Half Races
Human A
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+40 Years to average life span
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+15 feet to speed
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Resourceful. You gain Inspiration* whenever you finish a Long Rest.*
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Skillful. You gain Proficiency in one Skill of your choice.
Human B
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+40 Years to average life span
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+15 feet to speed
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Versatile. You gain the Skilled Feat or another 1st-level Feat of your choice.
Ardling A
- +100 years to average life span
- +15 feet to speed
- Angelic Flight. As a Bonus Action, you sprout spectral wings for a moment and fly up to a number of feet equal to your Speed. If you are in the air at the end of this movement, you fall if nothing is holding you aloft. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.*
- Damage Resistance. You have Resistance to Radiant Damage.
Ardling B
- +100 years to average life span
- +15 feet to speed
- Celestial Legacy. You are the recipient of a celestial legacy that grants you magical abilities. Choose a legacy from the Celestial Legacies table: Exalted, associated with Chaotic Good planes; Heavenly, associated with Lawful Good planes; or Idyllic, associated with Neutral Good planes. You gain the initial benefit of the chosen legacy: a cantrip that you learn. You also choose the animal you most closely resemble; the table provides a few suggestions for each legacy (you don’t gain wings by choosing an animal that can fly). Starting at 3rd level and again at 5th level, you gain the ability to cast a higher-level Spell with this trait, as shown on the table. Once you cast the Spell with this trait, you can’t cast that Spell with it again until you finish a Long Rest; however, you can cast the Spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the legacy).
| Legacy | 1st Level | 3rd Level | 5th Level |
|---|---|---|---|
| Exalted | Thaumaturgy | Divine Favor | Lesser Restoration |
| Heavenly | Light | Cure Wounds | Zone of Truth |
| Idyllic | Guidance | Healing Word | Animal Messenger |
Dwarf A
- +175 years to average life span
- +15 feet to speed
- +30 feet to Darkvision
- Dwarven Resilience. You have Resistance to Poison Damage. You also have Advantage on saving throws you make to avoid or end the Poisoned Condition on yourself.
- Stonecunning. As a Bonus Action, you gain Tremorsense* with a range of 60 feet for 10 minutes. You must be on a stone surface or touching such a surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.*
Dwarf B
- +175 years to average life span
- +15 feet to speed
- +30 feet to Darkvision
- Dwarven Toughness. Your Hit Point Maximum increases by 1, and it increases by 1 again whenever you gain a level.
- Forge Wise. Your divine creator gave you an uncanny affinity for working with stone or metal. You gain Tool Proficiency* with two of the following options of your choice: Jeweler’s Tools, Mason’s Tools, Smith’s Tools, or Tinker’s Tools.
Elf A
- +375 years to average life span
- +15 feet to speed
- +30 feet to Darkvision
- Elven Lineage. You are part of an elven lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table: Drow, the lineage of the Underdark; High Elf, the lineage of fey crossings and other magical locations; or Wood Elf, the lineage of primeval forests. You gain the 1st-level benefit of that lineage. Starting at 3rd level and again at 5th level, you also gain the ability to cast a Spell with this trait. Once you cast the Spell with this trait, you can’t cast that Spell with it again until you finish a Long Rest*; however, you can cast the Spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).
- Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed Condition on yourself.
| Lineage | 1st Level | 3rd Level | 5th Level |
|---|---|---|---|
| Drow | The range of your Darkvision is +90 feet instead. You also know the Dancing Lights cantrip. | Faerie Fire | Darkness |
| High Elf | You know the Prestidigitation cantrip. Whenever you finish a Long Rest,* you can replace that cantrip with a different cantrip from the Arcane Spell List.* | Detect Magic | Misty Step |
| Wood Elf | Your Speed is +20 feet instead. You also know the Druidcraft cantrip. | Longstrider | Pass without Trace |
Elf B
- +375 years to average life span
- +15 feet to speed
- +30 feet to Darkvision
- Keen Senses. You have Proficiency in the Perception Skill.
- Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest* in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Gnome A
- +215 years to average life span
- +15 feet to speed
- +30 feet to Darkvision
- Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
Gnome B
- +215 years to average life span
- +15 feet to speed
- +30 feet to Darkvision
- Gnomish Lineage. You are part of a gnomish lineage that grants you supernatural abilities. Choose a lineage from the Gnomish Lineages table: Forest Gnome, the lineage of magic-filled forests, or Rock Gnome, the lineage of primeval mountains. You gain the benefits of that lineage. Intelligence, Wisdom, or Charisma is your spellcasting ability for the Spells you cast with this trait (choose the ability when you select the lineage).
| Lineage | Benefit |
|---|---|
| Forest Gnome | You know the Minor Illusion cantrip. You can also cast the Speak with Animals Spell with this trait. You can cast it with the trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.* You can also use any Spell Slots you have to cast the Spell. |
| Rock Gnome | You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, a fire starter, or a music box. Casting the Spell in this way consumes 10 GP worth of raw material (string, gears, and the like), which you provide during the casting. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to touch the device and activate it. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both. You can have three such devices in existence at a time, and each one dismantles itself 8 hours after its creation. You can also touch one of your devices and dismantle it as an Action. After a device is dismantled, the 10 GP of materials used to create it can be reclaimed. |
Halfling A
- +75 years to average life span
- +15 feet to speed
- Brave. You have Advantage on saving throws you make to avoid or end the Frightened Condition on yourself.
- Halfling Nimbleness. You can move through the space of any creature that is of a Size larger than yours, but you can’t stop there.
- Naturally Stealthy. You have Proficiency in the Stealth Skill.
Halfling B
- +75 years to average life span
- +15 feet to speed
- Luck. When you roll a 1 on the d20 of a d20 Test,* you can reroll the die, and you must use the new roll.
Orc A
- +40 years to average life span
- +15 feet to speed
- +30 feet to Darkvision
- Adrenaline Rush. You can take the Dash Action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.*
Orc B
- +40 years to average life span
- +15 feet to speed
- +30 feet to Darkvision
- Powerful Build. You count as one Size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.*