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•Dragonborn

+2STR +1CHA. 30 Speed. Medium Size.


Draconic Language.
Draconic Ancestry: Chose a dragon type (Red, Green, Blue, Black, White,
Gold, Silver, Copper, Brass, or Bronze.)
Damage Resistance: Same type as dragon. (Fire = Brass, Gold, Red.
Lightning = Blue, Bronze. Cold = Silver, White. Acid = Black, Copper.
Poison = Green.)
Breath Weapon: Same type as dragon. CON save for Cold and Poison
damage. DEX save for others. DC = 8+CON+Proficiency Bonus, half
damage on success. Damage = 2d6 + 1d6 at 6th, 11th, and 16th levels.
Range: 5x30 line = Black, Blue, Brass, Bronze, Copper. 15 cone = Gold,
Green, Red, Silver, White.
Variant Subrace: Revenant. (Unearthed Arcana Gothic Characters)
Draconic Ancestry, Damage Resistance, and Breath Weapon change to Necrotic Damage.
-Revenant Dragonborn:
-1STR +1CON.
Relentless Nature: Your DM assigns a goal to you—typically, one related to your character's death. The goal
must be a specific task you can complete. Until you fulfill that goal you gain the following benefits:
- If you are below half your HP maximum at the start of your turn, you gain 1 HP.
- If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the
place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not
regain it.
- You know the distance and direction between you an any creature involved in your goal. This awareness
fails if the creature is on another plane. When your goal is complete, you finally rest. You die and cannot be
restored to life.

•Dwarf
+2CON. 25 Speed. Medium Size.
Dwarvish Language. 60 ft. Darkvision.
Dwarven Resilience: Advantage on saving throws agaisnt poison, and resistance against poison damage.
Dwarven Combat Training: Proficiency with battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency: Proficiency with one of smith's tools, brewer's supplies, or mason's tools.
Stonecunning: Double proficiency on INT(History) checks related to the origins of stonework.
Subrace: Hill, Mountain, Duergar (Sword Coast Adventurer's Guide).
-Hill Dwarf:
+1WIS.
Dwarven Toughness: +1HP per level.
-Mountain Dwarf:
+2STR.
Dwarven Armor Training: Proficiency with light and medium armor.
-Duergar:
+1STR.
Undercommon Language. 120 ft, Darkvision.
Duergar Magic: INT casting. No Material Components. Cannot cast in direct sunlight. Once per long rest
each. 3rd level: Enlarge/Reduce (self only). 5th level: Invisibility (self only).
Sunlight Sensitivity: Disadvantage on attack rolls and WIS(perception) checks that rely on sight when you,
your target, or whatever you're trying to perceive is in direct sunlight.
•Elf
+2DEX. 30 Speed. Medium Size. Elvish Language.
60 ft. Darkvision.
Keen Senses: Proficiency with WIS(Perception).
Fey Ancestry: Advantage against being charmed, and magic cannot put
you to sleep.
Trance: Halved long rest time, and are aware of your surroundings
while resting.
Subrace: High, Wood, Drow, Eladrin (Dungeon Master's Guide).
-High Elf:
+1INT.
1 Language of choice. Elf Weapon Training: Proficiency with longbow,
longsword, shortbow, and shortsword.
Cantrip: One wizard cantrip of choice. INT casting.
-Wood Elf:
+1WIS. 35 Speed.
Elf Weapon Training: Proficiency with longbow, longsword, shortbow, and shortsword.
Mask of the Wild: You can attempt to hide when only lightly obscured by natural phenomena. (Heavy rain or
snow, mist, foliage, etc.)
-Drow Elf:
+1CHA.
120 ft. Darkvision.
Drow Magic: CHA casting. Once per long lest except cantrip. 1st level: Dancing Lights. 3rd level: Faerie
Fire. 5th level: Darkness.
Sunlight Sensitivity: Disadvantage on attack rolls and WIS(perception) checks that rely on sight when you,
your target, or whatever you're trying to perceive is in direct sunlight.
Drow Weapon Training: Proficiency with rapier, shortsword, and hand crossbow.
-Eladrin
+1INT.
Elf Weapon Training: Proficiency with longbow, longsword, shortbow, and shortsword.
Fey Step: Misty Step once per short or long rest.

