul.*** You have proficiency in the Survival skill. ***Prime Predator.*** When you damage a creature, it cannot be hidden from you until the end of your next turn.
##### So Many! There are an awful lot of Dragonborn varieties out there, and Dragons themselves can be multifaceted creatures. Feel free to mix and match the traits or ability score increases of the Dragonborn subraces to better represent the particular aspects of a dragon if the provided options don't fit, or even if your Dragonborn hails from two different bloodlines- it can be hard to cram something as big and bold as a dragon into just two traits!
\pagebreakNum ## Dwarf ### Who Are You? You are a Dwarf- and you're proud of it. Your people are strong, hearty, brave- you've suffered hardships and come out swinging, and you carry that with pride. Your history is rich and steeped in celebration of hard work and gritted teeth, and you’ll be damned if that suffering and talent doesn’t give you the right to charge the uppity surface-dwellers a little surcharge for your troubles. You are a stalwart, unmoving rock in the tide of history and the power of you and your people will carve a path through any mountain, through pickaxe or bare fist you and your kin will persevere! ### Dwarven Traits Your Dwarven fortitude and stout constitution grant you certain unique traits. ***Ability Score Increase.*** Your Constitution score increases by 2. ***Age.*** Dwarves mature at a slightly slower rate than humans, and aren't considered adults until they have finished an apprenticeship sometime in their 30s or 40s. Dwarves often live to see 300. ***Alignment.*** Most dwarves are lawful, owing to their strong familial ties and respect of hard work. They tend towards good or neutrality, valuing fair play and just application of law. ***Size.*** Dwarves stand between 4 and 5 feet tall and average about 200 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 25 feet, though you suffer no speed penalty from heavy armor or being encumbered. ***Darkvision.*** Accustomed to life 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 Heartiness.*** You have advantage on saving throws against poison, and you have resistance to poison damage. Additionally, you have advantage on checks and saves made against effects that would move you or knock you prone. ***Legendary Grit.*** Not one to give in, you have supernatural grit, even in the worst circumstances. When you fail a saving throw, you can add your Constitution modifier to the roll, potentially changing the result. After you use this trait, you can't use it again until you finish a short or long rest. ***Marbled Mind.*** You have an innate ability to recognize unnatural rocks and stonework. You have advantage on Wisdom (Perception) checks to find hidden creatures or objects in rocky or worked stone environments, such as Ropers or secret doors. ***Languages.*** You can speak Common and Dwarven. \columnbreak #### Subrace- Motherland Dwarves' natural resilience allows them to adapt well to their environment, and as such, the dwarves of the world tend to vary in appearance depending on what they call their motherland. Dwarven motherlands belay a Dwarf’s accent, upbringing, and temperament, as well as their natural resillince- some of the most common Motherlands are listed below: #### Mountain Dwarf Hearty folk sporting dark hair and dark eyes, whose mountainous homelands emphasize workmanship and necessitate an unshakable spirit. ***Ability Score Increase.*** Your Strength score increases by 1 ***Faced the Deep.*** You are unafraid of the cloying shadows and clawed beasts that lurk below. You have advantage on saving throws against being frightened. ***Sturdy and Stalwart.*** Your calloused skin requires only the barest of coverage to be considered protected. You have proficiency with light armor, and can treat clothing as leather armor for the purposes of determining your armor class. #### Hill Dwarf Mindful folk with tanned complexions whose homes often lie among humans and halflings, inspiring a preference for entrepreneurship rather than craftsmanship. ***Ability Score Increase.*** Your Wisdom score increases by 1 ***Communal Strength.*** Inspired by protective hospitality, you know a modified version of the *Resistance* cantrip. When you cast this spell, you ignore its material components and can target an additional creature within range. ***Neighborly.*** You are slightly more hospitable and flexible than your Dwarven kin. You learn one additional language and skill of your choice. #### Coast Dwarf Easygoing and tawny folk who found rocky seaside cliffs not unlike mountain faces, becoming excellent dock hands and sailors who work in even the harshest storms. ***Ability Score Increase.*** Your Dexterity score increases by 1 ***Faced the Fathoms.*** You are untempted by harpies, sirens, and the hypnotic glares of deep-sea beasts. You have advantage on saving throws against being charmed. ***Ships and Shores.*** Slightly leaner than your cousins, you are better adapted for the verticality of life by the sea. Swimming and climbing does not cost you any additional movement, and you can ignore difficult terrain caused by slick surfaces. \pagebreakNum ## Elf ### Who Are You You are an Elf- an alien being hailing from a plane outside the Prime Material. Your ancestors came from the mysterious Feywild long ago to prosper amongst mortals, and your kind have adapted as time passed. Your incredible longevity eclipses other mortals two times over, giving you ample time to engage in leisure, art, and self-improvement that others simply cannot spare the decades to. Your alien origins bless you with an inhuman mind and grace, and others tend to look upon you with a mix of confusion and admiration- you stand out in a crowd, in a good way. You don't quite fit in amongst others outside your race, and a slight superiority complex doesn't help either. With so much time to spare, why not go see the world and learn a few things on the way? ### Elven Traits Your otherplanar ancestry and long-lived nature grant you certain unusual traits. ***Ability Score Increase.*** Your Dexterity and Intelligence scores each increase by 1. ***Age.*** Elves mature slightly slower than Humans, but are typically not considered adults until they have accumulated a significant amount of worldly knowledge, usually around the turn of their first century. Elves can live to see 700 if healthy. ***Alignment.*** Elves love freedom and self-expression, so they often tend towards good but chaotic lifestyles, with notable exceptions. High Elven society can be incredibly harsh and law-oriented, and some Drow are still subservient to sinister gods of the evil and cruel Underdark. ***Size.*** Elves are tall and unusually lithe. Elves range from just above 5 feet tall to the upper half of 6 feet, and weigh about 160lbs. Your size is Medium. ***Speed.*** Your base walking speed is 35 feet. ***Alien Litheness.*** You have proficiency in the Acrobatics skill. ***Darkvision.*** Gifted with the heightened senses of the Fey, 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 Mind.*** You have advantage on saving throws against having your mind read, and magic can’t put you to sleep or charm you. ***Trance.*** Elves don’t sleep. Instead, they meditate deeply, remaining semiconscious for 4 hours a day. While meditating, you enter a dreamlike state; such dreams are actually mental exercises that allow Elves to rest and refocus their thoughts. As such, you can spend up to 4 hours of your Long Rest performing light activity. While entranced you are unable to move or take any actions, and are blinded. ***Languages.*** You can speak Common and Elvish. \columnbreak #### Subrace- Reclusion Elven society flourishes when the slowmoving Fey-folk are given ample time to practice their crafts and study at their own pace. As such, nearly all Elven societal hubs are reclusive cities or towns hidden away from the wider world, imbued with great culture and magic. Such Reclusions impact an Elf's upbringing and grant them certain unique traits, even if only passed down through ancestry and tradition rather than literal geographic location. Some such Reclusions are listed below: #### Dark Elf (Drow) The oft-demonized Dark Elves were once but a small clan who turned to worship of the Underdark's gods for power. Over time their numbers have grown, and as such, the influence of these dark gods has been somewhat diluted. ***Ability Score Increase.*** your Charisma score increases by 1. ***Light-Sensitive Sight.*** Your people's presence in the Underdark has affected your vision. Your darkvision has a range of 120 feet, and can discern color. As a consequence of your hypersensitivity, you have disadvantage on ranged attack rolls and Wisdom (Perception) checks made while you or your target are in direct sunlight. ***Arachnid's Kin.*** You have the ability to communicate with spiders, scorpions, and other arachnid beasts and monstrosities. This venue of communication is simple, and while they fully understand you, your understanding of them is limited to their emotional state or one-word responses. You have advantage on all Charisma checks you make to influence them. ***Drow Magic.*** You know the *Dancing Lights* cantrip. When you reach 3rd level, you can cast the *Silent Image* spell once with this trait, requiring no material components, and regain the ability to do so when you finish a long rest. When you reach 6th level, you can cast the *Darkness* spell once with this trait, requiring no material components, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. #### High Elf High Elves hail from delicate kingdoms hidden in the deepest forests, and place further emphasis on education and societal grace. ***Ability Score Increase.*** Your Intelligence score further increases by 1. ***High Tutelage.*** You have proficiency with one set of tools or an instrument of your choice. ***Practiced Erudition.*** Learning *how* to learn is vitally important in High Elven society. Over the course of a long rest, you can dedicate your focus towards a weapon, tool, or skill you have the means to study and are not proficient in. Until the end of your next long rest, you can add half your proficiency bonus to attacks or checks made using that item or skill. ***Qualified Arcanum.*** You have an innate gift for magic. You know one Wizard cantrip of your choice. When you reach 3rd level, you learn one 1st level spell from the Wizard spell list. You can cast it once with this trait, and regain the ability to do so when you finish a long rest. The level you can cast the spell at increases to second at 6th level, third at 11th, and fourth at 16th. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can choose to replace this spell with a different option. \pagebreakNum #### Shadar-Kai The Shadar-Kai, sometimes called Dusk Elves, settled in the Shadowfell long ago and adapted to the deathly realm, becoming grayed and corpselike. ***Ability Score increase.*** Your Constitution score increases by 1. ***Cynical Upbringing.*** You have proficiency in either the the Deception or Insight skill. ***Minor Necrosis.*** You have resistance to necrotic damage, and know the *Chill Touch* cantrip. Intelligence is your spellcasting ability for this spell. ***Shadowstep.*** Your form is imbued with the essence of the Shadowfell, and sometimes even resembles the ghosts that wander its landscape. As a bonus action you can become wraithlike- you turn nearly intangible and are able to squeeze through spaces as narrow as 1 inch, gain a flying speed of 30 feet, and have resistance to all damage except force damage until the end of your next turn. Once you use this trait, you can't do so again until you finish a short or long rest. #### Wood Elf Wood Elves, sometimes disparagingly called "Wild Elves," are the less formal cousins of Elven society, preferring to attune with nature, the stars, and druidic customs. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Greentouched.*** You learn one Druid cantrip of your choice. In addition, by observing the stars or other aspects of the natural world, you can discern subtle omens innate in nature. You can cast the *Augury* spell without material components while in a natural environment, or while the sky is visible. You can cast this spell using this trait once, and regain the ability to do so after a long rest. Wisdom is your spellcasting modifier for these spells. ***Wild Talents*** You have proficiency in either the Nature or Animal handling skill. ***Wild Mask.*** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena. \pagebreakNum ## Genasi ### Who Are You? You are Genasi- a humanoid born from the elemental planes, where the skies themselves are formed from fire and the oceans of wind. Your body is infused with the power of the fundamental building blocks of the Prime Material, a magical gift that shapes your appearance and personality. Your ancestry lies with mortals but you are a unique descendant of the titans of old and the mortals of the modern era. Whether through chance occurrence or an elemental parent, you were given this gift and emboldened with a unique primal power and the ability to create or destroy at your discretion. Some of your kin use this elemental might to selfish ends like their titan ancestors, while others seek peace with mortalkind- each valid choices for a child of the elements. ### Genasi Traits While the particular elemental affinity a Genasi is born from dictates most of their traits, some are universal. ***Ability Score Increase.*** Your Wisdom and Constitution scores each increase by 1. ***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 150 years. ***Alignment.*** Independent and self-reliant, Genasi tend toward a neutral alignment but their Elemental Affinity may inspire Evil or Chaotic bends in some. ***Size.*** A Genasi's form can vary depending on their ancestry, though the influence of the elemental planes tends to average out their physical size to human proportions. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Elemental Absorption.*** You know the *Absorb Elements* spell. You can cast this spell once with this trait, and regain the ability to do so after a short or long rest. The level you can cast this spell at increases to second at 6th level, third at 11th, and fourth at 16th. ***Languages.*** You can speak Common and Primordial. #### Subrace- Elemental Affinity A Genasi's true defining traits come from the particular elemental plane from which they draw their power and form. A Genasi's hair, skin tone, height, personality, and more are all altered heavily by the influence of the myriad planes in their life. Below are the four most prominent Affinities, from the four cardinal elemental planes. #### Air Genasi The embodiment of Air itself- aloof like a summer breeze, but capable of storming rage. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Primordial Resistance.*** You are resistant to lightning damage. After you take lightning damage, you gain temporary hit points equal to the amount of damage taken. These temporary hit points last for one minute. ***Elemental Tongue.*** You speak Auran. ***Font of Air.*** You can hold your breath indefinitely, and your jump height and distance are doubled. ***Twinkletoes.*** You have a walking speed of 35 feet. As a bonus action, you can summon gusts of wind below your feet which allow you to move without making contact with the ground until the end of your next turn, potentially ignoring nonmagical difficult terrain or other hazards. ***Air Magic.*** You know the *Gust* cantrip. You can also cast the *Featherfall* and *Levitate* spells each once with this trait, requiring no material components, and you regain the ability to cast them this way when you finish a long rest. Wisdom is your spellcasting ability for these spells. #### Earth Genasi The embodiment of Earth itself- strong and stoic, slow and thoughtful, and reminiscent of the past. ***Ability Score Increase.*** Your Strength score increases by 1. ***Primordial Resistance.*** You are resistant to thunder damage. After you take thunder damage, you gain temporary hit points equal to the amount of damage taken. These temporary hit points last for one minute. ***Elemental Tongue.*** You speak Terran. ***Earth Walk.*** You have a burrow speed of 20 feet. While you use this movement speed, you leave a small, collapsed tunnel behind you and have tremorsense out to 10 feet. ***Stone's Resilience.*** When you take damage, you can temporarily harden to resist it. As a reaction to taking damage, you can roll a d12 and add your Constitution modifier to the number rolled, and reduce the damage taken by that total. After you use this trait, you can’t use it again until you finish a short or long rest. ***Earth Magic.*** You know the *Mold Earth* and *Magic Stone* cantrips. Starting at 3rd level, you can cast the *Earth Tremor* spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. The level you can cast this spell at increases to second at 6th level, third at 11th, and fourth at 16th. Wisdom is your spellcasting ability for these spells. #### Fire Genasi The embodiment of Fire itself- impassioned, bold, clever, and sometimes wicked. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Primordial Resistance.*** You are resistant to fire damage. After you take fire damage, you gain temporary hit points equal to the amount of damage taken. These temporary hit points last for one minute. ***Elemental Tongue.*** You speak Ignan. ***Flame On.*** You can spontaneously ignite and coat yourself in flames as a bonus action. Until the end of your next turn you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and any creature who touches you or hits you with a melee attack takes 1d4 fire damage. ***Infravision.*** Your red-hot senses can pick up on even subtlest warmth. Warm-blooded creatures cannot be hidden from you unless they are behind full cover, and you can tell the temperature of a creature or object by looking at it. ***Fire Magic.*** You know the *Control Flames* and *Create Bonfire* cantrips. Starting at 3rd level, you can cast the *Burning Hands* spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. The level you can cast this spell at increases to second at 6th level, third at 11th, and fourth at 16th. Wisdom is your spellcasting ability for these spells. \pagebreakNum #### Water Genasi The embodiment of Water itself- always willing to adapt to change, but never willing to surrender. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Primordial Resistance.*** You are resistant to cold damage. After you take cold damage, you gain temporary hit points equal to the amount of damage taken. These temporary hit points last for one minute. ***Elemental Tongue.*** You speak Aquan. ***Amphibious.*** You can breathe air and water, and have a swimming speed equal to your walking speed. ***Fluidity.*** Owing to your watery form, you're hard to get a grip on. You can use an action to slightly liquefy your body and equipment, making yourself immune to the grappled and restrained conditions until the end of your turn, automatically escaping any such restraints when you do. While in this state, you can squeeze through spaces fit for a creature two sizes smaller than you, instead of one. ***Water Magic.*** You know the *Shape Water* cantrip. Starting at 3rd level, you can also cast the *Create or Destroy Water* and *Fog Cloud* spells once with this trait, requiring no material components, and you regain the ability to cast them this way when you finish a long rest. The level you can cast these spells at increases to second at 6th level, third at 11th, and fourth at 16th. Wisdom is your spellcasting ability for these spells. \pagebreakNum ## Giantkin ### Who Are You? You are Giantkin- a descendant of the oldest, and most mysterious race of humanoids to ever inhabit the mortal realm, powerful mages and architects who constructed massive cities and many of the fallen civilizations littering the world. In the ages since they have become reclusive, and you are some of the last remaining evidence that they ever lived among mortalkind. You carry the bloodline of the eldest of the realms and with it, a prestige and a responsibility, a code of honor. Your heritage and your honor mean the world to you, because they are all that is left of those who came before. With your might, your potent presence, and strength of will, you will set out into the world to prove that you are not just a remnant, but your own people. ### Giantkin Traits Giantkin descend from many different giants, but their innate size offers some common traits. ***Ability Score Increase.*** Your Strength score increases by 2. ***Age.*** Giantkin mature slowly, reaching maturity around 30. They are very long-lived, often seeing 300 or 400 years. ***Alignment.*** The enormous ancestors of Giantkin were purely lawful creatures, and some of the Ordning's influence still lingers in Giantkin society- though modern cultural shifts and the intermingling of mortal races have, over time, lessened these influences. ***Size.*** You stand between 7 and just under 8 feet tall, and weigh about 300 pounds. Your size is, just barely, Medium. ***Speed.*** Your base walking speed is 30 feet. ***Immense Grasp.*** You can gain the two-handed benefits of a Versatile weapon when wielding it with one hand, and can wield items with the Two-Handed property one-handed. You can only wield one item with either of these properties at a time. ***Old Inhabitant.