Empowered Races

by Smug Coffee Man

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Empowered Races

Foreward

This document seeks to find a middle ground between the way 5e handles races and the Monster Levels of 3.5 Dungeons and Dragons. As any Race you play gains levels, they will receive new features at certain levels using these rules. If a race lacks a Monster Manual entry, this document will create new features to make that race keep up. This will use the latest printing of all races.

When abbreviations are used, they refer to books as follows:

  • PHB: Player's Handbook
  • DMG: Dungeon Master's Guide
  • SCAG: Sword Coast Adventurer's Guide
  • VGM: Volo's Guide to Monsters
  • MTF: Mordenkainen's Tome of Foes
  • XGE: Xanathar's Guide to Everything
  • ERLW: Eberron: Rising From the Last War
  • TCE: Tasha's Cauldron of Everything
  • MOT: Mythic Odysseys of Theros
  • FTD: FIzzban's Treasury of Dragons
  • MPMM: Mordenkainen Presents: Monsters of the Multiverse
  • VRGR: Van Richten's Guide to Ravenloft
  • EEPC: Elemental Evil Player's Companion
  • SCoC: Smug's Compendium of Changes

Aarakocra

MPMM

Character Level Race Feature
3rd Dive Attack
5th Improved Flight
10th Dance of the Seven Winds
15th Elemental Summoner

Dive Attack

At 3rd level, if you are flying and move at least 30 feet straight toward a target and hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target of the same type as the melee weapon's damage type.

Improved Movement

At 5th level, your movement speed increases by 10 feet.

Dance of the Seven Winds

At 10th level, you can spend 10 minutes performing a special ritual. If you do so, creatures up to your proficiency bonus gain a magical flying speed of 30 feet until they finish a short or long rest, and you lose your flying speed until the effect ends on those creatures. You must finish a Long Rest to use this feature again.

Elemental Summoner

At 15th level, you can cast the Summon Elemental (TCE) spell at 4th level without material components. Intelligence, Wisdom, or Charisma is your spellcasting modifier for this spell (whichever you chose for your Wind Caller feature). You must finish a Long Rest to cast this spell using this feature again.

Aasimar

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Improved Healing Hands
10th Improved Revelation
15th Celestial Immunity

Bonus Proficiency

At 3rd level, you gain proficiency in the Religion and Medicine skills. If you are already proficient with a skill from this feature, you may choose another skill proficiency to gain proficiency in.

Improved Healing Hands

At 5th level, your Healing Hands feature now uses d6s instead of d4s.

Improved Revelation

At 10th level, you gain an additional bonus to your Revelation feature.

Necrotic Shoud. The range of this feature increases to 30 feet. The necrotic damage it deals is now 1d6 + your proficiency bonus.
Radiant Consumption. The range of this feature increases to 30 feet. The radiant damage dealt at the end of your turn is now 1d6 + your proficiency bonus.
Radiant Soul. While this feature is active, your speed increases by 10 feet. The Radiant damage it deals is now 1d6 + your proficiency bonus.

Celestial Immunity

At 15th level, you can use your bonus action to grant yourself immunity to Radiant or Necrotic damage (your choice) for one minute. You must finish a Long Rest to use this feature again.

Bugbear

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Brutish Strikes
10th Superior Surprise Attack
15th Heart of Hruggek

Bonus Proficiencies

At 3rd level, you gain proficiency in the Intimidation and Survival skills. If you are already proficient with a skill from this feature, you may choose another skill proficiency to gain proficiency in.

Brutish Strikes

At 5th level, once per turn, when you deal damage with a melee weapon attack, you can roll an additional damage die for that weapon and add it to the damage you deal.

Superior Surprise Attack

At 10th level, you deal an additional 1d6 damage with your Surprise Attack feature.

Heart of Hruggek

At 15th level, you have advantage on saving throws against the frightened, paralyzed, poisoned, and stunned conditions, and against being put to sleep.

Centaur

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Superior Strength
10th Living Calvary
15th Stampede

Bonus Proficiencies

At 3rd level, you gain proficiency in two of the following skills: Animal Handling, Nature, Medicine, Survival. If you are already proficient with all of the skills from this feature, you may choose another two skills to gain proficiency in.

Superior Strength

At 5th level, count as one size larger when determining the weight you can pull and lift. Additionally, you can use oversized weapons made for Large creatures without disadvantage.

Living Calvary

You gain proficiency with the Lance if you don't already have it, and count as mounted when wielding a Lance. Additionally, once per turn, you can deal additional damage when you use a Lance with your Charge racial feature. This damage equals your proficiency bonus.

Stampede

When you use your Charge feature, you can replace the attack you make with your hooves with forcing the target to make a Strength saving throw against a DC of 8 + your proficiency bonus + your strength modifier. On a failed save, the target is knocked prone and its movement speed is reduced to 0 until the end of its next turn.

Changeling

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Unsettling Visage
10th True Shapechanger
15th Uncanny Visage

Bonus Proficiencies

At 3rd level, you gain proficiency in two of the following skills: Deception, Insight, Intimidation, Performance, or Persuasion. If you are already proficient with all of the skills from this feature, you may choose another two skills to gain proficiency in.

Unsettling Visage

At 5th level, you can force each creature of your choice within 30 feet of you to make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your charisma modifier. A creature that fails this saving throw is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of a long rest.

True Shapechanger

At 10th level, you can choose to automatically succeed on any saving throw against a spell or effect that would alter your form.

True Deception

At 15th level, you have advantage on Charisma (Persuasion) and Charisma (Deception) skill checks made against any creature that is the same race that you appear.

Dhampir

VRGR

Character Level Race Feature
3rd Bonus Proficiencies
5th Sharpened Fangs
10th Lesser Regeneration
15th Uncanny Visage

Bonus Proficiencies

At 3rd level, you gain proficiency in the Perception and Stealth skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Sharpened Fangs

At 5th level, your vampiric bite feature uses a d6 for damage.

Lesser Regeneration

At 10th level, you can use your bonus action to expend a hit die and recover hit points equal to the amount rolled.

Dhampir Resistance

At 15th level, you gain resistance to non-magical bludgeoning, piercing, and slashing damage. Silvered and living wood weapons ignore this resistance, and if you already resist non-magical bludgeoning, piercing or slashing damage this feature replaces that resistance.

Dragonborn (Chromatic)

FTD

Character Level Race Feature
3rd Bonus Proficiencies
5th Chromatic Pride
10th Dragon Wings
15th Improved Breath Weapon

Bonus Proficiencies

At 3rd level, you gain proficiency in the Deception and Intimidation skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Chromatic Pride

At 5th level, you have advantage on saving throws against being charmed or frightened.

Dragon Wings

At 10th level, you grow a pair of draconic wings that give you flying speed equal to your walking speed so long as you aren't wearing medium or heavy armor.

Improved Breath Weapon

At 15th level, your breath weapon ignores resistance and immunity, and the line becomes a 60-foot long, 15-foot wide line instead.

Dragonborn (Draconblood)

EGW

Character Level Race Feature
3rd Bonus Proficiencies
5th Draconblood Might
10th Dragon Wings
15th Improved Breath Weapon

Bonus Proficiencies

At 3rd level, you gain proficiency in the Persuasion and Intimidation skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Draconblood Might

At 5th level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Dragon Wings

At 10th level, you grow a pair of draconic wings that give you flying speed equal to your walking speed so long as you aren't wearing medium or heavy armor.

Improved Breath Weapon

At 15th level, your breath weapon ignores resistance and immunity. If it is a line, the line becomes a 60-foot long, 15-foot wide line instead. If it is a cone, it becomes a 60-foot cone instead.

Dragonborn (Gem)

FTD

Character Level Race Feature
3rd Bonus Proficiencies
5th Gemstone Psionics
10th Dragon Wings
15th Improved Breath Weapon

Bonus Proficiencies

At 3rd level, you gain proficiency in the Persuasion and Deception skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Gemstone Psionics

At 5th level, you learn the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. You also learn the Mind Spike (XGE) spell. Once you cast the mind spike spell with this trait, you can't cast the spell with it again until you finish a long rest. You can also cast mind spike using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this racial feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Dragon Wings

At 10th level, you grow a pair of draconic wings that give you flying speed equal to your walking speed so long as you aren't wearing medium or heavy armor.

