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Race Stats

Race Stat Information

  This page is solely dedicated to race stats, without any of the worldbuilding or cultural information. In case this is easier to navigate for those just looking to check stat information.  

Human

  Creature Type: Fey (Humanoid)   Size: Medium (about 4–7 feet tall).   Languages: Common and two of the following: Dwarvish, Elvish, Giant, Gnomish, Halfling, Orc, Sylvan   Speed: 30 ft.   Major Traits: Adaptive, Expertise, Fey Magic, Lucky, Surprise Attack.   Minor Traits: Appraiser, Artisan, Blend In, Climber, Earth Rider, Earth Sense, Endurance, Explorer, Fleet of Foot, Grappler, Naturalist, Skilled, Strength of Will, Survivalist, Tinker, Wave Rider, Wind Rider.    

Dwarf

  Creature Type: Fey (Humanoid)   Size: Medium (about 4–5 feet tall).   Languages: Common, Dwarvish, and one of the following: Elvish, Giant, Gnomish, Halfling, Orc, Sylvan   Speed: 30 ft.   Major Traits: Adaptive, Expertise, Fey Magic, Heavy Endurance, Natural Toughness.   Minor Traits: Appraiser, Artisan, Earth Rider, Endurance, Explorer, Fey Resistance, Focused Attacks, Grappler, Naturalist, Naturally Stealthy, Nimble Escape, Skilled, Strength of Will, Survivalist, Tinker.    

Elf

  Creature Type: Fey (Humanoid)   Size: Medium (about 4–7 feet tall).   Languages: Common, Elvish, and one of the following: Dwarvish, Giant, Gnomish, Halfling, Orc, Sylvan   Speed: 30 ft.   Major Traits: Adaptive, Charm Resistance, Expertise, Fey Magic, Surprise Attack, Trance.   Minor Traits: Aquatic (sea elf ancestry only), Artisan, Earth Rider, Explorer, Fey Resistance, Fey Step, Fleet of Foot, Hidden Step, Naturalist, Naturally Stealthy, Skilled, Survivalist, Wave Rider, Water Sense (sea elf ancestry only).    

Burrowling

  Creature Type: Fey (Humanoid), Beast   Size: Most are Small (about 2–4 feet tall), with the exception of Bear and Wolf as Medium (about 4–6 feet tall).   Languages: Common, Sylvan, and one of the following: Elvish, Dwarvish, Giant, Gnomish, Halfling, Orc.   Speed: 30 ft.   Major Traits: Adaptive, Charm Resistance, Darkvision, Distracting, Expertise, Fey Magic, Fury of the Small (only Small sized burrowlings), Group Courage, Lucky, Mimicry (Kenku-esque only), Natural Armor (turtle or porcupine, for example), Natural Weapons, Pack Tactics (wolf or coyote, for example), Speech of Beast and Leaf, Surprise Attack (cat, for example), Wings (only for birds or bats).   Minor Traits: Aquatic (frogs or salamanders, for example), Artisan, Blend In, Climber (cat or squirrel, for example), Earth Sense (bats or moles), Explorer, Extreme Agility, Fey Resistance, Fleet of Foot, Hidden Step, Mimicry Memorization (Kenku-esque only), Naturalist, Naturally Stealthy, Nimble Escape, Opportunistic, Skilled, Standing Leap (rabbit or frog), Survivalist, Tinker.    

Giantkin

  Creature Type: Fey (Humanoid), Giant   Size: Goliaths and cyclopskin are Medium (about 6–8 feet tall). And Firbolgs are Medium (about 5–7 feet tall).   Languages: Common, Giant, and one of the following: Elvish, Dwarvish, Gnomish, Halfling, Orc, Sylvan   Speed: 30 ft.   Rubiconian Age: Mature at 18, live to 80.   Major Traits: Adaptive, Charge, Charm Resistance, Elemental Expulsion, Expertise, Fey Magic, Heavy Endurance, Natural Toughness, Speech of Beast and Leaf.   Minor Traits: Appraiser, Artisan, Earth Rider, Earth Sense, Endurance, Explorer, Fey Resistance, Fey Step, Grappler, Hidden Step, Naturalist, Powerful Build, Skilled, Strength of Will, Survivalist, Tinker.    

