DND Species List
DND Species List
Age.
Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50, On
average, they live about 350 years.
Alignment.
Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good
as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just
order.
Size.
Dwarves stand between 4 and 5 Ft tall and average about 150 pounds. Your size is Medium.
Speed.
Your base walking speed is 25 Ft. Your speed is not reduced by wearing heavy armour.
Darkvision.
Accustomed to life underground with superior vision in dark and dim conditions seeing in dim light within
60 Ft of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in
darkness, only shades of grey.
Dwarven Resilience.
You have advantage on saving throws against poison, and you have resistance against poison damage.
has proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency.
You gain proficiency with the artisan's tools of your choice: smith's tooIs, brewer's supplies, or mason's
tools.
Stonecunning.
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered
proficient in the History skill and add double your proficiency bonus to the check, instead of your normal
proficiency bonus.
Languages.
You can speak, read, and write Common and Dwarfish. Dwarfish is full of hard consonants and guttural
sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Dwarven Toughness.
Your hit points maximum increases by 1, and it increases by 1 every time you gain a level.
Superior Darkvision.
Extra Language.
Duergar Resilience.
You have advantage on saving throws against illusions and against being charmed or paralyzed.
Duergar Magic.
When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only
the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with
this trait. You don't need material components for either spell, and you can't cast them while you're in direct
sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with
this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Sunlight Sensitivity.
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the
target of your attack, or whatever you are trying to perceive is in direct sunlight.
Psionic Fortitude.
You have advantage on saving throws you make to avoid or end the charmed or stunned condition on
yourself.
Warder's Intuition.
Whenever you make an Intelligence (Investigation) check or an Ability Check involving Thieve's Tools, you
can roll a d4 and add the number rolled to the total ability check.
You can cast the Alarm and Mage Armor spells with this trait. Starting at 3rd level, you can also cast
the Arcane Lock spell with it. Once you cast either spell with this trait, you can't cast that spell again until
you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells, and you don't require
material components when you cast them with this trait.
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Warding Spells table are
added to the spell list of your Spellcasting class.
Age.
Although elves reach physical maturity at about the same age as humans, the elven understanding of
adulthood goes beyond physical growth to encompass worldly experience. An elf typically c1aims
adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment.
Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos.
They value and protect others' freedom as well as their own, and they are more often good than not. The
drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more
often evil than not.
Size.
Elves range from under 5 to over 6 Ft tall and have slender builds. Your size is Medium.
Speed.
Darkvision.
Accustomed to twilit forests and the night sky, you have superior vision io dark and dim conditions. You can
see io dim light within 60 Ft of you as if it were bright light, and io darkness as if it were dim light. You
can’t discern colour in darkness, only shades of grey.
Keen Senses.
Fey Ancestry.
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance.
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The
Common word for such meditation is "trance.") While meditation, 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 same benefit that a human does from 8 hours of sleep.
Languages.
You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate
grammar. Elven literature is rich and varied, and their songs and poems are famous among other races.
Many bards learn their language so they can add Elvish ballads to their repertoires.
You have proficiency with the longsword, short sword, short bow, and longbow.
Cantrip.
You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for
it.
Extra Language.
You can speak, read, and write one extra language of your choice.
Wood Elf (5e Handbook)
Ability Score Increase.
You have proficiency with the longsword, short sword, short bow, and longbow.
Fleet of Foot.
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist,
and other natural phenomena.
Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (100 gp)-
few though ever have the opportunity to purchase one. A double-bladed scimitar is a martial weapon,
weighing 6 pounds and dealing 2d4 slashing damage on a hit. It has the two-handed property and the
following special property: If you attack with a double-bladed scimitar as part of the Attack action on your
turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4
slashing damage on a hit, instead of 2d4.
Increase your Dexterity or Strength score by 1. While you are holding a double-bladed scimitar with two
hands, you gain a + 1 bonus to Armour Class. A double-bladed scimitar has the finesse property when you
wield it.
Superior Darkvision.
Sunlight Sensitivity.
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the
target of your attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic.
You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie tire spell once per
day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your
spellcasting ability for these spells.
Drow Weapon Training.
You have proficiency with rapiers, short swords, and hand crossbows.
Autumn peace and goodwill, when summer's harvest is shared with all
Winter contemplation and dolor, when the vibrant energy of the world slumbers
Summer boldness and aggression, a time of unfettered energy and calls to action
Creature Type.
You are a Humanoid. You are also considered an elf for any prerequisite or effect that
Size.
Speed.
Darkvision.
You can see in dim light within 60 Ft of you as if it were bright light and in darkness as if it were dim light.
You discern colours in that darkness only as shades of grey.
Fey Ancestry.
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fey Step.
As a bonus action, you can magically teleport up to 30 Ft to an unoccupied space you can see. You can use
this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you
finish a long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season;
if the effect
requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or
Charisma modifier (choose when you select this race):
Autumn Immediately after you use your Fey Step, up to two creatures of your choice that
you can see within 10 Ft 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
the creatures.
Winter When you use your Fey Step, one creature of your choice that you can see within
5 Ft 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 Ft of
you. That creature then teleports instead of you, appearing in an unoccupied space
of your choice that you can see within 30 Ft of you.
Summer Immediately after you use your Fey Step, each creature of your choice that you
can see within 5 Ft of you takes fire damage equal to your proficiency bonus.
Keen Senses.
Trance.
You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend
those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this
trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a
weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these
proficiencies by drawing them from shared elven memory, and you retain them until you finish your next
long rest.
You have proficiency with the spear, trident, light crossbow, and net.
You have a swimming speed of 30 Ft, and you can breathe air and water.
Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming
speed.
Languages.
As a bonus action, you can magically teleport up to 30 Ft to an unoccupied space you can see. You can use
this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you
finish a long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance
lasts until the start of your next turn. During that time, you appear ghostly and translucent.
Necrotic Resistance.
Incisive Sense.
You know the light cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and
regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility
spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest.
Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability
for these spells.
You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence,
Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).
Starlight Step.
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use
this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long rest.
Astral Trance.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend
those hours in a trancelike meditation, during which you remain conscious.
Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or
tool of your choice, selected from the Player’s Handbook. You mystically acquire these proficiencies by
drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain
them until you finish your next long rest.
Cunning Intuition.
Whenever you roll a Dexterity (Stealth) check or a Charisma (Performance) check, roll a d4 and add the
number rolled to the total ability check.
Shape Shadows.
You know the Minor Illusion cantrip. Starting at 3rd level, you can also cast the Invisibility spell with this
trait. Once you cast either spell with this trait, you can't cast that spell again until you finish a long rest.
Charisma is your Spellcasting Ability for these spells.
If you have the Spellcasting or Pact Magic class features, the spells on the Mark of Shadow Spells table are
added to the spell list of your spellcasting class.
5th Mislead
Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Age.
Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much
longer than humans, however, often exceeding 180 years.
Alignment.
Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative
expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others'
demands, and sometimes prove unreliable, or at least unpredictable.
Size.
HaIf-eIves are about the same size as humans, ranging from 5 to 6 Ft tall. Your size is Medium.
Speed.
Darkvision.
Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light
within 60 Ft of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour
in darkness, only shades of grey.
Fey Ancestry.
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility.
Languages.
You can speak, read, and write Common, Elvish, and one extra language of your choice.
Your Wisdom score increases by 2, and one other Ability Score of your choice increases by 1.
Deductive Intuition.
Whenever you make a Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add
the number rolled to the total ability check.
Magical Detection.
You can cast the Detect Magic and the Detect Poison and Disease spells with this trait. Starting at 3rd level,
you can also cast the See Invisibility spell with it. Once you cast either spell with this trait, you can't cast
that spell again until you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells, and
you don't require material components for them.
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Detection Spells table are
added to the spell list of your Spellcasting class.
3rd Clairvoyance, Nondetection
Storm's Boon.
Headwinds.
You know the Gust cantrip. Starting at 3rd level, you can also cast the Gust of Wind spell with it. Once you
cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Charisma is your
Spellcasting Ability for this spell.
Windwright's Intuition.
Whenever you make a Dexterity (Acrobatics) check or any Ability Check involving Navigator's Tools, you
can roll a d4 and add the number rolled to the total ability check.
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Storm Spells table are
added to the spell list of your Spellcasting class.
Half-elf Variants
Some half-elves in Faerfin have a racial trait in place of the Skill Versatility trait. If your DM allows it, your
half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on
your elf parentage:
A half-elf of wood elf descent can choose the Elf Weapon Training, Fleet of Foot, or Mask of the Wild.
A half-elf of moon elf or sun elf descent can choose the Elf Weapon Training or Cantrip.
Age.
Humans reach adulthood in their late teens and live less than a century.
Alignment.
Humans tend toward no particular alignment. The best and worst are found among them.
Size.
Humans vary in height and build, from barely 5 Ft to well over 6 Ft tall. Regardless of your position in that
range. your size is Medium.
Speed.
Skills.
Feat.
Languages.
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the
languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their
speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarfish military
phrases, and so on.
Ability Score Increase. Your Strength and Constitution scores each increase by 1.
Daunting.
Tough.
Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.
Finder's Magic.
You can cast the Hunter's Mark spell with this trait. Starting at 3rd level, you can also cast the Locate
Object spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a
Long Rest. Wisdom is your Spellcasting Ability for these spells.
Languages.
Darkvision.
You can see in dim light within 60ft. of you as if it were bright light, and in darkness as if it were dim light.
You can't discern colors in darkness, only shades of grey.
Hunter's Intuition.
Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d4 and add the
number rolled to the total ability check.
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Finding Spells table are
added to the spell list of your Spellcasting class.
Your Wisdom score increases by 2, and one other Ability Score of your choice increases by 1.
Primal Connection.
You can cast the Animal Friendship spell and the Speak With Animals with this trait, requiring no material
components. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long
Rest. Wisdom is your Spellcasting Ability for these spells.
Wild Intuition.
Whenever you make a Wisdom (Animal Handling) or a Intelligence (Nature) check, you can roll a d4 and
add the number rolled to the total ability check.
Starting at 3rd level, you can target a Beast or a Monstrosity when you cast Animal Friendship or Speak
With Animals, provided that the creature's intelligence is 3 or lower.
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Handling Spells table are
added to the spell list of your Spellcasting class.
5th Awaken
Your Intelligence score increases by 2, and one other Ability Score of your choice increases by 1.
Artisan's Intuition.
Whenever you make an Intelligence (Arcana) or an Ability Check involving Artisan's Tools, you can roll a
d4 and add the number rolled to the total ability check.
Breadth of Knowledge.
You gain proficiency in any combination of four skills or with four tools of your choice.
Spellsmith.
You learn the Mending cantrip. You can also cast the Magic Weapon spell with this trait. When you do so,
the spell lasts for 1 hour and doesn't require concentration. Once you cast this spell with this trait, you can't
cast that spell again until you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells.
5th Creation
Your Dexterity score increases by 2, and one other Ability Score of your choice increases by 1.
Courier's Speed
Intuitive Motion.
Whenever you make an Dexterity (Acrobatics) or an Ability Check involving operating or maintaining a
Land Vehicle, you can roll a d4 and add the number rolled to the total ability check.
Magical Passage.
You can cast the Misty Step spell with this trait. Once you cast this spell with this trait, you can't cast that
spell again until you finish a Long Rest. Dexterity is your Spellcasting Ability for these spells.
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Passage Spells table are
added to the spell list of your Spellcasting class.
Sentinel's Intuition.
Whenever you make an Wisdom (Insight) or a Wisdom (Perception) check, you can roll a d4 and add the
number rolled to the total ability check.