Improved Breath Weapon

At 15th level, your breath weapon ignores resistance and immunity. The 30-foot cone becomes a 60-foot cone instead.

Dragonborn (Metallic)

FTD

Character Level Race Feature
3rd Bonus Proficiencies
5th Metallic Wisdom
10th Dragon Wings
15th Improved Breath Weapon

Bonus Proficiencies

At 3rd level, you gain proficiency in the Insight and Persuasion skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Metallic Wisdom

At 5th level, you learn the friends cantrip and the 2nd-level spell, calm emotions. Once you cast calm emotions with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast calm emotions using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this racial feature). Friends doesn't require material components when you cast it with this trait. You ignore the required material components of these spells if they have them unless the component has a cost.

Dragon Wings

At 10th level, you grow a pair of draconic wings that give you flying speed equal to your walking speed so long as you aren't wearing medium or heavy armor.

Improved Breath Weapon

At 15th level, your breath weapon ignores resistance and immunity. The 30-foot cone becomes a 60-foot cone instead.

Dragonborn (Ravenite)

EGW

Character Level Race Feature
3rd Bonus Proficiencies
5th Ravenite Determination
10th Dragon Wings
15th Improved Breath Weapon

Bonus Proficiencies

At 3rd level, you gain proficiency in the Athletics and Intimidation skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Ravenite Determination

At 5th level, you have advantage on saving throws against being charmed or frightened.

Dragon Wings

At 10th level, you grow a pair of draconic wings that give you flying speed equal to your walking speed so long as you aren't wearing medium or heavy armor.

Improved Breath Weapon

At 15th level, your breath weapon ignores resistance and immunity. If it is a line, the line becomes a 60-foot long, 15-foot wide line instead. If it is a cone, it becomes a 60-foot cone instead.

Dwarf (Duergar)

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Duergar Training
10th Psionic Strikes
15th Superior Duergar Resistance

Bonus Proficiencies

At 3rd level, you gain proficiency in the History and Intimidation skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Duergar Training

At 5th level, you gain proficiency with light hammers, warhammers, light armor, and medium armor.

Psionic Strikes

At 10th level, whenever you deal damage with a light hammer or warhammer, you deal additional psychic damage equal to your proficiency bonus.

Superior Duergar Resistance

At 15th level, you have advantage on intelligence, wisdom, and charisma saving throws against spells.

Dwarf (Hill)

PHB

Character Level Race Feature
3rd Bonus Proficiencies
5th Dwarf Thrower
10th Feinting Strikes
15th Dwarven Fury

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Survival skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Dwarf Thrower

At 5th level, light hammers and handaxes have a range of 60/120 when you use their thrown property.

Feinting Strikes

At 10th level, when you deal damage with a battleaxe, handaxe, light hammer, or warhammer, you can cause the next attack a creature other than you makes against the target to have advantage. You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of a Long Rest.

Dwarven Ferocity

At 15th level, if you have half of your hit points (rounded down) or less remaining, your attacks with battleaxes, handaxes, light hammers, and warhammers deal an additional 2d6 damage.

Dwarf (Mark of Warding)

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Dwarf Thrower
10th Feinting Strikes
15th Dwarven Fury

Bonus Proficiencies

At 3rd level, you gain proficiency in the Nature and Stealth skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Dwarf Thrower

At 5th level, light hammers and handaxes have a range of 60/120 when you use their thrown property.

Thief's Gambit

At 10th level, the die from your Wanderer's Intiution skill becomes a d6.

Dwarven Ferocity

At 15th level, if you have half of your hit points (rounded down) or less remaining, your attacks with battleaxes, handaxes, light hammers, and warhammers deal an additional 2d6 damage.

Dwarf (Mountain)

PHB

Character Level Race Feature
3rd Bonus Proficiencies
5th Dwarf Thrower
10th Feinting Strikes
15th Dwarven Fury

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Nature skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Dwarf Thrower

At 5th level, light hammers and handaxes have a range of 60/120 when you use their thrown property.

Feinting Strikes

At 10th level, when you deal damage with a battleaxe, handaxe, light hammer, or warhammer, you can cause the next attack a creature other than you makes against the target to have advantage. You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of a Long Rest.

Dwarven Ferocity

At 15th level, if you have half of your hit points (rounded down) or less remaining, your attacks with battleaxes, handaxes, light hammers, and warhammers deal an additional 2d6 damage.

Elf (Drow)

PHB

Character Level Race Feature
3rd Bonus Proficiencies
5th Lolth's Bite
10th Lolth's Venom
15th Drow High Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Intimidation and Religion skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Lolth's Bite

At 5th level, once per turn, when you deal damage with a melee weapon attack, you can deal an additional 1d6 Radiant damage to the target of that attack. This increases to 2d6 at 15th level.

Lolth's Venom

At 10th level, when you deal damage with a weapon attack, you can deal poison damage instead of radiant damage using your Lolth's Bite feature. If you do, the target must make a constitution saving throw against a dc equal to 8 + your proficiency bonus + your strength or dexterity modifier (your choice) or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Drow High Magic

At 15th level, you learn the 2nd-level spell web and the 4th-level spell greater invisibility. Once you cast web or greater invisibility with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Elf (Eladrin)

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Eladrin Magic
10th Protection of the Seasons
15th Superior Fey Step

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Nature skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Eladrin Magic

At 5th level, you learn the primal savagery (XGE) cantrip and the 2nd-level spell phantasmal force. Once you cast the phantasmal force spell with this trait, you can't cast the spell with it again until you finish a long rest. You can also cast phantasmal force using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this racial feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Protection of the Seasons

At 10th level, you have resistance to a damage type associated with your season; thunder for autumn, cold for winter, lightning for spring, and fire for summer. This resistance changes when you change your season at the end of a long rest.

Superior Fey Step

At 15th level, your fey step feature improves. The improvements are as follows:

Autumn. The distance creatures must make a saving throw against this feature is increased to 20 feet.
Winter. The distance creatures must make a saving throw against this feature is increased to 15 feet.
Spring. You teleport with your creature of choice, appearing in an empty space beside them.
Summer. The distance where creatures take damage from this feature is now 15 feet, and the damage is now 1d6 + your proficiency bonus.

Elf (High)

PHB

Character Level Race Feature
3rd Bonus Proficiencies
5th Empowered High Elf Magic
10th Elven Leadership
15th Superior High Elf Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and History skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Empowered High Elf Magic

At 5th level, you learn another Wizard cantrip of your choice, the 1st-level spell mage armor without material components and the 2nd-level spell magic weapon. Once you cast mage armor or magic weapon spell with this trait, you can't cast the spell with it again until you finish a long rest. You can also cast mage armor or magic weapon using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Elven Leadership

At 10th level, as an action you can utter a special command or warning whenever a nonhostile creature that you can see within 30 feet of you makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand you. A creature can benefit from only one die from this feature at a time. This effect lasts for 1 minute or until you are incapacitated. You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.

Superior High Elf Magic

At 15th level, you learn the 3rd-level spell dispel magic and the 4th-level spell divination. Once you cast dispel magic or divination with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Elf (Mark of Shadow)

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Superior Cunning
10th Elven Leadership
15th Superior Shadow Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Stealth skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Superior Cunning

At 5th level, your Cunning Intuition feature uses a d6 instead of a d4. Additionally, your darkvision now works in magical darkness.

Elven Leadership

At 10th level, as an action you can utter a special command or warning whenever a nonhostile creature that you can see within 30 feet of you makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand you. A creature can benefit from only one die from this feature at a time. This effect lasts for 1 minute or until you are incapacitated. You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.

Superior Shadow Magic

At 15th level, you learn the 3rd-level spell hunger of hadar and the 4th-level spell blight. Once you cast hunger of hadar or blight with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Elf (Pallid)

EGW

Character Level Race Feature
3rd Bonus Proficiencies
5th Light of the Moon
10th Elven Leadership
15th Superior Moon Weaver Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Investigation and Insight skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Light of the Moon

At 5th level, any melee weapon you wield creates bright light in a 15-foot radius and dim light for an additional 15 feet and deals an additional 1d6 Radiant damage.