•Gnome
+2INT. 25 Speed. Small Size. Gnomish Language.
60 ft. Darkvision.
Gnome Cunning: Advantage on INT, WIS, and CHA saving throws against magic.
Subrace: Forest, Rock, Deep (Sword Coast Adventurer's Guide and Elemental Evil).
-Forest Gnome:
+1DEX.
Natural Illusionist: INT casting. Minor Illusion.
Speak with Small Beasts: You can communicate with Small or smaller beasts via
gestures and sounds.
-Rock Gnome:
+1CON.
Artificer's Lore: Double Proficiency on INT(History) checks relating to magic
items, alchemical objects, or technological devices.
Tinker: You have proficiency with artisan's tools (tinkerer's tools). Using those tools for 1 hour and spending
10 gp in materials, you can construct a Tiny clockwork device (AC 5, 1HP). Will cease to function in 24 hours
unless tinkered with for 1 hour. Can be dismantled for original materials. Limit of 3 active at a time.
Options:
[Clockwork Toy: Toy of a tiny animal, monster, or person. Moves 5 feet per turn in a random direction.
Makes noises similar to what it represents.]
[Fire Starter: Produces a miniature flame to light a candle, torch, or campfire. Using it requires your action.]
[Music Box: When opened, it plays a song at moderate volume. Stops at song's end or when it's closed.]
-Deep Gnome:
+1DEX.
Undercommon Language.
120 ft. Darkvision.
Stone Camouflage: Advantage on DEX(Stealth) checks to hide in rocky terrain.
[Can choose the following as a feat if and when feats are allowed to be chosen. Scirfneblin Magic: INT
casting. No Material Components. Once per long rest. Nondetection (Self
only). Blindness/Deafness. Blur. Disguise Self.]

•Halfling
+2DEX. 25 Speed. Small Size. Halfling Language.
Lucky: You can re-roll a 1 on an attack roll, ability check, or saving throw.
Cannot re-re-roll.
Brave: Advantage against being frightened.
Halfling Nimbleness: You can move through the space of any creature Medium
size or larger.
Subrace: Lightfoot, Stout, Ghostwise (Sword Coast Adventurer's Guide)
-Lightfoot Halfling:
+1CHA.
Naturally Stealthy: Can attempt to hide behind creatures of Medium size
or larger.
-Stout Halfling:
+1CON.
Stout Resilience: Advantage on saving throws against poison, and resistance
to poison damage.
-Ghostwise Halfling:
+1WIS.
Silent Speech: You can speak telepathically to any creature within 30 feet if you share a language. One
creature at a time.
•Half-Elf
+2CHA +1 in two of choice. 30 Speed. Medium Size. Elvish Language
and 1 other Language of choice.
60 ft. Darkvision
Fey Ancestry: Advantage against being charmed, and magic cannot
put you to sleep.
Proficiency in 2 skills of choice.
-Variants (Sword Coast Adventurer's Guide.)
Lose above trait of 2 skills, choose one of the following:
-Proficiency with longbow, longsword, shortbow, and shortsword.
-35 speed.
-Can attempt to hide when only lightly obscured by natural phenomena.
(Heavy rain or snow, mist, foliage, etc.)
-INT casting. One wizard cantrip of choice.

•Half-Orc
+2STR +1CON. 30 Speed. Medium Size. Orc Language.
60 ft. Darkvision.
Menacing: Proficiency with CHA(Intimidation).
Relentless Endurance: Can survive a hit with 1HP once per long rest
if damage wouldn't have killed you outright.
Savage Attacks: Roll and additional extra damage die on a critical hit.