Guardian's Shield.
You can cast the Shield spell with this trait. Once you cast this spell with this trait, you can't cast that spell
again until you finish a Long Rest. Wisdom is your Spellcasting Ability for these spells.
Vigilant Guardian
Once a creature that you can see within 5ft of you is hit with an attack roll, you can use your reaction to
swap places with the creature, and you are hit by the attack instead. Once you use this trait, you can't do so
again until you finish a long rest.
Having the Spellcasting or Pact Magic class feat, the spells on the Mark of Sentinel Spells table are added to
the spell list of your Spellcasting class.
Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They
rarely live to be more than 70 years old.
Alignment.
Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of
personal freedom can drive shifters toward chaotic alignments.
Size.
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size
modifier = 2d8
Speed.
Darkvision.
You have superior vision in dark and dim conditions. You can see in dim light within 60 Ft of you as if it
were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of
grey.
Shifting.
As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until
you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain
temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point).
You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you
can't do so again until you finish a short or long rest.
Languages.
Natural Athlete.
Shifting Feature.
Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a + 1 bonus to
your Armour Class.
Fierce.
Shifting Feature.
While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with
your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning
damage normal for an unarmed
strike.
SWIFTSTRIDE (Monsters Multiverse) (Guide Eberron) (eberron Rising
Ability Score Increase.
Graceful.
Shifting Feature.
While shifted, your walking speed increases by 10 Ft. Additionally, you can move up to 10 Ft as a reaction
when a creature ends its turn within 5 Ft of you. This reactive movement doesn't provoke opportunity
attacks.
Natural Tracker.
Shifting Feature
While shifted, you have advantage on Wisdom checks, and no creature within 30 Ft of you can make an
attack roll with advantage against you, unless you're incapacitated.
Age.
A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second
century.
Alignment.
Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and
have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support
of their community and the comfort of their old ways.
Size.
Halflings average about 3 Ft tall and weigh about 40 pounds. Your size is Small.
Speed.
Lucky.
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the
new roll.
Brave.
Halfling Nimbleness.
You can move through the space of any creature that is of a size larger than yours.
Languages.
You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are
loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral
tradition. however, is very strong. Almost all halflings speak Common to converse with the people in whose
lands they dwell or through which they are traveling.
Naturally Stealthy.
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than
you.
Stout Resilience.
You have advantage on saving throws against poison, and you have resistance against poison damage.
You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this
trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the
spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting
these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these
spells.
Timberwalk.
Ability checks made to track you have disadvantage, and you can move across difficult terrain made of
nonmagical plants and undergrowth without expending extra movement.
Kender Halfling
Ability Score Increase. Your Charisma score increases by 1.
Age. A kender has a short lifespan, only able to live up to about 100 years. They often don't even reach that age due to
curiosity killing them.
Alignment. Due to their cultural view on borrowing, most kender are chaotic.
Size. Kenders average about 3 feet tall and weigh about 40 pounds, rarely going over 4 feet. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to the darkness of twilight, you have superior vision in the 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.
Taunting Nature. Kender are skilled at exploiting the psychological weaknesses of others. You know the vicious
mockery cantrip. Charisma is your spellcasting ability for this spell.
Nimble Fingers. You just happen to "acquire" things which are not yours. You are proficient in the sleight of hand skill.
Languages. You can speak, read, and write in Common and either Gnomish, Dwarvish, or Halfling.
Subrace. There are three subraces: true, half, and afflicted.
True[edit]
True kender are the standard fearless, curious beings who annoy people at every turn by stealing and causing trouble
through curiosity and taunts.
Afflicted[edit]
The dragon overlords corrupted the fair lands where a group of kender lived and shattered their immunity to fear. The
survivors look blighted, with sores and such, and are a more wary, paranoid, duplicitous and deceitful form of kender.
Half[edit]
These kender have partial human blood diluting their pure chaos. They are more like teenagers thus, than children, with a
limited idea of right and wrong.
Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands
you only if the two of you share a language. You can speak telepathically in this way to one creature at a
time.
Ever Hospitable. Whenever you roll a Charisma (Persuasion) check or an ability check involving Brewer's
Tools or Cook's Utensils, roll a d4 and add the number rolled to the total ability check.
Innkeeper's Magic. You know the Prestidigitation cantrip. You can also cast Purify Food and
Drink and Unseen Servant with this trait. Once you cast either spell with this trait, you can't cast that spell
again until you finish a long rest. Charisma is your Spellcasting Ability for these spells.
Spells of the Mark. If you have the Spellcasting or Pact Magic class features, the spells on the Mark of
Hospitality Spells table are added to the spell list of your spellcasting class.
1st Goodberry, Sleep
5th Hallow
Medical Intuition. Whenever you roll a Wisdom (Medicine) check or an ability check involving an
Herbalism Kit, roll a d4 and add the number rolled to the total ability check.
Healing Touch. You can cast the Cure Wounds spell with this trait. Beginning at 3rd level, you can also cast
the Lesser Restoration spell with this trait. Once you cast either spell with this trait, you can't cast that spell
again until you finish a long rest. Wisdom is your Spellcasting Ability for these spells.
Spells of the Mark. If you have the Spellcasting or Pact Magic class features, the spells on the Mark of
Healing Spells table are added to the spell list of your spellcasting class.
Age.
Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by
around age 40. They can live 350 to almost 500 years.
Alignment.
Gnomes are most often good. Those who lend toward law are sages, engineers, researchers, scholars,
investigators, or inventors. Those who lend toward chaos are minstrels, tricksters, wanderers, or fanciful
jewellers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
Size.
Gnomes are between 3 and 4 Ft tall and average about 40 pounds. Your size is Small.
Speed.
Darkvision.
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim
light within 60 Ft of you as if it were bright light, and in darkness as if it were dim light. You can't discern
colour in darkness, only shades of grey.
Gnome Cunning.
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages.
You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarfish
script, is renowned for its technical treatises and its catalogues of knowledge about the natural world.
FOREST GNOME (5e Handbook)
Ability Score Increase.
Natural Illusionist.
You know the minor illusion cantrip. Intelligence is your spellcasting ability for il.
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest
gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as
beloved pets.
Artificer's Lore.
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or
technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you
normally apply.
Tinker.
You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp
worth of materials to construct a Tiny c1ockwork device (AC 5, 1 hp). The device ceases to function after
24 hours (unless you spend 1 hour repairing 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 il. 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 c1ockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When
placed on the ground, the toy moves 5 Ft 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 Sox.
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 c1osed.
DEEP GNOME (Svirfneblin) (Player’s Companion) (Monsters Multiverse)
(Mordenkainen's Tome of Foes) (Sword Coast Adventurer Guide)
Ability Score Increase.
Superior Darkvision.
Stone Camouflage.
Languages.
You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more
guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal
with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands.
You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast non-
detection on yourself at will, without needing a material component. You can also cast each of the following
spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these
spells when you finish a long rest
Speed.
Armored Casing.
You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base
Armor Class is 13 + your Dexterity modifier.
You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing
the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to
your proficiency bonus, and you regain all expended uses when you finish a long rest.
Healing Machine.
If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal
to the roll plus your Constitution modifier (minimum of 1 hit point).
In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t
affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.
Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have
advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe.
Sentry’s Rest.
When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In
this state, you appear inert, but you remain
conscious.
Specialized Design.
You gain two tool proficiencies of your choice, selected from the Player’s Handbook.
1 Your creator gave you autonomy 4 You didn’t like how you were
and urged you to follow your being treated by your creator, so
dreams. you ran away from home
3 A glitch caused you to forget 6 You felt trapped in the role for
your original programming. You which you were built and
don’t remember who made you abandoned your creator,
or where you came from. determined to find a greater
purpose.
Gifted Scribe. Whenever you make an Intelligence (History) or an Ability Check involving Calligrapher's
Supplies, you can roll a d4 and add the number rolled to the total ability check.
Scribe's Insight. You know the Message cantrip. You can also cast the Comprehend Languages spell with
this trait. Starting at 3rd level, you can also cast the Magic Mouth spell with it. Once you cast either spell
with this trait, you can't cast that spell again until you finish a Long Rest. Intelligence is your Spellcasting
Ability for these spells.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of
Scribing Spells table are added to the spell list of your Spellcasting class.
3rd Sending, Tongues
5th Dream
Fey Characters
GOBLIN TRAITS (Monsters Multiverse) (guidemaster ravnica) (Volo's Guide to
Monsters) (PS Zendikar) (guide wildmount) (eberron Rising
Ability Score Increase.
Goblins reach adulthood around age 8. They age noticeably faster than humans, and
though few goblins live to old age, the most cautious rarely live longer than 60 years.
Alignment.
Most of the goblins of Ravnica are chaotic, with no inclination toward good or evil.
Size.
Goblins are between 3 and 4 Ft tall and weigh between 40 and 80 pounds. Your size is
Small.
Speed.
You can see in dim light within 60 Ft of you as if it were bright light, and in darkness as
if it were dim light. You can't discern colour in darkness, only shades of grey.
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 your level. Once you use this trait, you can't use it again until you
finish a short or long rest.
Nimble Escape.
You can take the Disengage or Hide action as a bonus action on each of your turns.
Grit.
You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your
AC is equal to 11 + your Dexterity modifier.
Languages
You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic
language with a limited vocabulary and fluid rules of grammar, unsuited for any
sophisticated conversation.
Grotag Tribe (PS Zendikar)
Grotag Tamer.
You have proficiency in the Animal Handling skill.
Lavastep Tribe (PS Zendikar)
Lavastep Grit.
You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments.
Tuktuk Tribe (PS Zendikar)
Tuktuk Cunning.
You have proficiency with thieves’ tools.
Hobgoblins mature at the same rate as humans and have lifespans similar in length to
theirs.
Alignment.
Hobgoblins adhere to a strict code of honour and a rigid idea of martial discipline. Most
are lawful, tending toward harsh enforcement of their laws.
Size.
Hobgoblins are between 5 and 6 Ft tall and weigh between 150 and 200 pounds. Your
size is Medium. Here's how to determine your height and weight randomly, starting
with rolling a size modifier: Size modifier = 2d10
Height = 4 Ft 8 in + your size modifier in in
Weight in pounds = 110 + (2d4 x your size modifier)
Speed.
You can see in dim light within 60 Ft of you as if it were bright light, and in darkness as
if it were dim light. You can't discern colour in darkness, only shades of grey.
Martial Training.
You are proficient with two martial weapons of your choice and with light armour.
Saving Face.
Hobgoblins are careful not to show weakness in front of their allies, for fear of losing
status. 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 Ft 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.
FEY VARIANT (Monsters Multiverse)
Fey Ancestry.
You have advantage on saving throws you make to avoid or end the charmed condition
on yourself.
Fey Gift.
You can use this trait to take the Help action as a bonus action, and you can do so a
number of times equal to your proficiency bonus. You regain all expended uses when
you finish a long rest. Starting at 3rd level, choose one of the options below each time
you take the Help action with this trait:
Hospitality.
You and the creature you help each gain a number of temporary hit points equal to 1d6
plus your proficiency bonus.
Passage.
You and the creature you help each increase your walking speeds by 10 Ft until the start
of your next turn.
Spite.
Until the start of your next turn, the first time the creature you help hits a target with an
attack roll, that target has disadvantage on the next attack roll it makes within the next
minute.
Fortune from the Many.
If you miss with an attack roll or fail an ability check or a saving throw, you can draw
on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you
can see within 30 Ft of you (maximum bonus of +3). You can use this trait a number of
times equal to your proficiency bonus, and you regain all expended uses when you
finish a long rest.