Elven Leadership

At 10th level, as an action you can utter a special command or warning whenever a nonhostile creature that you can see within 30 feet of you makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand you. A creature can benefit from only one die from this feature at a time. This effect lasts for 1 minute or until you are incapacitated. You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.

Superior Moon Weaver Magic

At 15th level, you learn the 3rd-level spell blinding smite and the 4th-level spell sickening radiance. Once you cast blinding smite or sickening radiance with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Elf (Sea)

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Superior Swimmer
10th Elven Leadership
15th Sea Elf Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Survival skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Superior Swimmer

At 5th level, your swimming speed increases by 30 feet. Additionally, you have advantage on any Dexterity Saving Thows you make while completely submerged in water.

Elven Leadership

At 10th level, as an action you can utter a special command or warning whenever a nonhostile creature that you can see within 30 feet of you makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand you. A creature can benefit from only one die from this feature at a time. This effect lasts for 1 minute or until you are incapacitated. You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.

Sea Elf Magic

At 15th level, you learn the water whip (SCoC) cantrip, the 1st-level spell rough waves (SCoC), the 2nd-level spell water blast (SCoC), the 3rd-level spell tidal wave (XGE), and the 4th-level spell watery sphere (XGE). Once you cast a 1st, 2nd, 3rd, or 4th-level spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this racial feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Elf (Shadar-kai)

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Shadowfell Magic
10th Elven Leadership
15th Superior Shadowfell Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Stealth skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Shadowfell Magic

At 5th level, you learn the toll the dead (XGE) cantrip, the 1st-level inflict wounds, and the 2nd-level spell shadowy surge (SCoC). Once you cast the inflict wounds or shadowy surge spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this racial feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Elven Leadership

At 10th level, as an action you can utter a special command or warning whenever a nonhostile creature that you can see within 30 feet of you makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand you. A creature can benefit from only one die from this feature at a time. This effect lasts for 1 minute or until you are incapacitated. You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.

Superior Shadowfell Magic

At 15th level, you learn the 3rd-level spell vampiric touch and the 4th-level spell shadow of moil (XGE). Once you cast vampiric touch or shadow of moil with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (whichever you chose for the spells you learned at 5th level). You ignore the required material components of these spells if they have them unless the component has a cost.

Elf (Wood)

PHB

Character Level Race Feature
3rd Bonus Proficiencies
5th Wood Elf Magic
10th Elven Leadership
15th Superior Wood Elf Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Nature skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Wood Elf Magic

At 5th level, you learn the thorn whip cantrip, the 1st-level spell hail of thorns, and the 2nd-level spell earthbind (XGE). Once you cast the hail of thorns or earthbind spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Elven Leadership

At 10th level, as an action you can utter a special command or warning whenever a nonhostile creature that you can see within 30 feet of you makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand you. A creature can benefit from only one die from this feature at a time. This effect lasts for 1 minute or until you are incapacitated. You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.

Superior Wood Elf Magic

At 15th level, you learn the 3rd-level spell conjure barrage and the 4th-level spell guardian of nature (XGE). Once you cast conjure barrage or guardian of nature with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Fairy

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Fey Passage
10th Fey Evasion
15th Superior Fey Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Deception skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Fey Passage

At 5th level, you can squeeze through a space as narrow as 1 inch wide.

Fey Evasion

At 10th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Superior Fey Magic

At 15th level, you learn the 2nd-level spell detect thoughts, the 3rd-level spell dispel magic and the 4th-level spell polymorph. Once you cast one of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (whichever you chose for your Fairy Magic feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Firbolg

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Nature's Strike
10th Nature's Step
15th Superior Firbolg Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Animal Handling and Nature skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Nature's Strike

At 5th level, once per turn, when you deal damage with a melee weapon attack, you can deal an additional 1d6 poison damage to the target of that attack. This increases to 2d6 at 15th level.

Nature's Step

At 10th level, when you use your Hidden Step feature, you can magically teleport to an unoccupied space that you can see within 20 feet of you.

Superior Firbolg Magic

At 15th level, you learn the 2nd-level spell alter self, the 3rd-level spell meld into stone and the 4th-level spell grasping vine. Once you cast one of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (whichever you chose for your Firbolg Magic feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Genasi (Air)

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Wind Walker
10th Whirlwind
15th Superior Genasi Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Nature skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Wind Walker

At 5th level, you gain a flying speed equal to your walking speed

Whirlwind

At 10th level, you can use your action to force every creature of your choice within 5 feet of you to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your intelligence, wisdom, or charisma modifier (whichever you chose for your Mingle with the Wind feature). On a failed save, a creature takes 2d6 bludgeoning damage and is pushed back in a 20-foot line directly away from you. If a creature strikes an object such as a wall or floor, the target takes an additional 1d6 bludgeoning damage. You may use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a Long Rest.

Superior Genasi Magic

At 15th level, you learn the 3rd-level spell gaseous form and the 4th-level spell storm sphere (XGE). Once you cast gaseous form or storm sphere with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (whichever you chose for your Mingle with the Wind feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Genasi (Earth)

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Superior Earth Walk
10th Thunderous Blow
15th Superior Genasi Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Nature skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Superior Earth Walk

At 5th level, you gain a burrowing speed equal to your walking speed

Thunderous Blow

At 10th level, when you deal damage with a melee weapon attack, you can force the target to make a strength saving throw against a DC of 8 + your proficiency bonus + your intelligence, wisdom, or charisma modifier (whichever you chose for your Merge with Stone feature) or be knocked prone and have their movement speed reduced to 0 until the start of their next turn. You may use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a Long Rest.

Superior Genasi Magic

At 15th level, you learn the 1st-level spell earth tremor, the 3rd-level spell erupting earth (XGE) and the 4th-level spell stone shape. Once you cast one of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (whichever you chose for your Merge with Stone feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Genasi (Fire)

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Blazing Illumination
10th Scorching Strikes
15th Superior Genasi Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Intimidation skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Blazing Illumination

At 5th level, you shed bright light in a 30-foot radius around you and dim light in an additional 30 feet.

Scorching Strikes

At 10th level, when you deal damage with a melee weapon attack, you can force the target to make a constitution saving throw against a DC of 8 + your proficiency bonus + your intelligence, wisdom, or charisma modifier (whichever you chose for your Reach to the Blazefeature). On a failure the creature is set ablaze for 1 minute or until they use an Action to extinguish the flames, taking 1d4 Fire damage at the end of their turn. You may use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a Long Rest.

Superior Genasi Magic

At 15th level, you learn the 3rd-level spell ashardalon's stride (FTD) and the 4th-level spell wall of fire. Once you cast ashardalon's stride or wall of fire with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (whichever you chose for your Reach to the Blaze feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Genasi (Water)

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Superior Swimmer
10th Overwhelming Currents
15th Superior Genasi Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Intimidation skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Superior Swimmer

At 5th level, you gain an additional 30 feet of swimming speed.

Overwhelming Currents

At 10th level, you can use your action to force every creature of your choice within 5 feet of you to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your intelligence, wisdom, or charisma modifier (whichever you chose for your Call to the Wave feature). On a failed save, a creature takes 2d6 bludgeoning damage and is grappled (the escape DC is the same as the DC for this ability's main DC). A creature grappled in this way cannot breathe unless it can breathe underwater (refer to the suffocation rules on page 183 of the Player's Handbook). If a creature would be reduced to 0 hit points by this ability, the grapple ends and the creature is rendered unconscious for a number of rounds equal to its constitution modifier + 1 instead. You must finish a Long Rest to use this feature again.

Superior Genasi Magic

At 15th level, you learn the 2nd-level spell water blast (SCoC) and the 4th-level spell watery sphere (XGE). Once you cast water blast or watery sphere with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (whichever you chose for your Call to the Wave feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Githyanki

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Psionic Strike
10th Psionic Protection
15th Superior Psionics

Bonus Proficiencies

At 3rd level, you are proficient with light and medium armor and with shortswords, longswords, and greatswords.

Psionic Strike

At 5th level, once per turn, when you deal damage with a longsword, shortsword, or greatsword, you can deal an extra 1d6 Psychic damage. This increases to 2d6 at 15th level.

Psionic Protection

At 10th level, creatures cannot speak to you you telepathically or read your mind unless you let them, and you are immune to the charmed condition.

