Races, the Bamstacks Variant

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Races, the Bamstacks Variant

Racial Traits

(page 17) The description of each race includes racial traiits that are common to members of that race. The following entries appear among the traits of most races. Any races not included here remain unchanged from their published versions.

Ability Score Increase

Each race increases one or more of a character's ability scores.

The Ability Score Increase feature of each racial trait has been made flexible.

You may forgo a +2 ability score bonus to choose a feat instead. If you select this option, you may only do this once.

List of All Available Races

If a racial option has had its features modified from its published version, it will appear with an asterisk besides it and will appear in this document.

Tags

Biological

Certain racial traits have the Biological tag, indicating that the trait requires biology specific to the species’s current form; traits with this tag do not function if your form is changed, as in a druid’s Wild Shape feature, the polymorph, confluence, true polymorph spells, or other similar effects that would change your form. Illusion effects that only change your appearance and not your actual form do not remove these features. Effects such as alter self that only change parts of your form will not remove the effects of these

Aarakocra

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

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.

Alignment. Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Flight. Biological. You have a flying speed equal to your walking speed. To use this speed, you can’t be wearing medium or heavy armor or carrying more than 50 lbs, and you must spend an action to unfurl your wings and ready yourself before gaining this flying speed, and you must concentrate on this flight as if concentrating on a spell. Starting at 5th level, you can prepare to fly with only a bonus action. Starting at 9th level, you gain a flying speed with no need for preparatory actions. At 13th level, you no longer need to concentrate on this flight.

Wind Caller. Starting at 3rd level, you can cast the gust of wind spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots or points you have of 2nd level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cast gust of wind with this trait (choose when you select this race).

Aasimar

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

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.

Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.

Size. Aasimar have the same range of height and weight as humans.

Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance. Biological. You have resistance to necrotic damage and radiant damage.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to a number of d4s equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Light Bearer. You know the light cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spell (choose when you get this feature).

Languages. You can speak, read, and write Common and Celestial.

Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest.

Fallen

Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Intelligence/Wisdom/Charisma modifier, choose when you gain this feature) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Protector

Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Scourge

Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Aetherborn

Aetherborn are a strange living by-product of the process of strange, powerful, and foreign magical processes, cast in humanoid form but lacking any of the biological qualities of other races. They don’t eat or sleep, and they don’t reproduce—nor do they have any physical sexual characteristics.

Language that categorizes people into male or female categories thus breaks down when it comes to aetherborn. Most aetherborn prefer that others use the pronoun “they” to refer to them, since it doesn’t attribute a gender that they don’t possess. Only a relative few prefer “he” or “she,” having chosen to adopt a gender.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Aetherborn come into being as adults and live no more than a few years.

Alignment. As a rule, aetherborn are driven by hedonism and self-interest, making them neutral at best and thoroughly evil at worst. Neutral aetherborn might devote much of their time (and wealth) to parties and social activity, while evil aetherborn are usually involved in the criminal underworld.

Size. Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Biological. Accustomed to the night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Born of Aether. Biological. You have resistance to necrotic damage.

Menacing. You gain proficiency in the Intimidation skill.

Languages. You can speak, read, and write Common and two other languages of your choice.

Vampiric Gift. Biological. An aetherborn with this gift gains the Drain Life ability, which is a natural attack that uses Strength for its attack and damage rolls, dealing 1d6 necrotic damage and restores the same number of hit points to the aetherborn. However, if the aetherborn goes for 7 days without dealing this damage, their hit point maximum is reduced by 1d6 per week. This reduction can’t be removed until the aetherborn has used their Drain Life ability and completed a long rest.

Aetherborn Nature. You do not need to eat, breathe, or sleep, aside from the energy you need to consume weekly through Drain Life. However, you still need to spend 2 uninterrupted hours every day focusing on rearranging, controlling, and regenerating the energies that constitute yourself or else risk exhaustion. During this period, you must concentrate on this task with your eyes closed, and you will face disadvantage on any perception checks to notice anything happening around you. This 2 hour period counts as a long rest for you.

Autognome

Autognomes are mechanical beings built by rock gnomes in their image, usually with a particular purpose in mind. For example, a gnome might build an autognome to be a steadfast colleague or a loyal companion. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.

An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Autognomes can live for centuries, up to 500 years.

Creature Type. You are a Construct.

Size. You are Small.

Speed. Your walking speed is 30 feet

Armored Casing. Biological. You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.

Built for Success. You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mechanical Nature. Biological. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe.

Sentry’s Rest. Biological. When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you aren’t unconscious.

Specialized Design. You gain two tool proficiencies of your choice.

True Life. Biological. If the mending spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from life preserving effects that normally don’t affect Constructs. You can ignore the restrictions on any effects that would restore your hit points that would normally forbid constructs from benefitting from them, such as healing spells.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Aven

Aven have humanlike bodies, arms, and legs, along with birdlike wings and heads. Two distinct varieties of aven are found in Naktamun. One has the head of a hawk or similar bird of prey, with short wings allowing fast flight. The other variety has the head of an ibis atop a long neck, with wide, angular wings better suited to soaring. All aven have lean bodies with feathers extending from their heads down to their shoulders.

Aven delight in flying above their foes, using their superior mobility to confound and outpace their opponents. They love soaring through the sky as well, though the Hekma limits their altitude. Like all people of Naktamun, they are grateful for the Hekma’s protective magic, of course. But they keenly anticipate the hour when the God-Pharaoh will return and dissolve the veil, letting them fly without limit in the afterlife.

Ability Score Increase. Increase one ability score of your choice by 2, or increase two different ability scores by 1.

Age. Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point.

Alignment. Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral.

Size. Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Flight. Biological. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor or carrying more than 50 lbs, and you must spend an action to unfurl your wings and ready yourself before gaining this flying speed, and you must concentrate on this flight as if concentrating on a spell. Starting at 5th level, you can prepare to fly with only a bonus action. Starting at 9th level, you gain a flying speed with no need for preparatory actions. At 13th level, you no longer need to concentrate on this flight.

Languages. You can speak, read, and write Common and Aven.

Variation Feature. Aven have two variations, the Ibis-Headed Aven, and the Hawk-Headed Aven. Choose one, and gains its features.

Ibis-Headed

Ability Score Increase. Increase a different ability score by 1.

Kefnet's Blessing. You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn’t already include your proficiency bonus.

Hawk-Headed

Ability Score Increase. Increase a different ability score by 2.

Hawkeyed. Biological. You have proficiency in the Perception skill. In addition, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.

Bugbear

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

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Bugbears reach adulthood at age 16 and live up to 80 years.

Alignment. Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil.

Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Biological. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Long-Limbed. Biological. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. Biological. You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the creatures you can grapple or shove.

Sneaky. You are proficient in the Stealth skill.

Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 1d10 damage if it hasn't taken a turn yet in the current combat.

Languages. You can speak, read, and write Common and Goblin.

Centaur

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

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Centaurs mature and age at about the same rate as humans.

Alignment. Centaurs are inclined toward neutrality.

Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.

Speed. Your base walking speed is 40 feet.

Fey. Your creature type is fey, rather than humanoid.

Charge. Biological. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with an attack against the target using your hooves as part of the same action.

Hooves. Biological. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Equine Build. Biological. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Survivor. Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.

Languages. You can speak, read, and write Common and Sylvan.

Changeling

Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It's also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.

Alignment. Changelings tend toward pragmatic neutrality, and few changelings embrace evil.

Size. In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Shapechanger. Biological. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.

You stay in the new form until you use an action to revert to your true form or until you die.

Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.

Languages. You can speak, read, and write Common and two other languages of your choice.

Custom Lineage

Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them:

Creature type. You are a humanoid. You determine your appearance and whether you resemble any of your kin.

Size. You are Small or Medium (your choice).

