Races

Dwarves

Ability Score Increase: Increase any Attribute by 2, and a second (different) attribute by 1.
Speed: 25 feet. Not reduced by wearing heavy armor.
Darkvision: 60 feet
Dwarven Resilience: Advantage on saving throws against poison, resistance vs poison damage.
Dwarven Combat Training: Proficiency with Battleaxe, Handaxe, Light Hammer, Warhammer
Tool Proficiency: Proficiency with one of the following: Brewer's Supplies, Calligrapher's Supplies, Jeweler's Tools, Knapper's Tools or Mason's Tools
Stonecunning: Double proficiency bonus to History checks related to the origin of Stonework.
Geograving: Dwarves can touch most stones and write in it with their fingertips, as if it were made of soft clay. They cannot do this to crystals, glass, or particularly hard/dense stone. They cannot dig into stone more than half an inch or so with this ability.
Languages: You can speak, read and write Dwarvish.  

Hill Dwarf

Dwarven Toughness: +1 HP per level  

Mountain Dwarf

Dwarven Armor Training: Proficiency with Light and Medium Armor
Dwarven Stone Repair: Can repair Dwarven-made weapons, armor, tools as a part of a long rest. You must have the proper tools.    

Elves

Ability Score Increase: Increase any Attribute by 2, and a second (different) attribute by 1.
Speed: 30 feet
Darkvision: 60 feet
Keen Senses: Proficiency in the Perception skill.
Fey Ancestry: Advantage on saving throws against being Charmed. Magic can't put you to sleep.
Trance: Meditate for 4 hours instead of sleep.
Languages: You can speak Elvish.
 

High Elf

Elf Weapon Training: Proficiency with the Volante, shortbow, and longbow.
Cantrip: You know one Cantrip from the Sorcerer spell list. Charisma is your spellcasting ability for it.
Musical Proficiency: Gain Tool Proficiency with one musical instrument of your choice.  

Wood Elf

Elf Weapon Training: Proficiency with the Volante, shortbow, and longbow.
Fleet of Foot: Base walking speed is 35 feet.
Mask of the Wild: You may attempt to hide even when only lightly obscured by foliage, heavy rain, snow, mist, etc.    

Humans

Ability Score Increase: Increase any Attribute by 2, and a second (different) attribute by 1.
Speed: 30 feet
Skilled: 1 Skill Proficiency of your choice  

City Human

Civilized: Increase Charisma by 1. This may stack with your normal +1 bonus, but not the +2.
Skill Proficiency: Proficient in either Religion or Insight.
Tool Proficiency: Proficient in one of the following: Brewer's Supplies, Carpenter's Tools, Cobbler's Tools, Cook's Utensils, Herbalism Kit, Knapper's Tools, Leatherworker's Tools, Mason's Tools, Potter's Tools, Weaver's Tools, Woodcarver's Tools, Gaming Set (Knucklebone Dice Set), or a Musical Instrument.
Moral Support: Once per short or long rest, you may use give someone Moral Support as a bonus action, from a range of up to 30 feet, as long as you can see your target. Your target receives a bonus equal to half your proficiency bonus, rounded down. This ability stacks with the Help action to grant Advantage, but you may not personally grant both bonuses at the same time.
Languages: You can speak Elvish  

Tribal Human

Wild: Increase Wisdom by 1. This may stack with your normal +1 bonus, but not the +2.
Skill Proficiency: Proficient in either Survival or Nature.
Tool Proficiency: Proficient in one of the following: Herbalism Kit, Knapper's Tools, Leatherworker's Tools, Musical Instrument (Drum, Flute or Horn), Potter's Tools, or Weaver's Tools
Harvestcraft: When harvesting bone, hide, sinew, etc. from a slain creature, you do not need to roll a Survival check. When crafting any Components out of these harvested materials, you get Advantage on your roll.
Languages: You can speak Helvan.      

Half-Elves

A Half-Elf's benefits are derived from whether that Half-Elf was raised among Tribals or in the City. You may substitute (Elf) for (City) or (Tribal), but if you choose (City), you may not add in (Tribal) traits as well.
Ability Score Increase: Increase any Attribute by 2, and a second (different) attribute by 1.
Increased Ability Score: Increase either Charisma (City) or Wisdom (Tribal) by 1. This may stack with your normal +1 bonus, but not the +2.
Speed: 30 feet
Darkvision: 60 feet
Fey Ancestry: Advantage on saving throws against being Charmed. Magic can't put you to sleep.
Skill Versatility: Proficiency in two skills of your choice. One of the skills must be chosen from the following list: Religion (City), Insight (City), Survival (Tribal), Nature (Tribal), or Perception (Elf).
Languages: Choose one language to speak between Elvish (Elf or City) or Helvan (Tribal Human).    

Half-Orcs

Ability Score Increase: Increase any Attribute by 2, and a second (different) attribute by 1.
Speed: 30 feet
Darkvision: 60 feet
Menacing: Proficiency in the Intimidation skill.
Relentless Endurance: Once per long rest, when reduced to 0 HP (but not killed), you can drop to 1 HP instead.
Savage 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.
Languages: Choose one language to speak between Elvish (City), Helvan (Tribal), or Orc (Orc).

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