Gnome

  Creature Type: Fey (Humanoid)   Size: Small (about 2–4 feet tall).   Languages: Common, Gnomish, and one of the following: Elvish, Dwarvish, Giant, Halfling, Orc, Sylvan, Abyssal, Celestial, Draconic, Infernal, Primordial,   Speed: 30 ft.   Major Traits: Adaptive, Charm Resistance, Darkvision, Expertise, Fey Magic, Fury of the Small, Lucky.   Minor Traits: Appraiser, Artisan, Blend In, Climber, Explorer, Fey Resistance, Fey Step, Fleet of Foot, Hidden Step, Naturalist, Naturally Stealthy, Nimble Escape, Skilled, Survivalist, Tinker.    

Halfling

  Creature Type: Fey (Humanoid)   Size: Small (about 3–5 feet tall).   Languages: Common, Halfling, and one of the following: Elvish, Dwarvish, Giant, Gnomish, Orc, Sylvan   Speed: 30 ft.   Major Traits: Adaptive, Charm Resistance, Expertise, Fey Magic, Fury of the Small, Group Courage, Lucky, Pack Tactics.   Minor Traits: Artisan, Blend In, Earth Rider, Explorer, Extreme Agility, Fey Resistance, Fey Step, Fleet of Foot, Hidden Step, Naturalist, Naturally Stealthy, Nimble Escape, Skilled, Survivalist.    

Orc

  Creature Type: Fey (Humanoid)   Size: Medium (about 6–8 feet tall).   Languages: Common, Orc, and one of the following: Elvish, Dwarvish, Giant, Gnomish, Halfling, Sylvan   Speed: 30 ft.   Major Traits: Adaptive, Charge, Expertise, Fey Magic, Group Courage, Heavy Endurance, Natural Toughness, Pack Tactics, Surprise Attack.   Minor Traits: Artisan, Earth Rider, Endurance, Explorer, Fey Resistance, Focused Attacks, Grappler, Naturalist, Opportunistic, Skilled, Strength of Will, Survivalist.    

Changeling

  Creature Type: Fey (Humanoid), Shapechanger   Size: Medium (about 4–7 feet tall)   Languages: Common, (Another), and one of the following: Elvish, Dwarvish, Giant, Gnomish, Halfling, Orc, Sylvan, Abyssal, Celestial, Draconic, Infernal, Primordial,   Speed: 30 ft.   Rubiconian Age: Mature at 18, live to 80   Specific Major Trait: Instead of being able to choose two major traits, you instead gain the Change Appearance major trait detailed below and can choose only one additional major trait.
  • Change Appearance. As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
  Major Traits: Adaptive, Charm Resistance, Expertise, Fey Magic, Mimicry.   Minor Traits: Artisan, Explorer, Fey Resistance, Fey Step, Hidden Step, Mimicry Memorization, Naturalist, Skilled, Survivalist, Tinker.    

Lepali

  Creature Type: Fey (Humanoid)   Size: Medium (about 4–7 feet tall). Small (about 2–4 feet tall). Medium (about 6–9 feet tall).   Languages: Common, Sylvan, and one of the following: Elvish, Dwarvish, Giant, Gnomish, Halfling, Orc   Speed: 30 ft.   Rubiconian Age: Mature at around 6, live to 120   Special Trait - Secondary Arms: You can only take one minor trait. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.   Major Traits: Adaptive, Charm Resistance, Darkvision, Distracting, Expertise, Fey Magic, Trance, Wings.   Minor Traits: Artisan, Climber, Explorer, Fey Resistance, Fleet of Foot, Naturalist, Naturally Stealthy (if you aren’t brightly colored), Nimble Escape, Skilled, Survivalist, Tinker.    

Naiad

  Creature Type: Fey (Humanoid), Ooze, Elemental   Size: Medium (about 4–7 feet tall).   Languages: Common, Sylvan, and one of the following: Elvish, Dwarvish, Giant, Gnomish, Halfling, Orc   Speed: 30 ft.   Special trait - Liquid body: You can only gain one major and minor trait. You always have the Aquatic trait. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple. As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.   Major Traits: Adaptive, Charm Resistance, Distracting, Expertise, Fey Magic, Healing Hands, Limited Immortality, Speech of Beast and Leaf, Trance.   Minor Traits: Aquatic, Artisan, Explorer, Fey Resistance, Fey Step, Naturalist, Skilled, Survivalist, Wave Rider, Water Sense.  