Speed. Your base walking speed is 30 feet.

Ability Score Increase. Two ability scores of your choice increase by 2.

Variable Trait. You gain one of the following options of your choice:

  • Biological. Darkvision with a range of 60 feet.
  • Proficiency in one skill of your choice.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Dhampir

Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.

While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Choose an option for what you hunger for between blood, flesh/raw meat, cerebral spinal fluid, psychic energy, dreams, or life energy.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If replacing a race with this lineage, you retain any languages you had and gain no new languages.

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose the size when you gain this lineage.

Speed. Your walking speed is 35 feet.

Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficency in two skills of your choice.

Darkvision. Biological. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Deathless Nature. You don't need to breathe.

Spider Climb. Biological. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Doing so requires your concentration, as if concentrating on a spell, until you reach 9th level, after which climbing in this way no longer requires concentration.

Vampiric Bite. Biological. Your fanged bite is a natural weapon, which you can use to make unarmed strikes and which counts as a simple melee weapon with which you are proficient. You add your Strength or Constitution modifier (you choose when you gain this feature) to the attack and damage rolls when you attack with this bite. It deals 1d6 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.

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

Dragonborn

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Ability Score Increase Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Alignment Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.

Size Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed Your base walking speed is 30 feet.

Bite Biological. Your draconic maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Darkvision Biological. Due to your draconic lineage, 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.

Draconic Resistance You have resistance to the damage type associated with your draconic ancestry.

Ancestral Knowledge. Whenever you make an Intelligence (History) check related to dragons, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Breath Weapon Biological. When you use your action to take the Attack action, you can replace one of your attacks with a devastating breath weapon. Your draconic ancestry determines the 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. When you use your breath weapon, you can choose to affect either a 5 foot wide, 30 foot long line, or a 15 foot cone area. The DC for this saving throw equals 8 + your Charisma or Constitution modifier (your choice) + your proficiency bonus. A creature takes 1d10 damage on a failed save, and half as much damage on a successful one. The damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

After you use your breath weapon, roll a d6 at the beginning of each of your turns after using the breath weapon, on a roll of 6, you may use the breath weapon again. Alternatively, you can use your breath weapon again after one minute has passed.

Languages You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Chromatic

Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in those dragonborns' scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive.

Draconic Ancestry You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Draconic Ancestry Damage Type Saving Throw
Black Acid Dexterity
Blue Lightning Dexterity
Green Poison Constitution
Red Fire Dexterity
White Cold Constitution

Chromatic Warding. Biological. Starting at 5th level, as a bonus action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.

Gem

Gem Dragonborn partake of the heritage of gem dragons, who claim to be heirs of Sardior, the Ruby Dragon. The colors and mysterious powers of gem dragons - amethyst, crystal, emerald, sapphire, and topaz - gleam in these dragonborns' scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding echo of discovery - but also the desiccation of despair.

Gem Ancestry. You have a gem dragon ancestor, granting you special magical affinity. Choose one kind of dragon from the Gem Ancestry table below. This determines the damage type for your other traits, as shown in the table.

Dragon Damage Type Saving Throw
Amethyst Force Constitution
Crystal Radiant Dexterity
Emerald Psychic Wisdom
Sapphire Thunder Constitution
Topaz Necrotic Constitution

Psionic Mind. You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.

Gem Flight. Biological. Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest.

Metallic

Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons - brass, bronze, copper, gold, and silver - whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies.

Dragon Damage Type Saving Throw
Brass Fire Dexterity
Bronze Lightning Dexterity
Copper Acid Dexterity
Gold Fire Dexterity
Silver Cold Constitution

Metallic Breath Weapon. At 5th level, you can modify your breath weapon with the metallic power of your draconic ancestor. Choose one of the following breaths.

  • Enervating Breath. Each creature in the area must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
  • Repulsion Breath. Each creature in the area must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.

Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.

Dwarf

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

Ability Score Increase. Increase one ability score by 2, or two different ability scores by 1.

Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed. Biological. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. Biological. 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 Resilience. Biological. You have advantage on saving throws against poison and fear, and you have resistance against poison damage.

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. You can replace any two of these proficiencies with one martial weapon of your choice or shield proficiency.

Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

Stonecunning. Whenever you make a skill check relating to stone, stonework, mining, or gems, you have advantage on the check.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Hill

Ability Score Increase. Increase a different ability score by 1.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mountain

Ability Score Increase. Increase a different ability score by 2.

Dwarven Armor Training. You have proficiency with light and medium armor.

Duergar

Ability Score Increase. Increase a different ability score by 1.

Superior Darkvision. Biological. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.

Duergar Magic. Starting at 3rd level, you can cast the enlarge/reduce spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the invisibility spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots or points you have of the appropriate level or amount.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Sunlight Sensitivity. Biological. You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Languages. You can choose to replace Dwarvish with Undercommon for your language that you can speak, read, and write.

Elf

Elves are a magical people of otherworldly grace, living in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Biological. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Biological. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Keen Senses. You have proficiency in the Perception skill.

Languages. You can speak, read, and write Common and Elven.

Dark

Superior Darkvision. Biological. Your darkvision has a range of 120 feet, instead of 60.

Sunlight Sensitivity. Biological. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once and regain the ability to do so when you finish a long rest. You can also cast these spells using spell slots or points you have of the appropriate level or amount.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

Eladrin

Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:

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

When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom or Charisma modifier (choose when you gain this feature). The effects are as follows:

  • Autumn. Immediately after you use your Fey Step, one creature of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
  • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you must make a Constitution saving throw or else be blinded until the end of your next turn.

High

Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence, Wisdom, or Charisma (you choose when you gain this feature) is your spellcasting ability for it. When you finish a long rest, you can replace the cantrip you know from this feature with a different cantrip from the Wizard spell list.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Extra Language. You can read, speak, and write one additional language of your choice.

Sea

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

Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.

Child of the Sea. You have a swimming speed equal to your walking speed, and you have resistance to cold damage.

Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Languages. You can speak, read, and write Aquan.

Shadar-Kai

Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.

Necrotic Resistance. You have resistance to necrotic damage.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Wood

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot. Your base walking speed increases to 35 feet.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Pallid

Incisive Sense. You have advantage on Investigation and Insight checks.

Blessing of the Moonweaver. You know the light cantrip. When you reach 3rd level, you can cast sleep once, and it recharges after a long rest. When you reach 5th level, you can cast invisibility (self only) once, and it recharges after a long rest. You do not need the material components required of the spells. Intelligence, Wisdom, or Charisma, your choice when you gain this feature, is your spellcasting ability for these spells.

Astral

Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf’s eyes.

Because nothing ages in the Astral Plane, astral elves from that plane are thousands of years old, and their longevity gives them an unusual perspective on time. Some are prone to melancholy, while others display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, they tend to see things through the lens of time as having little or no meaning to them.

Age. Astral elves who don’t dwell on the Astral Plane can live to be over 750 years old.

Astral Fire. You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

Radiant Soul. When you succeed on a death save, you can regain a number of hit points equal to your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier(choose when you select this race). You can’t use this trait again until you finish a long rest.

Trance Proficiencies. Whenever you finish a long rest using your Trance trait, you gain two proficiencies, each one with a weapon or a tool of your choice (selected from the “Equipment” chapter of the Player’s Handbook). You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Fairy

The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.

Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Creature Type. Fey

Size. Small

Speed. 30 ft.

Flight. Biological. Because of your wings, you have a flying speed equal to your walking speed. To use this speed, you can’t be wearing medium or heavy armor or carrying more than 50 lbs, and you must spend an action to unfurl your wings and ready yourself before gaining this flying speed, and you must concentrate on this flight as if concentrating on a spell. Starting at 5th level, you can prepare to fly with only a bonus action. Starting at 9th level, you gain a flying speed with no need for preparatory actions. At 13th level, you no longer need to concentrate on this flight.