Languages.
Bugbears value self-sufficiency and violence. They are generally chaotic, organizing in
loose tribes under charismatic and powerful leaders.
Size.
Bugbears are between 6 and 8 Ft tall and weigh between 250 and 350 pounds. Your size
is Medium. Here's how to determine your height and weight randomly, starting with
rolling a size modifier: Size modifier = 2d12
Height = 6 Ft your size modifier in in
Weight in pounds = 200 + (2d6 x your size modifier)
Speed.
You can see in dim light within 60 Ft of you as if it were bright light, and in darkness as
if it were dim light. You can't discern colour in darkness, only shades of grey.
Long-Limbed.
When you make a melee attack on your turn, your reach for it is 5 Ft greater than
normal.
Powerful Build.
You count as one size larger when determining your carrying capacity and the weight
you can push, drag, or lift.
Sneaky.
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.
Languages.
Verdan are generally good, although their absence of racial identity and shared history
can sometimes see individual verdan become untethered from any moral or ethical
framework.
Size.
Verdan start out similar in size to the goblins they were created from, ranging from 3 to
4 Ft in height. But at some point after reaching maturity, each verdan undergoes a
sudden growth spurt of 2 Ft or more. At 1st level, you are a Small creature. When you
reach 5th level, you become a Medium creature.
Speed.
You can telepathically speak to any creature you can see within 30 Ft of you. You
don't need to share a language with the creature for it to understand your telepathy, but
it must be able to understand at least one language. This process of communication is
slow and limited, allowing you to transmit and receive only simple ideas and
straightforward concepts.
Persuasive.
Your people's Jack of history makes you trustworthy and humble. You have proficiency
in the Persuasion skill.
Telepathic Insight.
Your mind's connection to the world around you strengthens your will. You have
advantage on all Wisdom and Charisma saving throws.
Languages.
You speak, read, and write Common, Goblin, and one additional language of your
choice. This language typically has some connection to one of the areas or cultures that
has been part of your life.
GOLIATH TRAITS (Player’s Companion) (Monsters Multiverse) (Volo's Guide to
Monsters) (guide wildmount)
Ability Score Increase.
Goliaths have lifespans comparable to humans. They enter adulthood in their late teens
and usually live less than a century.
Alignment.
Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath
sense of fairness, balanced with an emphasis on self-sufficiency and personal
accountability, pushes them toward neutrality.
Size.
Goliaths are between 7 and 8 Ft tall and weigh between 280 and 340 pounds. Your size
is Medium.
Speed.
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.
Powerful Build.
You count as one size larger when determining your carrying capacity and the weight
you can push, drag, or lift.
Mountain Born.
You’re acclimated to high altitude, including elevations above 20,000 Ft. You’re also
naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s
Guide.
Languages.
As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches
adulthood around 30, and the oldest of them can live for 500 years.
Alignment.
As people who follow the rhythm of nature and see themselves as its caretakers, firbolg
are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the
rest of their kind.
Size.
Firbolg stand between 7 and 8 Ft tall and weigh between 240 and 300 pounds. Your
size is Medium. Here's how to determine your height and weight randomly, starting
with rolling a size modifier: Size modifier = 2d12
Height = 6 Ft 2 in + your size modifier in in
Weight in pounds = 175 + (2d6 x your size modifier)
Speed.
You can cast detect magic and disguise self with this trait, using Wisdom as your
spellcasting ability for them. Once you cast either spell, you can't cast it again with this
trait until you finish a short or long rest. When you use this version of disguise self, you
can seem up to 3 Ft shorter than normal, allowing you to more easily blend in with
humans and elves.
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.
Powerful Build.
You count as one size larger when determining your carrying capacity and the weight
you can push, drag, or lift.
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.
Languages.
You can speak, read, and write Common, Elvish, and Giant.
ORC TRAITS (Monsters Multiverse) (Volo's Guide to Monsters) (PS IXALAN) (guide
wildmount) (eberron Rising
Ores fear the curse of ruin that is said to plague their race, and tend strongly toward
either chaos (accepting their fate), or toward law (rejecting it).
Size.
Ores stand easily 8 Ft tall and corded with powerful muscles, weighing up to 280
pounds. Your size is Medium. Here's how to determine your height and weight
randomly, starting with rolling a size modifier: Size modifier = 2d8
Height = 5 Ft 4 in + your size modifier in in
Weight in pounds = 175 + (2d6 x your size modifier)
Speed.
You can see in dim light within 60 Ft of you as if it were bright light, and in darkness as
if it were dim light. You can't discern colour in darkness, only shades of grey.
Aggressive.
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.
Primal Intuition.
You have proficiency in two skills of your choice from the following list: Animal
Handling, Insight, Intimidation, Medicine, Perception, and Survival.
Powerful Build.
You count as one size larger when determining your carrying capacity and the weight
you can push, drag, or lift.
Languages.
Half-orcs mature a little faster than humans, reaching adulthood around age 14. They
age noticeably faster and rarely live longer than 75 years.
Alignment.
Half-orcs inherit a tendency toward chaos from their ore parents and are not strongly
inclined toward good. Half-orcs raised among ores and willing to live out their lives
among them are usually evil.
Size.
Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well
over 6 Ft tall. Your size is Medium.
Speed.
Thanks to your ore blood. you have superior vision in dark and dim conditions. You can
see in dim tight within 60 Ft of you as if it were bright tight. and in darkness as if it
were dim light. You can't discern colour in darkness. only shades of grey.
Menacing.
When you are reduced to 0 hit points but not killed outright. you can drop to I hit point
instead. You can't use this feature again until! You finish a long rest
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.
You can speak. read, and write Common and Orc. Orc is a harsh. grating language with
hard consonants. It has no script of its own but is written in the Dwarfish script.
Half-Orc: Mark of Finding (eberron Rising)(Guide Eberron)
Finder's Magic.
You can cast the Hunter's Mark spell with this trait. Starting at 3rd level, you can also
cast the Locate Object spell with it. Once you cast either spell with this trait, you can't
cast that spell again until you finish a Long Rest. Wisdom is your Spellcasting Ability for
these spells.
Languages.
Darkvision.
You can see in dim light within 60ft. of you as if it were bright light, and in darkness as if
it were dim light. You can't discern colors in darkness, only shades of grey.
Hunter's Intuition.
Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a
d4 and add the number rolled to the total ability check.
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Finding
Spells table are added to the spell list of your Spellcasting class.
Spell Spell
Level
1st Faerie Fire, Longstrider
2nd Locate Animals or Plants, Locate
Object
3rd Clairvoyance, Speak With Plants
4th Divination, Locate Creature
5th Commune With Nature
1 Your wings are like those of a bird. 5 You have a small spectral horn on
your forehead, like a little unicorn
horn.
2 You have shimmering, 6 Your legs are insectile.
multicoloured skin.
3 You have exceptionally large ears. 7 You smell like fresh brownies.
4 A glittering mist constantly 8 A noticeable, harmless chill
surrounds you. surrounds you.
Creature Type.
You know the druidcraft cantrip. Starting at 3rd level, you can cast the faerie fire spell
with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this
trait. Once you cast faerie fire or enlarge/reduce with this trait, you can't cast that spell
with it again until you finish a long rest. You can also cast either of those spells using
any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you
cast them with this trait (choose when you select this race).
Flight.
Because of your wings, you have a flying speed equal to your walking speed. You can't
use this flying speed if you're wearing medium or heavy armour.
Your Charisma score increases by 2. In addition, one ability score of your choice
increases by 1.
Age.
Changelings mature slightly faster than humans but share a similar lifespan-typically a
century or less. While a changeling can transform to conceal their age, the effects of
aging affect them similarly to humans.
Alignment.
Changelings tend toward pragmatic neutrality, and few changelings embrace evil.
Size.
Your size is Medium. To set your height and weight randomly, start with rolling a size
modifier: Size modifier = 2d4
Height = 5 Ft 1 in + your size modifier in in
Weight in pounds = 115 + (2d4 x you r size modifier)
Speed.
As an action, you can change your appearance and your voice. You determine the
specifics of the changes, including your colouration, hair length, and sex. You can also
adjust your height and weight, but not so much that your size changes. You can make
yourself appear as a member of another race, though none of your game statistics
change. You can't duplicate the appearance of a creature you've never seen, and you
must adopt a form that has the same basic arrangement of limbs that you have. Your
clothing and equipment aren't changed by this trait. You stay in the new form until you
use an action to revert to your true form or until you die.
Changeling Instincts.
You gain proficiency with two of the following skills of your choice: Deception,
Insight,
Intimidation, and Persuasion.
Languages.
You can speak, read, and write Common and two other languages of your choice.
Genasi mature at about the same rate as humans and reach adulthood in their late teens.
They live somewhat longer than humans do, up to 120 years.
Alignment.
Genasi are as varied as their mortal parents but are generally built like humans, standing
anywhere from 5 Ft to over 6 Ft tall. Your size is Medium.
Speed.
You can speak, read, and write Common and Primordial. Primordial is a guttural
language, filled with harsh syllables and hard consonants.
Air Genasi (Player’s Companion) (Monsters Multiverse) (guide wildmount)
Ability Score Increase.
You can hold your breath indefinitely while you’re not incapacitated.
Mingle with the Wind.
You can cast the levitate spell once with this trait, requiring no material components,
and you regain the ability to cast it this way when you finish a long rest. Constitution is
your spellcasting ability for this spell.
Earth Genasi (Player’s Companion) (Monsters Multiverse) (guide wildmount)
Ability Score Increase.
You can move across difficult terrain made of earth or stone without expending extra
movement.
Merge with Stone.
You can cast the pass without trace spell once with this trait, requiring no material
components, and you regain the ability to cast it this way when you finish a long rest.
Constitution is your spellcasting ability for this spell.
Fire Genasi (Player’s Companion) (Monsters Multiverse) (guide wildmount)
Ability Score Increase.
You can see in dim light within 60 Ft of you as if it were bright light, and in darkness as
if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision
unusual: everything you see in darkness is in a shade of red.
Fire Resistance.
You know the produce flame cantrip. Once you reach 3rd level, you can cast the
burning hands spell once with this trait as a 1st-level spell, and you regain the ability to
cast it this way when you finish a long rest. Constitution is your spellcasting ability for
these spells.
Water Genasi (Player’s Companion) (Monsters Multiverse) (guide wildmount)
Ability Score Increase.
You know the shape water cantrip (see chapter 2). When you reach 3rd level, you can
cast the create or destroy water spell as a 2nd-level spell once with this trait, and you
regain the ability to cast it this way when you finish a long rest. Constitution is your
spellcasting ability for these spells.
Beast
DRAGONBORN TRAITS (5e Handbook)
Ability Score Increase.
Young dragonborn grow quickly. They walk hours after hatching. Attain the size and
development of a IO-year-old human child by the age of 3. and reach adulthood by 15.
They live to be around 80.
Alignment.
Dragonborn tend to extremes. making a conscious choice for one side or the other in the
cosmic war between good and evil (represented by Bahamut and Tiamat. respectively).
Most dragonborn are good. but those who side with Tiamat can be terrible villains.
Size.
Dragonborn are taller and heavier than humans. standing well over 6 Ft tall and
averaging almost 250 pounds. Your size is Medium.
Speed.
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry
table. Your breath weapon and damage resistance are determined by the dragon type. as
shown in the table.
Dragon Damage Type Breath Weapon
Breath Weapon.
