Mordenkainen's Master Revisions v0.2.5
This book will be a tool for players to use to create their characters. It will contain updated versions of all races, backgrounds, classes, feats, and spells. There will be a changelog at the end of the document, listing all changes.
Still a work in progress!
Title Page Art Credit
Mordenkainen by Michael Komarck
Table of Contents
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2Prologue: Character Creation
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3Chapter 1: Races
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4Common Races
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10Uncommon Races
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16Rare Races
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27Monstrous Races
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---Races of the Feywild
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31Chapter 2: Backgrounds
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35General Backgrounds
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35Cultural Backgrounds
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37Chapter 3: Classes
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37Overview
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51Chapter 4: Customization
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51Proficiencies
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51Equipment
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52Feats
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64Optional Rules
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---Chapter 5: Spellcasting
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---Spells
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65Changelog
Prologue: Character Creation
Choose a Race, Background, and Class
First, you must choose what race you want to play as. Beginners should stick to the Common Races, but all races in this document are available to play. You gain all of the traits of that race.
Then you must decide a your character's background. This represents the skills they developed before they became an adventurer.
Finally, you must select a class. This is the most important decision, and determines what your character can and can't do. Are you a warrior, healer, or mage?
Determine Ability Scores
The DM will choose one of the following options to determine Ability Scores: point buy, roll for it, or standard array. Once you have six scores, you will assign each score to an Ability. The abilites are as follows:
| Ability |
|---|
| Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. |
| Dexterity measures agility, reflexes, and balance. |
| Constitution measures health, stamina, and vital force. |
| Intelligence measures mental acuity, accuracy of recall, and the ability to reason. |
| Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition. |
| Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality. |
Your class will utilize one or two ability scores, and it would be wise to review your class before determining which of your abilities will be strongest.
Point Buy
Each character has 27 points to buy their six ability scores. Each score's cost are shown on the table below. Once all six ability scores have been bought, any racial Ability Score Increases are applied.
| Score | Cost | ~ | Score | Cost |
|---|---|---|---|---|
| 8 | 0 | ~ | 12 | 4 |
| 9 | 1 | ~ | 13 | 5 |
| 10 | 2 | ~ | 14 | 7 |
| 11 | 3 | ~ | 15 | 9 |
Roll for it
Each player rolls 4d6d1 (roll 4 d6s, add the top 3 together and ignore the lowest) six times, and assigns each roll to a score. Once all six ability scores have been assigned, any racial Ability Score Increases are applied.
Standard Array
Each character selects their scores from a predetermined list, and assigns each to a different ability. Once all six ability scores have been assigned, any racial Ability Score Increases are applied.
15, 14, 13, 12, 10, 8
Leveling Up
Once a player character has reached a certain threshold of experience points (XP), then it will level up after it completes a short or long rest. Its maximum hit points are increased, class abilities for that level are gained, and its Proficiency Bonus (PB) may increase.
Experience Points
| Level | XP | PB | ~ | Level | XP | PB |
|---|---|---|---|---|---|---|
| 1 | 0 | 2 | ~ | 11 | 85000 | 4 |
| 2 | 300 | 2 | ~ | 12 | 100000 | 4 |
| 3 | 900 | 2 | ~ | 13 | 120000 | 5 |
| 4 | 2700 | 2 | ~ | 14 | 140000 | 5 |
| 5 | 6500 | 3 | ~ | 15 | 165000 | 5 |
| 6 | 14000 | 3 | ~ | 16 | 195000 | 5 |
| 7 | 23000 | 3 | ~ | 17 | 225000 | 6 |
| 8 | 34000 | 3 | ~ | 18 | 265000 | 6 |
| 9 | 48000 | 4 | ~ | 19 | 305000 | 6 |
| 10 | 64000 | 4 | ~ | 20 | 355000 | 6 |
Proficiency Bonus
Every creature has a Proficiency Bonus, which is applied to any roll that it is skilled in or proficient in.
Hit Points
A player character has hit points, and if its current hit points are reduced to 0, it begins to make Death Saving Throws. After a short rest (1 hour), a character can expend one or more Hit Dice to regain hit points, and after a long rest (8 hours), a player character regains any lost hit points. Spent Hit Dice equal to half of the character's level (rounded up) are regained after every long rest.
Maximum Hit Points at 1st Level = Maximum number on your class Hit Dice + your Constitution modifier.
Maximum Hit Point increase at every level after 1st = one roll of your class Hit Dice + your Constitution modifier.
Chapter 1: Races
Common Races
Dwarf
Elf
Halfling
Human
Uncommon Races
Dragonborn
Gnome
Half-dwarf
Half-elf
Half-orc
Tiefling
Rare Races
Aarakocra
Aasimar
Firbolg
Genasi
Githyanki and Githzerai
Goliath
Kenku
Tabaxi
Tortle
Triton
Monstrous Races
Bugbear (70%)
Gnoll (60%)
Goblin (70%)
Hobgoblin (70%)
Kobold (60%)
Lizardfolk (70%)
Orc (70%)
Races of the Feywild
Centaur (00%)
Eladrin (00%)
Fairy (00%)
Harengon (00%)
Owlin (00%)
Shadar-kai (00%)
Races of the Astral Sea
Astral Elf (00%)
Autognome (00%)
Giff (00%)
Githyanki and Githzerai
Hadozee (00%)
Plasmoid (00%)
Thri-kreen (00%)
Races of Eberron
Changling (00%)
Kalashtar (00%)
Shifter (00%)
Warforged (00%)
Dwarf
Kingdoms rich in ancient grandeur, halls carved into
the roots of mountains, the echoing of picks and ham-
mers 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.
"Dwarves are creatures of stone, and like stone they change only in response to extremes. The dwarves of the many worlds share much in common, but never allow
those similarities to blind you to their unique traits."
~ Mordenkainen
Dwarf Traits
Ability Score Increase. Your Constitution score increases
by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 25 feet. You ignore the Strength requirement of heavy armor.
Languages. You can speak, read, and write Common and Dwarvish.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience. You have resistance against poison damage, and advantage on saving throws against poison.
Long Memory. You have proficiency in the History skill.
Stonecunning. Whenever you make an ability check related to stonework, you are considered proficient in the skill and add twice your Proficiency Bonus to the roll.
Subrace. Choose one of the following subraces: hill dwarf or mountain dwarf. With your DM's permission, you can also choose duergar (gray dwarf).
Hill Dwarf
Hill dwarves are the most common variety of dwarves. They are the aloof, confident and sometimes proud subrace of dwarves, and known to be particularly stalwart warriors and shrewd traders. Hill dwarves favor earth tones in their clothing and prefer simple and functional garb. Their skin can be very dark, but it is always some shade of tan or brown, with their hair usually black, gray, or brown.
Dwarven Toughness. Your hit point maximum increases by 1 every time you gain a level, including 1st level.
Mountain Dwarf
Mountain dwarves are a breed of dwarves at home in the high peaks and rarified air of the rocky mountains. In many ways similar to their lowland cousins, mountain dwarves are slightly more reclusive and tend to focus on mining, forging, and crafts a bit more strongly – their closeness to the dwarven deity Moradin is said to be a cause of this. It is said that a mountain dwarf is born in armor, but this is likely just a mild exaggeration.
Dwarven Might. You gain a bonus to abilty checks, attack rolls, and saving throws that use Strength equal to half your Proficiency Bonus (rounded down).
Duergar (Gray Dwarf)
Duergar, also known as gray dwarves
or underdwarves, are a subterranean
subrace of dwarves. They carve out an existence
in the Underdark, often near volcanoes. Their kinship
to other dwarven subraces could be compared to that of
the drow to surface elves.
Extra Language. You can speak, read, and write Undercommon.
Superior Darkvision. Your darkvision has a range of 120 feet.
Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed. In addition, you have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Sunlight Sensitivity. 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.
Art Credit
Game of the Hunters by 6kart
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. Almost all elves worship the gods of the Seldarine, and elves are generally, though not always, good in nature.
Elves tend to make strong and uplifting friends. Most elves love simple joys such as dancing, singing, footraces, or contests of skill. They have a natural aversion to that which they see as uninteresting tasks and are fun-loving by nature. However, despite how unpleasant some things such as war could be, elves become grimly serious if a threat to their friends, family, or livelihood make such actions necessary.
Elf Traits
Ability Score Increase. Your Dexterity score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Elvish.
Darkvision. You can see in dim light within 60 feet of you as if it was 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, and your Proficiency Bonus is doubled for all Wisdom (Perception) checks you make.
Fey Ancestry. You have advantage on saving throws made to avoid or end the charmed condition on yourself.
Trance. You don't need to sleep, and can instead meditate deeply in a semiconscious state for 4 hours a day. After resting in this way, you gain the benefits of a long rest. Magic cannot put you to sleep.
Subrace. Choose one of the following subraces: high elf or wood elf. With your DM's permission, you can also choose drow (dark elf), sea elf, or eladrin.
High Elf
The high elves are graceful warriors and wizards who originated from the realm of Faerie, also known as the Feywild. They live in the forests of the world and share an interest in the arcane arts. In many realms, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races.
High Elf Magic. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Wood Elf
Wood elves, also known as copper elves, are the most populous of the elven races. They commonly feel that they are in harmony with their natural surroundings. Wood elves also see themselves as guardians of ancient forest homes, but unlike most elves, they did not view themselves as a people apart from the rest of Faerûn.
Fleet of Foot. Your base walking speed increases to 35 feet.
Naturally Stealthy. You have proficiency in the Stealth skill.
Art Credit
Elf Prince by Trung Tin Shinji
Art Credit
Drow Priestess by Twostepwalz
Drow (Dark Elf)
Drow, also known as dark elves, underelves, or the Dark Ones among orcs, are a dark-skinned sub-race of elves that predominantly lives in the Underdark. They are hated and feared due to their cruelty, though some non-evil and an even smaller number of good drow exist.
Extra Language. You can speak, read, and write Undercommon.
Superior Darkvision. Your darkvision has a range of 120 feet.