Dryad

  Creature Type: Fey (Humanoid)   Size: Medium (about 4–7 feet tall).   Languages: Common, Sylvan, and one of the following: Elvish, Dwarvish, Giant, Gnomish, Halfling, Orc   Speed: 30 ft.   Major Traits: Adaptive, Charm Resistance, Distracting, Expertise, Fey Magic, Healing Hands, Limited Immortality, Natural Armor (ent), Natural Toughness (ent), Speech of Beast and Leaf, Trance.   Minor Traits: Artisan, Climber, Earth Rider, Explorer, Fey Resistance, Fey Step, Naturalist, Naturally Stealthy, Skilled, Survivalist.  

Aasimon

  Creature Type: Celestial (Humanoid)   Size: Medium (about 4–7 feet tall).   Languages: Common, Celestial, and one of the following: Abyssal, Draconic, Infernal, Primordial.   Speed: 30 ft.   Major Traits: Adaptive, Celestial Magic, Distracting (solar), Expertise, Healing Hands, Radiant/Fiery Consumption, Radiant Soul, Wings.   Minor Traits: Artisan, Celestial Resistance, Endurance (planetar), Explorer, Extreme Agility (deva), Fleet of Foot (deva), Naturalist, Nimble Escape (reigar or solar), Skilled, Strength of Will (planetar), Survivalist, Wind Rider.  

Jerut

  Creature Type: Celestial (Humanoid), Beast   Size: Medium (about 4–7 feet tall).   Languages: Common, Celestial, and one of the following: Abyssal, Draconic, Infernal, Primordial.   Speed: 30 ft.   Major Traits: Adaptive, Celestial Magic, Darkvision, Expertise, Heavy Endurance, Natural Weapons, Pack Tactics, Speech of Beast and Leaf.   Minor Traits: Appraiser, Aquatic, Artisan, Celestial Resistance, Climber, Earth Rider, Endurance, Explorer, Extreme Agility, Fleet of Foot, Focused Attacks, Grappler, Naturalist, Naturally Stealthy, Nimble Escape, Skilled, Standing Leap, Strength of Will, Survivalist, Wind Rider.  

Celestial Jinnasi

  Creature Type: Celestial (Humanoid), Elemental   Size: Medium (about 4–7 feet tall).   Languages: Common, Primordial, and one of the following: Abyssal, Celestial, Draconic, Infernal.   Speed: 30 ft.   Major Traits: Adaptive, Celestial Magic, Charm Resistance, Expertise, Limited Immortality, Lucky, Trance.   Minor Traits: Appraiser, Aquatic (water), Artisan, Celestial Resistance, Explorer, Extreme Agility (air), Fleet of Foot, Naturalist, Nimble Escape, Skilled, Survivalist, Wave Rider, Water Sense, Wind Rider.  

Warforged

  Creature Type: Celestial (Humanoid), Construct   Size: Medium (about 4–7 feet tall). Or Medium (about 6–9 feet tall).   Languages: Common, Celestial, and one of the following: Abyssal, Draconic, Infernal, Primordial.   Speed: 30 ft.   Major Traits: Adaptive, Celestial Magic, Charge, Darkvision, Expertise, Heavy Endurance, Limited Immortality, Natural Armor, Natural Toughness, Natural Weapons.   Minor Traits: Artisan, Celestial Resistance, Endurance, Explorer, Focused Attacks, Grappler, Naturalist, Skilled, Strength of Will, Survivalist, Tinker, Wind Rider.  

Centaur

  Creature Type: Celestial (Humanoid), Monstrosity   Size: Medium (about 4–7 feet tall). Small (about 2–4 feet tall). Medium (about 6–9 feet tall).   Languages: Common, Celestial, and one of the following: Abyssal, Draconic, Infernal, Primordial.   Speed: 30 ft.   Specific Trait: You gain Powerful Build for free. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.   Major Traits: Adaptive, Celestial Magic, Charge, Expertise, Group Courage, Heavy Endurance, Natural Weapons, Pack Tactics.   Minor Traits: Artisan, Celestial Resistance, Earth Rider, Endurance, Explorer, Extreme Agility, Fleet of Foot, Naturalist, Skilled, Strength of Will, Survivalist, Wind Rider. .  