Superior Psionics

At 15th level, you learn the 3rd-level spell enemies abound (XGE) and the 4th-level spell confusion. Once you cast enemies abound or confusion with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (whichever you chose for your Githyanki Psionics feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Githzerai

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Telepathy
10th Psionic Protection
15th Superior Psionics

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Insight skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Telepathy

At 5th level, you can speak telepathically to any creature within 60 feet of you. This creature does not need to understand any languages you speak to understand you when you use this feature to communicate with them.

Psionic Protection

At 10th level, creatures cannot speak to you you telepathically or read your mind unless you let them, and you are immune to the charmed condition.

Superior Psionics

At 15th level, you learn the 3rd-level spell psychic explosion (SCoC) and the 4th-level spell raulothim's psychic lance (FTD). Once you cast psychic explosion or raulothim's psychic lance with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (whichever you chose for your Githyanki Psionics feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Gnome (Deep)

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Nimble Escape
10th Enhanced Gnome Magic
15th Superior Magic Resistance

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Stealth skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Nimble Escape

At 5th level, you can take the Disengage or Hide action as a bonus action on each of your turns.

Enhanced Gnome Magic

At 10th level, you can cast the Blindness/Deafness and Blur spells using the same rules that you cast Disguise Self and Nondetection with. Your spellcasting modifier is the same as it would be for disguise self and nondetection. You ignore the required material components of these spells if they have them unless the component has a cost.

Superior Magic Resistance

At 15th level, your Gnomish Magic Resistance feature extends to any magical effect, not just spells.

Gnome (Forest)

PHB

Character Level Race Feature
3rd Bonus Proficiencies
5th Nimble Escape
10th Enhanced Gnome Magic
15th Superior Gnome Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Animal Handling and Arcana skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Nimble Escape

At 5th level, you can take the Disengage or Hide action as a bonus action on each of your turns.

Enhanced Gnome Magic

At 10th level, you learn the 1st-level spell beast bond (XGE) and the 2nd-level spell animal messenger. Once you cast beast bond or animal messenger with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting modifier for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Superior Gnome Magic

At 15th level, you learn the 3rd-level spell conjure animals and the 4th-level spell dominate beast. Once you cast conjure animals or dominate beast with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting modifier for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Gnome (Mark of Scribing)

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Nimble Escape
10th Master Scribe
15th Superior Gnome Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and History skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Nimble Escape

At 5th level, you can take the Disengage or Hide action as a bonus action on each of your turns.

Master Scribe

At 10th level, the d4 granted by your Gifted Scribe feature is now a d8.

Superior Gnome Magic

At 15th level, you learn the 3rd-level spell psychic explosion (SCoC) and the 4th-level spell phantasmal killer. Once you cast psychic explosion of phantasmal killer with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting modifier for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Gnome (Rock)

PHB

Character Level Race Feature
3rd Bonus Proficiencies
5th Nimble Escape
10th Enhanced Gnome Magic
15th Superior Gnome Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Animal Handling and Arcana skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Nimble Escape

At 5th level, you can take the Disengage or Hide action as a bonus action on each of your turns.

Enhanced Gnome Magic

At 10th level, you learn the mending cantrip, the 1st-level spell identify and the 2nd-level spell arcane lock. Once you cast identify or arcane lock with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting modifier for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Superior Gnome Magic

At 15th level, you learn the 3rd-level spell meld into stone and the 4th-level spell summon construct (TCE). Once you cast meld into stone or summon construct with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting modifier for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Goblin

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Slippery Movement
10th Goblin Trickery
15th Go for the Shins

Bonus Proficiencies

At 3rd level, you gain proficiency in the Deception and Stealth skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Slippery Movement

At 5th level, if you deal damage to a creature, you do not provoke opportunity attacks from that creature until the start of your next turn.

Goblin Trickery

At 10th level, when a creature you can see targets you with an attack, you can choose another creature within 5 feet of you. The chosen creature becomes the target instead. You must finish a Long Rest to use this feature again.

Spiteful Rebuke

At 15th level, when you take damage from a creature within 5 feet of you, you can use your reaction to deal your proficiency bonus in damage to that creature.

Goliath

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Siege Expert
10th Goblin Trickery
15th Go for the Shins

Bonus Proficiencies

At 3rd level, you gain proficiency in the Perception and Survival skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Siege Expert

At 5th level, you deal double damage to objects and structures, and you can wield a weapon designed for a Large creature without disadvantage.

Arctic Blow

At 10th level, once per turn when you deal damage with a melee weapon attack, you can deal an additional 2d6 cold damage to the target of that attack.

Mountain's Peak

At 15th level, you gain immunity to cold damage and naturally acclimate to arctic conditions. Additionally, if you take damage from a melee attack, you can use your reaction to force the attacker to take cold damage equal to your proficiency bonus.

Half-Elf (Aquatic)

SCAG

Character Level Race Feature
3rd Bonus Proficiencies
5th Elven Trance
10th Superior Swimmer
15th Sea Elf Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Survival skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Elven Trance

At 5th level, you no longer need to sleep. Instead, you can meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Superior Swimmer

At 10th level, your swimming speed increases by 30 feet. Additionally, you have advantage on any Dexterity Saving Thows you make while completely submerged in water.

Sea Elf Magic

At 15th level, you learn the water whip (SCoC) cantrip, the 1st-level spell rough waves (SCoC), the 2nd-level spell water blast (SCoC), the 3rd-level spell tidal wave (XGE), and the 4th-level spell watery sphere (XGE). Once you cast a 1st, 2nd, 3rd, or 4th-level spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this racial feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Half-Elf (Drow)

SCAG

Character Level Race Feature
3rd Bonus Proficiencies
5th Elven Trance
10th Lolth's Bite
15th Drow High Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Intimidation and Religion skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Elven Trance

At 5th level, you no longer need to sleep. Instead, you can meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Lolth's Bite

At 10th level, once per turn, when you deal damage with a melee weapon attack, you can deal an additional 1d6 Radiant or Poison damage to the target of that attack. This increases to 2d6 at 15th level. You choose which damage type you deal when you deal damage with the attack.

Drow High Magic

At 15th level, you learn the 2nd-level spell web and the 4th-level spell greater invisibility. Once you cast web or greater invisibility with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this racial feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Half-Elf (Mark of Detection)

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Elven Trance
10th Superior Deduction
15th Superior Detection Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Investigation and Insight skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Elven Trance

At 5th level, you no longer need to sleep. Instead, you can meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Superior Deduction

At 10th level, the d4 for your Deductive Intuition feature is now a d8.

Superior Detection Magic

At 15th level, you learn the 3rd-level spell fear and the 4th-level spell locate creature. Once you cast fear or locate creature with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this racial feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Half-Elf (Mark of Storm)

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Elven Trance
10th Superior Deduction
15th Superior Detection Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Investigation and Insight skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Elven Trance

At 5th level, you no longer need to sleep. Instead, you can meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Superior Windwright

At 10th level, the d4 for your Windright's Intuition feature is now a d8.

Superior Storm Magic

At 15th level, you learn the 3rd-level spell call lightning and the 4th-level spell thunder shield (SCoC). Once you cast call lightning or thunder shield with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Half-Elf (Sun or Moon)

SCAG

Character Level Race Feature
3rd Bonus Proficiencies
5th Elven Trance
10th Empowered High Elf Magic
15th Superior High Elf Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and History skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Elven Trance

At 5th level, you no longer need to sleep. Instead, you can meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Empowered High Elf Magic

At 10th level, you learn a Wizard cantrip of your choice, the 1st-level spell mage armor and the 2nd-level spell magic weapon. Once you cast mage armor or magic weapon spell with this trait, you can't cast the spell with it again until you finish a long rest. You can also cast mage armor or magic weapon using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this racial feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Superior High Elf Magic

At 15th level, you learn the 3rd-level spell dispel magic and the 4th-level spell divination. Once you cast dispel magic or divination with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this racial feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Half-Elf (Wood)

SCAG

Character Level Race Feature
3rd Bonus Proficiencies
5th Elven Trance
10th Wood Elf Magic
15th Superior Wood Elf Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Nature skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Elven Trance

At 5th level, you no longer need to sleep. Instead, you can meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Wood Elf Magic

At 10th level, you learn the thorn whip cantrip, the 1st-level spell hail of thorns, and the 2nd-level spell earthbind (XGE). Once you cast the hail of thorns or earthbind spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this racial feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Superior Wood Elf Magic

At 15th level, you learn the 3rd-level spell conjure barrage and the 4th-level spell guardian of nature (XGE). Once you cast conjure barrage or guardian of nature with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (whichever you chose for the spells you learned at 5th level). You ignore the required material components of these spells if they have them unless the component has a cost.

