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Racial Feats

The following feats can only be taken by the specific race, and some of them also have additional sub-race requirements.
 

Aasimar/Bhaalspawn Cambion


Manifested Divinity: You have mastered your semi-divine nature and can manifest it at will. Gain the following benefts:
• You gain fly speed equal to your proficiency bonus x10ft. You can only use this when unencumbered.
• You have advantage on Intimidation against Fiends and Undead, and Charisma (Religion) checks.
 
Healing Fortitude: You push the angelic gifts of healing. Gain the following benefits:
• You can use the Healing Hands trait three times before needing to recharge.
• You can cast Detect Evil and Good and Divine Favour without needing material components. You require a Long Rest before you can do this again. You can also cast these spells using any spells slots you have.
 

Astralkin


Surveil: Prerequisite: Wisdom 13+
You’ve mastered pinpointing details in a busy environment. You gain the following benefits:
• Increase your Wisdom or Intelligence score by 1
• You can pinpoint and listen to an individual conversation in a busy, noisy or crowded area, up to 30 feet away.
• You have advantage on Wisdom (Perception) checks made to identify an individual in a crowd, and on Wisdom (Survival) checks for tracking individuals through crowds.
 
Aetherborn: You have been around and used so much Aether it has corrupted your flesh, making you more Aether than humanoid.
• You gain superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
• You have resistance to necrotic damage.
• You gain proficiency in the Intimidation skill.
• You can use two 1st level ritual spells, using Intelligence as your spellcasting ability for them.
 
Primordial Mystic: Centuries spent in deep meditation in the primal elemental chaos has left it’s mark on you. Gain the following benefits:
• You learn one of the following cantrips; Acid Splash, Fire Bolt, Ray of Frost, Shocking Grasp.
• You learn two 3rd level Elemental Disciplines, you can use one. This ability recharges at a Short Rest.
 

Beastfolk


Knight of Taan: Prerequisite: Strength 15+, Centaur
You are of superior stock of Centaur, far larger than the typical Centaurs of the Western regions and closer to your Central Taan cousins. You also gain the following:
• You are now considered a Large creature thus allowing you to carry a medium sized humanoid, doubling your weight but not your reach.
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You count at mounted for the sake of Lance additional weapon damage.
 
Strengthened Trunk-wielder: Prerequisite: Loxodon
You have spent countless hours training your trunk in both strength and dexterity. Gain the following:
• You can wield weapons or shields with your Trunk, even use tools at disadvantage. You have disadvantage on Perception while using a Shield this way.
 
Minotaur’s Versatility: Prerequisite: Strength 15+, Minotaur
Years of training with versatile weapons with your larger frame have yielded great benefits, you gain the following:
• You gain proficiency in Military Martial Weapons with the Versatile property.
• You can use the two-handed damage dice even if using it one-handed.
 
Brewmaster: Prerequisite: Pandaren
You have mastered the power magics that hide within brewing. You gain the following:
• Creatures you choose that move more than half their speed within 30ft of you must make a Constitution save versus 8 + your Charisma + your proficiency. If they fail they fall prone and stop their movement.
• You have advantage against the affects of alcohol.
 
Nest of Serpents: Prerequisite: Yuan Ti Abomination
You’ve studied the rituals of those in higher castes as they devote themselves to the serpent gods, and you’ve picked up a thing or two from them. You gain the following benefits:
• Your Intelligence score increases by one.
• As an action once a Long Rest, you can transform up to ten long pieces of wood (or arrows) for the next minute into a swarm of;
 


Poisonous Snake (tiny) AC: 12 Health: 2 Speed: 30ft, Blindsight 10ft
Str 2 (-4) Dex 16 ( + 3) Con 11 ( + 0) Int 1 (-5) Wis 10 (+0) Cha 3 (-4)
Bite: +5 to hit, 1 piercing + 2d4 poison damage + Poisoned Condition vs Con DC 10.
 