Faun

  Creature Type: Celestial (Humanoid)   Size: Medium (about 4–7 feet tall). Small (about 2–4 feet tall). Medium (about 6–9 feet tall).   Languages: Common, Celestial, and one of the following: Abyssal, Draconic, Infernal, Primordial.   Speed: 30 ft.   Major Traits: Adaptive, Celestial Magic, Charge, Charm Resistance, Expertise, Healing Hands, Natural Weapons.   Minor Traits: Artisan, Celestial Resistance, Explorer, Fleet of Foot, Hidden Step, Naturalist, Nimble Escape, Skilled, Standing Leap, Survivalist, Wind Rider.  

Coatlin

  Creature Type: Celestial (Humanoid), Draconid   Size: Medium (about 6–9 feet tall).   Languages: Common, Draconic, and one of the following: Abyssal, Celestial, Infernal, Primordial.   Speed: 30 ft.   Major Traits: Adaptive, Celestial Magic, Charge, Darkvision, Expertise, Healing Hands, Heavy Endurance, Lucky, Natural Armor, Natural Toughness, Natural Weapons, Wings.   Minor Traits: Appraiser, Artisan, Celestial Resistance, Endurance, Explorer, Focused Attacks, Grappler, Naturalist, Opportunistic, Skilled, Strength of Will, Survivalist, Tinker, Wind Rider.  

Tiefling (Devil)

  Creature Type: Fiend (Humanoid)   Size: Medium (about 4–7 feet tall).   Languages: Common, Infernal, and one of the following: Abyssal, Draconic, Primordial.   Speed: 30 ft.   Major Traits: Adaptive, Charm Resistance, Darkvision, Expertise, Fiendish Magic, Necrotic Shroud, Radiant/Fiery Consumption, Wings.   Minor Traits: Appraiser, Artisan, Earth Rider, Earth Sense, Explorer, Fiendish Resistance, Naturalist, Skilled, Survivalist, Tinker.    

Goblinoid (Demon)

  Creature Type: Fiend (Humanoid)   Size: Medium (about 4–7 feet tall). Or Small (about 2–4 feet tall).   Languages: Common, Abyssal, and one of the following: Draconic, Infernal, Primordial.   Speed: 30 ft.   Major Traits: Adaptive, Charm Resistance, Darkvision, Expertise, Fiendish Magic, Fury of the Small (small only), Group Courage, Heavy Endurance (medium only), Natural Toughness (medium only), Necrotic Shroud, Pack Tactics, Radiant/Fiery Consumption.   Minor Traits: Appraiser, Artisan, Blend In (small), Earth Rider, Endurance (medium), Explorer, Fiendish Resistance, Focused Attacks, Naturalist, Nimble Escape, Opportunistic, Skilled, Strength of Will, Survivalist, Tinker.  

Abishai (Demon)

  Creature Type: Fiend (Humanoid), Draconid   Size: Medium (about 6–9 feet tall).   Languages: Common, Draconic, and one of the following: Abyssal, Infernal, Primordial.   Speed: 30 ft.   (Gem only) Specific Trait: When selecting “Elemental Expulsion”, instead of the choices available you gain a 15 ft. cone (INT save) Psychic damage. When selecting “Fienish Magic”, you may choose Detect Thoughts for the 5th level option.   Major Traits: Adaptive, Charge, Darkvision, Elemental Expulsion, Expertise, Fiendish Magic, Heavy Endurance, Natural Armor, Natural Toughness, Natural Weapons.   Minor Traits: Appraiser, Artisan, Earth Rider, Endurance, Explorer, Fiendish Resistance, Focused Attacks, Grappler, Naturalist, Opportunistic, Skilled, Strength of Will, Survivalist, Tinker.  

Kobold (Demon)

  Creature Type: Fiend (Humanoid), Draconid   Size: Medium (about 3–5 feet tall).   Languages: Common, Draconic, and one of the following: Abyssal, Infernal, Primordial.   Speed: 30 ft.   (Gem only) Specific Trait: When selecting “Elemental Expulsion”, instead of the choices available you gain a 15 ft. cone (INT save) Psychic damage. When selecting “Fiendish Magic”, you may choose Detect Thoughts for the 5th level option.   Major Traits: Adaptive, Darkvision, Distracting, Elemental Expulsion, Expertise, Fiendish Magic, Fury of the Small, Group Courage, Natural Armor, Natural Weapons, Pack Tactics, Surprise Attack.   Minor Traits: Appraiser, Artisan, Blend In, Climber, Explorer, Fiendish Resistance, Fleet of Foot, Naturalist, Naturally Stealthy, Nimble Escape, Opportunistic, Skilled, Survivalist, Tinker.  