You can use your action to exhale destructive energy. Your draconic ancestry
determines the size, shape. and damage type of the exhalation. When you use your
breath weapon, each creature in the area of the exhalation must make a saving throw.
the type of which is determined by your draconic ancestry. The DC for this saving
throw equals 8 + your Constitution modifier + 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 breath weapon, you can't use it again until you complete a short or
long rest.
Damage Resistance.
You have resistance to the damage type associated with your draconic ancestry.
Languages.
You can speak. read, and write Common and Draconic. Draconic is thought to be one of
the oldest languages and is often used in the study of magic. The language sounds harsh
to most other creatures and includes numerous hard consonants and sibilants.
CHROMATIC DRAGONBORN (Fizban treasury dragon)
Chromatic Ancestry.
You have a chromatic dragon ancestor, granting you a special magical affinity. Choose
one kind of dragon from the Chromatic Ancestry table. This determines the damage
type for your other traits, as shown in the table.
Breath Weapon.
When you take the Attack action on your turn, you can replace one of your attacks with
an exhalation of magical energy in a 30-foot line that is 5 Ft wide. Each creature in that
area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your
proficiency bonus). On a failed save, the creature takes 1d10 damage of the type
associated with your Chromatic Ancestry. On a successful save, it takes half as much
damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level
(3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus,
and you regain all expended uses when you finish a long rest.
Draconic Resistance.
You have resistance to the damage type associated with your Chromatic Ancestry.
Chromatic Warding.
Starting at 5th level, as an action, you can channel your draconic energy to protect
yourself. For 1 minute, you become immune to the damage type associated with your
Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a
long rest.
Dragon Damage Type
You have a gem dragon ancestor, granting you a special magical affinity. Choose one
kind of dragon from the Gem Ancestry table. This determines the damage type for your
other traits, as shown in the table.
Breath Weapon.
When you take the Attack action on your turn, you can replace one of your attacks with
an exhalation of magical energy in a 15-foot cone. Each creature in that area must make
a Dexterity saving throw (DC = 8 + your Constitution modifier+ your proficiency
bonus). On a failed save, the creature takes ld10 damage of the type associated with
your Gem Ancestry. On a successful save, it takes half as much damage. This damage
increases by ld10 when you reach 5th level (2d10), 11th level (3d10), and 17th level
(4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus,
and you regain all expended uses when you finish a long rest.
Draconic Resistance.
You have resistance to the damage type associated with your Gem Ancestry.
Psionic Mind.
You can send telepathic messages to any creature you can see within 30 Ft of you. You
don't need to share a language with the creature for it to understand these messages, but
it must be able to understand at least one language to comprehend them.
Gem Flight.
Starting at 5th level, you can use a bonus action to manifest spectral wings on your
body. These wings last for 1 minute. For the duration, you gain a flying speed equal to
your walking speed and can hover. Once you use this trait, you can't do so again until
you finish a long rest.
Dragon Damage Type
You have a metallic dragon ancestor, granting you a special magical affinity. Choose
one kind of dragon from the Metallic Ancestry table. This determines the damage type
for your other traits, as shown in the table.
Breath Weapon.
When you take the Attack action on your turn, you can replace one of your attacks with
an exhalation of magical energy in a 15-foot cone. Each creature in that area must make
a Dexterity saving throw (DC = 8 + your Constitution modifier+ your proficiency
bonus). On a failed save, the creature takes 1d10 damage of the type associated with
your Metallic Ancestry. On a successful save, it takes half as much damage. This
damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th
level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus,
and you regain all expended uses when you finish a long rest.
Draconic Resistance.
You have resistance to the damage type associated with your Metallic Ancestry.
Metallic Breath Weapon.
At 5th level, you gain a second breath weapon. When you take the Attack action on
your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The
save DC for this breath is 8 + your Constitution modifier + your proficiency bonus.
Whenever you use this trait, choose one:
Enervating Breath.
Each creature in the cone must succeed on a Constitution saving throw or become
incapacitated until the start of your next turn.
Repulsion Breath.
Each creature in the cone must succeed on a Strength saving throw or be pushed 20 Ft
away from you and be knocked prone. Once you use your Metallic Breath Weapon, you
can't do so again until you finish a long rest.
Dragon Damage Type
You can see in dim light within 60 Ft of you as if it were bright light, and in darkness as
if it were dim light. You can't discern colour in darkness, only shades of grey.
Forceful Presence.
You can see in dim light within 60 Ft of you as if it were bright light, and in darkness as
if it were dim light. You can't discern colour in darkness, only shades of grey.
Vengeful Assault.
When you take damage from a creature in range of a weapon you are wielding, you can
use your reaction to make an attack with the weapon against that creature. Once you use
this trait, you can't do so again until you finish a short or long rest.
LIZARDFOLK TRAITS (Monsters Multiverse) (Volo's Guide to Monsters)
d8 Quirk
1 l You hate waste and see no 5 You have learned to laugh. You
reason not to scavenge fallen use this responding to all
enemies. Fingers are tasty and emotional situations, to better fit
portable! in with your comrades.
2 You sleep best while mostly 6 You still don't understand how
submerged in water. metaphors work. That doesn't
stop you from using them at
every opportunity.
3 Money is meaningless to you. 7 You appreciate the soft
humanoids who realize they need
chain mail and swords to match
the gifts you were born with.
4 You think there are only two 8 You enjoy eating your food
species of humanoid: lizardfolk while it's still wriggling.
and meat.
Ability Score Increase.
Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
Alignment.
Most lizardfolk are neutral. They see the world as a place of predators and prey, where
life and death are natural processes. They wish only to survive, and prefer to leave other
creatures to their own devices.
Size.
Lizardfolk are a little bulkier and taller than humans, and their colourful frills make
them appear even larger. Your size is Medium.
Speed.
Your base walking speed is 30 Ft, and you have a swimming speed of 30 Ft.
Bite.
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If
you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead
of the bludgeoning damage normal for an unarmed strike.
Cunning Artisan.
As part of a short rest, you can harvest bone and hide from a slain beast, construct,
dragon, monstrosity, or plant creature of size Small or larger to create one of the
following items: a shield, a club, a javelin, or ld4 darts or blowgun needles. To use this
trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as
leatherworker's tools.
Hold Breath.
You have tough, scaly skin. When you aren't wearing armour, your AC is 13 + your
Dexterity modifier. You can use your natural armour to determine your AC if the
armour you wear would leave you with a lower AC. A shield's benefits apply as normal
while you use your natural armour.
Hungry Jaws.
In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you
can make a special attack with your bite. If the attack hits, it deals its normal damage,
and you gain temporary hit points (minimum of 1) equal to your Constitution modifier,
and you can't use this trait again until you finish a short or long rest.
Languages.
Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
Alignment.
Kobolds are fundamentally selfish, making them evil, but their reliance on the strength
of their group makes them trend toward law.
Size.
Kobolds are between 2 and 3 Ft tall and weigh between 25 and 35 pounds. Your size is
Small.
Speed.
You can see in dim light within 60 Ft of you as if it were bright light, and in darkness as
if it were dim light. You can't discern colour in darkness, only shades of grey.
Grovel, Cower, and Be:
As an action on your turn, you can cower pathetically to distract nearby foes. Until the
end of your next turn, your allies gain advantage on attack rolls against enemies within
10 Ft 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.
Pack Tactics.
You have advantage on an attack roll against a creature if at least one of your allies is
within 5 Ft of the creature and the ally isn't incapacitated.
Kobold Legacy.
You have proficiency in one of the following skills of your choice: Arcana,
Investigation, Medicine, Sleight of Hand, or Survival.
Defiance.
You have advantage on saving throws to avoid or end the frightened condition on
yourself.
Draconic Sorcery.
You know one cantrip of your choice from the sorcerer spell list. Intelligence,
Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you
select this race).
Sunlight Sensitivity.
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on
sight when you, the target of your attack, or whatever you are trying to perceive is in
direct sunlight.
Languages.
Purebloods mature at the same rate as humans and have lifespans similar in length to
theirs.
Alignment.
Purebloods are devoid of emotion and see others as tools to manipulate. They care little
for law or chaos and are typically neutral evil.
Size.
Purebloods match humans in average size and weight. Your size is Medium.
Speed.
Your base walking speed is 30 Ft.
Darkvision.
You can see in dim light within 60 Ft of you as if it were bright light, and in darkness as
if it were dim light. You can't discern colour in darkness, only shades of grey.
Serpentine Spellcastins.
You know the poison spray cantrip. You can cast animal friendship an unlimited
number of times with this trait, but you can target only snakes with it. Starting at 3rd
level, you can also cast suggestion with this trait. Once you cast it, you can't do so again
until you finish a long rest. You can also cast it using any spell slots you have of 2nd
level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these
spells when you cast them with this trait (choose when you select this race).
Masic Resistance.
You have advantage on saving throws against spells and other magical effects.
Poison Immunity.
You can speak, read, and write Common, Abyssal, and Draconic.
Naga Traits (PS AMONKHET)
All naga share the following traits.
Ability Score Increase. Your Constitution score increases
by 2, and your Intelligence score increases by 1.
Age. Like humans, naga reach adulthood in their
late teens. They show no signs of aging beyond that
point except for growing larger, so in theory, a naga
could live well over a century.
Alignment. Most naga are either neutral or neutral
evil in alignment.
Size. Naga stand about 5 feet tall when upright, but
the total length of their bodies, head to tail, ranges from
10 to as much as 20 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Speed Burst. By lowering your body to the ground
and propelling yourself with your arms, you can move more quickly for a time. As a bonus
action on your
turn, if you have both hands free, you can increase your
walking speed by 5 feet until the end of your turn.
Natural Weapons. Your fanged maw and constricting
serpentine body are natural weapons, which you
can use to make unarmed strikes. If you hit with your
bite, you deal piercing damage equal to 1d4 + your
Strength modifier, and your target must make a Constitution
saving throw (DC 8 + your proficiency bonus +
your Constitution modifier). On a failed save, the target
takes 1d4 poison damage.
If you hit with your constrict attack, you deal bludgeoning
damage equal to 1d6 + your Strength modifier,
and the target is grappled (escape DC 8 + your proficiency
bonus + your Strength modifier). Until this grapple
ends, the target is restrained, and you can’t constrict
another target.
Poison Immunity. You are immune to poison damage
and can’t be poisoned.
Poison Affinity. You gain proficiency with the poisoner’s
kit.
Languages. You can speak, read, and write Common
and Naga.
Aven Traits (PS DOMINARIA) (PS AMONKHET)
As an aven, you share the following traits with all your kind.
Ability Score Increase. Your Dexterity score increase by 2.
Age. Like humans, aven reach adulthood in their late teens and can live into their 80s.
Alignment. Aven are inclined toward the lawful good alignment of the Church of Serra.
Size. Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are
partially hollow to facilitate their flight. Your size is Medium.
Speed. Your base walking speed is 25 feet. You have a flying speed of 30 feet. You can’t use
your flying speed while you wear medium or heavy armor. (If your campaign uses the
variant rule for encumbrance, you can’t use your flying speed if you are encumbered.)
Languages. You can speak, read, and write Aven and Common.
Ibis-Headed Aven (PS AMONKHET)
A majority of ibis-headed aven, drawn to
the teachings of Kefnet, specialize in spellcasting.
They take great pride in all the
qualities they share with the god of knowledge—
not just their avian heads, but their
quick wit, self-confidence, cunning, and
spellcasting prowess.
Ability Score Increase. Your Intelligence
score increases by 1.
Kefnet’s Blessing. You can add half your
proficiency bonus, rounded down, to any
Intelligence check you make that doesn’t
already include your proficiency bonus.
