Tran's Talent Trees (Racial Trees)

by TheTranMan

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Racial Talents

This section introduces a collection of special trees that allow you to explore your character's race further. These talents are each associated with a race, as summarized in the Racial Talents table. A racial talent represents either a deepening connection to your race's culture or a physical transformation that brings you closer to an aspect of your race's lineage.

The cause of a particular transformation is up to you and your DM. A transformational talent can symbolize a latent quality that has emerged as you age, or a transformation that might be the result of an event in the campaign, such as exposure to powerful magic or visiting a place of ancient significance to your race. Transformations are a fundamental motif of fantasy literature and folklore. Figuring out why your character has changed can be a rich addition to your campaign's story.

Specific Racial Feats

Race Feat
Aasimar Angelic Aegis
Dragonborn Draconic Features -> Frightful Presence -> Draco Wings
Dwarf Dwarven Fortitude; Squat Nimbleness
Elf (Drow) Drow High Magic
Elf (High) Fey Teleportation
Elf (Wood) Wood Elf Magic
Genasi (Air) Storm Temperance
Genasi (Earth) Earthen Durability
Genasi (Fire) Flame Mastery
Genasi (Water) Watery Form
Gnome Fade Away; Squat Nimbleness
Goblin Redirect Attack; Squat Nimbleness
Halfling Second Chance -> Bountiful Luck; Squat Nimbleness
Hobgoblin Warrior of the Legion
Kenku Observational Mimicry
Lizardfolk Fearless Rationale
Orc, Half-Orc Hellbound Blood; Orcish Fury
Tiefling Infernal Constitution; Flames of Phlegethos
Tortle Shellbound Guardian
Triton Deep Magic
Yuan-Ti Pureblood Snakechange

Squat Nimbleness

Prerequisite: Dwarf or a Small race

  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Dragonborn

Prerequisite: Dragonborn

Draconic Features
Frightful Presence

Draconic Features

Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and gain this benefit. Additionally, you grow retractable claws from the tips of your fingers. Extending or retracting the claws require no action. The 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 normal bludgeoning damage for an unarmed strike.

Frightful Presence

Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom svaing throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Draco Wings

You manifest leathery wings reminiscent of your dragon subtype. You gain a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Dwarf

Prerequisite: Dwarf

Dwarven Fortitude

Dwarven Fortitude

Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die and add your Constitution modifier and regain a number of hit points equal to the total (minimum of 1).

Elf

Drow High Magic Fey Teleportation Wood Elf Magic

Drow High Magic

Prerequisite: Drow

You learn the detect magic spell, and can cast it at will, without expending a spell slot.

You also learn the levitate and dispel magic spell, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Fey Teleportation

Prerequisite: High Elf

You learn to speak, read, and write Sylvan.

You also learn the misty step spell and can cast it without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.

Wood Elf Magic

Prerequisite: Wood Elf

You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

Genasi

Storm Temperance
Earthen Durability
Flame Mastery
Watery Form

Storm Temperance

Prerequisite: Air Genasi

You gain resistance to lightning and thunder damage. In addition, whenever you take the Dodge action you can fly up to 10 feet without provoking opportunity attacks.

Earthen Durability

Prerequisite: Earth Genasi

Your body is toughened by the primordial magic that flows in your blood. Manifesting as hardened skin, while you aren't wearing armor, you can calculate your AC as 13 + your Constitution modifier. You can use a shield and still gain this benefit.

Flame Mastery

Prerequisite: Fire Genasi

You learn the create bonfire cantrip, however you can cast it without concentration but you can only place one bonfire at a time with this casting of it. If you cast another one while a different bonfire is active, the previous one goes out.

In addition, whenever you cast a spell that deals fire damage, you cause your skin to glow white hot, and flames wreathe around you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

Watery Form

Prerequisite: Water Genasi

Your body adopts traits of the fluidic elemental planes. You gain the following benefits:

  • Immediately when you take damage, you can use your reaction to gain resistance to all damage except psychic until the start of your next turn. Once you use this ability, you can't do so again until you finish a short or long rest.
  • As a bonus action, you can take on a liquid form and become water. While you are water, you can move over or through liquids and can enter and occupy the space of another creature. You can rise up to your normal height and can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter. You remain in your watery form until the start of your next turn. During that time, you appear hydrous and translucent. If you start your turn in a space you can no longer fit in, you are immediately expelled and fall prone in an unoccupied space closest to where you first entered. Once you use this ability, you can't do so again until you finish a long rest.