Infernal Jinnasi (Devil)

  Creature Type: Fiend (Humanoid), Elemental   Size: Medium (about 4–7 feet tall).   Languages: Common, Primordial, and one of the following: Abyssal, Draconic, Infernal.   Speed: 30 ft.   Major Traits: Adaptive, Charm Resistance, Darkvision, Elemental Expulsion (fire), Expertise, Fiendish Magic, Limited Immortality, Lucky, Radiant/Fiery Consumption (fire), Trance.   Minor Traits: Appraiser, Artisan, Earth Rider, Earth Sense (earth), Endurance, Explorer, Fiendish Resistance, Naturalist, Opportunistic, Skilled, Strength of Will, Survivalist.  

Yuan Ti (Devil)

  Creature Type: Fiend (Humanoid), Monstrosity   Size: Medium (about 4–7 feet tall).   Languages: Common, Infernal, and one of the following: Draconic, Infernal, Primordial.   Speed: 30 ft.   Major Traits: Adaptive, Charm Resistance, Darkvision, Expertise, Fiendish Magic, Natural Weapons, Speech of Beast and Leaf, Surprise Attack, Trance.   Minor Traits: Appraiser, Artisan, Climber, Earth Sense, Explorer, Fiendish Resistance, Fleet of Foot, Grappler, Naturalist, Nimble Escape, Opportunistic, Skilled.  

Gelugonid (Demon)

  Creature Type: Fiend (Humanoid), Monstrosity   Size: Medium (about 4–7 feet tall).   Languages: Common, Abyssal, and one of the following: Draconic, Infernal, Primordial.   Speed: 30 ft.   Special Trait - Secondary Arms: You can only take one minor trait. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.   Major Traits: Adaptive, Charge, Darkvision, Expertise, Fiendish Magic, Natural Armor, Natural Toughness, Natural Weapons, Surprise Attack, Wings.   Minor Traits: Appraiser, Artisan, Explorer, Fiendish Resistance, Focused Attacks, Grappler, Naturalist, Opportunistic, Skilled, Standing Leap, Strength of Will, Survivalist.  

Cambion (Devil)

  Creature Type: Fiend (Humanoid)   Size: Medium (about 4–7 feet tall).   Languages: Common, Infernal, and one of the following: Abyssal, Draconic, Primordial.   Speed: 30 ft.   Special Trait - Hunger: You gain Limited Immortality for free; you must eat emotions instead. To do so, you must be within 10ft of a creature expressing an intense emotion you are affiliated with, determined by the DM. This will act as a full day of sustenance.   Major Traits: Adaptive, Charm Resistance, Darkvision, Distracting, Expertise, Fiendish Magic, Healing Hands, Limited Immortality, Trance.   Minor Traits: Artisan, Explorer, Fiendish Resistance, Fleet of Foot, Hidden Step, Naturalist, Opportunistic, Skilled, Survivalist.  

Sutaurid (Demon)

  Creature Type: Fiend (Humanoid), Beast   Size: Medium (about 6–9 feet tall).   Languages: Common, Abyssal, and one of the following: Elvish, Dwarvish, Giant, Gnomish, Halfling, Orc, Sylvan, Abyssal, Celestial, Draconic, Infernal, Primordial,   Speed: 30 ft.   Major Traits: Adaptive, Charge, Darkvision, Expertise, Fiendish Magic, Heavy Endurance, Natural Armor, Natural Toughness, Natural Weapons, Speech of Beast and Leaf, Surprise Attack.   Minor Traits: Artisan, Endurance, Explorer, Fiendish Resistance, Naturalist, Opportunistic, Powerful Build, Skilled, Strength of Will, Survivalist.    