Birdfolk


Wings of Iron: Prerequisite: Aarakocra
You have spent your formative years training with the wardens of your tribe. You gain the following benefits:
• Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
• You gain proficiency in the Perception skill if you don’t already have it. You add double your proficiency bonus to Perception checks that rely on sight.
• You can fly at half speed while encumbered.
• When you are flying and dive at least 30 feet towards a target and hit it with a melee weapon, you can cause the attack to deal an additional 1d6 damage of the weapons type to the target.
 
Mastery of the Curse: Prerequisite: Kenku
You have learned to temporarily mimic even the training and magic of others. You gain the following benefits:
• Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
• Whenever another creature you can see uses a skill or tool, you can use your reaction to gain proficiency in that skill or tool. Proficiencies gained in this way last for 1 hour, and you can only mimic one proficiency at a time. Once you use this ability, you can’t do so again until you finish a short or long rest.
 
Soundless Strike: Prerequisite: Strength 13+, Owlfolk
You mastery of your wings exceeds what is typical of your kind. You gain the following benefit:
• Flying speed of 10ft times your proficiency bonus.
• If you have Surprise you can Glide as a free action in addition to your normal speed.
• When you attack a surprised creature after moving more than 20ft, you deal an additional 3d6 damage with your weapon attack.
 

Cambion


Barbed Hide: One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:
• Increase your Constitution or Charisma score by 1, up to a maximum of 20.
• As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.
• You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
 
Pits of Tarterus: You learn to call on corruption to serve your commands. You gain the following benefits:
• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• When you roll acid damage for a spell you cast, you can reroll any roll of 1 on the acid damage dice, but you must use the new roll, even if it is another 1.
• Whenever you cast a spell that deals acid damage, you can cause corruption to wreathe you until the end of your next turn. While the corruption are present, any creature within 5 feet of you that hits you with a melee attack takes 1d6 acid or necrotic damage.
 

Dragonborn/Zariel Tiefling


Crown of Asgoroth: When angered, you radiate menace. You gain the following benefits:
• Increase your Strength or Charisma score by 1, up to a maximum of 20.
• Instead of exhauling your typical breath ability, you can roar and expend a use of your breath weapon to force each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes Frightened for 1 minute. If the Frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
 
Infusing Fundamentum: You've manifested a greater portion of draconian power from your elemental nature, granting you the following benefits:
• As a bonus action you can cause your hands, or infuse a weapon, with the elemental type associated with your Draconic Resistance. For the next minute, your attacks an extra 1d4 damage of the chosen type when it hits. After you use this ability, you can’t do so again until you finish a long rest.
• You conjure a set of ethreal draconian wings, with a flying speed equal to 10 x your proficiency bonus. To use this speed, you can’t be wearing heavy armour.
 
Dual Fundamentum: You have mastered the ability of metallic dragons to breath two different effects. Gain the following benefit:
• You gain a secondary form of breath attack, associated with your Dragonborn colour; Acid for Copper and Steel, Cold for Cobalt and Silver, Fire for Brass and Gold and Obsidian, Lightning for Bronze and Iron, Poison for Mercury, Force for Amethyst, Radiant for Crystal and Moonstone, Psychic for Emerald, Thunder for Sapphire, and Necrotic for Topaz. Either use of the Breath Weapon comes from the same pool of expended charges.
 

Dwarves/Durzagon Cambion


Dwarven Fortitude: You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
• Increase your Constitution score by 1, up to a maximum of 20.
• Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
 
Grudge-Bearer [Aberrations/Dragons/Elementals/Fey/Fiend/Giant/Humanoid/Undead]: You have mastered the ancient dwarven art of grudge-bearing. You gain the following benefits:
• Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
• During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
• When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
• Whenever you make a Lore check to recall information about your chosen foes, you double your proficiency bonus.
 

Elves & Half-Elves


Heirs of the Waves: Prerequisite: Aquatic Elf
A child of the sea, you can call on the magic of elemental air and water. You gain the following benefit:
• You can cast Fog Cloud and Absorb Elements (only for lightning damage) at will without expending a spell slot.
• You learn Dark Lightning and Ice Blade and can cast each once without expending a spell slot. You regain this ability after a Long Rest. You can also cast these spells using any spells slots you have.
 