Dark Elf Magic. You know the dancing lights cantrip. When you reach 3rd level, you learn the faerie fire spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the darkness spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Sunlight Sensitivity. 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.
Sea Elf
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.
Amphibious. You can breathe air and water.
Swimmer. You have a swimming speed equal to your walking speed.
Snow Elf
Dune Elf
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. Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting the characteristics and personality of a new season.
- 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.
Seasonal Attunement. You associate with one of the four seasons and show coloration reminiscent of that season, which may also affect your mood. When finishing a long rest, you can change which season you are in tune with.
Fey Step. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
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; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, 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.
Halfling Traits
Ability Score Increase. You increase an ability score of your choice by 1, three times. You can't increase any single ability score by 3 or above 20 using this trait.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Languages. You can speak, read, and write Common and Halfling.
Lucky. When you roll a 1 on a d20 roll for an attack roll, ability check, or saving throw, you can reroll the die and
must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is one size larger than you.
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. 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.
Subrace. Choose one of the following subraces: lightfoot halfling or stout halfling.
Art Credit
Halfling Priest by Serbey Gurskiy
Mumrik by Mischeviouslittleelf
Lightfoot Halfling
Affable and pleasant, lightfoot halflings have spread farthest and thus are the most common variety. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.
Extraordinarily Stealthy. You have proficiency in the Stealth skill, and your Proficiency Bonus is doubled for all Dexterity (Stealth) checks you make.
You can attempt to hide when you are obscured by a creature that is only one size larger than you.
Stout Halfling
Stout halflings were moderately shorter and stockier than their lightfoot kin. There was very little that could upset most stouts or corrupt them. Their outlook on life stressed cooperation above all else, with one's skill in teamwork being among the most valued of behaviors in their lands.
Stout Resilience. You have resistance against poison damage, and advantage on saving throws against poison.
Human
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
Art Credit
The Man of Armadon by Lap Pun Cheung
Human Traits
Ability Score Increase. Each of your ability scores increases by 1. You then increase any ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one standard language of your choice.
Skill Versatility. You gain proficiency in two skills of your choice.
Variant Human Traits
Ability Score Increase. You increase two different ability scores of your choice by 1. You can't increase any ability above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one language of your choice.
Feat. You gain one feat of your choice.
Dragonborn
Born of dragons, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids.
Dragonborn Traits
Ability Score Increase. Your Constitution score increases by 1. You then increase an ability score of your choice by 1, twice. You can't increase any single ability score by 3 or above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Draconic.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Natural Armor. 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 still apply as normal while you use your natural armor.
Draconic Ancestry. Choose one kind of dragon from the Chromatic Ancestry table or the Metallic Ancestry table. If your DM allows Gem Ancestry, you may choose one of the options on that table.
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with with an exhalation of destructive energy in a 30-foot line that is 5 feet wide, or a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your Proficiency Bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Draconic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the damage type associated with your Draconic Ancestry.
Chromatic Ancestry
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Green | Poison |
| Red | Fire |
| White | Cold |
Art Credit
Jhadir, dragonborn sorcerer by u/Meetwad
Metallic Ancestry
| Dragon | Damage Type |
|---|---|
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Silver | Cold |
Gem Ancestry
| Dragon | Damage Type |
|---|---|
| Amethyst | Force |
| Crystal | Radiant |
| Emerald | Psychic |
| Sapphire | Thunder |
| Topaz | Necrotic |
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.
Gnome Traits
Ability Score Increase. Your Intelligence score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any single ability score by 3 or above 20 using this trait.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Languages. You can speak, read, and write Common and Gnomish.
Darkvision. You can see in dim light within 60 feet of you as if it was 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 saving throws against magic.
Subrace. Choose one of the following subraces: forest gnome or rock gnome. With your DM's permission, you can also choose deep gnome.
Forest Gnome
Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts. You can communicate and understand simple ideas with Small or smaller beasts.
Rock Gnome
Tinkerer. You gain proficiency with your choice of thieves' tools or tinker's tools.
Artificer Magic. You know one cantrip of your choice from the artificer spell list (from Tasha's Guide to Everything). Intelligence is your spellcasting ability for it.
Deep Gnome
Extra Language. You can speak, read, and write Undercommon.
Superior Darkvision. Your darkvision has a range of 120 feet.
Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain and underground.
Half-dwarf
Half-dwarves often showcase the best of both of their parents' heritage. Like dwarves, they often place high value on honor and reputation. And, although they are not considered full members of their respective dwarven clans, most half-dwarves will go to great lengths to prevent bringing shame upon the clan of their dwarven parent.
From their human blood, half-dwarves bring the spark of innovation and desire to make something of themselves. Far more individualistic then other dwarves, half-dwarves look to radically improve upon dwarven, and human, craftsmanship, often ignoring the traditions of master artisans.
~ Laserllama
Half-dwarf Traits
Ability Score Increase. Your Constitution score increases by 1. You then increase an ability score of your choice by 1, twice. You can't increase any single ability score by 3 or above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and two standard languages of your choice.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience. You have resistance against poison damage, and advantage on saving throws against poison.
Heritage. Choose the human heritage. With your DM's permission, you can also choose one of the following heritages: hill dwarf, mountain dwarf, or gray dwarf.
Human Heritage
Skill Versatility. You gain proficiency in two skills of your choice.
Hill Dwarf Heritage
Dwarven Toughness. Your hit point maximum increases by 1 every time you gain a level, including 1st level.
Mountain Dwarf Heritage
Dwarven Might. You gain a bonus to abilty checks, attack rolls, and saving throws that use Strength equal to half your Proficiency Bonus (rounded down).
Grey Dwarf Heritage
Extra Language. In place of knowing one standard language of your choice, you can choose to speak, read, and write Undercommon.
Lesser Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.
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.
Half-elf Traits
Ability Score Increase. Your Dexterity score increases by 1. You then increase an ability score of your choice by 1, twice. You can't increase any single ability score by 3 or above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and two standard languages of your choice.
Darkvision. You can see in dim light within 60 feet of you as if it was 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Heritage. Choose the human heritage. With your DM's permission, you can also choose one of the following heritages: high elf, wood elf, dark elf, or sea elf. This represents a repressed humanity within your character.
Human Heritage
Skill Versatility. You gain proficiency in two skills of your choice.
High Elf Heritage
High Elf Magic. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Wood Elf Heritage
Fleet of Foot. Your base walking speed increases to 35 feet.
Naturally Stealthy. You have proficiency in the Stealth skill.
Dark Elf Heritage
Extra Language. In place of knowing one standard language of your choice, you can choose to speak, read, and write Undercommon.
Lesser Dark Elf Magic. You know the dancing lights cantrip. When you reach 3rd level, you learn the faerie fire spell and can cast it once without expending a spell slot and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Sea Elf Heritage
Amphibious. You can breathe air and water.
Swimmer. 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.
Half-orc Traits
Ability Score Increase. Your Strength score increases by 1. You then increase an ability score of your choice by 1, twice. You can't increase any single ability score by 3 or above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and two standard languages of your choice.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you've used this trait, you can't do so again until you finish a long rest.
Heritage. Choose the human heritage. With your DM's permission, you can also choose the orc heritage. This represents a repressed humanity within your character.
Human Heritage
Skill Versatility. You gain proficiency in two skills of your choice.
Orc Heritage
Primal Intuition. You have proficiency in one of the following skills of your choice: Intimidation, Perception, or Survival.
Savage Attacks. When you score a critical hit with a weapon attack, it deals extra damage equal to one roll of the weapon's damage dice.
Alternate Half-Bloods
With your DM's permission when you create a half-dwarf, half-elf, or half-orc character, you can choose any heritage from the three races. This represents a mix between two non-human races.
Tiefling
Tieflings are a race of planetouched humanoids. Tieflings are primarily human in ancestry, but draw part of their bloodline from an infernal being or power of the Nine Hells, most commonly Asmodeus.
Tieflings resemble humans, but with very obvious infernal heritage. Their skin ranges from the normal human tones to a hellish red, sickly green, or dark blue, and their eyes are featureless orbs of solid black, red, white, silver, or gold. They possess horns, in a great variety of shapes: some curled like a ram, some spiral like a gazelle, and others ugly flat plates extending sideways from the forehead. They also possess long, thick tails and vampire-like pointed teeth. Their hair is usually dark and sometimes in unnatural colors like red, blue or purple.
Tiefling Traits
Ability Score Increase. Your Charisma score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Infernal.
Darkvision. You can see in dim light within 60 feet of you as if it was 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.
Infernal Legacy. Choose one of the following legacies: Asmodeus, Baalzebul, Dispater, Fierna, Glasya, Levistus, Mammon, Mephistopheles, or Zariel.
Legacy of Asmodeus
The tieflings connected to Nessus command the power of fire and darkness, guided by a keen intellect, as befits those linked to Asmodeus himself.
Magic of Nessus. You know the thaumaturgy cantrip. When you reach 3rd level, you learn the hellish rebuke spell and can cast it as a 2nd-level spell once without expending a spell slot. When you reach 5th level, you learn the darkness spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Legacy of Baalzebul
The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings connected to this archdevil can corrupt others both physically and psychically.
Magic of Maladomini. You know the infestation cantrip. When you reach 3rd level, you learn the bane spell and can cast it as a 2nd-level spell once without expending a spell slot. When you reach 5th level, you learn the phantasmal force spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Art Credit
Tiefling by Wren Hunter
Legacy of Dispater
The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispaster excellent spies and infiltrators.
Magic of Dis. You know the thaumaturgy cantrip. When you reach 3rd level, you learn the disguise self spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the detect thoughts spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Legacy of Fierna
A master manipulator, Fierna grants tieflings tied to her forceful personalities.
Magic of Phelgethos. You know the friends cantrip. When you reach 3rd level, you learn the charm person spell and can cast it as a 2nd-level spell once without expending a spell slot. When you reach 5th level, you learn the suggestion spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Variant Tieflings
Some tieflings manifest their connection to the Nine Hells differently than others. With your DM's consent when you create your character, you can replace your Tiefling Magic with one of the traits from Variant Tieflings.