Fairy Magic. You know the druidcraft cantrip.

Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Firbolg

Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.

Speed. 30 feet

Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

Firbolg Magic. You can cast detect magic and disguise self with this trait, using Intelligence, Wisdom or Charisma as your spellcasting ability for these spells (choose when you select this race). Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with the more common humanoids.

Intelligence, Wisdom, or Charisma (you choose when you gain this feature) is your spellcasting ability for these spells, and you can cast them using any spell slots or spell points you have of the appropriate level.

Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Powerful Build. You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the creatures you can grapple or shove.

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.

Languages. You can speak, read, and write Common, Elvish, and Giant.

Genasi

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

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores 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 120 years.

Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.

Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Air Genasi

As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.

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

Speed. Your base walking speed is 35 feet.

Unending Breath. Biological. You can hold your breath indefinitely while you’re not incapacitated.

Lightning Resistance. You have resistance to lightning damage.

Mingle with the Wind. You know the shocking grasp cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast it using any spell points or spell slots of 2nd level or higher that you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Earth Genasi

As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.

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

Speed. Your base walking speed is 30 feet.

Earth Walk. Biological. You can move across difficult terrain made of earth or stone without expending extra movement. You gain a burrowing speed of 10 feet.

Merge with Stone. You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell points or spell slots of 2nd level or higher that you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Fire Genasi

As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.

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

Darkvision. Biological. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Speed. Your base walking speed is 30 feet.

Fire Resistance. You have resistance to fire damage.

Reach to the Blaze. You know the produce flame cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without a material component. Once you cast burning hands or flame blade with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast it using any spell points or spell slots of 2nd level or higher that you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Water Genasi

The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.

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

Speed. Your base walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Acid Resistance. You have resistance to acid damage. At level 11, you gain immunity to acid damage.

Amphibious. Biological. You can breathe air and water.

Call to the Wave. You know the acid splash cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast it using any spell points or spell slots of 2nd level or higher that you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Giff

Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and unforgettable appearance, giff are noticed wherever they go.

Storytelling is a rich tradition among giff, and it’s not uncommon to see a giff recounting their past exploits to an enraptured crowd. Having a friendly giff nearby when a tavern brawl erupts can also be useful, for a giff can usually more than hold their own when pleasant revelry devolves into fisticuffs.

The giff are split into two camps concerning how their name is pronounced. Half of them say it with a hard g, half with a soft g. Disagreements over the correct pronunciation often blossom into hard feelings, loud arguments, and headbutting contests, but rarely escalate beyond that.

While Giff vary in many ways, all Giff share the following traits:

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Creature Type. You are a Humanoid.

Age. Giff are considered fully grown at the age of 10, and can live up to 70 years. Though a not insignificant amount of Giff meet untimely ends in their quest for more elaborate and heroic stories.

Alignment. Giff society is militaristic, and while they value heroism, most Giff will obey a superior's order without question. Giff are typically Lawful in alignment, skewing toward Neutral.

Size. The largest Giff stand over eight feet in height and can weigh over 400 pounds. Your size is Medium (barely).

Speed. Your base walking speed is 30 feet, and a swimming speed equal to your walking speed.

Languages. You can speak, read, and write both Common and Giff. Giff is an extremely long-winded and formal language.

Astral Spark. Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons. When you hit a target with a simple or martial weapon, you can cause the target to take extra force damage equal to your proficiency bonus.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Firearms Mastery. You have a mystical connection to firearms that traces back to the gods of the Giff, who delighted in such weapons. You have proficiency with all firearms and ignore the loading property of any firearm. In addition, attacking at long range doesn't impose disadvantage on your ranged attack rolls.

Hippo Build. Biological. You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the creatures you can grapple or shove.

Gith

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

Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day: the Githyanki in the way of Gith, and the Githzerai in the way of Zerthimon.

Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the illithids enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.

The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons – the legendary silver swords with which they cut through their foes. Since winning their freedom from the illithids, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith.

Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Gith reach adulthood in their late teens and live for about a century.

Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Gith.

Githyanki

Alignment. Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.

Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.

Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords.

Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest. You can also cast either of those spells using any spell slots or points you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). When you cast them with this trait, they don't require material components.

Githzerai

Alignment. Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.

Mental Discipline. You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.

Githzerai Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. You can also cast either of those spells using any spell slots or points you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). When you cast them with this trait, they don't require material components.

Gnome

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

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.

Alignment. Gnomes are generally Good. Those who tend towards Law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend towards Chaos are often minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are light-hearted, and even the tricksters amongst them favor harmless pranks over vicious schemes.

Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Darkvision. Biological. 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.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against spells and magical effects.

Languages. You can read, speak, and write Common and Gnomish.

Forest

Natural Illusionist. You know the minor illusion cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race).

Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Rock

Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of your normal proficiency bonus that may apply.

Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
  • At your DM's discretion, you may make other objects with effects similar in power to these. The prestidigitation cantrip is a good baseline for such effects.

If you are an artificer, you may instead reconfigure your devices. You may infuse one additional Infusion than you would normally be allowed that you meet the prerequisites for. If you do so, you may only make one device listed above instead of three.

Svirfneblin

Superior Darkvision. Biological. Your darkvision has a radius of 120 feet.

Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain.

Goblin

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

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Darkvision. Biological. 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 with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals 2 + your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape. Biological. You can take the Disengage or Hide action as a bonus action on each of your turns. If you already have this feature, if you have taken the Dodge action on your turn and an attack misses you, you may immediately move 5 feet without provoking opportunity attacks.

Languages. You can speak, read, and write Common and Goblin.

Goliath

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

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

Alignment. Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.

Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Natural Athlete. You have proficiency in the Athletics skill.

Stone's Endurance. Biological. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. At 9th level, this damage reduction increases to 2d12 + your Constitution modifier. At 13th level, this increases again to 3d12 + your Constitution modifier. At 17th level, this increases finally to 4d12 + 2 times your Constitution modifier.

Powerful Build. Biological. You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the creatures you can grapple or shove.

Mountain Born. Biological. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Languages. You can speak, read, and write Common and Giant.

Grung

Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.

Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. From lowest to highest caste, grungs can be green, blue, purple, red, orange, or gold.

All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic. Being amphibious, grungs require water to live; any grung that fails to immerse itself in water for at least 1 hour during a day becomes quite exhausted.

Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung.

A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Grungs mature to adulthood in a single year, but have been known to live up to 50 years.

Alignment. Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy.

Arboreal Alertness. You have proficiency in the Perception skill.

Size. Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small.

Speed. You have a walking speed of 25 feet. Your sticky finger and toe pads give you a climb speed of 25 feet.

Amphibious. You can breathe air and water.

Poison Immunity. Biological. You are immune to poison damage and the poisoned condition.

Poisonous Skin. Biological. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a Constitution saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier or take 2d4 poison damage.

Standing Leap. Biological. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Water Dependency. Biological. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.

Languages. You can speak, read, and write Common and Grung.

Hadozee

Hadozees are people with simian features that long ago adapted to live among the tall trees of their home world. They are natural climbers, with feet as dexterous as their hands, even to the extent of having opposable thumbs. Membranes of skin hang loosely from their arms and legs. When stretched taut, these membranes enable a hadozee to glide.

The first hadozees were hunted by large natural predators. To survive in this hostile environment, they developed an instinctual sense of community. Today, that same instinct compels many hadozees to cultivate friendships, knowing there is safety in numbers.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose the size when you select this race.

Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.

Dexterous Feet. Biological. You can take the Use an Object action as a bonus action.