Aerial Combat Mastery: Prerequisite: Avariel Elf
Years of exploiting flyby combat has given you a keen skill for flying and avoiding reactionary attack. You gain the following benefit:
• You can double your flying speed at long as you are not wearing Heavy Armour.
• You can take a Disengage action as a bonus action.
 
Faerzress Mastery: Prerequisite: Dark Elf and Vasharan Cambion
You learn more mastery of the mysterious legacy of your people, the magic of the underdark. You gain the following benefits:
• You can cast Detect Magic and Detect Evil and Good at will without expending a spell slot.
• You learn Levitate and Dispel Magic and can cast each once without expending a spell slot. You regain this ability after a Long Rest. You can also cast these spells using any spells slots you have.
 
Woodland Guardians: Prerequisite: Moon Elf & Moon Half-Elf
The accuracy of elves is legendary, you have uncanny aim with precision attacks. You gain the following benefits:
• Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
• Whenever you have advantage on an attack roll that doesn’t use Strength, you can re-roll one of the dice once.
 
Gifts of Letherna: Prerequisite: Shadar-kai Elf and Alu-fiend Tiefling
You learn the magic of the realm of shadows, where your people stalk and survive. You gain the following benefit:
• You can cast Hunter's Mark and Detect Poison and Disease at will without expending a spell slot.
• You learn Heartripper  and Tormented Flurry and can cast each once without expending a spell slot. You regain this ability after a Long Rest. You can also cast these spells using any spells slots you have.
 
Eladrin Lore: Prerequisite: Sun Elf, Sun Half-Elf and Fey’ri Tiefling
Your study of high Elven lore has unlocked a power of the Eladrin, allowing you to stride through the Feywild at your whim. You gain the following benefit:
• You can cast Identify at will without expending a spell slot.
• You can cast Misty Step and Scorching Ray and can cast each once without expending a spell slot. You regain this ability after a Short Rest. You can also cast these spells using any spells slots you have.
 

Genasi


Djinn Heritage: Prerequisite: Airsoul, Icesoul, Smokesoul, Sparksoul, Voidsoul
You manifest more of the magical power of your Djinn heritage. You gain the following benefits:
• Increase your Dexterity or Constitution score by 1, to a maximum of 20.
• You gain a fly speed equal to your proficiency bonus x 10ft.
 
Dao Heritage: Prerequisite: Acidsoul, Dustsoul, Earthsoul, Gemsoul, Magmasoul
You manifest more of the magical power of your Dao heritage. You gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You gain a Burrow speed equal to half your movement speed.
• You gain natural armor. While you aren’t wearing armor, you can calculate your AC as 15 + your Dexterity modifier. You can use a shield and still gain this benefit.
 
Efreet Heritage: Prerequisite: Ashsoul, Firesoul, Magmasoul, Radiantsoul, Smokesoul
You manifest more of the magical power of your Efreet heritage. You gain the following benefits:
• Increase your Constitution or Intelligence score by 1, to a maximum of 20.
• Your Darkvision has a radius of 120 feet.
• When you score a critical hit with an attack, you can roll one of the damage dice and deal fire damage equal to the number rolled.
 
Marid Heritage: Prerequisite: Acidsoul, Icesoul, Saltsoul, Steamsoul, Watersoul
You manifest more of the magical power of your Marid heritage. You gain the following benefits:
• Increase your Constitution or Wisdom score by 1, to a maximum of 20.
• You do not trigger opportunity attacks when swimming, or if you move half your speed on land.
• You are now immune to the Poisoned condition, and resistant to poison damage.
 

Giantkin


Grove Magicks: Prerequisite: Fey-Touched Firbolg
There are few as attuned to the forest as you. You gain the following benefits:
• Your Wisdom score increases by one.
• You learn the Druidcraft cantrip.
• You learn the Pass Without Trace, Animal Friendship and Beast Sense spells, and may cast each once without expending a spell slot. You regain use of this ability after you finish a long rest. Wisdom is your spellcasting ability for all spells. You can also cast these spells using any spells slots you have.
 