Traits

Major Traits

  Adaptive. Once per short rest, you may add 1d4 to any ability check, saving throw, or attack roll. You may use this even after you know the results of the roll, and with other effects such as guidance or the Bardic Inspiration feature.   Celestial Magic. You know one cantrip from the Cleric spell list. When you reach 3rd level, choose one of the following spells: Bless, Command, Guiding Bolt, Heroism, Divine Favor, Compelled Duel, Thunderous Smite. You can cast this spell at its lowest level once per field rest for free, and can spend spell slots or other applicable resources on the spell as normal. When you reach 5th level, choose one of the following spells: Aid, Calm Emotions, Continual Flame, Gentle Repose, Moonbeam, Zone of Truth, Branding Smite. You can cast this spell at its lowest level once per field rest for free, and can spend spell slots or other applicable resources on the spell as normal. You don't need material components for either spell. Your highest mental ability score is your spellcasting ability for these spells.   Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately use a bonus action to follow up that attack, making an additional attack against the target.   Charm Resistance. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Distracting. Something about you is naturally distracting. As an action on your turn, you can intentionally be flashy or disruptive to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.   Elemental Expulsion. You can use your action to expel destructive energy, either by exhalation (dragonborn), channeling it like magic, or some other means. Your element of choice determines the size, shape, and damage type of the exhalation (shown below). When you use your expulsion, each creature in the area of the blast must make a saving throw, the type of which is determined by the chosen element. The DC for this saving throw equals (8 + your Constitution modifier or Casting modifier, your choice + your proficiency bonus). A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your expulsion, you can’t use it again until you complete a short or long rest.                      
ElementShape and Save
Fire 15 ft. cone (DEX save)
Ice (Cold) 15 ft. cone (CON save)
Lightning 5 by 30 ft. line (DEX save)
Poison 15 ft. cone (CON save)
Acid 5 by 30 ft. line (DEX save)
  Expertise. Choose a skill or tool which you are proficient in; you gain expertise in that skill or tool.   Fey Magic. You know one cantrip from the Druid spell list. When you reach 3rd level, choose one of the following spells: Faerie Fire, Color Spray, Goodberry, Animal Friendship, Chaos Bolt, Fog Cloud, Wrathful Smite. You can cast this spell at its lowest level once per field rest for free, and can spend spell slots or other applicable resources on the spell as normal. When you reach 5th level, choose one of the following spells: Invisibility, Enlarge/Reduce, Animal Messenger, Barkskin, Fortune’s Favor, Gust of Wind, Branding Smite. You can cast this spell at its lowest level once per field rest for free, and can spend spell slots or other applicable resources on the spell as normal. You don't need material components for either spell. Your highest mental ability score is your spellcasting ability for these spells.   Fiendish Magic. You know one cantrip from the Warlock spell list. When you reach 3rd level, choose one of the following spells: Hellish Rebuke, Ray of Sickness, Disguise Self, Charm Person, Armor of Agathys, Burning Hands, Searing Smite. You can cast this spell at its lowest level once per field rest for free, and can spend spell slots or other applicable resources on the spell as normal. When you reach 5th level, choose one of the following spells: Darkness, Crown of Madness, Detect Thoughts, Enthrall, Flame Blade, Scorching Ray, Branding Smite. You can cast this spell at its lowest level once per field rest for free, and can spend spell slots or other applicable resources on the spell as normal. You don't need material components for either spell. Your highest mental ability score is your spellcasting ability for these spells.   Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals twice your level. Once you use this trait, you can’t use it again until you finish a short or long rest.   Group Courage. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.   Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.   Heavy Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.   Limited Immortality. You do not need to breathe, eat, or drink. You can choose to, but gain no natural benefit from doing so.   Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.   Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.   Natural Armor. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.   Natural Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.   Natural Weapons. You have natural weapons, such as claws, hooves, horns, or elongated fangs, which you can use to make unarmed strikes. If you hit with them, you deal (bludgeoning / piercing / slashing) damage equal to 1d4 + your Strength modifier, instead of the standard damage for an unarmed strike. Choose either Voracious or Trampling in addition to Natural Weapons:
  • Voracious. As a bonus action, you can make a special attack with your natural weapons. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to twice your Constitution modifier. You can’t use this trait again until you finish a short or long rest.
  • Trampling. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your natural weapons. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8+ your proficiency bonus + your highest physical attribute’s modifier, you push it up to 10 feet away from you.
  Necrotic Shroud (Incompatible with Radiant/Fiery Consumption or Radiant Soul). Starting at 3rd level, you can use your action to unleash the hellish energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 +your proficiency bonus+your highest mental score’s modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.   Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.   Radiant/Fiery Consumption (Incompatible with Necrotic Shroud or Radiant Soul). Starting at 3rd level, you can use your action to unleash the divine or hellish energy within yourself, causing a searing light or fire to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.   Radiant Soul (Incompatible with Radiant/Fiery Consumption or Necrotic Shroud). Starting at 3rd level, you can use your action to unleash divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back (or, if you already have wings, they begin to glow). Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.   Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.   Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.   Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.   Trance. You don’t need to sleep. Instead, you 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 benefits of a Field Rest.   Wings. You have a pair of wings that allow you limited aerial mobility and can slow your fall. While falling, you can use your reaction to unfurl your wings and slow your fall; reduce the fall damage you would take by a number of dice equal to your proficiency modifier. Additionally, you can use your wings to glide; for every 2 feet you travel while gliding, you fall 1 foot (aka, every 10 feet you drop 5 feet). You cannot reduce fall damage or glide while wearing armor you are not proficient in, heavy armor (regardless of proficiency), or while carrying another creature of size Small or larger.  