Glide. Biological. If you are not incapacitated or wearing heavy armor, you can extend your skin membranes and glide. When you do so, you can perform the following aerial maneuvers:

  • When you fall, you can move up to 5 feet horizontally for every 1 foot you descend.
  • When you would take damage from a fall, you can use your reaction to reduce the fall’s damage to 0.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Half-Elf

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase four different scores by 1.

Age. Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment. Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents.

Size. Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Biological. Thanks to your elven 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 gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Languages. You can read, speak, and write Common, Elven, and one language of your choice.

Half-Elf Versatility. Choose one of the following traits:

  • Skill Versatility (General). You gain proficiency in two skills of your choice.
  • Elf Weapon Training (High or Wood Elf Heritage). You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Cantrip (High Elf Heritage). You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race).
  • Fleet of Foot (Wood Elf Heritage). Your base walking speed increases to 35 feet.
  • Mask of the Wild (Wood Elf Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Drow Magic (Dark Elf Heritage). You know the dancing lights cantrip. When you reach 3rd level, you can cast faerie fire once, and it recharges after a long rest. When you reach 5th level, you can cast darkness once, and it recharges after a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race).
  • Swim Speed (Sea Elf Heritage). Biological. You have a swimming speed of 30 feet.

Half-Orc

When alliances between humans and orcs are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Speed. Your base walking speed is 30 feet.

Darkvision. Biological. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Menacing. You gain proficiency in the Intimidation skill.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Variant Feature. As an orc, you may emphasize and amplify certain aspects of your orcish heritage. Choose either the Savage Attacks or Adrenaline Rush feature to gain.

  • Savage Attacks. When you score a critical hit with a melee attack, you can roll one of the attack's damage dice one additional time and add it to the extra damage of the critical hit.

  • Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.

Halfling

The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies. Others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of their second century.

Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of the old ways.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.

Speed. Your base walking speed is 25 feet.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Brave. You have advantage on saving throws against being frightened.

Nimble. Biological. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read, and write Common and Halfling.

Subraces. Choose one of the following subraces, and gain its features.

Lightfoot

Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you, and you add 1d4 to all Stealth checks you make.

Stout

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

Ghostwise

Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Lotusden

Children of the Woods. You know the druidcraft cantrip. At 3rd level, you can cast the entangle spell once per long rest. At 5th level, you can cast spike growth spell once per long rest. These spells don't require the material components normally required. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race).

Timberwalk. Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.

Harengon

Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.

Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Creature Type. You are a Humanoid.

Life Span. Harengons have a life span of about a century.

Size. You are Medium or Small. You choose the size when you select this race.

Speed. Your walking speed is 30 feet.

Hare-Trigger. You can add your proficiency bonus to your initiative rolls.

Leporine Senses. You have proficiency in the Perception skill.

Lucky Footwork. Biological. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.

Rabbit Hop. Biological. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Hexblood

Where wishing fails, ancient magic can offer a heart’s desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision, and a variety of magical methods to beguile the senses and avoid the same.

While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.

Heir of Hags. One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an unusual crown, often called a eldercross or witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.

Creature Type. You are a Fey.

Size. You are Medium or Small. You choose the size when you gain this lineage.

Speed. Your walking speed is 30 feet

Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

Darkvision. Biological. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Eerie Token. Biological. As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued this way, you can take these actions:

  • Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.

  • Remote Viewing. Biological. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.

Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows.

Hex Magic. You can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots or spell points you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).

Hobgoblin

Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the last Summer Queen to rule, Vynoth Cetril, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild's rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift.

On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast hobgoblin legions have emerged, with ranks of devoted soldiers famed for their unity.

Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved, pointed ears and noses that turn bright red or blue during displays of emotion.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.

Alignment. Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.

Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Creature Type.* You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Darkvision. Biological. 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 Gift. You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:

  • Hospitality. You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.
  • Passage. You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.
  • Spite. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.

Fortune from the Many. If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Goblin.

Human

It’s hard to make generalizations about humans, but your human character has these traits.

Age Humans reach adulthood in their late teens and live less than a century.

Alignment Humans tend toward no particular alignment. The best and the worst are found among them.

Size Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Original

Ability Score Increase One ability score of your choice increases by 2. Your other ability scores each increase by 1.

Speed Your base walking speed is 30 feet.

Languages You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Mark of Finding

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1.

Speed Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60ft. of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of grey.

Hunter's Intuition. Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the total ability check.

Finder's Magic. You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race).

Languages. You can speak, read, and write Common and Goblin.

Spells of the Mark. If you have levels in a class or subclass that can cast spells, the spells on the Mark of Finding Spells table are added to the spell list of your Spellcasting class.

Spell Level Spell
1st faerie fire, longstrider
2nd locate animals or plants, locate object
3rd clairvoyance, speak with plants
4th divination, locate creature
5th commune with nature

Mark of Handling

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1.

Speed Your base walking speed is 30 feet.

Wild Intuition. Whenever you make a Wisdom (Animal Handling) or a Intelligence (Nature) check, you can roll a d4 and add the number rolled to the total ability check.

Primal Connection. You can cast the animal friendship spell and the speak with animals with this trait, requiring no material components. Once you cast either spell with this trait, you can't cast that spell again until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race).

The Bigger They Are. Starting at 3rd level, you can target a Beast or a Monstrosity when you cast animal friendship or speak with animals, provided that the creature's intelligence is 3 or lower.

Spells of the Mark. If you have levels in a class or subclass that can cast spells, the spells on the Mark of Handling Spells table are added to the spell list of your Spellcasting class.

Spell Level Spell
1st faerie fire, longstrider
2nd locate animals or plants, locate object
3rd clairvoyance, speak with plants
4th divination, locate creature
5th commune with nature

Mark of Making

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1.

Speed Your base walking speed is 30 feet.

Artisan's Intuition. Whenever you make an Intelligence (Arcana) or an Ability Check involving Artisan's Tools, you can roll a d4 and add the number rolled to the total ability check.

Artisan's Gift. You gain proficiency in one type of Artisan's Tools of your choice.

Spellsmith. You learn the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast this spell with this trait, you can't cast that spell again until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you select this race).

Spells of the Mark. If you have levels in a class or subclass that can cast spells, the spells on the Mark of Making Spells table are added to the spell list of your Spellcasting class.

Spell Level Spell
1st identify, floating disk
2nd continual flame, magic weapon
3rd conjure barrage, elemental weapon
4th fabricate, stone shape
5th creation

Mark of Passage

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1.

Courier's Speed. You gain a base walking speed of 35ft.

Intuitive Motion. Whenever you make an Dexterity (Acrobatics) or an Ability Check involving operating or maintaining a Land Vehicle, you can roll a d4 and add the number rolled to the total ability check.

Magical Passage. You can cast the misty step spell with this trait. Once you cast this spell with this trait, you can't cast that spell again until you finish a long rest. Dexterity, Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race).

Spells of the Mark. If you have levels in a class or subclass that can cast spells, the spells on the Mark of Passage Spells table are added to the spell list of your Spellcasting class.

Spell Level Spell
1st expeditious retreat, jump
2nd misty step, pass without trace
3rd blink, phantom steed
4th dimension door, freedom of movement
5th teleportation circle

Mark of Sentinel

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1.

Speed Your base walking speed is 30 feet.

Sentinel's Intuition. Whenever you make an Wisdom (Insight) or a Wisdom (Perception) check, you can roll a d4 and add the number rolled to the total ability check.

Guardian's Shield. You can cast the shield spell with this trait. Once you cast this spell with this trait, you can't cast that spell again until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race).

Vigilant Guardian. Once a creature that you can see within 5ft of you is hit with an attack roll, you can use your reaction to swap places with the creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.

Spells of the Mark. If you have levels in a class or subclass that can cast spells, the spells on the Mark of Sentinel Spells table are added to the spell list of your Spellcasting class.