Hawk-Headed Aven (PS AMONKHET)
Following the example of Oketra, hawk-headed
aven often focus on the techniques
of long-range combat. Most prefer javelins,
but some are skilled with bows,
spears, and throwing axes.
Ability Score Increase. Your Wisdom
score increases by 2.
Hawkeyed. You have proficiency in the
Perception skill. In addition, attacking at
long range doesn’t impose disadvantage
on your ranged weapon attack rolls.
Owlin Traits (Strixhaven)
Languages.
You can speak, read, and write Common and one other language that you and your DM
agree is appropriate for the character.
Creature Type.
Size.
You are Medium or Small. You choose the size when you select this race.
Speed.
Darkvision.
You can see in dim light within 120 feet of yourself as if it were bright light and in
darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Flight.
Thanks to your wings, you have a flying speed equal to your walking speed. You can't
use this flying speed if you're wearing medium or heavy armor.
Silent Feathers.
Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live
longer than 30 years.
Alignment.
Most aarakocra are good and rarely choose sides when it comes to law and chaos.
Tribal leaders and warriors might be lawful, while explorers and adventurers might tend
toward chaotic.
Size.
Aarakocra are about 5 Ft tall. They have thin, lightweight bodies that weigh between 80
and 100 pounds. Your size is Medium.
Speed.
You have a flying speed of 50 Ft. To use this speed, you can’t be wearing medium or
heavy armour.
Talons.
You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Language.
You can speak, read, and write Common, Aarakocra, and Auran.
Wind Caller.
Starting at 3rd level, you can cast the gust of wind spell with this trait, without requiring
a material component. Once you cast the spell with this trait, you can't do so again until
you finish a long rest. You can also cast the spell using any spell slots you have of 2nd
level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for it
when you cast gust of wind with this trait (choose when you select this race).
KENKU TRAITS (Monsters Multiverse) (Volo's Guide to Monsters)
Ability Score Increase.
Kenku have shorter lifespans than humans. They reach maturity at about 12 years old
and can live to 60.
Alignment.
Kenku are chaotic creatures, rarely making enduring commitments, and they care
mostly for preserving their own hides. They are generally chaotic neutral in outlook.
Size.
Kenku are around 5 Ft tall and weigh between 90 and 1 2 0 pounds. Your size is
Medium. Here's how to determine your height and weight randomly, starting with
rolling a size modifier: Size modifier = 2d8
Height = 4 Ft 4 in + your size modifier in in
Weight in pounds = 50 + (1d6 x your size modifier)
Speed.
You can duplicate other creatures' handwriting and craftwork. You have advantage on
all checks made to produce forgeries or duplicates of existing objects.
Kenku Recall.
You are proficient in your choice of two of the following skills: Acrobatics, Deception,
Stealth, and Sleight of Hand. Moreover, when you make an ability check using any skill
in which you have proficiency, you can give yourself advantage on the check before
rolling the d20. You can give yourself advantage in this way a number of times equal to
your proficiency bonus, and you regain all expended uses when you finish a long rest.
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
against a DC of 8 + your proficiency bonus+ your Charisma modifier.
Languages.
You can read and write Auran and Common, but you can speak only by using your
Mimicry trait.
TORTLE TRAITS (Monsters Multiverse) (guide wildmount)(Tortle Package)
Ability Score Increase.
Young tortles crawl for a few weeks after birth before learning to walk on two legs.
They reach adulthood by the age of 1 5 and live an average of 50 years.
Alignment.
Tortles tend to lead orderly, ritualistic lives. They develop routines, becoming more set
in their ways as they age. Most are lawful good. A few can be selfish and greedy,
tending more toward evil, but it's unusual for a tortle to shuck off order in favour of
chaos.
Size.
Tortle adults stand 5 to 6 Ft tall and average about 450 pounds. Their shells account for
roughly one third of their weight. Your size is Medium. Here's how to determine your
height and weight randomly, starting with rolling a size modifier: Size modifier = 2d8
Height = 4 Ft 10 in + your size modifier in in
Weight in pounds = 400 + (2d4 x your size modifier)
Speed.
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit
with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of
the bludgeoning damage normal for an unarmed strike.
Hold Breath.
You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers,
but they can remain underwater for some time before needing to come up for air.
Natural Armour.
Due to your shell and the shape of your body, you are ill-suited to wearing armour.
Your shell provides ample protection, however; it gives you a base AC of 17 (your
Dexterity modifier doesn't affect this number). You gain no benefit from wearing
armour, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defence.
You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus
to AC, and you have advantage on Strength and Constitution saving throws. While in
your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on
Dexterity saving throws, you can't take reactions, and the only action you can take is a
bonus action to emerge from your shell.
Survival Instinct.
You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Languages.
Tritons reach maturity around age 15 and can live up to 200 years.
Alignment.
Tritons tend toward neutrality. Their culture encourages them to be mindful of life's
currents, knowing when to harness fate's tides and when to flow along with them.
Size.
Tritons are slightly shorter than humans, averaging about 5 Ft tall. Your size is
Medium. Here's how to determine your height and weight randomly, starting with
rolling a size modifier: Size modifier = 2d10
Height = 4 Ft 6 in + you r size modifier in in
Weight in pounds = 90 + (2d4 x you r size modifier)
Speed.
Your base walking speed is 30 Ft, and you have a swimming speed of 30 Ft.
Amphibious.
You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind
with it, and starting at 5th level, you can also cast wall of water with it (see the spell
below). Once you cast a spell with this trait, you can't cast that spell with it again until
you finish a long rest. Charisma is your spellcasting ability for these spells.
Darkvision.
You can see in dim light within 60 Ft of you as if it were bright light and in darkness
as if it were dim light. You can't discern colour in darkness, only shades of grey.
Emissary of the Sea.
Aquatic beasts have an extraordinary affinity with your people. You can communicate
simple ideas with beasts that can breathe water. They can understand your words,
though you have no special ability to understand them in return.
Guardians of the Depths.
Adapted to the frigid ocean depths, you have resistance to cold damage.
Languages.
You can speak, read, and write Common and Primordial.
d6 Quirk
Centaurs are inclined toward neutrality. Lagonna centaurs tend to be more lawful, while
Pheres centaurs are more often chaotic.
Size.
Centaurs stand between 6 and 7 Ft tall, with their equine bodies reaching about 4 Ft at
the withers. Pheres centaurs tend to be slightly larger than Lagonna centaurs. Your size
is Medium. Here's how to determine your height and weight randomly, starting with
rolling a size modifier: Size modifier = 1d10
Height = 6 Ft your size modifier in in
Weight in pounds = 600 + (2d12 x your size modifier)
Speed.
If you move at least 30 Ft straight toward a target and then hit it with a melee weapon
attack on the same turn, you can immediately follow that attack with a bonus action,
making one attack against the target with your hooves.
Hooves.
Your hooves are natural melee weapons, which you can use to make unarmed strikes. If
you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed strike.
Equine Build.
You count as one size larger when determining your carrying capacity and the weight
you can push or drag. In addition, any climb that requires hands and Ft is especially
difficult for you because of your equine legs. When you make such a climb, each foot
of movement costs you 4 extra Ft instead of the normal 1 extra foot.
Survivor.
You have proficiency in one of the following skills of your choice: Animal Handling,
Medicine, Nature, or Survival.
Languages.
1 I'm amused by the antics of the gods and their earnest, but ultimately
deluded, mortal champions, and I feel smugly superior in my
detachment.
2 The meddling of the gods in mortal affairs makes me angry and bitter.
I wish they would just leave us all alone!
3 I view the gods as worthy adversaries-incredibly clever and well -
prepared to play a long game but ultimately doomed to lose their
games.
4 I 'm certain every bad thing that happens can ultimately be blamed on
the gods, but I roll my eyes at each new twist of fate and try to get on
with my life.
5 I wish that I could be as naive as humans and other mortals who
actually think the gods are looking out for them. I miss that kind of
innocence.
6 I don't talk about it among other leonin, but I actually revere the gods
and try to please them by my actions.
Ability Score Increase.
Leonin tend toward good alignments. Leonin who are focused on the pride lean toward
lawful good.
Size.
Leonin are typically over 6 Ft tall, with some standing over 7 Ft. Your size is Medium.
Here's how to determine your height and weight randomly, starting with rolling a size
modifier: Size modifier = 2d10
Height= 5 Ft 6 in + your size modifier in in
Weight in pounds = 180 + (2d6 * your size modifier)
Speed.
You can see in dim light within 60 Ft of you as if it were bright light and in darkness as
if it were dim light. You can't discern colour in darkness, only shades of grey.
Claws.
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit
with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead
of the bludgeoning damage normal for an unarmed strike.
Hunter's Instincts.
You have proficiency in one of the following skills of your choice: Athletics,
Intimidation, Perception, or Survival.
Daunting Roar.
As a bonus action, you can let out an especially menacing roar. Creatures of your choice
within 10 Ft of you that can hear you must succeed on a Wisdom saving throw or
become frightened of you until the end of your next turn. The DC of the save equals 8 +
your proficiency bonus + your Constitution modifier.
Once you use this trait, you can't use it again until you finish a short or long rest.
Languages.
Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their
decisions. They are rarely evil, with most of them driven by curiosity rather than greed
and other dark impulses.
Size.
Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
Here's how to determine your height and weight randomly, starting with rolling a size
modifier: Size modifier = 2d10
Height = 4 Ft 10 in + your size modifier in in
Weight in pounds = 90 + (2d4 x your size modifier)
Speed.
You can see in dim light within 60 Ft of you as if it were bright light, and in darkness as
if it were dim light. You can't discern colour in darkness, only shades of grey.
Feline 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 Ft on one of your turns.
Cat's Claws.
Because of your claws, you have a climbing speed of 20 Ft. In addition, your claws are
natural weapons, which you can use to make unarmed strikes. If you hit with them, you
deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning
damage normal for an unarmed strike.
Cat's Talent.
You can speak, read, and write Common and one other language of your choice.
d8 My curiosity is currently fixed on ...
D10 Quirk
1 You miss your tropical home and 6 You keep a small ball of yarn in
complain endlessly about the your hand, which you constantly
freezing, weather, even in fidget with.
summer.
2 You never wear the same outfit 7 You are always in debt, since
twice, unless you absolutely you spend your gold on lavish
must.
parties and gifts for friends.
3 You have a minor phobia of 8 Talking about something you're
water and hate getting wet. obsessed with, you speak quickly
and never pause so people can’t
understand.
4 Your tail always betrays your 9 You are a font of random trivia
inner thoughts. from the lore and stories you
have discovered.
5 You purr loudly when you are 10 You can't help but pocket
happy. interesting objects you come
across.
d8 Ancestor's Qualities
Minotaurs who leave the walls of Skophos have the opportunity to be free of its culture
and pursue chaotic alignments, while those who remain within the polis and its
tyrannical regime tend toward lawful alignments.
Size.
Minotaurs average over 6 Ft in height, and they have stocky builds. Your size is
Medium. Here's how to determine your height and weight randomly, starting with
rolling a size modifier: Size modifier = 2d8
Height = 5 Ft 4 in + you r size modifier in in
Weight in pounds = 175 + (2d6 * your size modifier)
Speed.
Your horns are natural melee weapons, which you can use to make unarmed strikes. If
you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush.
Immediately after you use the Dash action on your turn and move at least 20 Ft, you can
make one melee attack with your horns as a bonus action.
Hammering Horns.
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 horns.
The target must be within 5 Ft of you and no more than one size larger than you. Unless
it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus
+ your Strength modifier, you push it up to 10 Ft away from you.