Additionally, with your DM's consent, you can change your Hellish Resistance depending on what Legacy you are of:
- If you are of the Legacy of Baalzebul or Mammon, you can replace your fire resistance with poison resistance.
- If you are of the Legacy of Levistus or Mephistopheles, you can replace your fire resistance with cold resistance.
Art Credit
Horus by u/mbworks
Legacy of Glasya
Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for comitting heists.
Magic of Malbolge. You know the minor illusion cantrip. When you reach 3rd level, you learn the disguise self spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the invisibility spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Legacy of Levistus
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
Magic of Stygia. You know the ray of frost cantrip. When you reach 3rd level, you learn the armor of Agathys spell and can cast it as a 2nd-level spell once without expending a spell slot. When you reach 5th level, you learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Legacy of Mammon
The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.
Magic of Minauros. You know the mage hand cantrip. When you reach 3rd level, you learn the detect magic spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the locate object spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Legacy of Mephistopheles
In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him.
Magic of Cania. You know the mage hand cantrip. When you reach 3rd level, you learn the identify spell and can cast it once without expending a spell slot, requiring no material components. When you reach 5th level, you learn the enhance ability spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Legacy of Zariel
Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.
Magic of Avernus. You know the green-flame blade cantrip. When you reach 3rd level, you learn the searing smite spell and can cast it as a 2nd-level spell once without expending a spell slot. When you reach 5th level, you learn the shadow blade spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
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.
Aarakocra Traits
Ability Score Increase. Your Dexterity score and Wisdom score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Languages. You can speak, read, and write Common, Aarakocra, and Primordial (Auran).
Flight. You have a flying speed of 50 feet. Until you reach 5th level, you fall prone if you end your turn in the air and aren't gliding.
Talons. You have talons instead of feet, which are natural weapons with the finesse and light properties. They each deal 1d6 slashing damage on a hit. You can use your talons in place of unarmed strikes.
You can also use these talons to grab and manipulate objects. You cannot wield weapons or shields or perform the somatic components of spells with your talons.
Rules of Flight: Maneuverability
- You can start flying if you are in an open space at least one size larger than yourself, and you are not prone, restrained, or incapacitated.
- While flying, if you aren't incapacitated or restrained, you gain the following benefits:
- You can move in any direction.
- You can start gliding on your turn (no action required).
- You gain a +2 bonus to Dexterity saving throws.
Here are the full Rules of Flight.Art Credit
Owned by Wizard of the Coast - Artist Unknown
Featured in Storm King's Thunder
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. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are people with otherworldly, luminous features that reveal their celestial heritage.
~ Volo's Guide to Monsters, pg. 104
Aasimar Traits
Ability Score Increase. Your Charisma score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Celestial.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Light Bearer. You know either the dancing lights or light cantrip. Charisma is your spellcasting ability for this spell.
Divine Decree. Choose one of the following decrees:
Herald Decree
Those that take the Herald Decree are those that travel across the multiverse and spread the goodness of the heavens to all they meet. They invoke the magic of the
first of the seven heavens: Lunia, the Silver Heaven.
Magic of Lunia. When you reach 3rd level, you learn the
find familiar spell (celestial) and can cast it once without expending a spell slot, requiring no material components. When you reach 5th level, you learn the zone of truth spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Prophet Decree
Those that take the Prophet Decree are in touch with the endless possibilities of the future, and use their gift to guide others to success. They invoke the magic of the fourth of the seven heavens: Solania, the Electrum Heaven.
Magic of Solania. When you reach 3rd level, you learn the detect evil and good spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the augury spell and can cast it once without expending a spell slot, requiring no material components. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Art Credit
Archangel by Lorenz Basuki
Protector Decree
Those that take the Protecter Decree are sworn to defend those in need, using powerful wards to ensure no unnecessary soul is harmed. They invoke the magic of the sixth of the seven heavens: Jovar, the Heaven of Gems.
Magic of Jovar. When you reach 3rd level, you learn the shield of faith spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the warding bond spell and can cast it once without expending a spell slot, requiring no material components. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Art Credit
Memory by NiNen Cat
Reverend Decree
Those that choose the Reverend Decree are the utmost pure of heart and the embodiment of goodness. These aasimar are thought to be chosen for a divine purpose. They invoke the magic of the topmost of the seven heavens: Chronias, the Illuminated Heaven.
Magic of Chronias. When you reach 3rd level, you learn the ceremony spell and can cast it once without expending a spell slot, requiring no material components. When you reach 5th level, you learn the prayer of healing spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Savior Decree
Those that take the Savior Decree are the most humble and giving souls, seeking out danger to help those in desperate need. They invoke the healing magic of the fifth of the seven heavens: Mertion, the Platinum Heaven.
Magic of Mertion. When you reach 3rd level, you learn the healing word spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the lesser restoration spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Scourge Decree
Those that take the Scourge Decree are heavens most powerful warriors, using their divine power to punish evil throughout the lands. They invoke the magic of the second of the seven heavens: Mercuria, the Golden Heaven.
Magic of Mercuria. When you reach 3rd level, you learn the divine favor spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the branding smite spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Shepherd Decree
Those that choose the Shepherd Decree are the watchers that ensure the safety of those in their care. These aasimar are careful and wise, and invoke the magic of the third of the seven heavens: Venya, the Heaven of Pearls.
Magic of Venya. When you reach 3rd level, you learn the sanctuary spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the aid spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Fallen Decree
Not all can hold fast to their Decree. Aasimar that fall prey to the tempations of the world may have their Decree withdrawn, and become Fallen. Those that bear the Fallen Decree can invoke the magic of the Fallen.
Magic of the Fallen. When you reach 3rd level, you learn the protection from evil and good spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the darkness spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Variant Aasimar
Some aasimar manifest their connection to the divine realms differently than others. With your DM's consent when you create your character, you can replace your Aasimar Magic with the Flight trait or the Healing Touch trait, and you can replace your Light Bearer trait with the Light Bringer trait.
Flight. You have two angelic wings that sprout from your back, and you cannot wear armor unless it has modified to accommodate for them. You have a flying speed equal to your walking speed. Until you reach 5th level, you fall prone if you end your turn in the air and aren't gliding.
Here are the full Rules of Flight.
Healing Touch. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. 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 Bringer. You know the either the sacred flame or word of radiance cantrip. Charisma is your spellcasting ability for this spell.Optional Rule: Altering your Decree
With your DM's consent, you can change your character's current Decree to a different Decree to reflect a change of your character's loyalties. This can represent your character's fall from grace or path to repentance, as well as receiving a new calling from a divine proxy.
Art Credit
sad Engle by swan
Firbolg
Firbolgs are fey-oriented half-giants. Their 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.
Firbolg Traits
Ability Score Increase. Your Strength score and Wisdom score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common, Elvish, and Giant.
Art Credit
Thicket the Firbolg Druid by rboldador
Firbolg Magic. You learn the detect magic and disguise self spells and can cast them each once without expending a spell slot and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for these spells. 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 humans and elves.
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, and the weight you can push, drag, or lift.
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.
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.
~ Elemental Evil Player's Companion, pg. 7
Genasi Traits
Ability Score Increase. Your Constitution score increases by 1. You then increase an ability score of your choice by 1, twice. You can't increase any single ability score by 3 or above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Primordial.
Elemental Ancestry. Choose one of the following subraces: air, earth, fire, or water.
Air Genasi
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.
Air Dancer. Your jump distance is doubled, and you are resistant to damage caused by falling.
Lightning Resistance. You have resistance to lightning damage.
Unending Breath. You can hold your breath indefinitely while you're not incapacitated.
Magic of the Winds. You know the gust cantrip. When you reach 3rd level, you learn the fog cloud spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the levitate spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Earth Genasi
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.
Art Credit
Maxwell Al'Sawt by Olieart
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Poison Resistance. You have resistance against poison damage and advantage on saving throws against poison.
Magic of the Stones. You know the mold earth cantrip. When you reach 3rd level, you learn the earth tremor spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the Maximillian's earthen grasp spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Water Genasi
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.
Acid Resistance. You have resistance to acid
damage.
Amphibious. You can breathe air and water.
Swimmer. You have a swimming speed equal
to your walking speed.
Magic of the Waves. You know the shape water
cantrip. When you reach 3rd level, you learn the
create or destroy water spell and can cast it once
without expending a spell slot. When you reach
5th level, you learn the blur spell and can cast it
once without expending a spell slot. You regain
the ability to cast these spells in this way when
you finish a long rest. Constitution is your
spellcasting ability for these spells.
Art Credit
Fy'ra Rai by HeartofPack
Water Genasi by samanthajoanneart
Fire Genasi
Nearly all fire genasi are feverishly hot as if burning
inside, an impression reinforced by flaming red, coalblack, or ash-gray skin tones. The more human-looking
have fiery red hair that writhes under extreme emotion,
while more exotic speci- mens 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. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of red.
Fire Resistance. You have resistance to fire damage.
Illumination. You emit bright light in a 10-foot radius and dim light for an additional 10 feet. At the start of your turn you can increase or decrease both of these radii by 5 feet, to a maximum of 30 feet each and a minimum of 0 feet each (emitting no light).
Magic of the Blaze. You know the produce flame cantrip. When you reach 3rd level, you learn the burning hands spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the pyrotechnics spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Githyanki and Githzerai
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.
Githyanki Traits
Ability Score Increase. Your Strength score and Intelligence score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Gith.
Astral Knowledge. When you finish a long rest, you gain proficiency with one skill of your choice and with one weapon or tool of your choice. These proficiencies last until the end of your next long rest.
Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when you cast it with this trait. When you reach 3rd level, you learn the jump spell and can cast it targeting yourself once without expending a spell slot. When you reach 5th level, you learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
Githzerai Traits
Ability Score Increase. Your Dexterity score and Wisdom score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Gith.
Mental Discipline. You have advantage on Wisdom saving throws.