Spell Level Spell
1st compelled duel, shield of faith
2nd warding bond, zone of truth
3rd counterspell, protection from energy
4th death ward, guardian of faith
5th bigby's hand

Kalashtar

The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams – spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. But there is an unmistakable alien quality to the kalashtar, as they are haunted by the conflicts of their otherworldly spirits.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Kalashtar develop physically at the same rate as humans do and have similar lifespans.

Alignment. The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all sentient beings, but some kalashtar resist the virtuous influence of their spirit.

Size. Kalashtar are similar in build to humans, though they are typically a few inches taller. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Dual Mind. You have advantage on all Wisdom saving throws.

Mental Discipline. You have resistance to psychic damage.

Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it. If you have this feature active with a creature, you can use a bonus action to take the Help action targeting that creature.

Severed From Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell.

Languages. You can read and write Common, Quori, and one other language of your choice.

Kenku

Haunted by an ancient crime that robbed them of their wings, the flightless kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

Alignment. Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.

Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.

Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.

Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mimicry. Biological. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Languages. You can read and write Common and Auran, but you can speak only by using your Mimicry trait. You can speak normally if your form is changed to one that can speak normally.

Khenra

The khenra of Amonkhet are tall and lean, with graceful bodies and heads that strongly resemble jackals. Their snouts are long and sharp, and their angular ears rise straight above their heads. Their bodies are covered in dark, sleek hair that ranges from the brown of the desert sands to ebony black. Despite their sharp teeth, they consider biting to be an uncouth and unworthy combat tactic.

Nearly every khenra is born a fraternal or identical twin, and a pair of khenra twins forms an extremely close emotional bond unknown to most other residents of Amonkhet. The death of one twin in training or the trials causes a tremendous shock to the survivor, who typically grows more aggressive and foolhardy in battle. The rare khenra who are born without twins are believed to have killed their siblings in the womb, and are thus viewed as natural-born initiates, sure to achieve a glorified death in the Trial of Zeal.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.

Alignment. Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.

Size. Khenra have similar builds to humans. Your size is Medium.

Languages. You can speak, read, and write Common and Khenra.

Speed. Your base walking speed is 35 feet.

Khenra Weapon Training. You have proficiency with scimitars, shortswords, spears, and javelins.

Twin Power. Naturally attuned to the mind of another creature, the Khenra are masters of teamwork and imitation. If you take the same action as the creature that went before you in combat (Attack, Cast a Spell, Help, etc.), you immediately gain temporary hit points equal to your proficiency bonus and can add 1d6 to your first attack roll, damage roll, saving throw, or ability check you make before the end of the turn.

Khenra Twins. If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can’t be frightened.

Kobold

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

Ability Score Increase. Increase one ability score by 2, or increase two different ability scores by 1.

Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

Alignment. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.

Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Raucous Yapping. Biological. As an action on your turn, you can use your simultaneously pathetic and terrifying bark to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity. Biological. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Proficiencies. You gain proficiency in a tool of your choice.

Languages. You can speak, read, and write Common and Draconic.

Kor

Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.

Kor are associated with white mana, and their wizards and clerics employ spells of healing, of banishing the dark, and of protection. Their personalities and ideals also mesh with the characteristics of white mana in their emphasis on an ordered, harmonious community with strong traditions binding its members together.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Kor mature at the same rate as humans and live about as long.

Alignment. Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors.

Size. Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Biological. 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.

Brave. You have advantage on saving throws against being frightened.

Climbing. Biological. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.

Kor Climbing. You have proficiency in the Athletics and Acrobatics skills.

Languages. You can speak, read, and write Common, and communicate in the silent speech of the Kor.

Mountain Armor Training. You have proficiency with light armor.

Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Leonin

The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Leonin mature and age at about the same rate as humans.

Alignment. Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.

Size. Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Darkvision. Biological. 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.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier.

Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

Daunting Roar. Biological. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution or Charisma modifier (choose when you choose this race). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Leonin.

Living Spell Traits

Lore and Description found here.

Your living spell character has the following racial traits.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Living spells slowly dissipate their magical energy over time, losing vitality much like other humanoids. Living spells reach full maturity 1 year after gaining consciousness, and they typically live until the age of 20.

Alignment. Living spells are reserved and paranoid by nature, preferring to stay under the radar. Most living spells are lawful neutral or neutral.

Magical Construct. Biological. Made of magic, you are not a humanoid. You are a construct, but you can still benefit from beneficial spells that don't work on constructs, such as cure wounds.

Darkvision. Biological. With eyes formed of raw magic, you can see well even in darkness. 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.

Size. Living spells vary in size depending on how exactly they were separated by the weave, but the difficulty of the living spell obtaining the ethereal materials that make up their body means that their bodies are typically smaller and much lighter than most other humanoids. Most living spells stand between 3 and 5 feet tall and weigh between 15 and 30 pounds. You can be Small or Medium size, your choice when you choose this race.

Speed. Your base walking speed is 30 feet.

Origin Spell. As a living spell, you were formed via the separation of one particular spell from the weave. Choose one 1st-level spell to be your Origin Spell. You know this spell, you can cast it once without expending a spell slot, and you regain the ability to do so when you finish a short or long rest. When you cast the spell in this way, you cast it at a level equal to your proficiency bonus minus 1. You can also cast the spell using any spell slots or spell points you have of the appropriate level. If your Origin Spell has the ritual tag, you can instead cast it at-will.

Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).

Origin Spell Immunity. Biological. You are immune to your origin spell, unless you choose not to be.

Origin Spell Mastery. When you cast your origin spell, the spell cannot be counterspelled. In addition, if a creature you can see within 30 feet of you casts your Origin Spell, you always recognize it, no reaction or Arcana check required, and you can use your reaction to make a contested Arcana check against the creature's Arcana check. On a success, the spell fails.

Origin Resistance. If your Origin Spell deals one or multiple damage types, you can choose one of those damage types. You gain resistance to that damage type. If your Origin Spell does not deal damage, you gain resistance to your choice between force or psychic damage.

Magical Affinity. You gain proficiency in Arcana.

Antimagic Vulnerability. Biological. When you start your turn in an area of antimagic, such as antimagic field, or have a dispel magic cast on you, an item you are holding, or a magical effect on you, you must make a Constitution saving throw against the save DC of the effect or else be incapacitated until the start of your next turn. If the effect does not have a DC, the DC is instead 10.

Languages. You can speak, read, and write Common and Primordial. Most living spells learn the local language, and have a natural, innate knowledge of the language of elementals due to their origin in the Weave.

Lizardfolk

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

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

Alignment. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.

Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Bite. Biological. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Hold Breath. Biological. You can hold your breath for up to 15 minutes at a time.

Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, and Survival.

Natural Armor. Biological. 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.

Hungry Jaws. Biological. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier. You can use this special bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Draconic.

Loxodon

Loxodons are often oasis of calm in Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. As they say, "There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man."

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Loxodons mature at the same rate as humans, however, they are considered mature by their people at 60 years old. Their lifespan can be as long as 450 years.

Alignment. Most Loxodons are lawful. They also tend to be good.

Size. Loxodons are between 7 and 8 feet (≈2.5 meters) tall and weigh between 300(130kg) and 400 pounds(181kg). Your size is Medium.

Speed. Your base walking speed is 30 feet.

Powerful Build. Biological. You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the creatures you can grapple or shove.

Loxodon Serenity. You have advantage on saving throws you make gainst being charmed or frightened.

Natural Armour. Biological. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution 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.

Trunk. Biological. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Keen Smell. Biological. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Languages. You can speak, read, and write Common and Loxodon.

Merfolk

Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.

Alignment. Most merfolk are neutral, living in close harmony with nature.

Size. Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Swim. Biological. You have a swimming speed equal to your walking speed.

Amphibious. Biological. You can breathe air and water.