*** You have proficiency in the History skill. ***Ordning Imposition.*** Even a Giant as small in stature as yourself is technically beholden to the Ordning, and your mortal kinship allows you to briefly impose its hierarchy across non-Giants (with yourself on top, of course). You can cast the *Command* spell once, targeting a non-Giant creature, and regain the ability to do so after a long rest. Strength is your spellcasting modifer for this spell. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Languages.*** You speak Common and Giant. #### Subrace- Giant Ancestry The Gaints were a varied and cultured people, shaped by their elemental and planar magics. Ranging from Stone giants to Fire giants, and even the mysterious Fey giants of legend- their mortal descendants retain their mighty power. Some of the most common Giantkin are listed below: \columnbreak #### Goliath Goliaths hail from the mountains, a brutal and unforgiving place. The harsh frostbitten landscape has forged a pragmatic people who often see life as a fight for survival. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Frosty Freight.*** Your movement speed is not reduced by heavy armor, encumbrance, difficult terrain formed by rocks or ice, or as a result of grappling another creature. ***Mountain Acclimation.*** You have a climbing speed of 20 feet. In addition, you’re acclimated to high altitudes, and suffer no ill effects from extreme elevation. ***Natural Athlete.*** You have proficiency in the Athletics skill. ***Tough Hide.*** You have resistance to cold damage. #### Firbolg Firbolgs are secretive forest folk with animalistic traits, who provide assistance to nearby settlements within the comfort of anonymity. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Firbolg Disguise.*** You can cast *Disguise Self* once using this trait, and regain the ability to do so after a short or long rest. When you cast this spell with this trait, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with others. ***Hidden Kindness.*** As a bonus action you can magically turn invisible, maintaining the effect by concentrating as if it were a spell, up to a length of ten minutes. This invisibility ends early if you attack or cast a spell targeting another creature, and cannot be used again until you finish a short or long rest. ***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. #### Surtunn The Surtunn are stocky and fierce Giantkin descended from the great blacksmith giants of yore, who are often found living amongst Dwarves and Duergar. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Forge-Forged.*** You have resistance to fire damage. ***Runesmith.*** You have proficiency in the Arcana skill, and have advantage on skill checks made to identify runes, scrolls, and other magical glyphs. ***Smith's Curse.*** Starting at 3rd level, you can call upon ancient blacksmithing magic to cast the the *Heat Metal* spell. You can cast it once with this trait and regain the ability to do so when you finish a short or long rest. The level you can cast this spell at increases to third at 11th level, and fourth at 16th. Intelligence is your spellcasting ability for this spell. \pagebreakNum ## Gith ### Who Are You? You are Gith- a being whose people have had everything taken from them by an ancient enemy. The despicable Illithid are an intergalactic race of slavers and parasites who used your people as fodder for experiments, stripping them of their identity, their culture, their futures- turning them into a genetically bleached husk of their former selves. But you persevered, learned from them, and broke free from your shackles. Now you are free, and you have learned how to be powerful from your former captors, wielding potent and unusual psionic abilities. Your people were broken by the Illithid and remain fractured in two even after achieving freedom, divided by a civil war. With your abilities and knowledge, you carry a heavy weight on your shoulders- a life was given to you by your forebearers and given to you with the expectation that you not waste it. Make them proud. ### Gith Traits Despite the cultural differences of the Gith they were once one people, and all share the following innate traits. ***Ability Score Increase.*** Your Wisdom and Intelligence scores each increase by 1 ***Age.*** Gith mature at a similar rate to humans, and live to be about a century old. ***Alignment.*** Gith tend to adhere to a strictly black-and-white worldview. The Githzerai are often neutral good, subscribing to monastic law, while the Githyanki are often lawful evil, subscribing to their society's monarchic structure and caste system. ***Size.*** Generations of mistreatment and malnourishment have left the Gith people emaciated, though highly active lifestyles serve to counter this. You stand about six feet tall, and weigh about 150lbs. Your size is medium. ***Speed.*** Your walking speed is 30 feet. ***Gith Psionics.*** You possess limited telepathic capabilities which manifest as a spectral force you can mentally control. You know a modified version of the *Mage Hand* cantrip. When cast in this way the hand is invisible, and you may control the hand with the same action used to summon it. ***Mental Callouses.*** You have resistance to psychic damage, and have advantage on saving throws against having your thoughts read. ***Languages.*** You can speak Common and Gith ### Subrace- Civil War The Gith people were once unified in slavery, though a civil war amidst their emancipation caused a schism long ago. #### Githzerai The Githzerai rejected the militaristic dominion of the Githyanki, and elected to better spend their new freedom pursuing enlightenment and isolation. ***Ability Score Increase.*** Your Dexterity score increases by 1 ***Calm Within the Storm.*** When you are forced to make a saving throw against a spell or magical effect, you can choose to grant yourself advantage on the roll. After you use this trait, you can’t use it again until you finish a short or long rest. \columnbreak ***Inward Study.*** Your study of the self has granted you profound knowledge. You have proficiency in one skill and one set of tools of your choice. ***Githzerai Psionics.*** When you reach 3rd level, choose one of the following spells: *Catapult, Expeditious Retreat, Jump,* or *Levitate.* You can cast that spell once using this trait, requiring no material components, and regain the ability to do so after a short or long rest. When you reach 6th level, choose one of the following spells: *Calm Emotions, Detect Thoughts, Enthrall,* or *Warding Wind.* You can cast that spell once using this trait, requiring no material components, and regain the ability to do so after a long rest. The level you can cast these spells at increases to second at 6th level, third at 11th, and fourth at 16th. Wisdom is your spellcasting ability for these spells. #### Githyanki The Githyanki rejected the monastic lifestyle the Githzerai pursued, and elected to better spend their new freedom seeking to conquer their former masters. ***Ability Score Increase.*** Your Strength score increases by 1 ***Storm Against the Calm.*** When a creature forces you to make a saving throw against a spell or magical effect, you can choose to grant yourself advantage on your first attack roll against that creature before the end of your next turn. Until then, you ignore any effects that would prevent you from targeting that creature with an attack. After you use this trait, you can’t use it again until you finish a short or long rest. ***Outward Study.*** Your training in the art of warfare has granted you extensive martial knowledge. You have proficiency in two weapons of your choice, and you have proficiency with light armor. ***Githyanki Psionics.*** When you reach 3rd level, choose one of the following spells: *Catapult, Command, Longstrider,* or *Shield.* You can cast that spell once using this trait, requiring no material components, and regain the ability to do so after a short or long rest. When you reach 6th level, choose one of the following spells: *Calm Emotions, Detect Thoughts, Mind Spike,* or *Shatter.* You can cast that spell once using this trait, requiring no material components, and regain the ability to do so after a long rest. The level you can cast these spells at increases to second at 6th level, third at 11th, and fourth at 16th. Intelligence is your spellcasting ability for these spells. \pagebreakNum ## Gnome ### Who Are You? You are a Gnome- A curious little creature who delights in mischief and trickery, though you insist it's all in good fun. Your small stature and quick mind lends you to innovation, invention, and discovery, though the success of your endeavors is debatable and oftentimes gets into trouble. Whether through nature, metal, magic, or the divine, your knack for ingenuity and eccentricity drives you ever-forward towards new lands and new work. Innovation for the sake of innovation can be a dangerous thing, so it's good that your friends can usually keep you pointed at the bad guys. ### Gnomish Traits Gnomes are an obsessive and naturally clever folk, and as such all share the following traits. ***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, though their productivity is expected to only grow as they age. Gnomes can live to be almost 300 years old, but guessing a Gnome's age is nearly impossible. ***Alignment.*** Gnomes embrace the chaos and uncertainty of life, but are almost always good-aligned and kind at their core. ***Size.*** Gnomes stand just below 4 feet in height, one of the shortest of the mortal races, and weigh about 60 pounds. Your size is Small. ***Speed.*** Your base walking speed is 25 feet. ***Gnomish Cunning.*** You have advantage on all Intelligence and Wisdom saving throws against magic. ***Obnoxious Knowledge.*** You have proficiency in one of the following skills: Arcana, Nature, History, Investigation, or Religion. Furthermore, when you make an Intelligence skill check with advantage, you can choose to reroll one of the dice. You can do this once, and regain the ability to do so after you finish a short or long rest. ***Natural Trickster.*** You know the *Minor Illusion* cantrip. Intelligence is your spellcasting ability for it. ***Languages.*** You speak Common and Gnomish. #### Subrace- Gnomish Fixation Gnomes tend to become obsessive when they find something they enjoy, and adventuring gnomes are no exception. These occupations, hobbies, or natural talents manifest in useful knowledge and practical experimentation in the field, and the following are just a few such fixations: #### Horticulturalist Gnomes with this fixation tend to turn to bioengineering and botany, growing mushrooms into house-shaped domiciles and learning to communicate with plants! ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Botanist.*** Whenever you make an Intelligence check related to natural flora and the uses or dangers of a species of plant, you can make that skill check with advantage. ***Greenthumb.*** You have proficiency in the herbalism hit or alchemist’s supplies. Additionally you know the *Animal Friendship* spell. When you cast this spell using this trait, it must instead target a Plant with an intelligence score of 6 or lower. This modified spell can also target a small plant that isn't a creature, turning it into a charmed *Awakened Shrub* or *Twig Blight* for the spell's duration. Once you have cast this spell with this trait, you can't use it again until you finish a long rest. #### Technicologian Gnomes with this fixation have an affinity with machines, inventions, metals, and tools, becoming the engineers of the world and delighting in seeing sparky fly! ***Ability Score Increase.*** Your Strength score increases by 1. ***Mechanist.*** Whenever you make an Intelligence check related to machinery, metallurgy, or technological devices, you can make that skill check with advantage. ***Tinker.*** You have proficiency in tinker's tools. Your affinity for innovation allows you to engineer clockwork devices from the most basic ingredients. Using these tools and 5GP of raw material, you can spend 1 minute to construct a Tiny clockwork device (AC 10, 1 hp). This device can replicate a variety of nonmagical effects, such as: limited locomotion, repeating noises, harmless flames and sparks, or operating on a timer. Additionally, you can use your tools to spend 1 hour and 10GP of raw materials to cast the *Find Familliar* spell. When cast in this way, your familliar's creature type is Construct, it gains the ability to cast the *Prestidigitation* spell as an action, and loses the ability to telepathically communicate with you. #### Amanuensis Gnomes with this fixation delve into the study of cartography, scripture, or some other written work- often becoming historians, musicians, or even actuaries! ***Ability Score increase.*** Your Dexterity score increases by 1. ***Scribe.*** Whenever you make an Intelligence check related to identifying a language, map, handwriting, or the location of information in a library or other collection, you can make that skill check with advantage. In addition, it takes you one fourth the time to read and write any nonmagical text you understand. ***Penmanship.*** You have proficiency with either calligrapher's supplies, cartographer's supplies, or painter's supplies. Additionally, as many academics do, you have recruited the assistance of an aide. You can cast the *Unseen Servant* spell once with this trait, and when you reach 3rd level, can instead cast the *Dust Devil* spell. The level you can cast this spell at increases to second at 6th level, third at 11th, and fourth at 16th. Once you have cast either spell with this trait, union rules dictate you can't do so again until you finish a long rest. \pagebreakNum ## Goblin ### Who Are You? You are a Goblin- a natural scavenger and downtrodden goblinoid. Your small stature and unsettling appearance leads most to look down upon you both literally and figuratively. Greater society's distaste for you and your kind is palpable and present in most of your life, which makes residence in any kind of city or town on your own a short-lived experience at best. Despite this, you are a hearty and creative creature, and you always seem to make ends meet, even if it has to involve a little thievery or cannibalism. Your quick hands and small size make you an effective thief and skirmisher who flits in and out of local guards' watchful eyes, though you may choose to shun these stealthy talents for other fields of work, standing above the vulturish nature of your bretherin. ### Goblin Traits Goblins are scavengers at heart, adapting well to any environment. As a goblin, you posses the following traits. ***Ability Score Increase.*** Your Dexterity, Constitution, and one other ability score of your choice each increase by 1. ***Age.*** Goblins mature quickly, but rarely live to see the natural end of their lifespan as larger creatures often prey on the poor things. Goblins live short but exciting lives, maturing by the age of 3 but rarely living to see 30. ***Alignment.*** Goblins readily adapt to the world around them, and will resort to anything to survive. Most goblins in the wild are chaotic or neutral evil, but good goblins are often found in mixed company, or working odd jobs in urban hub cities. ***Size.*** Goblins stand between 3 and 4 feet tall, and weigh about 50 pounds. Your size is Small. ***Speed.*** Your base walking speed is 30 feet. ***A Gob's Gotta Eat.*** You have proficiency in the Survival skill. ***Darkvision.*** Your familiarity with afterdark scavenging has improved your night vision. 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. ***Fury of the Small.*** When you damage a creature whose size is larger than yours, you can force the creature to take extra damage equal to your level. Once you use this trait, you can’t use it again until you finish a short or long rest. ***Garbage Gourmand.*** You suffer no ill effect from consuming rotten or diseased food, and are immune to the effects of poisons you ingest. In addition, you can drink a potion or consume a piece of food as a bonus action. ***Nimble Escape.*** When you take the Disengage action on your turn you gain the benefits of the Dash action, and vice versa. ***Languages.*** You speak Common and Goblin. \columnbreak #### Subrace- Scrappy Adaptation Goblins are terribly clever, and their bodies are highly adaptive and quick to accommodate new situations and environments. You gain one of the following Scrappy Adaptations, and whenever you gain a level you can replace your choice with another. ***Booyahg-Booyahg!.*** Maglubiyet bestows you some minor spark of power, for some reason. You know one Cantrip of your choice from the Cleric spell list. Constitution is your spellcasting modifier for that spell. ***Bristle-Bitey.*** Your teeth grow sharp and serrated, and can be used as natural weapons with the finesse property to make unarmed attacks. Your bite deals piercing damage equal to 1d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike. ***Crispy-Crunchy.*** Your skin becomes ashy and flaky, forming a layer of protection against heat. You have resistance to fire damage, and you can breathe smoke or smog without ill effect. ***Grimy-Gollum.*** You take on a slightly amphibious look, slime and all. You have a swimming speed of 20 feet, and can hold your breath for up to ten minutes. Additionally, you have advantage on Dexterity (Stealth) checks made while submerged in water. ***Hunter-Hider.*** Your claws elongate, and your skin becomes mottled and camouflaged. You have a climbing speed of 25 feet. Additionally, you have advantage on Dexterity (Stealth) checks made while hidden in vegetation or plants. ***Lichen-Licker.*** Your skin becomes pallid, and your saliva sticky. You have advantage on saving throws against poison, and you have resistance to poison damage. ***Scabby-Scaley.*** Your skin toughens, becoming more resilient. When you aren't wearing armor, your AC is 12 + 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. ***Yahg-Yeti.*** You sprout a thick coat of shaggy white hair. You have resistance to cold damage, and your vision is unimpeded by heavy snowfall or rain. \pagebreakNum ## Hobgoblin ### Who Are You? You are a Hobgoblin- a mighty creature who has climbed free from the shackles of Goblinkind. You have built civilization where there was once anarchy, and law where there was once chaos, fighting back beast and bandit alike. Hobgoblins stand above their Goblinoid brethren with pride and responsibility, as well as an iron fist. Your people were once aimless, but law and order have given you a society in which you can flourish. Your role in this world is based on merit and intelligence, and your power grows with every step you take. Though others may look upon you and see your cunning and power as crude bludgeons of war and violence, Hobgoblins know them to be tools of grace and elegance, a sharp blade to cut away the fat. You are exceptionally dedicated to your cause regardless of what it may be, you leave a burning trail wherever you go- flying the flag of your people or serving as your own banneret. You may stand on other's shoulders, or you may stand on their bones- but stand you will. ### Hobgoblin Traits Hogboglins largely hail from strict and militaristic societies, and as such are near-uniformly brought up with the following traits. ***Ability Score Increase.*** Your Strength, Intelligence, and one other ability score of your choice each increase by 1. ***Age.*** Hobgoblins age and mature at a similar rate to humans, living to be about 80. ***Alignment.*** Hobgoblin culture is militaristic and regimented, focused intensely on self-improvement. Hobgoblins are typically Lawful, and usually neutral or evil, as they consider the self more important than the other. ***Size.*** Hobgoblins are large, but quick. They can stand between 5 and 6 feet tall, and weigh around 200 pounds. ***Speed.*** Your base walking speed is 30 feet. ***Advanced Martial Training.*** Few Hobgoblins survive to maturity without learning the basics of warfare, be it soldiery or cartography. You have proficiency with two of the following: A set of tools, light armor, two weapons, or shields. ***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. ***Wartime Talent.*** You have proficiency in two of the following skills: Intimidation, Medicine, Persuasion, and Survival. ***Languages.*** You speak Common, Goblin, and one other language of your choice. \columnbreak #### Subrace - Uncertain Origins Goblinoids are a people of conflicted history, as different historical records recant mutually exclusive, but equally likely, tales of where they came from. Different Hobgoblin clans show greater evidence of one origin story or the other, usually falling under one of the following stories. #### From the Feywild Some say Hobgoblins are the descendants of exiled Faeries, and their love of law and reciprocity comes from the twisted contracts of Hags and the Fey courts. ***Fey Mind.*** You have advantage on saving throws against having your mind read, and magic can’t put you to sleep or charm you. ***Owed Fortune.*** Hobgoblins can summon the luck owed to them from fulfilling insubstantial social contracts in times of need. If you miss with an attack roll or fail an ability check or 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. #### Individualist Might Some say Hobgoblins were once naught but red Goblins, who became what they are today through grit, military might, and using smaller goblins as stepping stones. ***Move as a Unit.