Githzerai Psionics. You know the mage hand cantrip, and the hand is invisible when you cast it with this trait. When you reach 3rd level, you learn the shield spell and can cast it once without expending a spell slot. When you reach 5th level, you learn the see invisibility spell and can cast it once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
Art Credit
Minotaur and Githzerai by Michael Kormack
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.
Goliath Traits
Ability Score Increase. Your Strength score and Constitution score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Giant.
Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.
Natural Athlete. You have proficiency in the Athletics skill.
Powerful Build. You count as one size larger when determining your carrying capacity, and the weight you can push, drag, or lift.
Stone's Endurance. 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. 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.
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.
Kenku Traits
Ability Score Increase. Your Dexterity score and Intelligence score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Size. Your size is Medium or Small (your choice).
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one standard language of your choice.
Ambusher. On your first turn in combat, your movement doesn't provoke opportunity attacks, and you have advantage on attack rolls against creatures who have not yet acted.
Experty Forger. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. However, you are incapable of original speech.
Naturally Sly. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
Art Credit
Assassin's Kitty by hax
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.
Tabaxi Traits
Ability Score Increase. Your Dexterity score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Size. Your size is Medium or Small (your choice).
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one standard language of your choice.
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.
Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons with the finesse and light properties, which each deal 1d6 slashing damage on a hit. You can use your claws in place of unarmed strikes.
Feline Agility. 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 turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Naturally Stealthy. You have proficiency in the Stealth skill.
Art Credit
Varas, the Triton Paladin by nakanino
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.
Tortle Traits
Ability Score Increase. Your Strength score and Wisdom score each increase by 1. You then increase any ability score of your choice by 1. You can't increase any ability score above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one standard language of your choice. Alternatively, You can speak, read, and write Common and Primordial (Aquan).
Hold Breath. You can hold your breath for up to 1 hour at a time.
Natural Armor. Your shell provides 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. 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 have proficiency in the Survival skill.
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.
Triton Traits
Ability Score Increase. You increase an ability score of your choice by 1, three times. You can't increase any single ability score by 3 or above 20 using this feature.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Amphibious. You can breathe air and water.
Swimmer. You have a swimming speed equal to your walking speed.
Languages. You can speak, read, and write Common and Primordial (Aquan).
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.
Friend of the Sea. Using gestures and sounds, you can communicate and understand simple ideas with with any beast that has an innate swimming speed.
Guardian of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage.
Master of the Currents. You know the frostbite and shape water cantrips. Intellince, Wisdom, or Charisma is your spellcasting ability for these spells (your choice).
Monstrous Player Characters
Heroes come in many shapes and sizes. It is not entirely uncommon for a goblin, orc, or other monster to wander its way into an adventure, but these creatures are usually savage and brutal, and aren't always good. Sometimes, however, these creatures can make excellent heroes.
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.
Bugbear Traits
Ability Score Increase. Your Strength score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Goblin.
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.
Fey Ancestry. You have advantage on saving throws made to avoid or end the charmed condition on yourself.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Surprise Attack. On the first round of combat, if you damage a creature that hasn't acted yet with an attack or spell, you can cause the attack or spell to deal an extra 1d6 damage to the creature. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 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.
Naturally Stealthy. You have proficiency in the Stealth skill.
Gnoll
The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord’s kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.
Art Credit
Goblin by Svetlin Velinov
Gnoll Traits
Ability Score Increase. Your Strength score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Gnoll.
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.
Bite. Your fanged maw is a natural weapon, which deals 1d6 piercing damage on a hit. You can use your bite in place of an unarmed strike, but only once per turn.
Exhilarating Thrill. When you roll a 20 on an ability check, attack roll, or saving throw, you gain advantage on the next ability check, attack roll, or saving throw you make before the end of your next turn.
Primal Intuition. You have proficiency in one of the following skills of your choice: Intimidation, Perception, or Survival.
Rampage. Immediately after you reduce a creature to 0 hit points with a melee attack on your turn, you can use a bonus action to move up to half of your speed and make an attack with a melee weapon.
Scavenger. You have advantage on saving throws against disease and ingested poisons, and you can safely consume raw or rotten food.
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.
Goblin Traits
Ability Score Increase. Your Dexterity score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Size. Your size is Small.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Goblin.
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.
Fey Ancestry. You have advantage on saving throws made to avoid or end the charmed condition on yourself.
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 an extra 1d6 damage to the creature. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 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.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Hobgoblin
War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal.
Hobgoblin Traits
Ability Score Increase. Your Constitution score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Goblin.
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.
Fey Ancestry. You have advantage on saving throws made to avoid or end the charmed condition on yourself.
Tactical Advantage. When you damage a creature with an attack or a spell and that enemy is adjacent to an ally, you can cause the attack or spell to deal an extra 1d6 damage to the creature. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 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.
Saving Face. If you miss with an attack roll or fail an ability check or a saving throw, and you can see an ally within 30 feet of you, you can reroll the attack roll, ability check, or saving throw and must use the new roll. Once you use this trait, you can't do so again until you finish a short or long rest.
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.
Kobold Traits
Ability Score Increase. Your Dexterity score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Size. Your size is Small.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Draconic.
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.
Defiant Roar. As a bonus action, you let out a shrill roar at your enemies within 10 feet of you. Until the end of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear the roar. 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.
Trapmaker. Whenever you make an ability check related to mechanical traps, you are considered proficient in the skill and add twice your Proficiency Bonus to the roll.
Art Credit
Minion of the Mighty by Oriana Menendez
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.
Lizardfolk Traits
Ability Score Increase. Your Constitution score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Swimmer. You have a swimming speed equal to your walking speed.
Languages. You can speak, read, and write Common and Draconic.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Bite. Your fanged maw is a natural weapon, which deals 1d6 piercing damage on a hit. You can use your bite in place of an unarmed strike, but only once per turn.
Hungry Jaws. When you take the Attack action on your turn, you can replace one of your attacks with with a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your level. Once you successfully hit with this trait a number of times equal to your Proficiency Bonus, you can't use this trait again until you finish a long rest.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can still use a shield and gain the benefits of this trait.
Temperate Camouflage. You have advantage on Dexterity (Stealth) checks to hide in forests, jungles, and swamps.
Orc
Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to destroy. Motivated by their hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home.
Orc Traits
Ability Score Increase. Your Strength score increases by 2. You then increase any other ability score of your choice by 1. You can't increase any ability above 20 using this trait.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Orc.
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.
Aggresive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Primal Intuition. You have proficiency in one of the following skills of your choice: Intimidation, Perception, or Survival.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you've used this trait, you can't do so again until you finish a long rest.
Savage Attacks. When you score a critical hit with a weapon attack, it deals extra damage equal to one roll of the weapon's damage dice.
Art Credit
Lizardfolk Druid by u/eamonn6251
Chapter 2: Backgrounds
General Backgrounds
Other Equipment. You can spend your starting gold to purchase anything you can afford on the Adventuring Gear table (PHB, pg. 150).
Acolyte
Proficiencies
Languages: two standard languages of your choice
Skills: Insight, Religion
Tools: one artisan's tools
Equipment
one set of artisan's tools you are proficient in, one holy symbol of the diety you worship, a set of fine clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)
Feat
Your character gains one of the following feats, ignoring any prerequisites: Healer, Linguist, or Observant
Artisan
Proficiencies
Languages: one standard language of your choice
Skills: Insight, Investigation
Tools: two artisan's tools
Equipment
two sets of artisan's tools you are proficient in, a set of common clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)
Feat
Your character gains one of the following feats, ignoring any prerequisites: Alert, Observant, or Skill Expert
Commoner
Proficiencies
Skills: any two skills
Tools: any two tools
Equipment
two sets of tools you are proficient in, a set of common clothes, two trinkets of your choice, a pouch containing 5 + 2d6 gp (assorted coins)
Feat
Your character gains one of the following feats, ignoring any prerequisites: any General Feat
Criminal
Proficiencies
Languages: Thieves' Cant
Skills: Deception, Stealth
Tools: one of the following: alchemist's tools, disguise kit, forgery kit, poisoner's kit, thieves' tools
Armor: light armor
Weapons: simple weapons
Equipment
one set of tools you are proficient in, one dagger, one set of leather armor, a set of travelers clothes, one trinket of your choice, a pouch containing 5 + 2d6 gp (assorted coins)
Feat
Your character gains one of the following feats, ignoring any prerequisites: Alert, Poisoner, or Skulker
Entertainer
Proficiencies
Languages: one standard language of your choice
Skills: Acrobatics, Performance
Tools: any one tool, one instrument
Equipment
one set of tools you are proficient in, one instrument you are proficient in, a set of travelers clothes, one costume, one trinket of your choice, a pouch containing 5 + 2d6 gp (assorted coins)
Feat
Your character gains one of the following feats, ignoring any prerequisites: Actor, Inspiring Leader, Linguist
Hermit
Proficiencies
Skills: choose three from Animal Handling, Insight, Medicine, Perception, Survival
Tools: any two tools
Equipment
two sets of tools you are proficient in, a set of travelers clothes, one trinket of your choice, a pouch containing 3d6 gp (assorted coins)
Feat
Your character gains one of the following feats, ignoring any prerequisites: Alert, Herbalist, or Observant