Languages. You can speak, read, and write Common (if it exists in your campaign), Merfolk and one additional language of your choice.

Transluscence. As an action, you can cause chemical changes to erupt across your skin, turning you transluscent. You become invisible until you lose concentration (as if concentrating on a spell), 1 minute passes, or until you end it as a bonus action. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Subrace. Merfolk are actually two separate subspecies. The green merfolk favor the land, walking among the trees and savoring the sunlight that filters through the leaves, while the blue merfolk are more at home in the waters of the Great River and the Inner Sea.

Green Merfolk

Green merfolk generally have yellow chests and pale green faces, shading to dark blues and purples on their backs and limbs. The patterns on their skin suggest the colors of the tree frogs common in the rain forest, as do their eyes of orange, lime green, or sky blue. Their fins are relatively short and thick. They climb trees with ease, move through undergrowth unhindered, and often wield magic to shape vines and branches to their will.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. You also have advantage on Stealth checks you make to hide in green foliage or other similar terrain.

Cantrip. You know one cantrip of your choice from the Druid spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race).

Blue Merfolk

Blue merfolk often have burgundy or magenta on their faces and chests, with lighter shades of blue and purple elsewhere. Their eyes are red, orange, or blue, and their long, thin, and elegant fins resemble scarves or veils of fine fabric. They swim easily, even upstream, and clamber over rocks and through rapids with ease. They prefer to dwell in shallow waters, but spend a fair amount of time on land as well.

Lore of the Waters. You gain proficiency in History and Nature.

Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race).

Minotaur

Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Minotaurs mature and age at about the same rate as humans.

Alignment. Minotaurs who leave the walls of Skophos have the opportunity to be free of its culture and pursue chaotic alignments, while those who remain within the polis and its tyrannical regime tend toward lawful alignments.

Size. Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Horns. Biological. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to ld6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush. Biological. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as part of the same action

Hammering Horns. Biological. Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to a number of feet away from you equal to five times your proficiency bonus.

Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.

Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

Languages. You can speak, read, and write Common and Minotaur.

Orc

Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness and tenacity that can't be matched, and the god equipped his children to be able to live above or below ground.

On some worlds, such as Eberron, orcs were among the first defenders of the natural order from the encroachments of Fiends and other extraplanar threats. Gruumsh's blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their devotion to other gods.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Orcs reach adulthood at age 16 and live up to 80 years.

Alignment. Orcs fear the curse of ruin that is said to plague their race, and tend strongly toward either chaos (accepting their fate), or toward law (rejecting it).

Size. Orcs stand easily 8 feet tall and corded with powerful muscles, weighing up to 280 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Biological. 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.

Adrenaline Rush. As a bonus action, you can move up to your speed toward a creature of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Powerful Build. Biological. You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the creatures you can grapple or shove.

Primal Intuition. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

Languages. You can speak, read, and write Common and Orc.

Variant Feature. As an orc, you may emphasize and amplify certain aspects of your orcish heritage. Choose either the Savage Attacks or Adrenaline Rush feature to gain.

  • Savage Attacks. When you score a critical hit with a melee attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

  • Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.

Owlfolk

Distant kin of giant owls, owlfolk come in many shapes and sizes, from petite and fluffy to widewinged and majestic. Owlfolk have arms and legs like other Humanoids, as well as wings that extend from their back and shoulders.

Because of their ancestral tie to the Feywild, owlfolk can innately see the magic of their surroundings. Like owls, owlfolk are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library.

Your owlfolk character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose the size when you gain this race.

Speed. Your walking speed is 30 feet.

Darkvision. Biological. You can see in dim light within 90 feet of you as if it were bright light and in darkness as if it were dim light.

Magic Sight. Biological. Your keen senses can focus to see the presence of magic. You can see the presence of magic within 30 feet of you. If you see magic in this way, you can see a faint aura around any visible creature or object in the area that bears magic. By using your action, you learn its school of magic, if any. This sight cannot penetrate a barrier you cannot see through.

Nimble Flight. Biological. Thanks to your wings, you have a flying speed equal to your walking speed. To use this speed, you can’t be wearing medium or heavy armor or carrying more than 50 lbs, and you must spend an action to unfurl your wings and ready yourself before gaining this flying speed, and you must concentrate on this flight as if concentrating on a spell. Starting at 5th level, you can prepare to fly with only a bonus action. Starting at 9th level, you gain a flying speed with no need for preparatory actions. At 13th level, you no longer need to concentrate on this flight.

When you fall, you can use your reaction to stop falling and fly in place until the start of your next turn. You cannot use this reaction if any of the conditions in place for your regular flight are not met.

Silent Feathers. You have proficiency in the Stealth skill.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Plasmoid

Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar form, but there’s little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.

Plasmoids don’t have internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves called ganglia. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a human like shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound.

When plasmoids sleep, they lose their rigidity and spread out and are sometimes mistaken for a rock or some other feature of the environment.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Creature Type. You are an Ooze.

Size. You are Medium or Small. You choose the size when you gain this race.

Speed. Your walking speed is 30 feet.

Amorphous. Biological. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple.

Darkvision. Biological. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Hold Breath. Biological. You can hold your breath for 1 hour.

Natural Resilience. Biological. You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.

Shape Self. Biological. If you are not incapacitated, you can use an action to reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob (no action required). As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. The pseudopod can’t attack, activate magic items, or carry more than 10 pounds. If you extrude a pseudopod while you have one already extruded, the previous one retracts back to you.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Reborn

Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.

Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.

Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose the size when you gain this lineage.

Speed. Your walking speed is 30 feet.

Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

Deathless Nature. Biological. You have escaped death, a fact represented by the following benefits:

  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You have advantage on death saving throws.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Satyr

Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by two simple desires; to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Satyrs mature and age at about the same rate as humans.

Alignment. Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.

Size. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is medium.

Speed. Your base walking speed is 35 feet.

Fey. Your creature type is fey, rather than humanoid.

Ram. Biological. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

Magic Resistance. Pick one saving throw between Dexterity, Constitution, and Wisdom. You gain advantage on saving throws of that type versus spells or magical effects.

Mirthful Leaps. Biological. Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Reveler. You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

Languages. You can speak, read, and write Common and Sylvan.

Shifter

Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic features – a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife’s edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.

Alignment. Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.

Size. Shifters range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Biological. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Shifting. Biological. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest.

Languages. You can read and write Common, Quori, and one other language of your choice.

Subrace. Choose one of the following subraces and gain its features:

Beasthide

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

Tough. You have proficiency in the Athletics skill.

Shifting Feature. Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.

Longtooth

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

Fierce. You have proficiency in the Intimidation skill.

Shifting Feature. While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can also replace any unarmed strike you make with a fang attack.

Swiftstride

Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially.

Graceful. You have proficiency in the Acrobatics skill.

Swift Stride. Your walking speed increases by 5 feet.

Shifting Feature. While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Wildhunt

Wildhunt shifters are sharp and insightful. Some are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities.

Natural Tracker. You have proficiency in the Survival skill.

Mark the Scent. As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest.

Shifting Feature. While shifted, you have advantage on Wisdom checks.

Cliffwalk

Your cliffwalk heritage grants you the agility of a mountain goat.

Shifting Feature. While shifting, you gain a climb speed of 30 feet.

Razorclaw

As a razorclaw shifter, you make swift, slashing strikes in battle

Shifting Feature. While shifting, you can make an unarmed strike with your claws as a bonus action. This attack can be made in place of, but not in addition to, an attack made with two-weapon fighting. Your claws deal 1d6 slashing damage on a hit. You can use your Dexterity for its attack and damage rolls. Your claws count as light, finesse weapons for other features.