Imposing Presence.
You have proficiency in one of the following skills of your choice: Intimidation or
Persuasion.
Languages.
1 Flowers are the most amazing 5 If stumped, I smoke a pipe. And if I'm going to
things ever. I want to pick them, smoke a pipe, it's going to be a splendid pipe.
wear them, and discover their silent
secrets.
2 There isn't a tree or statue that isn't 6 I imagine that my clothes are my glorious soul
fun to climb on display for all the world to behold, and I
dress accordingly.
3 Nothing wards off bad luck like a 7 Having horns is the best. They’re fun to
jolly dance. decorate, and they can pop open an amphora, no
problem.
4 Sometimes talking to a plant really 8 If I have something really important to say, I
helps. always make sure to sing it.
Satyrs delight in living a life free of the mantle of law. They gravitate toward being
good, but some have devious streaks and enjoy causing dismay.
Size.
Satyrs range from just under 5 Ft to about 6 Ft in height, with generally slender builds.
Your size is Medium. Here's how to determine your height and weight randomly,
starting with rolling a size modifier: Size modifier = 2d8
Height = 4 Ft 8 in + your size modifier in in
Weight in pounds = 100 + (2d4 x you r size modifier)
Speed.
You have advantage on saving throws against spells and other magical effects.
Mirthful Leaps.
Whenever you make a long or high jump, you can roll a d8 and add the number rolled
to the number of Ft you cover, even when making a standing jump. This extra distance
costs movement as normal.
Reveller.
You have proficiency in the Performance and Persuasion skills, and you have
proficiency with one musical instrument of your choice.
Languages.
Loxodons physically mature at the same rate as humans, but they live about 450 years.
They highly value the weight of wisdom and experience and are considered young until
they reach the age of 60.
Alignment.
Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also
tend toward good.
Size.
Loxodons stand between 7 and 8 Ft tall. Their massive bodies weigh between 300 and
400 pounds. Your size is Medium.
Powerful Build.
You count as one size larger when determining your carrying capacity and the weight
you can push, drag, or lift.
Speed.
You can grasp things with your trunk, and you can use it as a snorkel. lt has a reach of 5
Ft, and it can lift a number of pounds equal to five times you r Strength score. You can
use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a
creature; open or close a door or a container; grapple someone; or make an unarmed
strike. Your OM might allow other simple tasks to be added to that list of options. Your
trunk can't wield weapons or shields or do anything that requires manual precision, such
as using tools or magic items or performing the somatic components
of a spell.
Keen Smell.
Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom
(Survival), and Intelligence (Investigation) checks that involve smell.
Languages.
You are Medium or Small. You choose the size when you select this race.
Speed.
When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add
it to the save, potentially turning the failure into a success. You can't use this reaction if
you're prone or your speed is 0.
Rabbit Hop.
As a bonus action, you can jump a number of Ft equal to five times your proficiency
bonus, without provoking opportunity attacks. You can use this trait only if your speed
is greater than 0. You can use it a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest.
SIMIC HYBRID TRAITS (guidemaster ravnica)
Ability Score Increase.
Your Constitution score increases by 2, and one other ability score of your choice
increases by 1.
Age.
Hybrid s begin their lives as adult humans, elves, or vedalken. They age at a slightly
accelerated rate, so their maximum life spans are probably reduced somewhat. The
Guardian Project has not been operating long enough to observe the full effect of this
phenomenon.
Alignment.
Most hybrids share the gene rally neutral outlook of the Simic Combine. They are more
interested in scientific research and the standing of their guild than in moral or ethical
questions. Those who leave the Combine, however. often do so because their
philosophical outlook and alignment are more in line with a different guild's.
Size.
Your size is Medium, within the normal range of your humanoid base race.
Speed.
You can see in dim light within 60 Ft of you as if it were bright light, and in darkness as
if it were dim light. You can't discern colour in darkness, only shades of grey.
Languages.
You can speak, read, and write Common and your choice of Elvish or Vedalken.
Animal Enhancement.
Your body has been altered to incorporate certain animal characteristics. You choose
one animal enhancement now and a second enhancement at 5th level. At 1st level,
choose one of the following options:
Manta Glide.
You have ray-like fins that you can use as wings to slow your fall or allow you to glide.
When you fall and aren't incapacitated, you can subtract up to 100 Ft from the fall when
calculating falling damage, and you can move up to 2 Ft horizontally for every 1 foot
you descend.
Nimble Climber.
You have two special appendages growing alongside your arms. Choose whether
they're both claws or tentacles. As an action, you can use one of them to try to grapple a
creature. Each one is also a natural weapon, which you can use to make an unarmed
strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 +your
Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Immediately after hitting, you can try to grapple the target as a bonus action. These
appendages can't precisely manipulate anything and can't wield weapons, magic items.
or other specialized equipment.
Carapace.
Your skin in places is covered by a thick shell. You ga in a +1 bonus to AC when you're
not wearing heavy armour.
Acid Spit.
As an action, you can spray acid from glands in your mouth, targeting one creature or
object you can see within 30 Ft of you. The target takes 2d10 acid damage unless it
succeeds on a Dexterity saving throw against a DC equal to 8 +your Constitution
modifier+ your proficiency bonus. This damage increases by 1d10 when you reach 11th
level (3d10) and 17th level (4d 10). You can use this trait a number of times equal to
your Consitution modifier (minimum of once), and you regain all expended uses of it
when you finish a long rest.
Plasmoid Traits (Spelljammer)
Creature Type.
You are an Ooze. You are Medium or Small. You choose the size when you select this race.
Speed.
Your walking speed is 30 feet.
Amorphous.
You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing.
You have advantage on ability checks you make to initiate or escape a grapple.
Darkvision.
You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim
light. You discern colors in that darkness only as shades of gray.
Hold Breath.
You can hold your breath for 1 hour.
Natural Resilience.
You have resistance to acid and poison damage, and you have advantage on saving throws against being
poisoned.
Shape Self.
As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and
makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear
clothing and armor made for a Humanoid of your size.
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.
Thri-kreen Traits (Spelljammer)
Creature Type.
You are a Monstrosity. You are Medium or Small. You choose the size when you select this race.
Speed.
Your walking speed is 30 feet.
Chameleon Carapace.
While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.
As an action, you can change the color of your carapace to match the color and texture of your surroundings,
giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
Darkvision.
You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim
light. You discern colors in that darkness only as shades of gray.
Secondary Arms.
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.
Sleepless. You do not require sleep and can remain conscious during a long rest, though you must still refrain
from strenuous activity to gain the benefit of the rest.
Thri-kreen Telepathy.
Without the assistance of magic, you can’t speak the non-thri-kreen languages you know. Instead you use
telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing
creatures you can see within 120 feet of yourself. A contacted creature doesn’t need to share a language with
you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to
a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if
either of you mentally breaks the contact (no action required).
VEDALKEN TRAITS (guidemaster ravnica) (PS Kaladesh)
Ability Score Increase.
Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age.
Vedalken mature slower than humans do. Reaching maturity around age 40. Their life span is typically 350
years, with some li vin g to the age of 500.
Alignment.
Vedalken are usually lawful and non-evil.
Size.
Tall and slender, Vedalken stand 6 to 7h Ft tall on average and usually weigh less than 200 pounds. Your size is
Medium.
Speed.
Your base walking speed is 30 Ft.
Vedalken Dispassion.
You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
Tireless Precision
You are proficient in one of the following skill s of your choice: Arcana, History, Investigation, Medicine,
Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an
ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
Partially Amphibious.
By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that
limit, you can't use this trait again until you finish a long rest.
Languages.
You can speak, read, and write Common, Vedalken, and one other language of your choice.
Astral Characters
AASIMAR TRAITS (Monsters Multiverse)(Volo's Guide to Monsters) (guide
wildmount)
Aasimar mature at the same rate as humans, but they can live up to 160 years.
Alignment.
Imbued with celestial power, most aasimar are good. Outcast aasimar are most often
neutral or even evil.
Size.
Aasimar have the same range of height and weight as humans. Your size is Medium.
Here's how to determine your height and weight randomly, starting with rolling a size
modifier: Size modifier = 2d10
Height = 4 Ft 8 in + your size modifier in in
Weight in pounds = 110 + (2d4 * your size modifier)
Speed
Blessed with a radiant soul, your vision can easily cut through darkness. You can see in
dim light within 60 Ft of you as if it were bright light, and in darkness as if it were dim
light. You can't discern colour in darkness, only shades of grey.
Celestial Resistance.
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.
Light Bearer.
You know the light cantrip. Charisma is your spellcasting ability for it.
Languages.
Starting at 3rd level, you can use your action to unleash the divine energy within
yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout
from your back. Your transformation lasts for 1 minute or until you end it as a bonus
action. During it, you have a flying speed of 30 Ft, 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.
SCOURGE AASIMAR (Monsters Multiverse) (Volo's Guide to Monsters) (guide
wildmount)
Starting at 3rd level, you can use your action to unleash the divine energy within
yourself, causing a searing light to radiate from you, pouring 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 Ft, and at the end of each of your turns, you and each creature within
10 Ft 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.
FALLEN AASIMAR (Monsters Multiverse) (Volo's Guide to Monsters) (guide wildmount)
Ability Score Increase.
Starting at 3rd level, you can use your action to unleash the divine 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 Ft of you that can see you must each succeed on a Charisma saving throw
(DC 8 + your proficiency bonus + your Charisma 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.
Aetherborn Traits (PS Kaladesh)
Your aetherborn character has certain traits deriving
from your unusual nature.
Ability Score Increase. Your Charisma score increases
by 2, and two other ability scores of your choice
increase by 1.
Age. Aetherborn come into being as adults and live
no more than a few years.
Alignment. As a rule, aetherborn are driven by hedonism
and self-interest, making them neutral at best and thoroughly evil at worst. Neutral
aetherborn might
devote much of their time (and wealth) to parties and
social activity, while evil aetherborn are usually involved
in the criminal underworld.
Size. Aetherborn are about the same size as humans,
ranging from 5 to 6 feet tall. They are quite light—only
about 100 pounds—and their weight diminishes as they
age and more and more of their substance returns to the
aethersphere. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to the night, you have 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.
Born of Aether. You have resistance to necrotic
damage.
Menacing. You gain proficiency in the Intimidation
skill.
Languages. You can speak, read, and write Common
and two other languages of your choice.
TIEFLING TRAITS (5e Handbook)
Ability Score Increase.
Your intelligence score increases by 1, and your Charisma score increases by 2.
Age.
Tieflings mature at the same rate as humans but live a few years longer.
Alignment.
Tieflings might not have an innate tendency toward evil. but many of them end up
there. Evil or not, an independent nature inclines many Tieflings toward a chaotic
alignment.
Size.
Tieflings are about the same size and build as humans. Your size is Medium.
Speed.
Thanks to your infernal heritage, you have superior vision in dark and dim conditions.
You can see in dim light within 60 Ft of you as if it were bright 1ight. and in darkness
as if it were dim light. You can't discern colour in darkness. only shades of grey.
Hellish Resistance.
You know the thaumatuary cantrip. Once you reach 3rd level, you can cast the hellish
rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also
cast the darkness spell once per day. Charisma is your spellcasting ability for these
spells.
Languages.
Your Intelligence score increases by 1, and your Dexterity score increases by 2. This
trait replaces the Ability Score Increase trait.
Devil's Tongue.
You know the vicious mockery cantrip. When you reach 3rd level, you can cast the
charm person spell as a 2nd-level spell once with this trait. When you reach 5th level,
you can cast the enthrall spell once with this trait. You must finish a long rest to cast
these spells once again with this trait. Charisma is your spellcasting ability for them.