Merchant
Proficiencies
Languages: two standard languages of your choice
Skills: Insight, Persuasion
Tools: one artisan's tools
Equipment
one set of artisan's tools you are proficient in, wares (worth 10 gp), a set of common clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)
Feat
Your character gains one of the following feats, ignoring any prerequisites: Keen Mind, Linguist, or Observant
Noble
Proficiencies
Languages: one standard language of your choice
Skills: History, Persuasion
Tools: one artisan's tools, one instrument or vehicle
Weapons: one simple or martial weapon
Equipment
one set of artisan's tools or instrument you are proficient in, one weapon you are proficient in engraved with your family's symbol, a signet ring bearing your family symbol, a set of fine clothes, one trinket of your choice, a pouch containing 15 + 2d6 gp (assorted coins)
Feat
Your character gains one of the following feats, ignoring any prerequisites: Actor, Chef, or Inspiring Leader
Outlander
Proficiencies
Languages: one standard language of your choice
Skills: Perception, Survival
Tools: any one tool
Weapons: simple weapons
Equipment
one set of tools you are proficient in, one weapon you are proficient in, a set of travelers clothes, one trinket of your choice, a pouch containing 3d6 gp (assorted coins)
Feat
Your character gains one of the following feats, ignoring any prerequisites: Herbalist, Mobile, or Skilled
Sailor
Proficiencies
Skills: Athletics, Perception
Tools: navigator's tools, vehicles (water)
Weapons: simple weapons, one martial weapon
Equipment
one set of navigator's tools, a dagger, a set of travelers clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)
Feat
Your character gains one of the following feats, ignoring any prerequisites: Athlete, Chef, or Resilient
Scholar
Proficiencies
Languages: one standard language of your choice, one exotic language of your choice
Skills: choose three from Arcana, History, Investigation, Nature, Religion
Equipment
one tome with information on your studies, a set of fine clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)
Feat
Your character gains one of the following feats, ignoring any prerequisites: Keen Mind, Linguist, or Skill Expert
Soldier
Proficiencies
Skills: Athletics
Tools: one gaming set or vehicles (land)
Armor: light armor, medium armor, shields
Weapons: simple weapons, two martial weapons
Equipment
one weapon you are proficient in, a set of common clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)
Feat
Your character gains one of the following feats, ignoring any prerequisites: Athlete, Resilient, or Tough
Urchin
Proficiencies
Skills: Deception, Sleight of Hand, Stealth
Tools: thieves' tools
Weapons: daggers
Equipment
one set of thieves' tools, one dagger, a set of common clothes, one trinket of your choice, a pouch containing 3d6 gp (assorted coins)
Feat
Your character gains one of the following feats, ignoring any prerequisites: Lucky, Mobile, or Skulker
Cultural Backgrounds
Child of Nature
Prerequisite: elf, forest gnome, firbolg, genasi, tortle, triton
Proficiencies
Languages: one standard or exotic language of your choice, or Druidic
Skills: Animal Handling, Nature
Tools: any one tool
Armor: light armor
Weapons: all simple weapons, one martial weapon
Equipment
one set of tools you are proficient in, one weapon you are proficient in, a set of traveler's clothes, one trinket of your choice, a pouch containing 5 + 2d6 gp (assorted coins)
Feat
Your character gains the following feat, ignoring its prerequisites: Wood Elf Magic
Member of the Clan
Prerequisite: dwarf, dragonborn, githyanki, githzerai, hobgoblin
Proficiencies
Languages: the main language of your clan
Skills: Athletics, Intimidation
Tools: any one tool
Armor: light armor, medium armor
Weapons: all simple weapons, two martial weapons
Equipment
one set of tools you are proficient in, one weapon you are proficient in bearing your clan's symbol, a chain shirt or set of scale mail bearing your clan's symbol, a set of common clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)
Feat
Your character gains the following feat, ignoring its prerequisites: any Martial Feat
Elven Elite
Prerequisite: elf, half-elf
Proficiencies
Languages: Elvish, one standard language of your choice
Skills: Acrobatics
Tools: any one tool
Armor: light armor
Weapons: all simple weapons, two martial weapons
Equipment
one set of tools you are proficient in, one weapon and one piece of armor you are proficient in bearing your family's name in Elvish, a set of common clothes, one trinket of your choice, a pouch containing 10 + 1d6 gp (assorted coins)
Feat
Your character gains the following feat, ignoring its prerequisites: Elven Accuracy
Otherworldly Traveler
Prerequisite: eldarin, tiefling, aasimar, genasi, githyanki, githzerai
Proficiencies
Languages: two exotic languages of your choice
Skills: Arcana, Survival
Tools: any one tool
Equipment
one set of tools you are proficient in, a set of travelers clothes, one trinket of your choice, a pouch containing 5 + 2d6 gp (assorted coins)
Feat
Your character gains the following feat, ignoring its prerequisites: Magic Initiate
Underdark Denizen
Prerequisite: gray dwarf, dark elf, deep gnome
Proficiencies
Languages: Undercommon, one standard language of your choice
Skills: Stealth, Survival
Tools: one of the following: disguise kit, forgery kit, herbalism kit, poisoner's kit, thieves' tools
Weapons: all simple weapons, two martial weapons
Equipment
one set of tools you are proficient in, one weapon you are proficient in, a climber's kit, a set of travelers clothes, one trinket of your choice, a pouch containing 5 + 2d6 gp (assorted coins)
Feat
Your character gains the following feat, ignoring its prerequisites: Prodigy
Chapter 3: Classes
Artificer
Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
Artificer (Laserllama's)
Barbarian
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Barbarian
Bard
Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.
Bard
Cleric
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
Cleric
Druid
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.
Druid
Fighter
Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
Fighter
Monk
Monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
Monk
Ki Fix
Way of Shadow Fix
Way of the Drunken Master Fix
Paladin
Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.
Paladin
Ranger
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
Ranger (LaserLlama's)
Rogue
Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Rogue
Roguish Stunts Feature
Assassin Fix
Sorcerer
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.
Sorcerer (LaserLlama's)
Warlock
Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.
Warlock
Wizard
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.
Wizard
Chapter 4: Customization
Proficiencies
Languages
Tools
Armor
Weapons
Equipment
Adventuring Gear
Potions
Spell Scrolls
Vehicles
Feats
General Feats
Actor
Prerequisite: Proficiency in the Deception or Performance skill
Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Alert
Prerequisite: Proficiency in the Perception skill
Always on the lookout for danger, you gain the following benefits:
- You gain a +5 bonus to initiative.
- You can’t be surprised while you are conscious.
- Other creatures don't gain advantage on attack rolls against you as a result of being Hidden from you.
Athlete
Prerequisite: Proficiency in the Athletics skill
You have undergone extensive physical training to gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When you are prone, standing up uses only 5 feet of your movement.
- You gain climbing speed equal to your walking speed.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
- You count as one size larger when determining your carrying capacity, and the weight you can push, drag, or lift.
Chef
Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:
- Increase your Constitution or Wisdom score by 1, to a maximum of 20.
- You gain proficiency in cook's utensils. If you’re already proficient with them, your Proficiency Bonus is doubled for any ability check you make with them.
- As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your Proficiency Bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
- With one hour of work or when you finish a long rest, you can cook a number of treats equal to your Proficiency Bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to 1d6 + your Proficiency Bonus.
Dungeon Delver
Prerequisite: Proficiency in the Investigation skill
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
Healer
Prerequisite: Proficiency in the Medicine skill
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
- You gain proficiency in healer's kits. If you're already proficient with them, your Proficiency Bonus is doubled for any ability check you make with them.
- When you use a healer's kit to stabilize a dying creature, that creature regains hit points equal to your healer's kit modifier.
- You can use a healer's kit as an action to heal a creature. Unless that creature is a construct or undead, it recovers 2d6 hit points. Once you've used a healer's kit in this way a number of times equal to your Proficiency Bonus, you cannot do so again until you finish a long rest.
Herbalist
Prerequisite: Proficiency in the Nature skill
You are adept at harnessing the useful properties of herbs
and other plants. You gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You gain proficiency with herbalism kits. If you’re already proficient with them, your Proficiency Bonus is doubled for any ability check you make with them.
- You automatically succeed on checks made to determine whether plants are edible or poisonous using your herbalism kit.
- You can apply herbal remedies to help yourself or your allies recover from maladies. With 1 hour of work and a herbalism kit, you can remove one poison or disease from a friendly creature within reach.
Inspiring Leader
Prerequisite: Proficiency in the Persuasion skill
You can spend at least 1 minute inspiring your companions and underlings, shoring up their resolve to fight. All friendly creatures who can see or hear and who can understand you can gain temporary hit points equal to your level + your Charisma modifier.
A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Keen Mind
Prerequisite: Proficiency in the History skill
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
- Increase your Intelligence score by 1, to a maximum of 20.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
Linguist
You have studied languages and codes, gaining the following benefits:
- Increase your Intelligence or Charisma score by 1, to a maximum of 20.
- You learn two standard languages and one exotic language of your choice.
- You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your Proficiency Bonus), or they use magic to decipher it.
Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 1 luck point. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend 1 luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.
If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice.
If you roll a natural 1 or 20 on the roll made when you spend a luck point, then you regain the luck point.
You regain any expended luck points when you finish a long rest.
You can select this feat multiple times. Each time you do, you gain 1 additional luck point.
Mobile
Prerequisite: Proficiency in the Acrobatics skill
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Observant
Prerequisite: Proficiency in the Insight, Investigation, or Perception skill
Quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
- You have a +5 bonus to your passive Intelligence (Insight), Intelligence (Investigation), and Wisdom (Perception) scores.
Poisoner
You can prepare and deliver deadly poisons, gaining the following benefits:
- You gain proficiency in poisoner's kits. If you’re already proficient with them, your Proficiency Bonus is doubled for any ability check you make with them.
- When you create a poison, you can specify a creature type that poison is specifically made for. That poison ignores resistance to poison damage and treats poison immunity as poison resistance for that creature.
- You can coat a weapon in poison as a bonus action, instead of an action.
- During a long rest, you can perform 1 hour of work using a poisoner's kit to create a number of doses of potent poison equal to your Proficiency Bonus, which last until you apply them to a weapon or complete your next long rest. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw (DC = 8 + your Intelligence modifier + your Proficiency Bonus) or take 1d8 poison damage and become poisoned until the end of your next turn. On success, they take half as much damage and aren't poisoned.
When you use this feature to create poison, you can expend 15 gold pieces per dose of poison to create a more deadly poison. When you do so, creatures that fail their Constitution saving throw against it take an additional 1d8 poison damage.
Resilient
Choose one ability score. You gain the following benefits:
- Increase the ability score by 1, to a maximum of 20.
- You gain proficiency in saving throws for that ability.
You can select this feat multiple times.
Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain proficiency in one skill of your choice.
- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your Proficiency Bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your Proficiency Bonus.
You can select this feat multiple times.
Skilled
You gain the following benefits:
- Increase one ability score by 1, to a maximum of 20.
- You gain proficiency in any combination of 3 skills, tools, or languages of choice.
You can select this feat multiple times.
Skulker
Prerequisite: Proficiency in the Stealth skill
You are expert at slinking through shadows. You gain the following benefits:
- You have advantage on any checks to hide when you are at least heavily obscured, and can attempt to hide if you are only lightly obscured.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Tough
Prerequisite: Constitution 13 or higher
Hardy and durable, you gain the following benefits:
- When you roll a Hit Die to regain hit points, you regain an additional amount of hit points equal to your Proficiency Bonus.
- Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Armor Feats
Light Armor Training
You have trained to master the use of light armor, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with light armor.
Medium Armor Training
Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefit:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with medium armor and shields.
Heavy Armor Training
Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- You gain proficiency in heavy armor.
Light Armor Master
Prerequisite: Proficiency with light armor
You are agile and hard to pin down in your light armor and gain the following benefits:
- Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
- You can take the Dodge action as a bonus action.
Shield Master
Prerequisite: Proficiency with shields
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that would deal damage to you.
Medium Armor Master
Prerequisite: Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
- When you wear medium armor you gain a +1 bonus to AC.
Heavy Armor Master
Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- While wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical attacks is reduced by an amount equal to your Proficiency Bonus.
Martial Feats
Crossbow Expert
Prerequisite: Dexterity 13 or higher
Thanks to extensive practice with the crossbow, you gain the following benefits:
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack and reload a hand crossbow you are holding.
Crusher
You are practiced in the art of crushing your enemies, granting you the following benefits:
- Increase your Strength or Constitution by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Dagger Master
Prerequisite: Strength or Dexterity 13 or higher
You have mastered techniques with the dagger, and you gain the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Daggers you wield deal 1d6 instead of 1d4 piercing damage. You can draw a dagger as part of making an attack with one, and the range at which you can throw daggers increases to 30/90 feet.
- You have advantage on Dexterity checks made to conceal or hide daggers.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You gain a +1 bonus to AC while you are wielding a separate weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
Grappler
Prerequisite: Strength 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- When you are grappling a creature you can attempt to shove it prone as a bonus action.
- You have advantage on attack rolls against creatures you are grappling.
- When a creature you are grappling attempts to break your grapple and fails, you can use your reaction to make a melee attack against them.
- You can grapple creatures one size larger than normal.
Great Weapon Master
Prerequisite: Strength 13 or higher
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. While wielding a weapon with the heavy and two-handed properties you gain the following benefits:
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a penalty to the attack roll, up to your Proficiency Bonus. If that attack hits, you add double that amount to the attack's damage.
- Once on each of your turns when you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to half the damage of the original attack.
- When you make a melee attack and reduce a creature to 0 hit points or score a critical hit, you can make another attack with the weapon as a bonus action.
Mage Slayer
Prerequisite: Proficiency in the Arcana skill
You have practiced techniques useful in combat against spellcasters, gaining the following benefits:
- If a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
- If you are wielding a ranged weapon, and a creature with your weapon's normal range casts a spell, you can use your reaction to make a ranged weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
- You gain proficiency with 4 weapons of your choice.
- You learn two maneuvers of your choice from the fighter Maneuver list. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).
- If you already have or gain Superiority Dice as a class feature, this grants one more usage; otherwise, you have a number of Superiority Dice equal to your Proficiency Bonus, which are d6's, and regain expended Superiority Dice when you finish a short or long rest.
Mounted Combatant
Prerequisite: Proficiency in the Animal Handling skill
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- When you make a melee weapon attack against a creature, you and your mount don't provoke opportunity attacks from that creature for the rest of the turn.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Multishot
Prerequisite: Dexterity 13 or higher
Your fiercely-honed bow training has given way to an incredible technique.
Once per turn, you can nock multiple arrows in place of one of your attacks with a shortbow or longbow. The maximum number of arrows you can nock at once is equal to your Proficiency Bonus. You can aim at one target or several, as long as every target fits in a single cone centered on you and is in range of your weapon.
Make separate attack and damage rolls for each arrow. You receive a penalty to each attack roll equal to the total number of arrows you nocked, and you do not add your ability modifier to the damage of these arrows, unless that modifier is negative.
Piercer
You have achieved a penetrating precision in combat, granting you the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll.
- When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Polearm Master
Prerequisite: Strength 13 or higher
You can keep your enemies at bay with reach weapons. While you are wielding a glaive, halberd, pike, quarterstaff, spear, or trident in two hands you gain the following benefits:
- When you take the Attack action with a polearm you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifer as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
- Other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Savage Attacker
Prerequisite: Strength 13 or higher
You are a brutal and terrifying opponent in combat, and gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- When you score a critical hit with a weapon attack, after you roll damage, choose a number of damage dice equal to your Proficiency Bonus. Each of those dice deals maximum damage instead of the number rolled.
Sentinel
Prerequisite: Wisdom 13 or higher
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
- When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within melee range of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Sharpshooter
Prerequisite: Dexterity 13 or higher
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- When you make a ranged weapon attack, you can use a bonus action to add 1d10 to the attack or damage roll of that attack. You can add the amount before or after making the attack or damage roll, respectively, but before any effects of the attack are applied.
- Attacking a prone target or attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and treat three-quarters cover as half cover.
Skirmisher
You've learned how to harass your opponents from afar in combat, leaving them off balance when you close in to strike. You gain the following benefits:
- When you take the Attack action, you can use a bonus action to draw and make a ranged weapon attack with a weapon that has the thrown property.
- When you attack a creature with a ranged attack, you have advantage on your next melee weapon attack against that creature until the end of your next turn.
- When you take the Disengage action your speed increases by 15 feet until the end of your turn.
Slasher
You’ve learned where to cut to have the greatest results, granting you the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
- When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Spear Master
Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:
- You gain a +1 bonus to attack rolls you make with a spear.
- When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
- You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
- As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- You are proficient with improvised weapons, their damage increases to 1d6, or 1d10 when wielded in two hands, and your fists are considered improvised weapons.
- You can make an attack with an improvised weapon as a bonus action against a creature you are grappling.
Warrior Training
You have practiced extensively, honing your fighting prowess, and gain the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- You learn one Fighting Style from the fighter class. If you already have a style, the one you choose must be different.
- You gain proficiency with 4 weapons of your choice.
Magic Feats
Eldritch Adept
Prerequisite: Sorcery, Spellcasting, or Pact Magic feature
Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Elemental Adept
Prerequisite: Sorcery, Spellcasting, or Pact Magic feature
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
- Spells you cast ignore resistance to damage of the chosen type.
- When you cast a spell of 1st level or higher that deals damage and roll a 1 or 2 on a damage die of the chosen type, you can reroll the dice and must use the new roll.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Magic Adept
Prerequisite: Magic Apprentice feat
You gain the following benefits:
- Choose one 2nd-level spell of your choice from the class's spell list. You learn that spell and can cast it once without expending a spell slot.
- Choose one 3rd-level spell of your choice from the class's spell list. You learn that spell and can cast it once without expending a spell slot.
You regain the ability to cast both of these spells in this way when you finish a long rest. Your spellcasting ability for these spells depends on the class you chose with the Magic Apprentice feat.
You can select this feat multiple times.
Magic Apprentice
Prerequisite: Magic Initiate feat
You gain the following benefits:
- Choose one 1st-level spell of your choice from the class's spell list. You learn that spell and can cast it once without expending a spell slot.
- Choose one 2nd-level spell of your choice from the class's spell list. You learn that spell and can cast it once without expending a spell slot.
You regain the ability to cast both of these spells in this way when you finish a long rest. Your spellcasting ability for these spells depends on the class you chose with the Magic Initiate feat.
You can select this feat multiple times.
Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.
- You learn two cantrips of your choice from that class’s spell list.
- In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it once without expending a spell slot and regain the ability to cast it in this way when you finish a long rest. Your spellcasting ability for these spells depends on the class you chose (Intelligence for wizard; Wisdom for cleric/druid; Charisma for bard/sorcerer/warlock).
You can select this feat multiple times.
Metamagic Adept
Prerequisite: Sorcery, Spellcasting, or Pact Magic feature
You've learned how to exert your will on your spells to alter how they function:
- You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. When you gain a level, you can replace one of these Metamagic options with another one from the sorcerer class.
- You have a number of sorcery points equal to your Proficiency Bonus to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
Ritual Caster
Prerequisite: Intelligence or Wisdom 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose ritual spells from that class’s spell list. The class you choose also determines your spellcasting ability for these spells.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Spell Sniper
Prerequisite: Sorcery, Spellcasting, or Pact Magic feature
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
- Your ranged spell attacks ignore half cover and treat three-quarters cover as half cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from.
War Caster
Prerequisite: Sorcery, Spellcasting, or Pact Magic feature
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Racial Feats
Abyssal Corruption
Prerequisite: Gnoll, lizardfolk, orc
You gain the following benefits:
- Increase your Constitution score by l, to a maximum of 20.
- You can speak, read, and write Abyssal.
- Choose one of the following damage types: cold, fire, or poison. You have resistance to that damage type.
- You gain the Bite racial trait if you don't have it already.
- Your bite attack deals an extra 1d6 damage of the damage type you chose above whenever you hit with it, and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Advanced Gith Psionics
Prerequisite: Githyanki or githzerai
You gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You learn the feather fall spell and can cast it once without expending a spell slot. Additionally, you learn the nondetection and shield spells (if you are a githyanki) or the blur and jump spells (if you are a githzerai) and can cast them both once targeting only yourself without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Intelligence or Wisdom (your choice) is your spellcasting ability for these spells.
Ancestral Heritage
Prerequisite: Half-dwarf, half-elf, or half-orc
You gain the following benefits:
- Increase one ability score by 1, to a maximum of 20.