Simic Hybrid

The Simic Combine uses magic to fuse different life forms together. In recent years, they have extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes call themselves guardians.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Simic Hybrids are created at adulthood as either humans, vedalkens, or elves. Their maximum life expectancy is probably reduced.

Alignment. Simic Hybrid's alignments vary from group to group.

Size. Simic Hybrids are the same size of they race that they were created from. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Biological. 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.

Animal Enhancements. Biological. Your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level.

  • Manta Glide (1st level). You have ray-like fins that you use as wings to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
  • Nimble Climber (1st level). You have a climb speed equal to your walk speed.
  • Underwater Adaptation (1st level). You can breathe air and water, and you gain a swim speed equal to your walking speed.
  • Grappling Appendages (5th level). You have two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. Each arm can grapple. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1d6 + your Strength modifier bludgeoning damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic weapons, and other specialized equipment.
  • Carapace (5th level). Your skin in places is covered by a thick shell. You gain a +1 to your AC when not wearing heavy armor.
  • Acid Spit (5th level). You gain a new attack option which you can use in place of one of your attacks as part of the Attack action; you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + you proficiency bonus + your Constitution modifier. The target takes 2d10 acid damage if they fail. The damage increases to 3d10 at 11th level and 4d10 at 17th level. You can use this a number of times equal to your Constitution modifier, regaining expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and your choice of either Elven or Vedalken.

Tabaxi

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

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Tabaxi have lifespans equivalent to humans.

Alignment. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.

Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Biological. 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.

Feline Agility. Biological. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws. Biological. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talent. You have proficiency in the Perception and Stealth skills.

Languages. You can speak, read, and write Common and one other language of your choice.

Thri-Kreen

Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings. Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully conscious and aware of what’s happening around them.

Thri-kreen speak by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Creature Type. You are a Monstrosity.

Size. You are Medium or Small. You choose the size when you select this race.

Speed. Your walking speed is 30 feet.

Chameleon Carapace. Biological. While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.

Darkvision. Biological. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Secondary Arms. Biological. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions: You can use a secondary arm to wield a weapon that has the light property, but you can’t use a secondary arm to wield other kinds of weapons. You can’t wield a shield with a secondary arm

Sleepless Revitalization. Biological. You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

Thri-kreen Telepathy. You have the magical ability to communicate mentally with any number of willing creatures you can see within 120 feet of you. A contacted creature doesn’t need to share a language with you, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Tiefling

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus, overlord of the Nine Hells (and many of the other powerful devils serving under him) into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Tieflings mature at the same rate as humans but live a few years longer.

Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Size. Tieflings are about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Biological. 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 gray.

Hellish Resistance. You have resistance to fire damage.

Languages. You can speak, read, and write Common and Infernal.

Infernal Magica. You know the Bloodline’s cantrip. Once you reach 3rd level, you can cast the 1st-level Spell once. Starting at 5th level, you can cast the 2nd-level Spell once. You must finish a long rest to cast these spells again with this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for all spells gained through your Infernal Bloodline (choose when you select this race). You can also cast either of those spells using any spell slots or points you have of the appropriate level.

Bloodline Cantrip 1st-level Spell 2nd-level Spell
Asmodeus fire bolt hellish rebuke darkness
Baalzebul infestation ray of sickness crown of madness
Dispater thaumaturgy disguise self detect thoughts
Fierna friends charm person suggestion
Glasya minor illusion disguise self invisibility
Levistus ray of frost armor of agathys darkness
Mammon mage hand tenser's floating disk arcane lock
Miphistopheles mage hand burning hands flame blade
Zariel thaumaturgy searing smite branding smite

Infernal Training. The training your devilish ancestors have imbued in you through the power that resides in your blood aids you in specific ways. You gain the feature associated with your Bloodline in the table below.

Bloodline Feature Description
Asmodeus Flame Intellect You find weaknesses easily when your enemies are bathed in fire. When a creature you can see within 60 feet of you takes fire damage, you can use your reaction to learn its lowest saving throw modifier.
Baalzebul Corruptive Blood When you take damage, you can use your reaction and expend a Hit Die to place your blood onto a creature within 5 feet of you. That creature has disadvantage on the next saving throw it makes against a spell you cast that deals necrotic, psychic, or no damage to it.
Dispater Eyes of Dis You add 1d4 to any Wisdom (Insight) or Charisma (Deception) checks you make, and whenever you cast a spell that requires verbal and/or somatic components, you can choose to take necrotic damage equal to three times the level or the spell, or 2 if a cantrip, to ignore those components.
Fierna Forceful Commands Whenever you make a Deception or Persuasion check, or magically attempt to charm a creature, you may use your reaction to choose to call upon your infernal legacy to aid your influence. You add 6 to the result of your roll, or subtract 3 from one target’s saving throw, but you will take three times your level in necrotic damage in 1 minute after you made the command as your blood rebukes you. You may not use this ability again until you take the fire damage from this feature.
Glasya Heist of Hell You add 1d4 to any Stealth check you make, and when you cast a spell that would turn you invisible, you can choose to take fire damage equal to three times your level to grant yourself a fly speed of 10 feet for the duration of the invisibility.

Bloodline Feature Description
Levistus Icy Bargain The frost you bring comes with it the offer of respite - at a cost. When you deal cold damage to a creature, you can offer one creature respite. A creature offered respite takes no cold damage instead, but must not damage or otherwise harm you until the start of your next turn or else take cold damage equal to what it would’ve taken plus your level immediately when it breaks this agreement.
Mammon Love of Money You can entreat your bloodline with the promise of wealth. As a bonus action, you can hold a coin in one of your hands and hold it close to you. Until the start of your next turn, you have advantage on all saving throws. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Miphistopheles Canian Arcana Whenever you cast a spell granted through this bloodline’s Infernal Magica feature, it is always cast at a level equal to your proficiency bonus regardless of the slot level used to cast it unless the slot used is higher than your proficiency bonus.
Zariel Avernus Training You gain proficiency in light armor, shields, and all weapons that deal slashing damage. You can add 1d6 to the damage of an attack you make with a weapon that deals slashing damage, and you can do so a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Tortle

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

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 25 and live an average of 180 years.

Alignment. Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.

Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Biological. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath. Biological. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

Natural Armor. Biological. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Shell Defense. Biological. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

Languages. You can speak, read, and write Common and Aquan.

Triton

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

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Tritons reach maturity around age 15 and can live up to 200 years.

Alignment. Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.

Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Amphibious. Biological. You can breathe air and water.

Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this race).

Darkvision. Biological. 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.

Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Guardians of the Depths. Biological. Adapted to even the most extreme ocean depths, you have resistance to cold damage.

Languages. You can speak, read, and write Common and Primordial.

Vedalken

Vedalken are tall and slender, standing almost a head taller than humans but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Vedalken mature slower than humans do. reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.

Alignment. Vedalken are usually lawful and non-evil.

Size. Tall and slender, Vedalken stand around 6 to 6½ feet tall. They usually weigh around 200Ibs(90kg).They are medium creatures.

Speed. Your base walking speed is 30 feet.

Vedalken Dispassion. You have advantage on all Intelligence and Wisdom Saving Throws.

Tireless Precision. You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.

Partially Amphibious. Biological. By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.

Languages. You can speak, read, and write Common, Vedalken, and one language of your choice.

Weave Work. Inheriting a legacy of creatures who rigorously study and infuse themselves with spells, you inherit magical potential. Pick one cantrip and one 1st-level spell from the wizard or magus spell lists. Intelligence, Wisdom, or Charisma is your spellcasting ability for spells gained through this feature. Starting at 5th level, pick one 2nd level spell from the wizard spell list, and do so again at 9th level with a 3rd level spell. You can cast each spell of 1st level or higher you learn through this feature once, and you regain all expended uses when you finish a long rest.