Half-Orc

PHB

Character Level Race Feature
3rd Bonus Proficiencies
5th Adrenaline Rush
10th Slayer
15th Unyielding Endurance

Bonus Proficiencies

At 3rd level, you gain proficiency in the Athletics and Intimidation skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Adrenaline Rush

At 5th level, you can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.

Slayer

At 10th level, once per turn, when you deal damage with a melee weapon attack, you can deal 1d6 extra damage of the type the melee weapon you're attacking with deals.

Unyielding Endurance

At 15th level, you can now use your Relentless Endurance a number of times equal to your proficiency bonus per long rest, but if you use it more than once per long rest you suffer a level of exhaustion for each use beyond the first. The only way to remove this exhaustion is to complete a long rest, and you remove one level per Long Rest completed as per normal.

Half-Orc (Mark of Finding)

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Adrenaline Rush
10th Slayer
15th Unyielding Endurance

Bonus Proficiencies

At 3rd level, you gain proficiency in the Athletics and Intimidation skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Superior Hunter

At 5th level, your Hunter's Intuition feature uses a d6 instead of a d4.

Slayer

At 10th level, once per turn, when you deal damage with a melee weapon attack, you can deal 1d6 extra damage of the type the melee weapon you're attacking with deals.

Superior Finding Magic

At 15th level, you learn the 3rd-level spell elemental weapon and the 4th-level spell freedom of movement. Once you cast elemental weapon or freedom of movement with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Halfling (Ghostwise)

SCAG

Character Level Race Feature
3rd Bonus Proficiencies
5th Superior Silent Speech
10th Ghostwise Resistance
15th Ghostly Movement

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Stealth skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Superior Silent Speech

At 5th level, the distance of your Silent Speech feature is increased to 60 feet and you no longer need to share language.

Ghostwise Resistance

At 10th level, you gain resistance to Psychic damage.

Ghostly Movement

At 15th level, you can use your Bonus Action to give yourself the ability to pass through walls and other solid objects using your movement for 1 minute. This effect ends early if you take damage from a silvered weapon, and if it ends while you are inside of an object you take 3d10 Force damage and are ejected in the nearest empty space.

Halfling (Lightfoot)

PHB

Character Level Race Feature
3rd Bonus Proficiencies
5th Lightfoot Speed
10th Lightfoot Evasion
15th Lightfoot Leap

Bonus Proficiencies

At 3rd level, you gain proficiency in the Acrobatics and Stealth skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Lightfoot Speed

At 5th level, you gain 5 feet of moement speed. At 15th level, you gain another 5 feet of movement speed.

Lightfoot Evasion

At 10th level, you have advantage on dexterity saving throws made against spells.

Lightfoot Leap

At 15th level, you can cast the Jump spell at will. Charisma is your spellcasting modifier for this spell.

Halfling (Lotusden)

EGW

Character Level Race Feature
3rd Bonus Proficiencies
5th Nature's Veil
10th Lotusden Constitution
15th Superior Woodland Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Nature and Stealth skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Nature's Veil

At 5th level, you can take the Hide action when lightly obscured by foliage or other plants.

Lotusden Constitution

At 10th level, you have resistance against poison damage and advantage on saving throws made against the poisoned condition.

Superior Woodland Magic

At 15th level, you learn the 3rd-level spell daylight and the 4th-level spell aura of purity. Once you cast daylight or aura of purity with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Halfling (Mark of Healing)

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Gentle Touch
10th Superior Medic
15th Superior Medical Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Medicine and Stealth skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Gentle Touch

At 5th level, you have advantage on Medicine skill checks made to stabilize a creature.

Superior Medic

At 10th level, the die used by your Medical Intuition feature is a d8 instead of a d4.

Superior Medical Magic

At 15th level, you learn the 3rd-level spell protection from energy and the 4th-level spell death ward. Once you cast protection from energy or death ward with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Halfling (Mark of Hospitality)

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Enhanced Hospitality Magic
10th Superior Hospitality
15th Superior Hospitality Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Stealth and Survival skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Enhanced Hospitality Magic

At 5th level, you learn the 2nd-level spell fortune's favor (EGW). Once you cast fortune's favor with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for this spell. You ignore the required material components of this spell if it has them unless the component has a cost.

Superior Hospitality

At 10th level, the die used by your Ever Hospitable feature is a d8 instead of a d4.

Superior Hospitality Magic

At 15th level, you learn the 3rd-level spell catnap and the 4th-level spell conjure woodland beings. Once you cast catnap or conjure woodland beings with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Halfling (Stout)

PHB

Character Level Race Feature
3rd Bonus Proficiencies
5th Stout Body
10th Stout Blood
15th Superior Woodland Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Athletics and Stealth skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Stout Body

At 5th level, you gain 5 maximum hit points. Whenever you gain a character level, you gain 1 additional hit point.

Stout Blood

At 10th level, you have immunity to poison damage and the poisoned condition.

Stout Resilience

At 15th level, you have advantage on death saving throws.

Harengan

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Rabbit Speed
10th Superior Footwork
15th Superior Rabbit Hop

Bonus Proficiencies

At 3rd level, you gain proficiency in the Acrobatics and Athletics skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Rabbit Speed

At 5th level, you can take the Dash action as a bonus action instead.

Superior Footwork

At 10th level, the die for your Lucky Footwork feature becomes a d6 instead of a d4.

Superior Rabbit Hop

At 15th level, your Rabbit Hop feature now lets you move a distance equal to ten times your proficiency bonus, but if you choose to move this distance instead of the normal amount you cannot use your Rabbit Hop feature again until you finish a Short or Long Rest.

Hexblood

VRGR

Character Level Race Feature
3rd Bonus Proficiencies
5th Improved Hex Magic
10th Hag's Resistance
15th Superior Hex Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Deception skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Improved Hex Magic

At 5th level, you learn the Minor Illusion Cantrip and the 2nd-level spell hold person. Once you cast hold person with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Hag's Resistance

At 10th level, you have resistance to cold damage.

Superior Hex Magic

At 15th level, you learn the 3rd-level spell bestow curse and the 4th-level spell polymorph. Once you cast bestow curse or polymorph with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Hobgoblin

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Martial Focus
10th Martial Leadership
15th Fortune of the Bold

Bonus Proficiencies

At 3rd level, you gain proficiency with two martial weapons of your choice and with light armor.

Martial Focus

At 5th level, once per turn, when you deal damage with a weapon attack using a weapon that you gained proficiency in at 3rd level, you can deal an additional 1d6 of that weapon's damage type to the target of the attack. This increases to 2d6 at 15th level.

Martial Leadership

At 10th level, you can use your reaction to utter a special command or warning whenever an allied creature that you can see within 30 feet of you makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from one die from this feature at a time. You may use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a Long Rest.

Fortune of the Bold

At 15th level, the maximum bonus granted by your Fortune from the Many feature is now +5 instead of +3.

Human

PHB

Character Level Race Feature
3rd Bonus Proficiencies
5th Expertise
10th Additional Training
15th Unfailing Versatility

Bonus Proficiencies

At 3rd level, you gain two of the following benefits. You may take the same benefit twice.

  • Proficiency in a Skill
  • Proficiency in a Tool
  • Proficiency with a single Simple or Martial Weapon that lacks the Heavy and Special properties.
  • Learn one language.

Expertise

At 5th level, choose any two of your skill or tool proficiencies or one skill and one tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Additional Training

At 10th level, you may choose two more options from you Bonus Proficiencies feature and apply your Expertise feature to one more Skill or Tool that does not already benefit from it.

Unfailing Versatility

At 15th level, if you fail a Skill Check, you may re-roll that Skill Check. You must use the new result, even if it is lower than the first. You must finish a Long Rest to use this feature again.