- Choose a second racial heritage. You gain the traits of that heritage. This heritage must be a part of your race, and cannot be one you have chosen before. You can only ever have one elvish heritage.
- Choose one proficiency given to you by your race, background, or a feat you've chosen. You gain expertise with that proficiency, which means your Proficiency Bonus is doubled for any ability check you make with it.
Bonecarver
Prerequisite: Lizardfolk
You gain the following benefits:
- You gain proficiency in leatherworker's tool or woodcarver's tools. If you're already proficient with that tool, your Proficiency Bonus is doubled for any ability check you make with them.
- During a short or long rest, you can perform 1 hour of work to craft any simple weapon or shield from bone, provided you have bone and leatherworker's tools or woodcarver's tools on hand. The amount of bone (lb.) required to craft this item is equal to twice the weight of the item you are trying to craft. Alternatively, you can spend that time to craft a number of arrows, bolts, or darts equal to your Proficiency Bonus, expending 1 lb. of bone.
- During a long rest, you can perform 2 hours of work to craft any martial weapon or light or medium armor you have seen before, provided you have bone and leatherworker's tools or woodcarver's tool's on hand, and you have studied the item for at least 10 minutes. The amount of bone (lb.) required to craft this item is equal to five times the weight of the item you are trying to craft.
- While weilding a weapon or wearing armor you crafted from bone, you are considered proficient with it.
Bountiful Luck
Prerequisite: Halfling
Your people have extraordinary 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. Surely a sign of fortune’s favor!
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.
Chromatic Warding
Prerequisite: Dragonborn (chromatic)
In tune with your draconic roots, you've developed similar defenses to that of real dragons.
You gain the following benefits:
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- You gain a +1 bonus to AC while using your natural armor.
- As an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this ability, you can’t do so again until you finish a long rest.
Conquerer of the Host
Prerequisite: Bugbear, goblin, or hobgoblin
You gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- The damage dice of your racial ability increases from a
d6 to a d8. - Whenever you reduce a hostile creature to 0 hit points, you can choose a hostile creature within 30 feet of you that could see that creature and force it to succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier
+ your Proficiency Bonus) or become frightened of you until the end of your next turn.
Divine Transformation
Prerequisite: Aasimar (herald, prophet, protector, reverend, savior, scourge, or shepherd)
You can use an action to embrace the divine light inside of you and take on a celestial form. While in this form, you cannot concentrate. You gain the following benefits while you are transformed:
- You have advantage on Charisma checks and Charisma saving throws.
- You have a flying speed of 30 feet.
- Once on each of your turns, when you damage a target with an attack or spell, you can deal extra radiant damage to it equal to your level.
- Once during your transformation, during your turn, you can cause a divine effect determined by your Divine Decree (no action required).
- Herald: You and all allies within 10 feet of you gain the benefits of a bless spell until the end of your next turn.
- Prophet: You and all allies within 10 feet of you gain advantage on one ability check, attack roll, or saving throw of its choice it makes before the end of your next turn.
-
- Protector: You and all allies within 10 feet of you gain a bonus to AC and saving throws equal to your Proficiency Bonus that lasts until the end of your next turn.
- Reverend: You and all creatures within 10 feet of you are either blinded until the end of your next turn or gain temporary hit points equal to your level (your choice for each creature).
- Savior: You and all allies within 10 feet of you regain hit points equal to your level.
- Scourge: You and all creatures within 10 feet of you suffer radiant damage equal to twice your level.
- Shepherd: You and all allies within 10 feet of you gain the benefits of a sanctuary spell. This spell ends at the end of your next turn.
This transformation lasts for 1 minute, or until you use a bonus action to end it. Once you transform, you cannot do so again until you finish a long rest.
Dragon Fear
Prerequisite: Dragonborn
When angered, you can radiate menace. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- 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 saving throw (DC 8 + your Charisma modifier + your Proficiency Bonus). On a failed save, a creature becomes frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's save is successful, it cannot be frightened of you in this way for the next 24 hours.
- You can use your Breath Weapon trait one additional time between long rests.
Dragon Heart
Prerequisite: Kobold
Choose one of the following damage types: acid, cold, fire, lightning, or poison. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- You have resistance to the chosen damage type.
- You learn one cantrip from the sorcerer spell list. If this cantrip deals damage, it must be of the same type as your chosen damage type. Charisma is your spellcasting ability for this spell.
Draconic Weapons
Prerequisite: Dragonborn
You manifest claws and fangs reminiscent of your draconic ancestors. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- You gain a +1 bonus to AC while using your natural armor.
- You grow retractable claws and fangs. Extending or retracting these natural weapons takes no action. Your maw deals 1d8 piercing damage on a hit. You can use your bite in place of an unarmed strike, but only once per turn. Your claws have the finesse and light properties, and each deal 1d6 slashing damage on a hit. You can use your claws in place of unarmed strikes.
Drow High Magic
Prerequisite: Elf (drow)
You learn more of the magic typical of dark elves.
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 spells, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a short rest or long rest. Charisma is your spellcasting ability for all three spells.
Dwarven Fortitude
Prerequisite: Dwarf
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Duergar Magic
Prerequisite: Dwarf (duergar)
You have inherited the psionic spellcasting ability of your ancestors.
You can cast each of the following spells targeting yourself once without expending a spell slot, requiring no material components: detect magic, enlarge/reduce, invisibility, and stoneskin. You can't use this trait while you're in direct sunlight, although sunlight has no effect once the spells are cast. You regain the ability to cast these spells when you finish a short or long rest. Intelligence is your spellcasting ability for these spells.
Elven Accuracy
Prerequisite: Elf or half-elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
- Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice, but you must keep the new roll.
- Whenever you roll damage with an attack using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one die if the result was 1 or 2, but you must keep the new roll.
Fade Away
Prerequisite: Gnome
Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
- Increase your Dexterity or Intelligence score by l, to a maximum of 20.
- 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, and then move up to half your speed without provoking opportunity attacks. Once you use this ability a number of times equal to your Proficiency Bonus, you can’t do so again until you finish a long rest.
Fallen Transformation
Prerequisite: Aasimar (fallen)
You can use an action to release the darkness inside of you and take on a fallen form. While in this form, you cannot concentrate. You gain the following benefits while you are transformed:
- You have advantage on Charisma checks.
- You are cloaked in shadows. If you are in bright light, you are considered lightly obscured to others. If you are in dim light, you are considered heavily obscured to others.
- You have a flying speed of 30 feet.
- Once on each of your turns, when you damage a target with an attack or spell, you can deal extra necrotic damage to it equal to your level.
- Once during your transformation, during your turn, you can one creature within 10 feet of you (no action required. That creature suffers necrotic damage equal to twice your level, and you regain hit points equal to half of the amount of damage dealt. This transformation lasts for 1 minute, or until you use a bonus action to end it. Once you transform, you cannot do so again until you finish a long rest.
Fey Teleportation
Prerequisite: Elf (high)
Your study of high elven lore has unlocked fey power that few other elves possess. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
- Increase your Intelligence or Charisma score by 1, to a maximum of 20.
- You learn to speak, read, and write Sylvan.
- You learn the misty step spell and can cast it a number of times equal to your Proficiency Bonus without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for this spell.
Flames of Avernus
Prerequisite: Tiefling
You learn to call on hellfire to serve your commands. You gain the following benefits:
- Increase your Intelligence or Charisma score by 1, to a maximum of 20.
- When you damage another creature with a spell that deals fire damage, you can deal an extra 1d8 fire damage to one target of that spell.
- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe 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 1d8 fire damage.
You can select this feat multiple times. Each time you do so, both damage rolls increases by 1d8.
Gem Flight
Prerequisite: Dragonborn (gem)
In tune with your draconic roots, you develop new psionic abilities. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- You gain the ability to telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language.
- 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 ability, you can’t do so again until you finish a long rest.
Healing Hands
Prerequisite: Aasimar
Your very touch can heal others. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You learn the cure wounds spell and can cast it once at a spell level equal to your Proficiency Bonus without expending a spell slot. You regain the ability to cast this spell in this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Infernal Constitution
Prerequisite: Tiefling
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
- Increase your Constitution score by l, to a maximum of 20.
- You have resistance to cold, fire, and poison damage.
- You have advantage on saving throws against being poisoned.
Innate Power
Prerequisite: Innate racial spellcasting
You gain the following benefits:
- Increase your racial spellcasting ability score by 1, to a maximum of 20.
- Choose a spell you have learned from a racial trait that you can cast once without expending a spell slot, and regain the ability to do so when you finish a long rest. You can now cast that spell a number of times equal to your Proficiency Bonus without expending a spell slot, and you regain all expended uses when you finish a long rest.
You can select this feat multiple times. Each time you do so, you must choose a different spell.
Magic of the Depths
Prerequisite: Triton
You gain the following benefits:
- Increase your Constitution or Charisma score by 1, to a maximum of 20.
- You learn the fog cloud, gust of wind, and wall of water spells and can cast them each once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Metallic Breath Weapon
Prerequisite: Dragonborn (metallic)
In tune with your draconic roots, you learn new ways to manifest your Breath Weapon. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
- Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to activate an alternate breath attack targeting all creatures in a 15-foot cone (DC 8 + your Constitution modifier + your Proficiency Bonus). Whenever you use this feat, choose one:
- Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
- Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
- You can use your Breath Weapon trait one additional time between long rests.
Orcish Fury
Prerequisite: Half-orc or orc
Your inner fury burns tirelessly. You gain the following benefits:
- Increase your Strength or Constitution score by l, to a maximum of 20.
- When you hit with an attack using a simple or martial 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. You can use this ability a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
- Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Prodigy
Prerequisite: Half-elf, half-dwarf, half-orc, or human
You have a knack for learning new things. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain proficiency in one skill and one tool or language of your choice.
- Choose one skill or tool in which you have proficiency. You gain expertise with that skill or tool, which means your Proficiency Bonus is doubled for any ability check you make with it.
Squat Nimbleness
Prerequisite: Dwarf or a Small race
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your Strength or Dexterity score by l, to a maximum of 20.