Verdan

The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race's initial creation, their upper age limits remain subject to speculation.

Alignment. Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework.

Size. Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature.

Black Blood Healing. Biological. The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you spend Hit Dice to recover hit points, instead of rolling, you heal the maximum possible result.

Limited Telepathy. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.

Persuasive. Your people's lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.

Telepathic Insight. Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.

Language. You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.

Warforged

The warforged were built to fight in the Last War. The first warforged were mindless automatons, but House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

Alignment. Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality – or lack thereof – of the beings with which they served.

Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier.

  • Size modifier = 2d6
  • Height = 5 feet + 10 inches + your size modifier in inches
  • Weight in pounds = 270 + (4 x your size modifier)

Speed. Your base walking speed is 30 feet.

Constructed Resilience. Biological. You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest. Biological. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection. Biological. Your body has built-in defensive layers, which can be enhanced with armor.

  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can't be removed from your body against your will.

Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

Languages. You can speak, read, and write Common and one other language of your choice.

Yuan-Ti Pureblood

The serpent creatures known as yuan-ti are the victors of the last era, with a culture and empire that spanned more than half the continent. Created by the ancient Creator Race, the sarrukh, they have always had a liking for the taste of humanoid blood. Their unique caste system and culture have proven helpful for the stability of their birthright empire. In general most are less emotional than other races.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1.

Age. Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.

Alignment. Purebloods have less emotion and in general see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.

Size. Purebloods match humans in average size and weight. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Biological. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Innate Spellcasting. You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell points or spell slots of 2nd level or higher that you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Magic Resistance. Pick one saving throw between Dexterity, Constitution, and Wisdom. You gain advantage on saving throws of that type versus spells or magical effects.

Poison Resistance. Biological. You are resistant to poison damage and have advantage on saving throws against becoming poisoned. Starting at level 11, this becomes full immunity to poison damage and the poisoned condition.

Languages. You can speak, read, and write Common, Abyssal, and Draconic.

Art Credits

Art (Page 2): Georgi Minkov: I commissioned art of my Aarakocra ranger. (Link)
Art (Page 3): Lorenz Basuki: Archangel (Link)
Art (Page 4): depingo: MtG Contraband Kingpin (Link)
Art (Page 5): u/MoonTreader: Autognome (Link)
Art (Page 6): Jason Kang: Zenith Seeker Print (Link)
Art (Page 7): Hiidra: An Art commission of a Bugbear (Link)
Art (Page 8): Nils Hamm: Rosemane Centaur Print (Link)
Art (Page 9): anry: Falling Sky (Link)
Art (Page 10): Christine Black: My Custom Lineage Wild Magic Sorcerer, Vixen (Link)
Art (Page 11): Jennifer Moss: My DnD Character, Xun Lei (Link)
Art (Page 12): u/phazone: Rhenghor Karaxas, the Frostbrand (Link)
Art (Page 13): Tomasz Chistowski: Daily sketches - week #50 (Link)
Art (Page 14): Mischeviouslittleelf: Ragnhild (Link)
Art (Page 15): u/Kabelus: Thurmond, Duergar fighter (Link)
Art (Page 16): Noh Dong Kyu: Dark Elf (Link)
Art (Page 17): NEMO Art: Elf Prince (Link)
Art (Page 18): Filipe Pagliuso: Mell - Korpikalli Elf (Link)
Art (Page 19): Sandra Duchiewicz: Fairy (Link)
Art (Page 20): Jon Pintar: Firbolg Shaman (Link)
Art (Page 21): Jason Chan: Koth Of The Hammer (Link)
Art (Page 22): eristhenat: Made myself a Fire Genasi. (Link)
Art (Page 23): Alexandra GaudiBuendia Khitrova: old knight (Link)
Art (Page 24): Adamarcymag: Githzerai Tempest Cleric - Commisioned (Link)
Art (Page 25): Jake Pleshe: Wren'Talis - Githyanki Warrior (Link)
Art (Page 26): feliciacano: Gnome (Link)
Art (Page 27): Danil Luzin: Goblin Warlock (Link)
Art (Page 28): Henrique Dld: Barbarian goliath (Link)
Art (Page 29): Corey-Lynn Gomez: DnD Grung Mage (Link)
Art (Page 30): Xu Tianhua: Monkey king & The land God (Link)
Art (Page 31): Jon Pintar: Desna the Half Dwarven (Link)
Art (Page 32): Nezt Oss: Orc Magician (Link)
Art (Page 33): Jing Akidrop: 2019 - DnD : Trine, the Halfling ranger (Link)
Art (Page 34): Vence Andrei Abad: Harengon Commission (Link)
Art (Page 35): James Tadlock: Oceanic Hexblood - Arcane Trickster / Character Illustration (Link)
Art (Page 36): vin_werneck: Hobgoblin I did a while back for en5ider (Link)
Art (Page 37): kainthebest: Warrior (Link)
Page Stains: /u/flamableconcrete

Art Credits Continued

Art (Page 38): Adrian Virlan: Main character exploration (Link)
Art (Page 39): Jon Sullivan: Journeys of the Catechist (New York: Science Fiction Book Club, 2000~oil on board (Link)
Art (Page 40): u/Seabubble3: Novashana, Kalashtar Monk (Link)
Art (Page 41): SickJoe: Kenku Ranger (Link)
Art (Page 42): Tomasz Jedruszek: Nimble-Blade Khenra (Link)
Art (Page 43): u/AnttiHako: Kobold (Link)
Art (Page 44): Victor Adame Minguez: Kor Sky Climber (Link)
Art (Page 45): depingo: MtG Ajani, Valiant Protector (Link)
Art (Page 46): Ruan Jia: Vanishness (Link)
Art (Page 47): Mike Andreoli: D&D character design: Eddie Lizzard (Link)
Art (Page 48): Jack Wang: Riot Gear (Link)
Art (Page 49): John Derek Murphy: Merfolk lady (Link)
Art (Page 50): James Groeling: Io Bloodhoof. Commissioned minotaur barbarian D&D character. (Link)
Art (Page 51): Manthos Lappas: Myev - Gladiators of Dragon Isle (Link)
Art (Page 52): Jonathan Vera: Owlfolk Artificer Commission (Link)
Art (Page 53): u/aleagio: Lady Oozolina, inspired by the Plasmoid race in the recent UA (Link)
Art (Page 54): Rachel Denton: A Reborn elven D&D character for a patreon commissioner (Link)
Art (Page 55): Dandzialf: Satyr (Link)
Art (Page 56): u/Ryuutsu: Razorclaw shifter swarm druid commission with Ankheg armor (Link)
Art (Page 57): Aaron J Riley: Blue Rose Character Concept Illustrations (Link)
Art (Page 58): nowekart: a Simic hybrid warlock (Link)
Art (Page 59): u/Hellieri: Digital painting of the rogue tabaxi from my party (Link)
Art (Page 60): JasonEngle: Thri-Kreen Predator (Link)
Art (Page 61): Beaver-Skin: Tiefling (Link)
Art (Page 62): u/JamesNathanielArtist: DnD character commission - Norrias. Tiefling rogue (Link)
Art (Page 63): RED ART + ANIMATION: A commission of a very fancy tiefling belonging to a patreon client! (Link)
Art (Page 64): Vagelio: Summoning the ancestral glaive (Link)
Art (Page 65): Tamás Patkós: Commission - Triton Warlock (Link)
Art (Page 66): u/Joric8: Vedalken Monk commission (Link)
Art (Page 67): u/Zhjake: Truce: Female Verdan, Way of the Weave Monk (Link)
Art (Page 68): Davy Rühl: DnD Warforged Character (Link)
Art (Page 69): u/mentalmargarita: Selena, Yuan-ti Pureblood, Bard-College of Whispers (Link)

 

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