Human (Mark of Finding)

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Enhanced Finder's Magic
10th Superior Hunter
15th Superior Finder's Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Perception and Survival skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Enhanced Finder's Magic

At 5th level, you learn the guidance cantrip. Wisdom is your spellcasting ability for this cantrip.

Superior Hunter

At 10th level, the die used by your Hunter's Intuition feature is a d8 instead of a d4.

Superior Finder's Magic

At 15th level, you learn the 3rd-level spell speak with dead and the 4th-level spell arcane eye. Once you cast speak with dead or arcane eye with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Human (Mark of Handling)

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Enhanced Handler's Magic
10th Superior Handler
15th Fortune of the Bold

Bonus Proficiencies

At 3rd level, you gain proficiency in the Animal Handling and Nature skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Enhanced Handler's Magic

At 5th level, you learn the friends cantrip. Wisdom is your spellcasting ability for this cantrip.

Superior Handler

At 10th level, the die used by your Wild Intuition feature is a d8 instead of a d4.

Superior Handler's Magic

At 15th level, you learn the 3rd-level spell phantom steed and the 4th-level find greater steed. Once you cast phantom steed or find greater steed with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Human (Mark of Making)

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Enhanced Handler's Magic
10th Superior Handler
15th Superior Handler's Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Performance and Sleight of Hand skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Enhanced Maker's Magic

At 5th level, you learn the 1st-level spell color spray. Once you cast color spray with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for this spell. You ignore the required material component of this spell.

Superior Artisan

At 10th level, the die used by your Artisan's Intuition feature is a d8 instead of a d4.

Superior Handler's Magic

At 15th level, you learn the 3rd-level tiny servant (XGE) and the 4th-level hallucinatory terrain. Once you cast tiny servant or hallucinatory terrain with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Human (Mark of Passage)

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Enhanced Passerby's Magic
10th Superior Motion
15th Superior Passerby's Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Investigation and Survival skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Enhanced Passerby's Magic

At 5th level, you learn the lightning lure cantrip and the 1st-level spell longstrider. Once you cast longstrider with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Superior Motion

At 10th level, the die used by your Intuitive Motion feature is a d8 instead of a d4.

Superior Passerby's Magic

At 15th level, you learn the 3rd-level thunder step (XGE) and the 4th-level compulsion. Once you cast thunder step or compulsion with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (you choose which when you gain this feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Human (Mark of Sentinel)

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Enhanced Sentinel's Magic
10th Superior Sentinel
15th Superior Sentinel's Magic

Bonus Proficiencies

At 3rd level, you gain proficiency in the Athletics and Sleight of Hand skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Enhanced Sentinel's Magic

At 5th level, you learn the blade ward cantrip and the 2nd-level spell protection from poison. Once you cast protection from poison with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Superior Sentinel

At 10th level, the die used by your Sentinel's Intuition feature is a d8 instead of a d4.

Superior Sentinel's Magic

At 15th level, you learn the 3rd-level intellect fortress (TCE) and the 4th-level stoneskin. Once you castintellect fortress or stoneskin with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Human (Variant)

PHB

Character Level Race Feature
3rd Bonus Proficiencies
5th Expertise
10th Additional Training
15th Additional Feat

Bonus Proficiencies

At 3rd level, you gain two of the following benefits. You may take the same benefit twice.

  • Proficiency in a Skill
  • Proficiency in a Tool
  • Proficiency with a single Simple or Martial Weapon that lacks the Heavy and Special properties.
  • Learn one language.

Expertise

At 5th level, choose any two of your skill or tool proficiencies or one skill and one tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Additional Training

At 10th level, you may choose two more options from you Bonus Proficiencies feature and apply your Expertise feature to one more Skill or Tool that does not already benefit from it.

Additional Feat

At 15th level, you can gain one feat that does not provide any of the following features:

  • An Ability Score Increase
  • The ability to cast spells, including cantrips
  • Proficiency in weapons or armor
  • A Fighting Style
  • Battlemaster Maneuvers
  • Eldritch Invocation
  • Sorcerer Metamagic

Kalashtar

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Spiritual Strikes
10th Restless Mind
15th Unyielding Spirit

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Insight skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Spiritual Strikes

At 5th level, once per turn when you deal damage with a melee weapon attack, you can deal an additional 1d6 Psychic damage. This damage increases to 2d6 at 15th level.

Restless Mind

At 10th level, you cannot be put to sleep by magic.

Unyielding Spirit

At 15th level, you have advantage on Death Saving Throws.

Kenku

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Copied Skills
10th Distracting Caw
15th Wings Regained

Bonus Proficiencies

At 3rd level, you gain proficiency in the Deception and Perception skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Copied Skills

At 5th level, you gain proficiency in one skill or with one tool of your choice. At the end of a Long Rest, you can change what skill or tool you are proficient in.

Distracting Caw

At 10th level, you can use your action to make every creature of your choice within 15 feet of you make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your charisma modifier. On a failed save, those creatures have disadvantage on attack rolls against creatures other than you for 1 minute or until they take damage from you. You may use this feature a number of times equal to your proficiency bonus an regain all expended uses when you finish a Long rest.

Wings Regained

At 15th level, you can use your bonus action to give yourself a flying speed equal to your movement speed for 1 minute as long as you aren't wearing medium or heavy armor or using a shield. You may use this feature a number of times equal to your proficiency bonus an regain all expended uses when you finish a Long rest.

Kobold

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Groveling Cowardice
10th Kobold Stubbornness
15th Winged Kobold

Bonus Proficiencies

At 3rd level, you gain proficiency in the Persuasion and Stealth skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Groveling Cowardice

At 5th level, you can use your Draconic Cry feature to force creatures that can understand a language you speak and hear you within range of your choice to make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your charisma modifier. On a failed save, they have disadvantage on attack rolls against you until the start of your next turn. You must finish a Long Rest to use your Draconic Cry in this way again. A creature can be under the effects of either this or the normal Draconic Cry feature, never both at once, and if a creature would fall under the effect of one of these features while under the effect of another, the previous effect immediately ends.

Kobold Stubbornness

At 10th level, you have advantage on saving throws made against the Charmed condition.

Winged Kobold

At 15th level, you grow a pair of wings that grant a flying speed equal to your movement speed as long as you aren't wearing medium or heavy armor or using a shield.

Leonin

MOT

Character Level Race Feature
3rd Bonus Proficiencies
5th Lion's Claws
10th Lion's Pride
15th Terrifying Roar

Bonus Proficiencies

At 3rd level, you gain proficiency in the Athletics and Intimidation skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Lion's Claws

At 5th level, your claws use a d6 instead of a d4 for damage, and are treated as magical for the purpose of piercing resistance and immunity.

Lion's Pride

At 10th level, you are immune to the Frightened condition.

Terrifying Roar

At 15th level, the range of your Daunting Roar feature is increased to 30 feet and you may use it a number of times equal to your Proficiency Bonus. You regain all expended uses at the end of a Long Rest.

Lizardfolk

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Savage Artisan
10th Tooth and Claw
15th Alien Disposition

Bonus Proficiencies

At 3rd level, you gain proficiency with blowguns, clubs, daggers, darts, javelins, and shields.

Savage Artisan

At 5th level, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger as part of a short rest to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger.

Tooth and Claw

At 10th level, when you deal damage with your Bite feature, you can use your bonus action to deal an additional 1d6 Slashing damage to the target of your Bite, and your Bite feature and this additional slashing damage count as magical for piercing resistance and immunity.

Alien Disposition

At 15th level, your mindset makes you immune to the frightened condition, and any creature that is not a Lizardfolk has disadvantage on Wisdom (Insight) ability checks to determine if you are telling a lie or not.

Loxodon

GGR

Character Level Race Feature
3rd Bonus Proficiencies
5th Trunk Strike
10th Immovable Object
15th Heavyweight

Bonus Proficiencies

At 3rd level, you gain proficiency in the Athletics and History skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Trunk Strike

At 5th level, you can treat your Trunk as a Natural Weapon. It is a Simple Weapon that has the Reach property and deals 1d6 + your Strength modifier in bludgeoning damage. You are proficient with your trunk.