Minor Traits

  Appraiser. You are familiar with the type and worth of gems and other items of value. You have advantage on Appraisal checks on typical bartering goods or valuable trade items (gemstones, spices, fabrics, wines, etc).   Aquatic. You gain a 30 ft swim speed and can breathe both air and water.   Artisan. You are proficient in a tool you find appropriate for your race or culture. This can be like Forestcraft (Wood Carvers or Carpenters tools) or Dexterous Fingers (Tinkers or Calligraphers tools).   Blend In. You have advantage on Dexterity (Stealth) checks when you are within 5 feet of at least two Medium or larger creatures.   Celestial Resistance. Choose between Fire, Radiant, and Lightning damage; you gain resistance to that damage type.   Climber. You gain a climbing speed equal to your walking speed.   Earth Rider. You are proficient with vehicles (land).   Earth Sense. You have tremorsense out to a range of 30 feet.   Endurance. When gaining exhaustion from Class or Special features, reduce the amount you gain by 1.   Explorer. You have advantage on Wisdom (Survival) checks made to find your way in the environment where you were raised or similar environments.   Extreme Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.   Fey Resistance. Choose between Cold, Acid, and Poison damage; you gain resistance to that damage type. Resistance to Poison damage grants you advantage on saves against the Poisoned condition.   Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
Season’s Blessing (Built into Fey Step for Eladrin Elf, Dryad, Lotusden Halfling, or Firbolg only). When you reach 3rd level, your Fey Step gains an additional effect based on a season of your choosing; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus+your highest mental score’s modifier:
  • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
  • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your highest mental score’s modifier (minimum of 1 damage).
  Fiendish Resistance. Choose between Fire, Necrotic, and Poison damage; you gain resistance to that damage type. Resistance to Poison damage grants you advantage on saves against the Poisoned condition.   Fleet of Foot. Your movement speed increases to 35 feet.   Focused Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.   Grappler. You have advantage on any check made to grapple a creature.   Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.   Mimicry Memorization. You have advantage on any Intelligence check made to recall any information you have heard or seen.   Naturalist. You have advantage on any check made to recall information about or find any flora or fauna in the environment you grew up in.   Naturally Stealthy. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, blowing sand, other natural phenomena, and even standing by larger creatures.   Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.   Opportunistic. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Medium or smaller sized creatures can ride on your shoulders/back as if you were a mount, even in combat.   Skilled. You are proficient in a skill you find appropriate for your race or culture. This can be like Keen Sight/Smell (Perception) or Agile Maneuvers (Acrobatics)   Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.   Strength of Will. Once per long rest, you may add your Strength modifier to a Wisdom, Intelligence, or Charisma saving throw.   Survivalist. You require only half the normal amount of food and water and can go twice as long without it. You ignore the penalty to Wisdom (Perception) checks caused by areas lightly obscured by dust, fog, sand, gas, clouds, foliage, or snow. Whenever you find, harvest, or create food and rations, you receive double the normal amount.   Tinker. You have proficiency with tinker’s tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 1 week (unless you spend 1 hour maintaining it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
  Wave Rider. You are proficient with vehicles (water).   Water Sense. You can sense the closest body of water within 10 miles and intuitively know the shortest route to it.   Wind Rider. You are proficient with vehicles (air).  

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