This trait replaces the Infernal Legacy trait.
Hellfire.
Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-
level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.
Winged.
You have bat-like wings sprouting from your shoulder blades. You have a flying speed
of 30 Ft. This trait replaces the Infernal Legacy trait.
Vampire Traits (PS Zendikar) (PS IXALAN)
Your vampire character has the following traits as a result of the unique origins of your kind.
Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score
increases by 2.
Age. Vampires don’t mature and age in the same way that other races do. Every living
vampire is either a bloodchief, infected by Ulamog’s influence in the distant reaches of
history, or was spawned by a bloodchief from a living human. Most vampires are thus very
old, but few have any memory of their earliest years.
Alignment. Vampires have no innate tendency toward evil, but consuming the life
energy of other creatures often pushes them to that end. Regardless of their moral bent,
the strict hierarchies of their bloodchiefs inclines them toward a lawful alignment.
Size. Vampires are about the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your heritage, you have 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.
Vampiric Resistance. You have resistance to necrotic damage.
Blood Thirst. You can drain blood and life energy from a willing creature, or one that is
grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you
hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is
reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to
that amount. The reduction lasts until the target finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null (see
“A Zendikar Bestiary”).
Feast of Blood. When you drain blood with
your Bloodthirst ability, you experience a surge
of vitality. Your speed increases by 10 feet, and
you gain advantage on Strength and Dexterity
checks and saving throws for 1 minute.
Languages. You can speak, read, and write Common and Vampire.
DHAMPIR TRAITS (VAN RICHTEN'S GUIDE TO Ravenloft)
d6 Hunger
d8 Origin
Factions
Barovia.
In the shadow of Castle Ravenloft, tales flourish of those who love or descend
from vampires. You might have such a connection, but dread what would
happen if others in your insular community found out.
Darkon.
The Kargat, this shattered domain's secret police, supposedly know the secret of
immortality. Perhaps you joined and advanced through their lesser ranks, known
as the Kargatane, and were rewarded by being transformed into a dhampir.
I'Cath.
Languages. You can speak, read, and write Common and one other language that you and your DM
agree is appropriate for the character. If you are replacing your race with this lineage, you retain any
languages you had and gain no new languages.
Creature Type.
You are Medium or Small. You choose the size when you gain this lineage.
Speed.
If you replace a race with this lineage, you can keep the following elements of that race:
any skill proficiencies you gained from it and any climbing, flying, or swimming speed
you gained from it. If you don't keep any of those elements or you choose this lineage at
character creation, you gain proficiency in two skills of your choice.
Darkvision.
You can see in dim light within 60 Ft of you as if it were bright light and in darkness as
if it were dim light. You discern colours in that darkness as shades of grey.
Deathless Nature.
You don't need to breathe.
Spider Climb.
You have a climbing speed equal to your walking speed. In addition, at 3rd level, you
can move up, down, and across vertical surfaces and upside down along ceilings, while
leaving your hands free.
Vampiric Bite.
Your fanged bite is a natural weapon, which counts as a simple melee weapon with
which you are proficient. You add your Constitution modifier, instead of your Strength
modifier, to the attack and damage rolls when you attack with this bite. It deals ld4
piercing damage on a hit. While you are missing half or more of your hit points, you
have advantage on attack rolls you make with this bite. When you attack with this bite
and hit a creature that isn't a Construct or an Undead, you can empower yourself in one
of the following ways of your choice:
You regain hit points equal to the piercing damage dealt by the bite.
You gain a bonus to the next ability check or attack roll you make; the bonus
equals the piercing damage dealt by the bite. You can empower yourself with this
bite a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
HEXBLOOD TRAITS (VAN RICHTEN'S GUIDE TO Ravenloft)
d6 Origin
1 Seeking a child, your parent made a bargain with a hag. You are the result of that
arrangement.
2 Fey kidnappers swapped you and you r parents' child.
3 A coven of hags lost one of its members. You were created to replace the lost
hag.
4 You were cursed as a child. A deal with the spirits of the forest transformed you
into a hexblood, now free of the curse.
5 You began life as a fey creature, but an accident changed you and forced you
from your home.
6 A slighted druid transformed you and bound you to live only so long as a sacred
tree bears fruit.
FACTIONS
Hazlan.
Whimsical witches make their homes in the forests of Kartakass. They eagerly
grant
the wishes of locals seeking grand fortunes for their children.
Tepest.
Many of the children in the town of Viktal are hexbloods who exhibit their
supernatural natures from a young age. Each youngster is considered a gift from
the town's patron deity, who is known as Mother.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase
three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability
Score Increase you previously had with this.
Languages. You can speak, read, and write Common and one other language that you and your DM
agree is appropriate for the character. If you are replacing your race with this lineage, you retain any
languages you had and gain no new languages.
Creature Type.
You are Medium or Small. You choose the size when you gain this lineage.
Speed.
If you replace a race with this lineage, you can keep the following elements of that race:
any skill proficiencies you gained from it and any climbing, flying, or swimming speed
you gained from it. If you don't keep any of those elements or you choose this lineage at
character creation, you gain proficiency in two skills of your choice.
Darkvision.
You can see in dim light within 60 Ft of you as if it were bright light and in darkness as
if it were dim light. You discern colours in that darkness as shades of grey.
Eerie Token.
As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or
one of your teeth. This token is imbued with magic until you finish a long rest. While
the token is imbued in this way, you can take these actions:
Telepathic Message.
As an action, you can send a telepathic message to the creature holding or carrying the
token, as long as you are within 10 miles of it. The message can contain up to twenty-
five words.
Remote Viewing.
If you are within 10 miles of the token, you can enter a trance as an action. The trance
lasts for 1 minute, but it ends early if you dismiss it (no action required) or are
incapacitated. During this trance, you can see and hear from the token as if you were
located where it is. While you are using your senses at the token's location, you are
blinded and deafened in regard to your own surroundings. When the trance ends, the
token is harmlessly destroyed. Once you create a token using this feature, you can't do
so again until you finish a long rest, at which point your missing part regrows.
Hex Magic.
You can cast the disguise self and hex spells with this trait. Once you cast either of
these spells with this trait, you can't cast that spell with it again until you finish a long
rest. You can also cast these spells using any spell slots you have. Intelligence,
Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability
when you gain this lineage).
REBORN TRAITS (VAN RICHTEN'S GUIDE TO Ravenloft)
d6 Lost Memories
d8 Origins
FACTIONS
Har'Akir.
You died and endured the burial rites of this desert realm, yet somehow a soul-
yours or another's-has taken refuge in your perfectly preserved remains.
Lamordia.
You awoke amid the bizarre experiments of an amoral scientist. They consider
you their finest creation or have a task for you to fulfil.
Mordent.
You emerged from the mysterious device known as the Apparatus, your body a
lifeless shell and your past is a mystery.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase
three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability
Score Increase you previously had with this.
Languages. You can speak, read, and write Common and one other language that you and your DM
agree is appropriate for the character. If you are replacing your race with this lineage, you retain any
languages you had and gain no new languages.
Size. You are Medium or Small. You choose the size when you gain this lineage.
Ancestral Legacy.
If you replace a race with this lineage, you can keep the following elements of that race:
any skill proficiencies you gained from it and any climbing, flying, or swimming speed
you gained from it. If you don't keep any of those elements or you choose this lineage at
character creation, you gain proficiency in two skills of your choice.
Deathless Nature.
You temporarily remember glimpses of the past, perhaps faded memories from ages ago
or a previous life. When you make an ability check that uses a skill, you can roll a d6
immediately after seeing the number on the d20 and add the number on the d6 to the
check. You can use this feature a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest.
KALASHTAR TRAITS (Guide Eberron) (eberron Rising
Ability Score Increase.
The noble spirit tied to a kalashtar drives it toward lawful and good behaviour. Most
kalashtar combine strong self-discipline with compassion for all beings, but some
kalashtar resist the virtuous influence of their spirit.
Size.
Your size is Medium. To set your height and weight randomly, start with rolling a size
modifier: Size modifier = 2d6
Height = 5 Ft 4 in + your size modifier in in
Weight in pounds = 110 + (1d6 x your size modifier)
Speed.
You can speak telepathically to any creature you can see, provided the creature is within
a number of Ft of you equal to 10 times your level. You don't need to share a language
with the creature for it to understand your telepathic utterances, but the creature must be
able to understand at least one language. When you're using this trait to speak
telepathically to a creature, you can use your action to give that creature the ability to
speak telepathically with you for 1 hour or until you end this effect as an action. To use
this ability, the creature must be able to see you and must be within this trait's range.
You can give this ability to only one creature at a time; giving it to a creature takes it
away from another creature who has it.
Severed from Dreams.
Kalashtar sleep, but they don't connect to the plane of dreams as other creatures
do. Instead, their minds draw from the memories of their otherworldly spirit while they
sleep. As such, you are immune to spells and other magical effects that require you to
dream, like dream, but not to spells and other magical effects that put you to sleep, like
sleep.
Languages.
You can speak, read, and write Common, Quori, and one other language of your choice.
WARFORGED TRAITS (Guide Eberron) (eberron Rising
Ability Score Increase.
Your Constitution score increases by 2, and one other ability score of your choice
increases by 1.
Age.
A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery;
so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment.
Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have
absorbed the morality, or lack thereof, of the beings with which they served.
Size.
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier
= 2d6
Height = 5 Ft 10 in + your size modifier in in
Weight in pounds = 270 + (4 x your size modifier)
Speed.
Your base walking speed is 30 Ft.
Constructed Resilience.
You were created to have remarkable fortitude, represented by the following
benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison
damage.
You don't need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest.
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than
sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as
normal.
Integrated Protection.
Your body has built-in defensive layers, which can be enhanced with armour: You gain a + 1 bonus to Armour
Class. You can don only armour with which you have proficiency. To don armour, you must incorporate it into
your body over the course of 1 hour, during which you remain in contact with the armour. To doff armour, you
must spend 1 hour removing it. You can rest while donning or doffing armour in this way. While you live, your
armour can't be removed from your body against your will.
Specialized Design.
You gain one skill proficiency and one tool proficiency of your choice.
Languages.
You can speak, read, and write Common and one other language of your choice.
GITHYANKI TRAITS (Monsters Multiverse) (Mordenkainen's Tome of Foes)
Ability Score Increase. Your Intelligence score increases by 1.
Age. Gith reach adulthood in their late teens and live for about a century.
Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.
Alignment. Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the
faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.
Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool
of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of
knowledge.
Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and
greatswords.
Githyanki Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the
cantrip with this trait.
o When you reach 3rd level, you can cast the Jump spell once with this trait, and you regain the
ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty
Step spell once with this trait, and you regain the ability to do so when you finish a long rest.
o Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they
don't require components.
Age. Gith reach adulthood in their late teens and live for about a century.
Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.
Alignment. Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an
implacable mental discipline.
Mental Discipline. You have advantage on saving throws against the charmed and frightened
conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.
Githzerai Psionics.
You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
o When you reach 3rd level, you can cast the Shield spell once with this trait, and you regain the
ability to do so when you finish a long rest. When you reach 5th level, you can cast the Detect
Thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.
o Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't
require components.
HomeBrew
Hero of Time Traits[edit]
A type of physically-enhanced humanoid, born to slay anything evil.
Ability Score Increase. Your Strength, Dexterity, and Charisma scores increase by 1.
Age. Heroes of time mature at age 16, and maintain a youthful appear until they die at 50 years old, after which another
hero of time is born.