Mountain’s Endurance: Prerequisite: Goliath
Your ability to shrug off some injuries is legendary, even for your race. You gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• When you use your Stone’s Endurance trait as a reaction to reduce damage, instead of rolling a d12 and adding your Constitution modifier, you can choose to gain resistance to the triggering attack’s damage type until the start of your next turn. If the triggering attack deals more than one type of damage, choose one. As normal, after you use this trait, you can’t use it again until you finish a short or long rest.
 
True Regeneration: Prerequisite: Half-Troll
Your regenerative abilities soar above what most half-trolls are capable of. You gain the following benefits:
• You gain special extra ‘Troll Hit Die’ equal to your Constitution modifier.
• You gain the ability to use ‘Troll Hit Die’ to Heal as a bonus action as long as you haven’t taken fire or acid damage within the last minute.
 
Athletic Perfection: Prerequisite: Ogrillion/Half-Ogre
The time spent competing with your peers has helped to shape your body to a near perfect state.You gain the following benefits:
• Your Strength or Dexterity score increases by 1.
• You gain proficiency in Stealth, Acrobatics or Sleight of Hand.
• You have advantage on Athletics checks made to throw objects or small creatures.
 
Protector of Nature: Prerequisite: Voadkyn
You have learned to use Fey charms to prevent others from tampering with the areas you protect. You gain the following benefits:
• You gain proficiency in Persuasion.
• As an action, you can beguile those who would damage the natural world. Choose one creature within 30 feet of you. It must succeed on a Wisdom saving throw (DC 8 + proficiency bonus + your Charisma modifier) or become charmed by you for 1 minute. A creature makes this saving throw with disadvantage if it has harmed a beast or plant in the past round. If the target takes any damage, it may repeat the saving throw, ending the effect on a success. You can do this once, and regain the ability to do it again after you finish a long rest.
 

Gnomes


Critter Friend: Prerequisite: Forest Gnome
Your friendship with animals mystically deepens. You gain the following benefits:
• You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
• You learn the Speak with Animals spell and can cast it at will, without expending a spell slot. You also learn the Animal Friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. You can also cast these spells using any spells slots you have.
 
Fade Away: Prerequisite: Svirfneblin Gnome
You can draw on your magical heritage to escape danger, drawing on generations of underdark survival. You gain the following benefits:
• Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
• Immediately after you take damage, you can use a reaction to magically become Invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.
 
Lantan Brilliant: Prerequisite: Tinker Gnome
You master the techniques of your people to bring in a new age. You gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• You have a +5 bonus to your passive Investigation score.
• You can cast the Detect Magic and Identify spells each once per short rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells.
 

Goblinkin


Head Taker: Prerequisite: Dex 15+, Bugbear
Your race has a long history of creating master assassins and legendary thieves. You gain the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• You gain expertise in stealth checks.
• If you behead a creature (reduce it to 0hp with a critical hit or more than half damage) you can double your stealth proficiency until the end of your next turn.
 
Trickster Spirit: Prerequisite: Goblin
At one point you were possessed or nearly possessed by the spirit of a Nilbog, changing you. You gain the following benefits:
• You gain proficiency in deception and persuasion.
• Whenever you roll a critical hit, you regain the use of Fury of the Small.
• When a creature you can see targets you with an attack and another creature is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Once you use this ability, you can’t do so again until you finish a short or long rest.
 
Uphold the Legion: Prerequisite: Hobgoblin
You were born for life in the legion. You gain the following benefits:
• Increase your Constitution or Intelligence score by 1,to a maximum of 20.
• You can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5ft of an ally that isn’t incapacitated. You can use this trait only once per combat.
• If you are wielding a shield and within 5ft of an ally that is also wielding shields, you and that ally benefit from each others shield bonuses.
 

Halflings


Bountiful Luck: Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. Gain the following benefit:
• When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.
 