Immovable Object

At 10th level, you cannot be knocked prone as long as you are not incapacitated.

Heavyweight

At 15th level, you have advantage on Strength (Athletics) checks made to avoid being grappled and any creature you grapple has disadvantage on its own Strength (Athletics) checks made to resist your grapple attempt.

Minotaur

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Brawny Build
10th Emberhorn Breath
15th Emberhorn Immunity

Bonus Proficiencies

At 3rd level, you gain proficiency in the Athletics and Perception skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Brawny Build

At 5th level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you no longer have disadvantage when wielding a weapon meant for a Large creature.

Emberhorn Breath

At 10th level, you gain a breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of flame in 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 4d6 fire damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 15th level (5d6). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Emberhorn Immunity

At 15th level, you have immunity to fire damage.

Orc

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Orcish Fury
10th Orcish Might
15th War Cry

Bonus Proficiencies

At 3rd level, you gain proficiency in two of the following skills: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, Survival. If you are already proficient with all of the skills from this feature, you may choose another two skills to gain proficiency in.

Orcish Fury

At 5th level, once per turn when you deal damage with a melee weapon attack, you can deal an additional 1d6 damage of that weapon's type. This increases to 2d6 at 15th level. Additionally, you can use a weapon meant for a Large creature without disadvantage.

Orcish Might

At 10th level, you can use your reaction to give yourself advantage on your next strength skill check or saving throw. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

War Cry

At 15th level, as an action, you can give each creature of you choice within 30 feet of you that can hear you advantage on their next attack roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Owlin

SCC

Character Level Race Feature
3rd Bonus Proficiencies
5th Talons
10th Voracious Researcher
15th Superior Wings

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Perception skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Talons

At 5th level, your talons sharpen. You gain Talons as natural weapons. They count as simple weapons, and you are proficient with your talons. They deal 1d6 + your Strength modifier in slashing damage.

Voracious Researcher

At 10th level, you have advantage on Intelligence (Arcana) and Intelligence (History) ability checks.

Superior Wings

At 15th level, your flying speed increases by 10 feet.

Reborn

VRGR

Character Level Race Feature
3rd Bonus Proficiencies
5th Undying Might
10th Undead Fortitude
15th True Undeath

Bonus Proficiencies

At 3rd level, you gain proficiency in the Intimidation and Survival skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Undying Might

At 5th level, once per turn when you deal damage with a melee weapon attack, you can deal an additional 1d6 Necrotic damage. This Damage increases to 2d6 at 15th level.

Undead Fortitude

At 10th level, if damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of a Long Rest.

True Undeath

At 15th level, if you roll a natural 1 a Death Saving Throw, you may choose to make the result a 10 instead. You must finish a Long Rest to use this feature again.

Satyr

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Sleepless Revelry
10th Enthralling Performance
15th Superior Magic Resistance

Bonus Proficiencies

At 3rd level, you gain proficiency in the Deception and Sleight of Hand skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Sleepless Revelry

At 5th level, magic cannot put you to sleep.

Enthralling Performance

At 10th level, as an action, you can force up to your proficiency bonus in humanoids within 30 feet of you to make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your charisma modifier or be charmed. While charmed in this way, the target idolizes you and will act as if under the effects of the Charm Person spell. The charmed condition ends for the creature after 1 hour, if it takes any damage, if you attack the target, or if the target witnesses you attacking or damaging any of the target's allies. You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of a Long Rest.

Superior Magic Resistance

At 15th level, your magic resistance now applies to all magical effects, not just spells.

Shifter

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Enhanced Shifting
10th Immutable Form
15th Superior Shifting

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Deception skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Enhanced Shifting

At 5th level, you can change which benefit you gain while shifting at the end of a Long Rest.

Immutable Form

At 10th level, you are immune to any spell that would alter your form.

Superior Shifting

At 15th level, you now gain 3 x your proficiency bonus in temporary hit points when you shift, and you may choose what benefit you gain whenever you shift instead of at the end of a Long Rest (you may only gain one benefit at a time).

Simic Hybrid

GGR

Character Level Race Feature
3rd Bonus Proficiencies
5th Animal Senses
10th Mutable Form
15th Superior Magic Resistance

Bonus Proficiencies

At 3rd level, you gain proficiency in the Nature and Perception skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Animal Senses

At 5th level, you have advantage on Wisdom (Perception) Skill Checks made using smell.

Mutable Form

At 10th level, you can exchange one Animal Enhancement you have for another at the end of a Long Rest.

Additional Enhancement

At 15th level, you may choose one additional Enhancement and gain its benefits. It cannot be changed at the end of a Long Rest.

Tabaxi

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Eye for Value
10th Feline Nimbleness
15th Superior Magic Resistance

Bonus Proficiencies

At 3rd level, you gain proficiency in the Persuasion and Sleight of Hand skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Eye for Value

At 5th level, you have advantage on Wisdom (Perception) Skill Checks made using sight.

Feline Nimbleness

At 10th level, you have advantage on dexterity saving throws made against spells.

Like a Cheetah

At 15th level, when you use your Feline Agility feature, you cannot be targeted by opportunity attacks until the start of your next turn.

Tiefling (Asmodeus)

MTF

Character Level Race Feature
3rd Bonus Proficiencies
5th Infernal Sight
10th Friend of the Shadows
15th Blessing of Asmodeus

Bonus Proficiencies

At 3rd level, you gain proficiency in the Intimidation and Persuasion skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Infernal Sight

At 5th level, magical darkness does not impede your darkvision.

Friend of the Shadows

At 10th level, you have resistance to necrotic damage and advantage on saving throws against the blinded condition.

Blessing of Asmodeus

At 15th level, you learn the 3rd-level spell fireball and the 4th-level spell shadow of moil. Once you cast bestow curse or shadow of moil with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Tiefling (Baalzebul)

MTF

Character Level Race Feature
3rd Bonus Proficiencies
5th Infernal Sight
10th Duke of Flies
15th Blessing of Baalzebul

Bonus Proficiencies

At 3rd level, you gain proficiency in the Deception and Stealth skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Infernal Sight

At 5th level, magical darkness does not impede your darkvision.

Duke of Flies

At 10th level, you have resistance to poison damage and advantage on saving throws against the poisoned condition.

Blessing of Baalzebul

At 15th level, you learn the 3rd-level spell enemies abound (XGE) and the 4th-level spell phantasmal killer. Once you cast enemies abound or phantasmal killer with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Tiefling (Dispater)

MTF

Character Level Race Feature
3rd Bonus Proficiencies
5th Infernal Sight
10th Dispater's Diplomat
15th Blessing of Dispater

Bonus Proficiencies

At 3rd level, you gain proficiency in the Deception and Persuasion skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Infernal Sight

At 5th level, magical darkness does not impede your darkvision.

Dispater's Diplomat

At 10th level, you have resistance to psychic damage and advantage on saving throws against the charmed condition.

Blessing of Dispater

At 15th level, you learn the 3rd-level spell fear and the 4th-level spell confusion. Once you cast fear or confusion with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Tiefling (Fierna)

MTF

Character Level Race Feature
3rd Bonus Proficiencies
5th Infernal Sight
10th Fierna's Flame
15th Blessing of Fierna

Bonus Proficiencies

At 3rd level, you gain proficiency in the Performance and Persuasion skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Infernal Sight

At 5th level, magical darkness does not impede your darkvision.

Fierna's Flame

At 10th level, you have resistance to lightning damage and advantage on saving throws against the charmed condition.

Blessing of Fierna

At 15th level, you learn the 3rd-level spell hypnotic pattern and the 4th-level spell compulsion. Once you cast hypnotic pattern or compulsion with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Tiefling (Glasya)

MTF

Character Level Race Feature
3rd Bonus Proficiencies
5th Infernal Sight
10th Glasya's Reflection
15th Blessing of Dispater

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Survival skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Infernal Sight

At 5th level, magical darkness does not impede your darkvision.

Glasya's Reflection

At 10th level, you have resistance to psychic damage and advantage on saving throws against the charmed condition.

