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.
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.Element | Shape 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) |
- 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.
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).
- 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.
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