Second Chance: Fortune favors you when someone tries to strike you. You gain the following benefits:
• Increase your Dexterity, Constitution or Charisma score by 1, to a maximum of 20.
• When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.
 

Hengeyokai


Master Shapechanger: You have learned how to control your shape with far greater skill can most Yokai. You gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• Your Skill of the Yokai allows you transform into any PC humanoids rather than just humans. But you cannot disguise yourself as a particular individual, unless you use a sample of their blood while they are alive.
• If you can use the blood of a person you transform into, you can use two of their proficiencies while shapechanged into them, but can only maintain this form for an hour.
 
Chameleon: Your shapechanging is so complex, that it is hard to see through it even by magical means. You gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• You have advantage on Saving Throw against divination effects.
• You can cast the Nondetection spell on yourself without spending spell slots or material components once. You must finish a long rest to do it again. You can also cast this spell using any spells slots you have.
 

Insectfolk


Webweaver: Prerequisite: Aranite
You have mastered the instinctual ways of your people, cultivating instincts that are held by spiderkind. You gain the following benefits:
• You can now climb upside down on ceilings without needing to make an ability check.
• While in contact with any web, you knows the exact Location of any other creature in contact with the same web.
• You are immune to movement restrictions caused by webbing.
 
Lightbearer: Prerequisite: Perqui
You are no longer attracted to the light, but the source of it's inspiring ways. Using your innate attraction and channeling that into your companions. You gain the following benefits:
• Gain proficiency in either; Deception, Intimidation, Persuasion or Performance.
• You may expend a bonus action to maneuver one of your allies up to half of their movement speed. This ability resets on a short or long rest.
• You can cast the Daylight spell on yourself without spending spell slots or material components once. You must finish a long rest to do it again. You can also cast this spell using any spells slots you have.
 
Psi-Shaman: Prerequisite: Thri-Kreen
You have unlocked the innate psionic potential that lies within all great Kreen leaders. Your powers, while psionic, are also wildly different from typical humanoid Psionics. You gain the following benefits:
• You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
• You learn Invisibility, Locate Animals or Plants, and Locate Object and can cast each once without expending a spell slot. You regain this ability after a Long Rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 

Orcs/Tanarukk Tiefling


Orcish Fury: Your inner fury burns tirelessly. You gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
 
Orcish Aggression: Your body propels towards the enemy, skipping along the ground in your haste to reach them. You gain the following benefits:
• As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
 

Saurial


Blood of the Chameleon: Prerequisite: Bullywug
• Your Dexterity score increases by one.
• You gain proficiency in Stealth.
• Your skin can change hue to aid your ambushes. You can attempt to hide while only lightly obscured.
 
Blessing of the Urd [Brown/Black/Blue/Green/Grey/Purple/Red/White/Yellow]: Prerequisite: Kobold
Either you or your ancestors received a boon from a chromatic dragon, granting you a spark of their power and scales of their colour. You gain the following benefits:
• Your Charisma score increases by one, to a maximum of 20.
• You gain a flying speed equal to 10 x your proficiency bonus. To use this speed, you can’t be wearing medium or heavy armor.
• You gain resistance to the same element as your dragon patron (Acid/Acid/Lightning/Poison/Fire/Cold/Fire/Cold/Poison).
 
Crest of the Komodo: Prerequisite: Lizardfolk
You produce a deadly venom which you can use to augment your attacks. You gain the following benefits:
• Your Constitution score increases by one.
• You gain resistance to poison damage.
• You secrete a dangerous venom. When you make a bite attack, you can choose to add an additional 1d6 poison damage. You can do this a number of times equal to your Constitution modifier, and you regain all uses after you finish a long rest.
 
Protector of Hungste Seh: Prerequisite: Tortle
You have mastered using your shell to better protect yourself and others. You gain the following benefits:
• Increase your Strength or Wisdom score by 1, to a maximum of 20.
• Your natural armor trait now provides a base AC of 19.
• As a reaction when you are forced to make a Dexterity saving throw, choose any number of creatures within 5 feet of you. Each chosen creature is considered to have half-cover against any harmful attacks or effects while within 5 feet of you until the start of your next turn. Once you use this ability, you can’t do so again until you’ve finished a short or long rest.
 