Gnome

Prerequisite: Gnome

Fade Away

Fade Away

Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.

Goblin

Prerequisite: Goblin

Redirect Attack

Redirect Attack

When a creature you can see targets you with an attack, you can use your reaction to choose another creature within 5 feet of you and swap places.

If the target is a willing creature, you swap places and the creature is the new target for the attack.

If the target is an unwilling or hostile creature, you must succeed on an opposed Dexterity (Acrobatics) check vs. the target's Dexterity (Acrobatics) check. If the creature fails, the creature is the new target for the attack. If you fail, you don't swap places and remain the target for the attack.

Once you use this trait, you can't do so again until you finish a long rest.

Halfling

Prerequisite: Halfling

Second Chance
Bountiful Luck

Second Chance

When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Bountiful Luck

Halflings have extraordinay luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens.

When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

When you use this ability, you can't use your Lucky racial trait before the end of your next turn.

Hobgoblin

Prerequisite: Hobgoblin

Warrior of the Legion
  • You can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated. You can use this trait only once per combat.
  • You can extend the benefit of your Saving Face trait to an ally. As a reaction, if an ally misses with an attack roll or fails an ability check or a saving throw, you can grant a bonus to the roll equal to the number of allies your ally can see within 30 feet (including you, maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.

Kenku

Prerequisite: Kenku

Observational Mimicry

Whenever another creature you can see uses a skill or tool, you can use your reaction to gain proficiency in that skill or tool. Proficiencies gained in this way last for 1 hour, and you can only mimic one proficiency at a time. Once you use this ability, you can’t do so again until you finish a short or long rest.

Lizardfolk

Prerequisite: Lizardfolk

Fearless Rationale

Fearless Rationale

  • You are immune to being frightened.
  • Whenever you target a creature with your Hungry Jaws feature, the creature must succeed on a Wisdom saving throw (DC 8 + your Proficiency Bonus + your Charisma modifier). On a failed save, the target becomes frightened of you for 1 minute. The frightened target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Orc

Prerequisite: Half-Orc or Orc

Orcish Fury

Hellbound Blood

Whether through fell magic or the presence of tiefling blood grappling with your orcish blood, you are touched with corruptive infernal power. You gain the following benefits:

  • You have resistance to fire and poison damage.
  • You have vicious claws, sharp teeth, or horns that manifest as a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing or slashing damage (your choice) equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Orcish Fury

  • When you hit with an attack using a weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
  • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.

Tiefling

Prerequisite: Tiefling

Infernal Constitution Flames of Phlegethos

Infernal Constitution

  • You have resistance to cold damage and poison damage.
  • You have advantage on saving throws against being poisoned.

Flames of Phlegethos

  • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
  • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe around you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

Tortle

Prerequisite: Tortle

Shellbound Guardian

Shellbound Guardian

  • Your natural armor now provides a base AC of 18.
  • As a reaction when you are forced to make a Dexterity saving throw, choose any number of creatures within 5 feet of you. Each chosen creature is considered to have half-cover against harmful ranged attacks or effects while within 5 feet of you until the start of your next turn. Once you use this ability, you can't do so again until you've finished a short or long rest.

Triton

Prerequisite: Triton

Deep Magic

Deep Magic

  • You learn the shape water cantrip.
  • You also learn the warding wind and water breathing spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Yuan-Ti

Prerequisite: Yuan-ti

Snakechange

Snakechange

You can use an action to polymorph into a Medium snake or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. If you die, you stay in your current form.

While in snake form, you gain a bite attack as a natural weapon. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage for an unarmed strike. When you hit with a bite attack, you can choose to deal 1d12 additional poison damage to the target. Once you deal this poison damage, you can't do so again until you finish a long rest.

 

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