Alignment. Being heroes and all, Heroes of Time are always good, and usually lawful.
Size. Your size is Medium.
Speed. Heroes of time have a base walking speed of 35 feet.
Blessing of Stamina. You can use your stamina as a bonus action to increase your base movement speed by 20 feet until
the start of your next turn. You may use this trait three times and you regain all of this trait after you finish a long rest.
Weapon Mastery. You have proficiency with shields, longswords, rapiers, shortbows, and longbows.
Endless Endurance. If you drop to zero hit points, but are not killed outright, you may choose to go to 1 hit point instead of
dropping unconscious. You regain use of this feature after you finish a long rest.
Blessing of the Sea. Drinking water mysteriously lets you regain hit points equal to the your level. If you have more hit
points left, you can put the extra hit points as temporary hit points. You may drink water and gain the hit points this way
twice, and must finish a long rest to regain all uses of this trait.
Languages. You can speak, write, and read Common and Elven.
Kitsune Traits
A race of anthropomorphic fox people who have magic in their blood and light shape-changing capabilities.
Ability Score Increase. Your Charisma score increases by 2.
Age. Kitsune reach adulthood at 16, cease physical aging in their early 20s and live to be a century and a half.
Alignment. Due to their nature of being a bit mischievous, kitsune are often chaotic. Even the most skilled monks find it
difficult to ignore the desire to be a bit mischievous at times, but they tend to approach the trick in a much more planned out
and guided manner. Kitsune are known to be both good and evil.
Size. Kitsune are generally on the smaller side of most humanoids ranging from 4'7 to the tallest being just under 6'. Weight
wise kitsune are as light and agile as they look. Your size is Medium.
Speed. Your base walking speed is 30 feet. While not carrying anything in your hands you can drop to all fours and increase
your movement speed to 35 feet.
Kitsune Awareness. You have the ability to hear falsehoods for what they are. You know if you hear a creature willingly lie.
A creature hidden from divination magic reveals nothing.
Kitsune Trickery. You can appear as a human equivalent of yourself indefinitely using a very simple illusion magic, you
cannot change alter your illusionary human self. A creature looking directly at you can make a Intelligence (Investigation)
check, to tell that you are not what you appear to be, though they still cannot perceive your true form. The DC for this check
is equal to 10 + your proficiency bonus + your Charisma modifier. This magic is detectable by spells such as detect
magic and dispelled in an antimagic field or by a successful dispel magic. Your proficiency bonus is considered the level of
the spell for the sake of dispel magic. If your illusion is dispelled you cannot use the effect again until after a long rest.
Languages. You can speak, read, and write Common.
Subrace. Pick one from Zenko or Yako.
Zenko
They are known as celestial kitsune since most are benevolent and kind. These kitsune tend to have the lighter fur colors,
white, golden brown, grey, etc.
Yako
They are known as trickster kitsune since they are the ones more prone to their prankster heritage. These kitsune tend to
have the darker fur colors, black, reddish brown, dark grey, etc.
The vulnerabilities received from this trait are unaffected by other conditions granting resistance or
immunity to the particular damage type. If, for instance, this trait makes you vulnerable to acid damage,
and a partner casts a spell on you that makes you resistant or immune to acid damage, that aspect of the
spell takes no effect; you are still vulnerable to acid damage.
Integration. Clockwork men can wield weapons and wear armor like most humanoids. However, if they
so wish, they can permanently integrate armor, tools, and weapons into their physiology, preventing them
from being stolen, and allowing them to be pulled out without using a bonus action. The cost of integrating
a tool or weapon is a third of the cost of the tool or weapon, and the cost of integrating armor is half of the
cost of the armor. Any weapon that requires two hands, or any armor that you cannot usually wear, cannot
be integrated. Any attack with an integrated weapon is considered an unarmed strike.
Measurement Device. Permanently integrated into your person is a gauge or measurement device of
your choosing. Such devices include clocks (measure time), thermometers (measure temperature),
barometers (measure pressure), hygrometers (measure humidity), anemometers (measure wind speed),
and geiger counters (measure radiation). You may have a different type of measurement device at the
DM's discretion, but keep in mind that these measurement devices are intended for superficial purposes
only, and have little useful function in-game (unless you want a job as a meteorologist).
Living Construct. Even though you were constructed, you are a living creature. You are immune
to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of
sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully
aware of your surroundings and notice approaching enemies and other events as normal.
Specialization. You may pick any three traits from the specialization list below. You may pick any trait up
to two times (i.e. selecting Wheel Feet twice to gain a walking speed of 40 feet; some traits have special
conditions for being selected twice) unless otherwise stated.
Languages. You can speak, read, and write the native language of your creator.
Specialization[edit]
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. You cannot select this trait more than once.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push,
drag, or lift. You cannot select this trait more than once.
Built For The Job. You are proficient in an additional skill or tool of your choice.
Linguistics. You can speak, read, and write one extra language of your choice.
Wheel Feet. Your walking speed increases by 5 feet.
Rotor Propulsion. You have a swimming speed of 20 feet (30 if this trait is selected twice).
Drilling. You have a burrowing speed of 15 feet (25 if this trait is selected twice).
Metal Claws. You have a climbing speed of 10 feet (20 if this trait is selected twice). Additionally, your claws are
natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal
to 1d4 + your Dexterity modifier (1d6 + your Dexterity modifier if this trait is selected twice), instead of the
bludgeoning damage normal for an unarmed strike.
Targeted Armor. You are resistant to any single damage type that is not one of yours determined in the
mandatory Mechanical Vulnerabilities trait above.
Laser Cannon. You can use your action to blast destructive energy from a cannon attached to your arm or shoulder.
This produces a 5-foot by 30-foot line dealing radiant damage. When you use your laser cannon, each creature in the
area of the laser must make a Dexterity saving throw. The DC for this saving throw equals 8 +
your Constitution modifier + 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 laser cannon, you can’t use it again until you complete a short or long rest. You cannot select this
trait more than once.
Decapitated
You must carry your head under one arm. If you are not carrying your head, you undergo the following effects:
If your head is not in the same space as your body, it is treated as a separate creature. Your body and head
share the same statistics with the following exceptions. Your head is Tiny, has an AC of 10 and a speed of 5
feet. Your hit points are reduced if either your body or head takes damage. Your head has Strength, Dexterity
and Constitution scores of 5 each. Your body and head can move independently, but you still draw from the
same pool of movement. When you take an action, bonus action or reaction you choose if it is your body or
head taking the action.
You have supernatural sight. If you hold your head aloft with both hands, you have advantage on Wisdom
(Perception) checks that rely on sight.
You can use an action to have your head emit bright light in a 20-foot radius and dim light for an additional 20
feet. The effect lasts until you dismiss it with an action or fall unconscious.
If your body is further than 30 feet away from your head, it is immune to the following conditions: blinded,
charmed, deafened, frightened.
When you cast a spell, your head is used for verbal components and your body is used for somatic and
material components. You can only cast a spell that combines these components if your body and head are
within 30 feet of each other.
At the end of a short rest or long rest, you can summon your head into your empty hand as long as it is on the
same plane of existence.
Variant: Cursed Dullahan
Some dullahan are at risk of literally losing their head. If you choose this variant it is possible to become separated from your
head by significant distances, leading to a quest to recover it. As this is potentially disruptive to some campaigns, you should
work with your DM to incorporate this into the narrative.
You are unable to summon your head at the end of a rest using your decapitated trait. If you are separated
from your head for 10 days or longer, you replace your decapitated trait with the following features.
Headless. You do not have a head at all. It's gone, probably for good. But, you are still alive somehow, with your mind
residing in your body instead of your head. Whatever is keeping you alive means you now do not need to eat, drink, or
breathe. However, your lack of mouth renders you completely mute.
Replacement Head. You have a totem that you use as a replacement for your head; a helmet from a suit of armor, or a
large smooth-cut crystal orb, or even a carved pumpkin. You are able to use your totem head as a focus for spellcasting,
and it can be removed as normal and is filled with a perpetual ghostlike flame. If your totem is lost or destroyed, you can
attune to a new one over the course of an hour. While using your totem as a spellcasting focus, you can cast spells without
a vocal component.
Exceed Traits[edit]
Small creatures almost indistinguishable from house cats, but capable of walking on two legs and even growing wings.
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.
Age. Exceeds reach maturity at about 2 years of age, but can live up to an age of 140.
Alignment. Exceed are mostly neutral and sway more towards good, caring more about simple things like fishing and
playtime.
Size. Exceed are about the size of a bobcat. Your size is Small.
Speed. Your base walking speed is 30 feet. You have a fly speed of 20 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have 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.
Animal Nature. You count both as a beast and a humanoid for any effect related to type.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
Feline Talent. You have proficiency with the Stealth and Perception skill.
Gift of Flight. As a bonus action, you can manifest or dismiss a pair of magical wings. You cannot fly if your wings are not
manifested and if you are wearing armor you are not proficient in or any Medium or Heavy armor.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Languages. You speak, read, and write Common.
Mummy Traits[edit]
A conservated animated body wrapped in bandages.
Ability Score Increase. Your Wisdom score increases by 2 and your Intelligence score increases by 1.
Age. Age varies based on the age of which the mummy was buried. But appearance is determined by the age of death
which depends on the race you were when you were alive. Also determined by your state of decay or lack thereof. As long
as the divine magic animates you and the body is conservated adequately, you are immortal.
Alignment. Mummies retain the alignment of their past lives.
Size. You are usually a humanoid, but the mummification process tends to make you shorter, usually from 5 to 6 feet tall.
Your size is medium. As most of the processes done to conservate your body require you to substitute organs and/or
dehidrate you, you are a lot lighter than your average humanoid. you weight from 80 to around 150 pounds.
Speed. Your base walking speed is 25 feet.
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.
Sacred Wrappings. If you are using bandages or masks, you consider them part of your body and cannot be removed by
any non magical means. When you aren't wearing armor, your AC is 12 + 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.
Antimagic Susceptibility. You are "alive" because of magic. You are incapacitated while in the area of an antimagic field. If
targeted by dispel magic, you must succeed on a Constitution saving throw against the caster's spell save DC or
fall unconscious for 1 minute.
Undead. You are technically dead. You count as an undead creature for all spells and abilities that affect the undead. You
do not need to eat, sleep or breathe and you can't even if you want to. You can't be put to sleep by magical means.
Poison Resilience. You have advantage on saving throws against being poisoned, you have resistance against poison
damage.
Languages. You can speak Common and two other languages you knew in life. Mummies often know Celestial or Draconic,
given the complex rituals needed to mummify a body.
Pixie Traits
Tiny, mischievous, flying fey.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Pixies do not age as normal races do, like most fey, they live indefinitely or until killed. Pixies reach maturity at 20.
Alignment. Almost all pixies are good, with chaotic ideals of freedom. Simply having fun and enjoying life are typically at the
forefront of their desires.
Size. Pixies are like tiny elves, standing at barely a foot tall. Your size is Tiny.
Speed. Your base walking speed is 15 feet. Your flying speed is 30 feet.
Darkvision. Living mostly outdoors without exposure to traditional lighting, you have superior vision in dark or 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Nature's Child. The children of the Feywild have a natural gift for the outside world. You are proficient in the Nature skill.
Invisibility. Starting at 3rd level, you can cast the invisibility spell without needing a material component, choosing yourself
as the target. You can cast invisibility this way three times, regaining your uses of the spell after finishing a long rest.
Wing Regrowth. If your wings are cut, removed or injured, you regrow them at the end of a long rest.
Languages. You can speak, read, and write Common, Elvish, and Sylvan