- 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. After escaping from grapple, as a reaction you may move up to half your speed. This movement does not provoke opportunity attacks.
Stun Resistance
Prerequisite: Duergar, githyanki, or githzerai
You have developed an unique resistance thanks to the trials your ancestors endured. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You have resistance to psychic damage.
- If you are stunned at the start of your turn, you may still use your action on that turn.
Svirfneblin Magic
Prerequisite: Gnome (deep)
You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component.
You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Wood Elf Magic
Prerequisite: Elf (wood)
You learn the magic of the primeval woods, which are revered and protected by your people.You gain the following benefits:
- Increase your Wisdom or Charisma score by 1, to a maximum of 20.
- You may attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
- You learn the animal friendship spell and can cast it at will. You also learn the pass without trace and longstrider 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.
Miscellaneous Feats
Shadow Weave Adept
Prerequisite: Blessed of Shar; Sorcery, Spellcasting, or Pact Magic feature
Your worship of Shar and commitment to dark forces has granted you access to the Shadow Weave, an alternate way to cast magic. As a practitioner of dark magic, you are granted the following benefits:
- You learn the darkness spell and can cast it at will. Choose either Intelligence, Wisdom, or Charisma as your spellcasting ability for this spell.
- You gain a Shadow Spell Slot. This spell slot is of a level equal to half your Proficiency Bonus (rounded up), and it can be used to cast any spell you know. If used to cast a spell of the illusion or necromancy schools of magic, it is cast at one spell level higher. If used to cast a spell of the divination or evocation schools of magic, the spell fails. An expended Shadow Spell Slot is regained when you finish a long rest.
Spells cast with a Shadow Spell Slot take on a dark or sinister appearance, with trails of shadow surrounding the magic of the spell.
Optional Rules
Multiclassing
Changelog from RAW
Common Races
Dwarf
- changed ASI from (+2Con,+1Wis/+2Str/+1Str) to (+2Con,+1Any)
- gave all dwarves Long Memory (History prof)
- removed all weapon, armor, and tool proficiencies
- changed Stonecunning to all types of checks involving stonework
- gave mountain dwarf Dwarven Might (adv Str saves) to make up for less strength
- removed duergar magic, improved duergar resilience (added adv against Int/Wis/Cha saves against magic)
Elf
- changed ASI from (+2Dex,+1Int/+1Wis/+1Cha) to (+2Dex,+1Any)
- keen senses now gives expertise in perception
- removed all weapon, armor, and tool proficiencies
- replaced wood elf's mask of the wild with stealth proficiency
- removed sea elf's friend of the sea
- changed eladrin's ability to a single misty step/LR
- omitted shadar-kai
Halfling
- changed ASI from (+2Dex,+1Cha/+1Con) to (+3Any)
- added Second Chance ability to all halflings
- added expertise in stealth to lightfoot halfling
Human
- changed ASI from (+1All) to (+1All,+1Any)
- added skill versatility to human, removed it from variant
- changed skill versatility to be 1 skill and 1 tool
- removed language proficiencies
Uncommon Races
Dragonborn
- changed ASI from (+2Str,+1Con) to (+1Con,+2Any)
- added darkvision (60ft)
- added natural armor (13+Dex)
- changed breath weapon to be in line with Fizban's Treasury of Dragons
- added gem options
Gnome
- changed ASI from (+2Int,+1Dex/+1Con) to (+2Int,+1Any)
- removed language proficiencies
- removed artificer lore from rock gnome
- changed tinker to tinkerer (tool prof) from rock gnome
- added artificer magic to rock gnome (cantrip)
Half-dwarf (new)
- ASI : +1Con,+2Any
- included variants as "heritages"
Half-elf
- changed ASI from (+2Cha,+1Any,+1Any) to (+1Cha,+2Any)
- added perception proficiency
- included variants as "heritages"
- changed wood elf heritage to include both fleet of foot and naturally stealthy
Half-orc
- changed ASI from (+2Str,+1Con) to (+1Str,+1Any,+1Any)
- removed language proficiencies
- added variants as "heritages"
- human heritage gains skill versatility
- orc heritage gains primal intuition and savage attacks
Tiefling
- changed ASI from (+2Cha,+1Int) to (+2Cha,+1Any)
- changed infernal legacy to subraces (from Mordenkainen's Tome of Foes)
- added variants
Races (Rare)
Aarakocra
- changed ASI from (+2Dex,+1Any) to (+2Dex,+1Any)
Aasimar
- changed ASI from (+2Cha,+1Wis/+1Con/+1Str) to (+1Cha,+1Any,+1Any)
- removed Healing Hands
- changed subraces to decrees, included 5 more decrees
- removed the radiant transformations/necrotic shroud abilites, included them (modified) as a racial feat
- for each decree, added standard delayed magic (cantrip is light from main race)
Firbolg
- changed ASI from (+2Wis,+1Str) to (+1Str,+1Wis,+1Any)
- changed Hidden Step from 1/SR to PB/LR
Genasi
- changed ASI from (+2Con,+1Dex/+1Str/+1Int/+1Wis) to (+1Con,+1Any,+1Any)
- air genasi
- gained air dancer (double jump dist, resistant to fall damage)
- gained lightning resistance
- changed mingle with the wind (levitate 1/LR) to Magic of the Winds (standard delayed magic: gust/fog cloud/levitate)
- earth genasi
- gained poison resistance and adv against poison
- replaced merge with stone (pass without trace 1/LR) with Magic of the Stones (standard delayed magic: mold earth/earth tremor/earthen grasp)
- fire genasi
- added Illumination
- replaced reach into the blaze (produce flame/ burning hands 1/LR) with Magic of the Blaze (standard delayed magic: produce flame/burning hands/pyrotechnics)
- water genasi
- changed call to the wave (shape water/create or destroy water 1/LR) to Magic of the Waves (standard delayed magic: shape water/create or destroy water/blur)
Gith
- removed ASI
- githyanki
- changed ASI from (+1Int,+2Str) to (+1Str,+1Any,+1Any)
- replaced decadent mastery and martial prodigy with Phsycial Fortitude (adv on all Con saves)
- githzerai
- changed ASI from (+1Int,+2Wis) to (+1Wis,+1Any,+1Any)
- changed Mental Discipline from adv against charm/fright to adv on all Wis saves
Goliath
- changed ASI from (+2Str,+1Con) to (+1Str,+1Con,+1Any)
- changed Stone's Endurance from 1/SR to PB/LR
Kenku
- changed ASI from (+2Dex,+1Wis) to (+1Any,+1Any,+1Any)
- changed size from Medium to players choice of Medium or Small
- added Ambusher
Tabaxi
- changed ASI from (+2Dex,+1Cha) to (+1Dex,+1Any,+1Any)
- removed language proficiencies
- added finesse and light properties to claw attack
- Cat's Talent is now Naturally Stealthy (stealth prof)
Tortle
- changed ASI from (+2Str,+1Wis) to (+1Str,+1Wis,+1Any)
- removed language proficiencies
Triton
- changed ASI from (+1Str,+1Con,+1Cha) to (+3Any)
- removed Emissary of the Sea
- replaced control air and water with Master of the Currents (shape water)
Races (Monstrous)
Bugbear
- changed ASI from (+2Str,+1Dex) to (+1Str,+1Any,+1Any)
- removed language proficiencies
- removed long-limbed
- changed Surprise Attack to be easier to trigger, scales like a cantrip, and 1/SR instead of 1/combat
- changed stealth proficiency to stealth expertise
Goblin
- changed ASI from (+2Dexr,+1Con) to (+1Str,+1Any,+1Any)
- Fury of the Small now scales like a cantrip
- removed language proficiencies
Hobgoblin
- changed ASI from (+2Con,+1Int) to (+1Con,+1Any,+1Any)
- removed language proficiency
- removed martial training
- improved Saving Face
- added Tactical Advantage
Kobold
- changed ASI from (+2Dex) to (+1Dex,+1Any,+1Any)
- removed language proficiencies
- replaced pack tactics with Defiant Roar
- removed grovel, cower, and beg
- removed sunlight sensitivity
- added Trapmaker
Lizardfolk
- changed ASI from (+2Con,+1Wis) to (+1Con,+1Any,+1Any)
- removed language proficiencies
- removed cunning artisan
- removed hunter's lore
- improved Hungry Jaws
- added Temperate Camoflage (adv Stealth checks in forest/jungle/swamp)
Orc
- changed ASI from (+2Str,+1Con) to (+1Str,+1Any,+1Any)
- removed language proficiencies
- removed aggressive
- changed Primal Intuition to one skill instead of two
- added Relentless Endurance
- added Savage Attacks
Backgrounds (General)
- added general proficiencies that all of the below
- removed charlatan and folk hero; added commoner
Acolyte
- changed equipment and ability
- omitted fluff
Commoner
- completely new
Criminal
- changed proficiencies, equipment, and ability
- omitted fluff
Entertainer
- changed proficiencies, equipment, and ability
- omitted fluff
Hermit
- changed proficiencies, equipment, and ability
- omitted fluff
Merchant
- replaces guild artisan
- changed proficiencies, equipment, and ability
- omitted fluff
Noble
- changed proficiencies, equipment, and ability
- omitted fluff
Outlander
- changed proficiencies, equipment, and ability
- omitted fluff
Sailor
- changed proficiencies, equipment, and ability
- omitted fluff
Scholar
- changed equipment and ability
- omitted fluff
- replaces sage
Soldier
- changed proficiencies, equipment, and ability
- omitted fluff
Urchin
- changed proficiencies, equipment, and ability
- omitted fluff
Backgrounds (Cultural)
- backgrounds with racial prerequisites, which can be waived by DM.
Child of Nature
- completely new
- includes mask of the wild
Child of the Sea
- completely new
- includes friend of the sea
Clan Defender
- completely new
Elven Warrior
- completely new
Tribal Wanderer
- completely new
Plane Walker
- completely new
Underdark Denizen
- completely new
General Feats
Armor Feats
Martial Feats
Magic Feats
Racial Feats
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