Tabaxi/Rakshasa Cambion


Leader of The Pack: You have a magnetic personality, and cats always seem to look to you for guidance. You gain the following benefits:
• You Charisma score increase by one.
• You have advantage on Animal Handling checks made with feline humanoids and creatures.
• Once per long rest you may cast the Find Familiar spell as a ritual to summon a Cat. You can also cast these spells using any spells slots you have.
 
Feline Grace: Your incredible reflexes and agility further improve. You gain the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• You can use your Feline Agility trait twice before you must move 0 feet on one of your turns to use the trait again. You can still only use this ability once per turn when you move.
• You don’t take damage from falling 20 feet or less if you aren’t incapacitated.
 

Tiefling


Flames of Phlegethos: You learn to call on hellfire to serve your commands. You gain the following benefits:
• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
• Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
 
Heir of Baator: Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some devils. You gain the following benefits:
• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• You have resistance to poison damage and advantage on saving throws against being Poisoned or Charmed.
• You can see through magical darkness.
 

Warforged


Additional Upgrades: You have spent some time tinkering and adjusting your body to fit your adventuring needs. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• You gain 5 additional upgrade points.
 
Tezzerack's Resolve: You have learned to make the most of your artificial body, relying on it where normal flesh and bone would fail. You gain the following benefits:
When you make a Death saving throw and fail, you can ignore it. When you would make a Wisdom saving throw, you can make a Constitution saving throw instead. When you make a Constitution saving throw but before being told the outcome of your roll, you can roll one more time. You must take the new roll. You can use these trait three times, regaining expended traits on a long rest.
 

Woodland Folk


Charmer of Mortals: Prerequisite: Hamadryad
You have mastered some basic forms of fey trickery for when dealing with other humanoids. You gain the following benefits:
• You can cast Disguise Self at will without expending a spell slot, but only to disguise your plantlife nature into a single form.
• You can cast Charm Person and Heartripper and can cast each once without expending a spell slot. You regain this ability after a Short Rest. You can also cast these spells using any spells slots you have.
 
Sporemaster: Prerequisite: Myconid
Perhaps you have encountered another colony, or a traveller from the Underdark gifted you some spore, but you have learned to master some of the stronger spore abilities of your kind. You gain the following benefits:
• You can cast Animal Friendship at will without expending a spell slot.
• You learn Sleep, Calm Emotions, and Nathair's Mischief and can cast each once without expending a spell slot. You regain this ability after a Long Rest. All of these spells lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 
True Fey: Prerequisite: Pixie/Sprite
Your people have a deeper connection to the raw magics of the feywild than most. Living in the material plane you have managed to store enough energy to fully realise your diminutive form. You gain the following benefits:
• You gain the ability to transform between Tiny, Small, or Medium size at-will.
• You learn Sleep, Detect Thoughts, and Phantasmal Force and can cast each once without expending a spell slot. You regain this ability after a Long Rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
 
Pacemaker: Prerequisite: Rabbitfolk
For many in the feywild, physicality is far less important than cunning, cleverness and manners. But you do not live in the feywild, and your people have not for some time. So you have learned to hone your natural survival insincts to new heights. You gain the following benefits:
• Your speed increases by 10 feet.
• You add your proficiency bonus to your initiative rolls.
• You gain proficiency in perception, if you are already proficient you gain expertise.
• Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
 
Pan's Calling: Prerequisite: Satyr/Faun
The pipes, the pipes are calling... you have learned the ancient magic of your people, revelry and trickery has flown in your blood all of these ages. And now that the curse has abated, you can control of it for your own ends. You gain the following benefits:
• You know the Vicious Mockery cantrip.
• You learn Ceremony, Suggestion, and Enthrall and can cast each once without expending a spell slot. You regain this ability after a Long Rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.

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Falme.

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