*** After rolling initiative, you can use your reaction to move up to your speed towards an ally you can see. If your initiative is higher than theirs, they can choose to raise their place in Initiative order, acting immediately after you. ***Saving Face.*** Hobgoblins are careful not to show weakness in front of their foes, lest they think they stand a chance. If you miss with an attack roll or fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of enemies 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. #### Monstrous Creation Some say Hobgoblins are the creation of a dark god or mad Wizard- bloodthirsty things born for war, left to fend for themselves in the aftermath of a battle they triumphantly won. ***Fury of the Mighty.*** When you damage a creature whose size is smaller than yours, you can cause the attack or spell to deal extra damage to the creature equal to your level. Once you use this trait, you can’t use it again until you finish a short or long rest. ***Twist the Knife.*** Hobgoblins find few things as satiating as the complete and total subjugation of a weaker creature. If you miss with an attack roll or fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of defeated or dead enemies 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. \pagebreakNum ## Half-Elf ### Who Are You? You are a Half-Elf- an outsider. Divided between two worlds and belonging to neither, you are transient. People tend to like you, but you struggle to make lasting connections, and your inability to easily fit into either society you hail from makes settling down to live a normal life difficult. Your split heritage tends to grant you a degree of versatility and adaptability that makes life on the move easy, and the decision to take your talents into the realm of adventuring was likely a simple one. Utilizing your unique talents has allowed you to survive and possibly even prosper where others would fail due to a limited perspective. There are many paths ahead of you to follow, as Half-Elves can excel in almost any field they aspire to, leaving your fate in your hands. ### Half-Elven Traits Half-Elves are noticeably altered by their Elvish heritage, but also gain several traits from their other parent. ***Ability Score Increase.*** Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. ***Age.*** Half-Elves generally live about 100 years longer than their non-Elven parent would have. ***Alignment.*** Half-Elves often share the chaotic leanings of their Elven parent, but their worldly travels and often unusual upbringing generally shapes their views more than their heritage. ***Size.*** Your height and weight are determined by your non-Elven parent, though you are slightly slimmer and taller. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Ancestry Outside the Court.*** Choose one other race that isn't an Elf or Aasimar. You have two racial traits of your choosing from that race. These traits cannot be an ability score increase and does not grant spells of second level. ***Diminished Darkvision.*** Thanks to your Elven parent, you can see better than most in dim or dark conditions, though not quite as well as a full Elf. You can see in dim light within 30 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. If the race you choose for your *Ancestry Outside the Court* trait has Darkvision, your Darkvision's range is 60 feet. ***Distant Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic can’t put you to sleep. ***Individuality.*** You have proficiency in one skill of your choice. ***Quick Fellowship.*** Your combination of Elven and non-Elven heritage has imbued you with just the right amount of social glamor. You know the *Friends* cantrip, and can ignore its material component when casting it. ***Languages.*** You speak Common, Elvish, and one other language of your choice. \pagebreakNum ## Halfling ### Who Are You? You are a Halfling- and though you are small and sometimes overlooked, you have a big heart, and big feet to match. You have a close connection to your home and likely came from a large sprawling family tree. Your kind do not headline stories of grand heroes or the legends of old, but even the most famous of adventurers will brag of dinner and friendship at a Halfling home with equal passion as their tales of dragon-slaying. Though few Halflings are presented with a chance to discover their more heroic side, your unique position as an adventurer grants you this wonderful opportunity. Halflings are as versatile as humans, and when the time comes to put one's coin where their mouth is, a Halfling can always be relied on to make tough choices and do the impossible. ### Halfling Traits Halflings lack the innate magic possesed by many races, but their loud personalities and small size grant them the following traits. ***Ability Score Increase.*** Your Dexterity score increases by 2. ***Age.*** Halflings age slightly slower than humans and live a bit longer, living to be about 150. ***Alignment.*** Halflings prefer quiet lives, desiring to keep the peace. They also put their families first, leading most halflings to be neutral or good. ***Size.*** Halflings average about three and a half feet tall and weigh about 70 pounds. Your size is Small. ***Speed.*** Your base walking speed is 25 feet. ***Brave.*** You have advantage on saving throws against being frightened. ***Halfling Nimbleness.*** You can move freely through the spaces of creatures larger than yourself, and opportunity attacks made by creatures larger than you have disadvantage. ***Hobbyist Gourmand.*** You have proficiency in Cook's Utensils. ***Naturally Overseen.*** You have proficiency in the Stealth skill. ***Unnaturally Lucky.*** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. ***Languages.*** You can speak Common and Halfling. #### Subrace- Temperament Halfling temperaments are personality traits that cause them to differ from one another, and as such Halfling families can span the spectrum or be composed entirely of a similar temperament. Temperments often accompany a contradictory ability score, as a Halfling is a contradictory creature whose first impression can often leave their strengths overlooked. \columnbreak #### Daring The more Daring Halflings have a rebellious glint in their eye and a restless nature, though they are just as thoughtful as they are strongheaded. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Ragamuffin.*** You sneer in the face of authority. After you succeed on a saving throw, you can use your reaction to move up to half your speed. ***Raring to go.*** You have a pep in your step and springs in your heels. You have a movement speed of 30 feet. #### Lightfooted Lightfooted Halflings are nimble, meek folk who have a habit of surprising others with their determination thanks to their light footsteps and small stature. ***Ability Score Increase.*** Your Charisma score increases by 1 ***Naturally Overlooked.*** You are well-practiced in hiding from unwanted guests. You can take the Hide action when only lightly obscured, or when hidden from view by a larger creature. ***Natural Overwatch.*** Your quiet nature lends itself well to passive observation. You have proficiency in perception, and can take the Search action as a bonus action. #### Homebody Homebodies are heartier folk, sometimes rumored to have Dwarven blood in their veins. They are sometimes called lazy or dull, but are often rather cautious and thoughtful. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Gastronomist.*** If you have access to food during a short rest and spend hit dice, you can reroll any hit dice that roll a 1 or 2, taking the new result. ***Stout Resilience.*** You are a hearty individual, tougher than most Halflings. You have advantage on checks and saves made against effects that would move you or knock you prone. #### Mirthless Uncommon among Halflings are mirthless individuals who lack the warm demeanor of their cousins- though this somberness brings with it a soft empathy. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Apathetic.*** It's hard enough to risk your life for your allies, let alone your enemies. You have advantage on saving throws against being charmed. ***Silent Speech.*** Thanks to a practiced tongue and subdued nature, you are only heard when you want to be. When you speak, you can choose only to be audible to a creature that you can see within 30 feet, and inaudible to anyone else. \pagebreakNum ## Human ### Who Are You? You are a Human- a tough creature to define, even compared to your fellow mortals. Humans are resilient, frail, dogmatic, impressionable, brave, cowardly, driven, lazy, selfish, generous, and most of all, unpredictable. Because of this they are sometimes treated with apprehension, as it can be hard to anticipate how a human will act without knowing them first. Thankfully Humans are, if nothing else, easily befriended and will go any lengths for the people they find dear. Human society runs the gamut from high-tech kingdoms to barbaric warrior tribes and everything inbetween, and their personalities and beliefs are just as varied. Humans are individuals, just like you, dear reader- and that's the fun of it! ### Human Traits Humans don't naturally possess any supernatural gifts and have similar capabilities regardless of their appearance or homeland, all sharing the following traits. ***Ability Score Increase.*** You have 6 spare points you can use to increase any of your ability scores. You can expend one of these points to increase an ability score by 1, and can expend three of these points to increase an ability score by 2. You cannot expend points on any ability score more than once. ***Age.*** Humans reach maturity around the age of 20, and live to be about 80. ***Alignment.*** Humans tend towards neutrality and self-preservation in general, though they can be of any alignment. Humans are very driven and tend to operate based on individual ideology rather than subscribing to their race's general beliefs. ***Size.*** Humans typically range from 5 to just above 6 feet tall, and average around 140 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Determination.*** When you are reduced to 0 hit points but not killed outright, you can choose instead drop to 1 hit point and, until the end of the turn, have immunity to all damage. Once you use this trait, you can't use it again until you finish a long rest. ***Resolve.*** When you fail a saving throw or ability check, or miss an attack, you can reroll that die and must use the new result. Once you use this trait, you can't use it again until you finish a short or long rest. ***Individuality.*** You have proficiency in two skills of your choice. ***Languages.*** You speak Common and one other language of your choice. \columnbreak ### Variant Human Some humans don't fit the more generalized example given previously, and have either devoted their time to specific practice or manifested other unusual gifts through magical interference or a distant nonhuman ancestor. If that is the case, you may use the following traits instead.