Blessing of Glasya

At 15th level, you learn the 3rd-level spell major image and the 4th-level spell greater invisibility. Once you cast major image or greater invisibility with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Tiefling (Levistus)

MTF

Character Level Race Feature
3rd Bonus Proficiencies
5th Infernal Sight
10th Levistus' Chill
15th Blessing of Levistus

Bonus Proficiencies

At 3rd level, you gain proficiency in the History and Inimidation skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Infernal Sight

At 5th level, magical darkness does not impede your darkvision.

Levistus' Chill

At 10th level, you have resistance to cold damage and your movement speed cannot be reduced to 0.

Blessing of Levistus

At 15th level, you learn the 3rd-level spell sudden chill (SCoC) and the 4th-level spell ice storm. Once you cast sudden chill or ice storm with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Tiefling (Mammon)

MTF

Character Level Race Feature
3rd Bonus Proficiencies
5th Infernal Sight
10th Mammon's Greed
15th Blessing of Dispater

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Persuasion skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Infernal Sight

At 5th level, magical darkness does not impede your darkvision.

Mammon's Greed

At 10th level, you have resistance to thunder damage and advantage on saving throws against the charmed condition.

Blessing of Mammon

At 15th level, you learn the 3rd-level spell magic circle and the 4th-level spell fabricate. Once you cast magic circle or fabricate with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Tiefling (Mephistopheles)

MTF

Character Level Race Feature
3rd Bonus Proficiencies
5th Infernal Sight
10th Mephistopheles's Hellfire
15th Blessing of Dispater

Bonus Proficiencies

At 3rd level, you gain proficiency in the Intimidation and Survival skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Infernal Sight

At 5th level, magical darkness does not impede your darkvision.

Mephistopheles's Hellfire

At 10th level, you have resistance to cold damage and advantage on saving throws against the frightened condition.

Blessing of Mephistopheles

At 15th level, you learn the 3rd-level spell fireball and the 4th-level spell wall of fire. Once you cast fireball or wall of fire with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Tiefling (Devil's Tongue)

SCAG

Character Level Race Feature
3rd Bonus Proficiencies
5th Infernal Sight
10th Devil's Charisma
15th Blessing of Dispater

Bonus Proficiencies

At 3rd level, you gain proficiency in the Deception and Persuasion skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Infernal Sight

At 5th level, magical darkness does not impede your darkvision.

Devil's Charisma

At 10th level, you have resistance to psychic damage and advantage on saving throws against the charmed condition.

Silver-Tongued Devil

At 15th level, you learn the 3rd-level spell fear and the 4th-level spell compulsion. Once you cast fear or compulsion with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Tiefling (Hellfire)

SCAG

Character Level Race Feature
3rd Bonus Proficiencies
5th Infernal Sight
10th Hell's Flames
15th Blessing of Dispater

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Persuasion skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Infernal Sight

At 5th level, magical darkness does not impede your darkvision.

Hell's Flames

At 10th level, you have resistance to poison damage and advantage on saving throws against the frightened condition.

Blessing of Hellfire

At 15th level, you learn the 3rd-level spell fireball and the 4th-level spell wall of fire. Once you cast fireball or wall of fire with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Tiefling (Winged)

SCAG

Character Level Race Feature
3rd Bonus Proficiencies
5th Infernal Sight
10th Infernal Resilience
15th Improved Wings

Bonus Proficiencies

At 3rd level, you gain proficiency in the Acrobatics and Perception skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Infernal Sight

At 5th level, magical darkness does not impede your darkvision.

Infernal Resilience

At 10th level, you have resistance to poison damage and advantage on saving throws against the poisoned condition.

Improved Wings

At 15th level, you gain 10 feet of flying speed.

Tiefling (Zariel)

MTF

Character Level Race Feature
3rd Bonus Proficiencies
5th Infernal Sight
10th Zariel's Vanguard
15th Blessing of Zariel

Bonus Proficiencies

At 3rd level, you gain proficiency in the Intimidation and Religion skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Infernal Sight

At 5th level, magical darkness does not impede your darkvision.

Zariel's Vanguard

At 10th level, you have resistance to radiant damage and advantage on saving throws against the frightened condition.

Blessing of Zariel

At 15th level, you learn the 3rd-level spell blinding smite and the 4th-level spell staggering smite. Once you cast blinding smite or staggering smite with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. You ignore the required material components of these spells if they have them unless the component has a cost.

Tortle

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Sea Tortle
10th Shell Parry
15th Dread Claws

Bonus Proficiencies

At 3rd level, you gain proficiency in the Nature and Survival skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Sea Tortle

At 5th level, you gain a swimming speed equal to your walking speed.

Shell Parry

At 10th level, as a reaction when you are hit with a Melee Weapon attack, you can turn your back and add +2 to your AC against that attack, potentially turning a hit into a miss.

Dread Claws

At 15th level, once per turn when you deal damage with your Claws, you can deal an additional 2d6 necrotic damage. This Necrotic damage ignores resistance and immunity.

Triton

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Enhanced Control of Air and Water
10th Trident Pin
15th Superior Control of Air and Water

Bonus Proficiencies

At 3rd level, you gain proficiency in the Perception and Stealth skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Enhanced Control of Air and Water

At 5th level, you learn the air burst (SCoC) and water whip (SCoC) cantrips. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (the same you chose for your Control of Air and Water feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Trident Pin

At 10th level, when you make a thrown attack with a Spear or Trident, you can forgo dealing damage to force the creature to make a dexterity saving throw against a DC of 8 + your proficiency bonus + your strength or dexterity modifier (your choice). On a failed save, their movement speed is reduced to 0. They may attempt this saving throw again at the end of their turn, removing the penalty to their movement speed on a success.

Superior Control of Air and Water

At 15th level, you learn the control water spell. Once you cast control water with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (the same you chose for your Control of Air and Water feature). You ignore the required material components of these spells if they have them unless the component has a cost.

Veldaken

GGR

Character Level Race Feature
3rd Bonus Proficiencies
5th Mostly Amphibious
10th Perfectly Logical
15th Rational Being

Bonus Proficiencies

At 3rd level, you gain proficiency in two of the following skills: Arcana, History, Investigation, Medicine, Performance, Sleight of Hand. If you are already proficient with all of the skills from this feature, you may choose another two skills to gain proficiency in.

Mostly Amphibious

At 5th level, you gain a swimming speed equal to your walking speed and the duration of your Partially Amphibious feature is now a number of hours equal to your proficiency bonus.

Perfectly Logical

At 10th level, you are immune to the frightened condition.

Rational Being

At 15th level, you treat a roll of 9 or less on any Intelligence Ability Check as a 10.

Warforged

ERLW

Character Level Race Feature
3rd Bonus Proficiencies
5th Swift Fist of Iron
10th Integrated Tool
15th Reactive Armor

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Athletics skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Swift Fist of Iron

At 5th level, you gain 5 feet of walking speed and your Unarmed Strikes deal 1d6 + your strength modifier in bludgeoning damage. Your unarmed strikes also count as magical for piercing resistance and immunity.

Integrated Tool

At 10th level, choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You can change what tool is integrated into your body at the end of a Long Rest, fusing it to you the same way you would armor.

Reactive Armor

At 15th level, when you take damage from a melee weapon attack, you can use your reaction to force the attacker to take thunder damage equal to your proficiency bonus and reduce the damage you would take by half of your proficiency bonus (rounded down, minimum 1). You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of a long rest.

Yuan-Ti

MPMM

Character Level Race Feature
3rd Bonus Proficiencies
5th Poison Fangs
10th Integrated Tool
15th Superior Magic Resistance

Bonus Proficiencies

At 3rd level, you gain proficiency in the Arcana and Athletics skills. If you are already proficient with a skill from this feature, you may choose another skill to gain proficiency in.

Poison Fangs

At 5th level, you grow fangs. Your fangs are natural weapons that count as simple weapons. You are proficient with your fangs. They deal 1d6 + your strength modifier in piercing damage, and if a creature takes damage from your fangs they must make a constitution saving throw with a DC equal to 8 + your proficiency bonus + your strength modifier or be poisoned for 1 minute.

Poison Immunity

At 10th level, you are immune to poison damage and the poisoned condition.

Superior Magic resistance

At 15th level, your Magic Resistance feature now applies to all magical effects, not just spells.

Credits

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Other

Additions: Me, SmugCoffeeMan

Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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