This variant rule cannot be chosen for the purposes of Aasimar or Half-Elven ancestry.
***Ability Score increase.*** You have 4 spare points you can use to increase any of your ability scores. You can expend one spare point to increase an ability score by 1, and can expend three of these points to increase an ability score by 2. You cannot expend points on any ability score more than once. ***Age.*** Humans reach maturity around the age of 20, and live to be about 80. ***Alignment.*** Humans tend towards neutrality and self-preservation in general, though they can be of any alignment. Humans are very driven and tend to operate based on individual ideology rather than subscribing to their race's general beliefs. ***Size.*** Humans typically range from 5 to just above 6 feet tall, and average around 140 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Determination.*** When you are reduced to 0 hit points but not killed outright, you can choose instead drop to 1 hit point and, until the end of the turn, have immunity to all damage. Once you use this trait, you can't use it again until you finish a long rest. ***Individuality.*** You have proficiency in two skills of your choice. ***Unusual Distinction.*** You have one feat of your choice, or one racial trait of your choice from another race that is not Half-Elf or Aasimar. This trait cannot be an ability score increase. ***Languages.*** You speak Common and one other language of your choice. \pagebreakNum ## Kobold You are a Kobold- You are clever, you are dangerous, you are mighty, and yes- you are small. Banish the thought that such a fault would set you back though, for Kobolds are the unparalleled masters of spinning gold from straw. Distant cousins to the mightiest creatures in all the realms, your Draconic shape, though diminutive, still inspires fear and awe in others! Though your blade may be short, you swing it twice as fast! Though your claws may be thin, they dig tunnels in which you are the master! And though your bravery may falter, your pack reminds you to push onward, and with ingenuity born from thin air, you make the Kobold name known. ### Kobold Traits Small yet mighty, Kobolds all share the following inherent traits. ***Ability Score Increase.*** Your Dexterity score increases by 2. ***Age.*** Kobolds mature incredibly fast, reaching adulthood in about a year's time. Few Kobolds live to see 50, but those with closer connections to their Draconic power can live dramatically longer. ***Alignment.*** Kobolds are stereotyped as Lawful Evil creatures, embodying subservience and impulsiveness, though heroic Kobolds are known for their disproportionate bravery and generosity. ***Size.*** Kobolds stand just under 3 feet tall, and weigh about 40 pounds. Your size is Small. ***Speed.*** Your base walking speed is 30 feet. ***Crafty Critter.*** You have proficiency in one of the following skills of your choice: Animal Handling, Investigation, Medicine, Sleight of Hand, or Survival. ***Darkvision.*** Thanks to your cavedwelling ancestors, 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. ***Tunneller.*** Accustomed to tight caverns or underbrush crevasses, you can tunnel and crawl like no other. You have a climbing speed of 15 feet. Furthermore, while squeezing you suffer no disadvantage on your attacks or saves, and other creatures do not have advantage on attacks against you. ***Unfound Confidence.*** A Kobold is nothing if not eager to pounce on the slightest opportunity. When you make an attack or saving throw with advantage, you can choose to seize the opportunity and grant yourself advantage on the next attack roll or Saving Throw of the same type you make before the end of your next turn. You can do this once, and regain the ability to do so again after a short or long rest. ***Languages.*** You can speak Common and Draconic. #### Subrace- Inheritance Kobolds may only have a distant and debatable connection to the Dragons of the realms, but some small glimmers of that ancient power remain in today's Kobolds, manifesting differently in each individual if at all. \columnbreak #### Dragonwrought Your inheritance is a bounty of fortitude and Draconic might, closer to your ancestors than many of your kin. ***Ability Score Increase.*** Your Strength score increases by 1. ***Resillient Dragonscales.*** Your tough scales grant you resistance to either *Fire, Cold, Lightning, Acid,* or *Poison* damage. #### Dragonsoul Your inheritance is a small spark of primal magic, ready to burst forth in a show of power. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Spark.*** You know one 1st level spell from the Sorceror spell list. You can cast it once with this trait, and regain the ability to do so when you finish a long rest. The level you can cast the spell at increases to second at 6th level, third at 11th, and fourth at 16th. Charisma is your spellcasting ability for this spell. #### Tunneltucker Your inheritance is no physical prowess, but the ingenuity and sinister patience that allow Dragons to form their lairs. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Lairmaster.*** You have a nearly supernatural ability to envision the placement of traps and tools. When an enemy you can see moves into a space within 10 feet of you, you can use your reaction to declare that you laid a trap there in advance. When you do so, you *-retroactively-* place a *bear trap,* *ball bearings,* *caltrops,* or other such trap in your possession into the space the enemy just entered, forcing them to make a save against it. You can do this once, regaining the ability to do so after a long rest. #### Uninherited You show no particular Draconic gifts- and so your natural Kobold-y talents shine brighter. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Center of Attention.*** As an action, you can create a distraction to assist allies and befuddle foes- a display of utter Cowardice, or infuriating Annoyance. * Cowardice: You cower and beg like your life depends on it- all hostile creatures within 10 feet of you are overwhelmed with pity, and attacks made against them have advantage until the start of your next turn. * Annoyance: You unleash a string of truly reckless remarks- all hostile creatures within 10 feet of you are enraged, and attacks they make against targets other than you are made with disadvantage until the start of your next turn. You have the crocodile tear supply to do this once, and regain the ability to do so again after a long rest. \pagebreakNum ## Orc ### Who Are You? You are an Orc- you bear the green skin of Gruumsh, first of your eternal family, and embody his own spirit in mortal form. Orc-kind encompasses a wide family of creatures, ranging from fullblooded Orcs to Half-Orcs to various other lineages of mixed blood and parentage- they are all considered Orcs in kind, all the children of Gruumsh. Your blood pulses with the vigor and fury and love he was known for, as well as the rage and fury he was feared for. You are a driven and passionate individual who puts their all into everything they do, oftentimes letting instinct and quick gut reactions dictate your life's path. Whether you embrace the brutality your kind has been stigmatized for or use your endless passion for more spiritual endeavors, you will certainly draw attention to your massive green-skinned form. All eyes will be on you, which can be frightening for some and emboldening for others. Just keep in mind that your actions will reflect strongly upon your family- for everyone is family to you. ### Orcish Traits Whether a full-blooded Orc or Half-Orc, Gruumsh's influence persists in your bloodline even to this day, and grants you certain Orcish traits. ***Ability Score Increase.*** Your Strength score increases by 2. ***Age.*** Orcs live slightly more accelerated lives than humans, reaching full maturity by the age of 14, and living to be about 60. ***Alignment.*** Orcs powerful emotions make them instinctive, leading them to lean towards Chaos. Many Orc clans subsist on tribal warfare or poaching, leading them towards the lesser side of evil, though just as many Orcs have chosen to live amongst other peoples in harmony. ***Size.*** Orcs stand over 6 feet tall and weigh between 175 and 250 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Adrenaline Rush.*** After you score a critical hit, or are hit by a critical hit, you gain temporary hit points equal to your Proficiency Bonus. These hit points last one minute. ***Darkvision.*** Thanks to your Orcish form, 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. ***Passionate Defiance.*** When you are reduced to 0 hit points and would fall unconscious, you can instead choose to remain conscious and immediately take an action or bonus action, only falling unconscious afterwards. After you use this ability, you can’t use it again until you have recovered to your hit point maximum. ***Powerful Build.*** You count as one size category larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Languages.*** You speak Common and Orcish. \columnbreak #### Subrace- Pantheon's Influence While the gods have left their mark on many mortal races, few are so directly shaped in their image than the Orcs. As the direct descendants of Gruumsh's family, they have a very close bond with their particular pantheon of gods. Orcish tribes tend towards worship or embodiment of particular deities, and this divine connection grants them unique traits. Note that an Orc does not need to actively worship to receive these benefits- they are gifted as birthright by their Pantheon of ancestors, some of whom are listed below. #### Gruumsh the Ever Watchful Gruumsh bestows his kin with vigor, anger, leadership, and a relentless pursuit of excellence. ***Ability Score increase.*** Your Charisma score increases by 1. ***Aggressive.*** If you expend your full movement speed and are not adjacent to a hostile creature, you can move an additional 10 feet directly towards a hostile creature you see. You can do this once per round. ***Fearsome Parley.*** You have proficiency in either the Persuasion or Intimidation skill. #### Luthic the Cave Mother Luthic bestows her kin with an uncommon compassion and wisdom, as well as a sinister cleverness. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Mother Bear.*** You learn the *Primal Savagery* cantrip. Additionally, you can use a bonus action to cast the *Healing Word* spell at 1st level. You can cast it once with this trait, and regain the ability to do so when you finish a long rest. The level you can cast the spell at increases to second at 6th level, third at 11th, and fourth at 16th. Strength is your spellcasting modifier for these spells. ***Nurture or Nature.*** You have proficiency in either the Medicine or Nature skill. #### Shargaas the Night Lord Shargaas bestows his kin with a disquieting focus- a simmering intensity that lies underneath and inspires treachery. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Brutally Cunning.*** You have proficiency in either the Deception or Stealth skill. ***Cunningly Brutal.*** When you are forced to make an attack roll or skill check with disadvantage, before rolling the die, you can choose to negate the disadvantage and roll normally. Once you use this trait, you can't use it again until you finish a short or long rest. #### Ilvenal the War Maker Ilneval bestows his kin with a worldly understanding and sharp intellect, so that they may better do battle with his foes. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Instrumental Blow.*** You excel in finding a foe's weak spots. When you deal damage to an enemy with an attack or spell you can choose to temporarily reduce their armor class by a number equal to your proficiency bonus. This effect lasts until the end of your next turn, or until they take damage from an attack, whichever comes first. Once you use this trait, you can't use it again until you finish a long rest. ***Tactician's Talent.*** You have proficiency in either the History or Insight skill. \pagebreakNum ## Reptilian ### Who are you? Reptilia are a loose anthropological collection of humanoids with the appearance of reptiles. Most Reptilia possess translucent eyelids, forked tongues, claws, and a thick, scaled hide. Reptilia generally have trouble fitting in with other humanoids, thanks to their distinctly non-mammalian nature. They are a varied group of disparate people with significant cultural and biological differences, best defined by their individual Phenotypes. ### Reptilian Traits Though Reptilia are more a thematic grouping than a true unified race, they nevertheless share the following traits. ***Ability Score Increase.*** Your Constitution score increases by 2 ***Age.*** Reptilia are long-lived thanks to their slow metabolism, though active Reptilia tend to "burn through" their years faster. Most Reptilia live to see 100, with Tortles often seeing 500. ***Alignment.*** Reptilia consider morality secondary to self-preservation and the desire to protect the clan. Most Reptilia are neutral beings, spurned to action by necessity instead of ideology. ***Size.*** Reptilia vary in height and weight. Tortle and Crocallidae can weigh up to 400 pounds, and Lizardfolk weigh about 200 pounds. Reptillia stand between 5 and 6 feet tall. Your size is medium. ***Speed.*** Your walking speed is 30 feet. ***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. ***Natural Weapons.*** Your sharpened maw or clawed hands are 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. ***Primordial Talent.*** You gain proficiency with one of the following skills: Nature, Perception, Stealth, or Survival. ***Semiaquatic Physiology.*** You have a swimming speed of 20 feet, and can hold your breath for 30 minutes at a time. ***Languages.*** You can speak Common and Draconic. #### Reptilian Phenotype The Anthropological community has taken to categorizing Lizardfolk and other scaled humanoids as one race, despite their lack of actual biological relation, due to their many outward similarities. Listed below are some examples of the more well-known Reptilian Phenotypes: #### Crocallidae Crocallidae are hulking Reptilia with elongated maws. They are carnivorous folk who prefer wetlands and swamps. Despite their frightening appearance, Crocallidae are the most social Reptilia and are much more frequently seen as content members of humanoid settlements, or building social hubs of their own. ***Ability Score Increase.*** Your Strength Score increases by 1. \columnbreak ***Ambush Hunter.*** You have advantage on Dexterity (Stealth) checks made when in muddy environments or underwater, and you have a swim speed of 25 feet. ***Death Roll Adept.*** When you hit an enemy with your natural weapons, you can attempt to immediately grapple the target as a bonus action. ***Lesser Aquatic Darkvision.*** You have a limited ability to see in dark and murky waters. You can see in dim light within 30 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. You can see clearly in lightly and heavily obscured water. #### Tortle By far the oldest recorded Reptilian Phenotype, Tortles are slow-moving and patient. Tortles grow armor-like shells on their bodies and possess incredible resilience, allowing them to approach even Elves in longevity. It's typical for a Tortle to explore in their youth in order to experience the world before settling down. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Enhanced Natural Armor.*** Due to your protective shell, you are ill-suited to wearing most armor and gain no benefits from wearing it. You have a base AC of 17 (your Dexterity modifier doesn't affect this number). 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 your 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, and the only action you can take is a bonus action to emerge from your shell. You can withdraw as a reaction to being targeted by an attack or being forced to make a saving throw once, and regain the ability to do so after a long rest. ***Slow and Steady.*** Your movements are slow, methodical, and practiced. You have advantage on saving throws against exhaustion and against being moved or knocked prone. #### Lizardfolk The most populous of the Reptilia, Lizardfolk are a people of subdued emotions, and lack the humanoid facial features needed to express what they do feel. Lizardfolk often reject sentimentality and live amoral, survivalist lives. Despite this, they are fully capable of friendship and loyalty- though said loyalty rarely extends to less tangible ideas of government or ideology. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Blank Stare.*** Your lizard brain reacts blankly to beguiling magics. You have advantage on saving throws against being charmed. ***Feeding Frenzy.*** Rejecting the fighting conventions of common folk, you can satisfy your hunger even in battle. As a bonus action, you can make a special attack with your bite. If the attack hits it deals its normal damage, you regain hit points equal to the damage dealt, and you can't use this trait again until you finish a short or long rest. ***Regenerative Biology.*** Your lizard-like physiology grants you limited regenerative properties. If you are dismembered, your lost body part will regrow on its own after 2d4+2 days. In addition, when you finish a short rest, you regain hit points equal to your Constitution modifier (Minimum 1 hit point.) \pagebreakNum ## Tabaxi ### Who Are You? You are a Tabaxi- a feline Beastkin of poise and precision. Your catlike appearance is not deceptive, as your body and mind do closely resemble that of *Felis Catus*. You possess a keen intellect and masterful agility, though you tend to become distracted by curiosities. Sharp claws and a distinct appearance has made your kind a sort of international curiosity- rarely will a tavern audience not lend an ear to the boastful yarn spun by an adventuring Tabaxi. Your people's dangerous homeland of Chult has led them to develop flighty but intense personalities that can start and stop at a moment's notice, causing you to obsess and then ignore passing interests frequently. Your fixations can vary between material goods, stories, or knowledge, and you will seek them out to satisfy your insatiable curiosity. ### Tabaxi Traits Your catlike physiology grants you certain unique abilities and traits, as listed below. ***Ability Score Increase.*** Your Dexterity score increases by 2. ***Age.*** Tabaxi have lifespans roughly equivalent to humans, but often curiosity is what kills the cat ***Alignment.*** Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, as Tabaxi are more often driven by fleeting intrigue than greed or other dark impulses. ***Size.*** Tabaxi tend to vary in size and weight depending on their Classification, but most are lithe and athletic, standing slightly shorter than a human and weighing slightly less. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Cats Have 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 Claws.*** Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons with the finesse trait, 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. ***Feline Agility.*** Your reflexes and agility allow you to move with a burst of speed. When you move on your turn, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns. ***Nine Lives.*** You ignore the first 10 feet of distance fallen when calculating falling damage, and you do not land prone after falling from any height. ***Padded Paws.*** You have proficiency in the Stealth skill. ***Languages.*** You speak Common and one other language of your choice. \columnbreak #### Subrace- Felid Classification Tabaxi may hail from the frightening and dangerous jungle nations of the world, but they find themselves quickly endeared by new and interesting locales. Some Tabaxi change their tune from hunter-gatherers to more urban lifestyles, and the standoffish nature of Tabaxi has led these offshoots to consider themselves distinct peoples from one another, despite their kinship. The following are some of the most common classifications of Tabaxi: #### Domestic Domestic Tabaxi tend to live among the other mortal races, preferring cities and the endearing urban comforts they provide. ***Ability Score increase.*** Your Charisma score increases by 1. ***Big Ol' Eyes.*** You have proficiency in the Persuasion skill. ***Undertread.*** You are accustomed to the bustling crowds of the city. You can move through the spaces of hostile creatures, treating them as difficult terrain, and opportunity attacks made by creatures whose space you have passed through on your turn are made at disadvantage. #### Leopardin Leopardin Tabaxi are lean creatures who hail from jungles and forests that require a proficiency with predation to survive. ***Ability Score increase.*** Your Wisdom score increases by 1. ***Primal Soul.*** You have proficiency in the Survival skill. ***Springstep.*** Your powerful limbs are tuned for incredible feats of athleticism. Your jumping height and distance are doubled, and your walking and climbing speeds each increase by 5 feet. #### Sphynxen Sphynxen Tabaxi are imbued with magic due to some connection to creatures such as Sphinxes, Displacer Beasts, or Tressym. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Curiosity, etc.*** You have proficiency in the Investigation skill. ***Mystery Step.*** When you use your *Feline Agility* trait, you can choose to disappear where you stand and reappear at your destination instead of increasing your speed. In order to do so, you must still be able to reach your destination normally- you cannot pass through a glass wall or escape restraints, but could teleport across a cluttered room without disturbing the contents. \pagebreakNum ## Tiefling ### Who Are You? You are a Tiefling- a humanoid whose soul is marred by the influence of a Fiend from the Nine Hells. Your mutated form is considered frightening by many, possibly even yourself- horns, warped limbs, extra eyes, and chitinous exoskeletons all par for the course. Your planetouched origins can lie with any number of unfortunate happenings- you could be the child of another Tiefling, the child of a Fiend and mortal, or even an unlucky individual who suffered a chance encounter with evil. The influences of the lower planes lingers on your body and mind- a nearly constant presence and reminder of dark potential. Through careful self-awareness the influence can be mitigated- if you want to mitigate it, that is. Not to worry though! Your life isn't all bad, as your condition has granted you access to forbidden magic and an unnatural charisma- something that many consider well worth the cost of admission. ### Tiefling Traits Tieflings are all borne from infernal meddling, and share similar magical traits thanks to the planar influence. ***Ability Score Increase.*** Your Charisma score increases by 2, and one other ability score of your choice increases by 1. ***Age.*** Tieflings mature at the same rate as humans but live a little longer, often reaching 100 years of age. ***Alignment.*** A Tiefling's Fiendish taint causes them to have a predisposition to law and evil, but with conscious self-reflection they can overcome this bias and may be any alignment. ***Size.*** A Tiefling's physical form can vary quite a lot depending on their specific fiendish and mortal ancestry, though they tend to average out to human-like proportions. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Darkvision.*** Thanks to your infernal heritage, 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 red. ***Hellish Resistance.*** You have resistance to fire damage. ***Hemotoxic Resistance.*** You have resistance to poison damage. ***Infernal Arts.*** You know one cantrip (that isn’t *Eldritch Blast*) from the Warlock spell list. When you reach 3rd level, choose one of the following spells: *Armor of Agathys, Arms of Hadar, Cause Fear, Charm Person, Disguise Self, Distort Value, Hellish Rebuke,* or *Ray of Sickness.* You know that spell and can cast it once with this trait, requiring no material components, and regain the ability to do so after a long rest. When you reach 6th level, choose one of the following spells: *Aganazzar's Scorcher, Crown of Madness, Darkness, Enthrall, Mind Spike, Misty Step, Ray of Enfeeblement, Spider Climb,* or *Suggestion.* You know that spell and can cast it once with this trait, requiring no material components, and regain the ability to do so after a long rest. Charisma is your spellcasting ability for these spells. The level you can cast these spells at increases to second at 6th level, third at 11th, and fourth at 16th. ***Languages.*** You speak Common and Infernal. \columnbreak #### Subrace- Nine-Layered Mutation. Tieflings gain not only magical prowess from their Infernal heritage, but physical changes as well. Some of these changes are obvious physical mutations of Fiendish shape, while others are more subtle. You gain one of the following Mutations. ***Barbs.*** Your body has sprouted barbs, scales, or spines. When you start your turn while grappling or being grappled by another creature, you can use your reaction to deal 1d6 piercing damage to that creature. ***Eyes.*** Your eyes faintly glow with cinders that can pierce through shadows. Your Darkvision is unaffected by magical darkness, and can discern color. ***Heart.*** Your heart is gnarled and beats with bile and blood alike. Your blood is acidic, and any creature who would regain hit points from drinking it instead takes an equivalent amount of acid damage. You can expend a hit die as an action to fill an empty vial with your blood, creating a *Vial of Acid* which loses potency after one hour, becoming regular blood. ***Limbs.*** You are in possession of up to two tails, tendrils, arms, or other additional limbs of some kind with the full capabilities of an arm. These additional limbs cannot wield shields, or weapons without the light property. Furthermore, all Strength checks made with these limbs are made at disadvantage. ***Weapons.*** Your body is itself a weapon of some alien variety. You possess a natural weapon with the finesse trait which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning, slashing, or piercing (you choose when you gain this trait) damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ***Wings.*** You possess a pair of vestigial Fiendish wings. You ignore the first 10 feet of distance fallen when calculating falling damage, and can move 2 feet horizontally for every 1 foot you fall. \pagebreakNum ## Wrightborne ### Who Are You? You are Wrightborne- constructed and designed, rather than birthed. Most of your kind are living wood or metal, encased in armor to keep the delicate mechanical devices and magical symbols that grant you life protected. Wrightborne are unique, possessing the fortitude of a machine and the spirit of a mortal soul, combining the best aspects of both into one being. They are formidable fighters, talented scholars, and sophisticated craftsmen. With no biological drive or cultural expectations laid before them, Wrightborne are only given guidance by their creators and experiences. A Wrightborne body may be built by others, but a Wrightborne's self is their own construction. ### Wrightborne Traits ***Ability Score Increase.*** Your Constitution score increases by 2, and one other ability score of your choice increases by 1. ***Age.*** Wrightborne only age insofar as their materials break down. If properly maintained a Wrightborne could theoretically live forever, though age does tend to bring eccentricities. ***Alignment.*** Lacking most biological urges and possessing a fully mature but blank mind upon construction, Wrightborne are entirely molded by their upbringing and creators. ***Size.*** Your size is Medium, and your height and weight can vary wildly, from 4 to 7 feet. Typically made largely of metal or ceramics, Wrightborne tend to weigh between 200 and 400 pounds, depending on their height. ***Speed.*** Your walking speed is 30 feet. ***Artificial Form.*** Your non-animal physiology grants you the following traits. • You are resistant to poison damage, and have advantage on saving throws against being paralyzed or poisoned. • You are immune to disease. • You don't need to eat, drink, or sleep. • You have two creature types: Humanoid and Construct. You are affected by spell or feature if it works on either of your creature types. ***Autonomous Sentry.*** You serve as an excellent sentry. When you take a long rest, you only need to spend four hours performing a combination of light maintenance and conscious rest to gain the benefits of sleep, and can spend the remaining four hours doing light activity such as keeping watch. ***Integrated Equipment.*** Over the course of an hour, you can integrate a weapon, item, or set of tools into your body. Integrated items can be equipped or stowed into yourself as a bonus action. You cannot be disarmed of integrated items, and any Intelligence (Investigation) checks made to detect them on your person automatically fail. You can integrate a number of items equal to your Constitution modifier (Minimum 1). ***Overclock.*** You can tap into your reserves for a dramatic burst of speed when it's needed most, gaining an additional action on your turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Search, or Use an Object action. After you use this trait, you can't do so again until you finish a long rest. This trait cannot grant you a third action. ***Languages.*** You speak Common and one other language of your choice. \columnbreak #### Subrace- Components As Wrightborne are built, not born, the design of a Wrightborne is variable and unique. Choose 3 of the following Components. ***Arcanocapable.*** You are imbued with a level of innate magical potential unusual for even your kind. You know one cantrip from the Wizard or Cleric spell list. Constitution is your spellcasting ability for this spell. ***Battle-Ready-Armor.*** Designed with combat in mind, you can engage a layer of additional defensive armor over your vulnerable points. As an action, you can grant yourself temporary hit points equal to your proficiency bonus + your Constitution modifier. After you use this trait, you can't do so again for one hour. ***Databanks.*** You are well-read by design. You are proficient with two skills of your choice. You also learn one additional language. ***Enhanced Plating.*** Your base armor plating is designed for combat efficiency. When you aren't wearing armor, your AC is 14 + 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. ***Environmental Plating.*** Your armor plating is designed with particular dangers in mind. You are resistant to either *Acid, Cold, Fire,* or *Lightning* damage. ***Fleetfoot.*** You have several redundant vestibular systems. You are proficient in the Acrobatics skill, and have a walking speed of 35 feet. ***Hard Reset.*** Your mechanical mind is a binary of on or off, and the delirium of resuscitation does not affect you. When you are at 0 hit points and are healed to 1 or more hit points, you can instantly stand up from prone and move up to half of your walking speed, no action required. ***Military Programming.*** You possess innate knowledge of the tools of war. You have proficiency with shields or two weapons of your choice, and with light armor. ***Nightlight.*** Your eyes see in a broader spectrum. 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 green. Additionally, you can cast the *Light* cantrip on a part of your own body as an action at-will, requiring no components. ***Self-Certified.*** Your body is reinforced with a sub-dermal lattice. You are proficient in the Athletics skill, and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.