•Human
+1ALL. 30 Speed. Medium Size. 1 Language of choice.
-Variant:
Lose the above +1ALL, gain the following.
+1 in two of choice.
1 skill proficiency of choice.
1 feat of choice.
Variant Subrace: Revenant. (Unearthed Arcana Gothic Characters)
Lose the above feat and skill proficiency. Keep the +1 in two.
-Revenant Human:
+1CON.
Relentless Nature: Your DM assigns a goal to you—typically, one related to your
character's death. The goal must be a specific task you can complete. Until you
fulfill that goal you gain the following benefits:
- If you are below half your HP maximum at the start of your turn, you gain 1 HP.
- If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the
place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not
regain it.
- You know the distance and direction between you an any creature involved in your goal. This awareness
fails if the creature is on another plane.
When your goal is complete, you finally rest. You die and cannot be restored to life.
•Tiefling
+2CHA +1INT. 30 Speed. Medium Size. Infernal Language.
60 ft. Darkvision.
Hellish Resistance: Resistance to Fire damage.
Infernal Legacy: CHA casting. Once per long rest except cantrip. 1st level:
Thaumaturgy. 3rd level: Hellish Rebuke.5th level: Darkness.
-Variants (Sword Coast Adventurer's Guide.)
Can choose +2DEX instead of +2CHA.
Can choose one of the following instead of normal traits:
-3rd level: Burning Hands. [Replaces 3rd level: Hellish Rebuke.]
-1st level: Vicious Mockery. 3rd level: Charm Person. 5th level:
Enthrall. [Replaces Thaumaturgy, Hellish Rebuke, and Darkness.]
-30 Flying Speed. [Replaces Infernal Legacy.]
Variant Subrace: Abyssal (Unearthed Arcana That Old Black Magic), Revenant (Unearthed Arcana Gothic
Heroes).
Lose the +2CHA, Hellish Resistance, Infernal Legacy, and Infernal Language above.
-Abyssal Tiefling:
+1CON.
Abyssal Language.
Abyssal Arcana: (Assumed CHA casting?) Once per long rest except cantrips. Every long rest, reroll for which
spells known. Roll separately for cantrips, 1st level spells, and 2nd level spells.
1st level: 1d6 = 1: Dancing Lights. 2: True Strike. 3: Light. 4: Message. 5: Spare the
Dying. 6: Prestidigitation.
3rd level: 1d6 = 1: Burning Hands. 2: Charm Person. 3: Magic Missile. 4: Cure Wounds. 5: Tasha's Hideous
Laughter.6: Thunderwave.
5th level: 1d6 = 1: Alter Self. 2: Darkness. 3: Invisibility. 4: Levitate. 5: Mirror Image. 6: Spider Climb.
Abyssal Fortitude: +1 HP per two levels. (Minimum 1)
-Revenant Tiefling:
+1CON.
Relentless Nature: Your DM assigns a goal to you—typically, one related to your character's death. The goal
must be a specific task you can complete. Until you fulfill that goal you gain the following benefits:
- If you are below half your HP maximum at the start of your turn, you gain 1 HP.
- If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the
place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not
regain it.
- You know the distance and direction between you an any creature involved in your goal. This awareness
fails if the creature is on another plane.
When your goal is complete, you finally rest. You die and cannot be restored to life.

•Aasimar
+2WIS +1CHA. 30 Speed. Medium Size. Celestial Language.
60 ft. Darkvision.
Celestial Resistance: Resistance to Necrotic and Radiant damage.
Celestial Legacy: CHA casting. Once per long rest except cantrip. 1st level: Light.
3rd level: Lesser Restoration. 5th level: Daylight.
•Aarakocra
+2DEX +1WIS. 25 Speed. Medium Size. Aarakocra and Auran Languages.
Flight: 50 Flying Speed when not in Medium or Heavy armor.
Talons: Unarmed Strikes deal 1d4 slashing damage. You are proficient with unarmed
strikes.

•Genasi
+2CON. 30 Speed. Medium Size. Primordial Language.
Subrace: Air, Earth, Fire, Water.
-Air Genasi:
+1DEX.
Unending Breath: Can hold breath indefinitely when
not incapacitated.
Mingle with the Wind: CON casting. No material components. Once per long rest. Levitate.
-Earth Genasi:
+1STR.
Earth Walk: Can move across difficult terrain made of earth or stone with no penalty.
Merge with Stone: CON casting. No material components. Once per long rest. Pass Without Trace.
-Fire Genasi:
+1INT
60 ft. Darkvision.
Resistance to Fire damage.
Reach to the Blaze: CON casting. No material components. Once per long rest except cantrip. 1st
level: Produce Flame. 3rd level: Burning Hands.
-Water Genasi:
+1WIS.
Resistance to Acid damage.
Amphibious: Can breath underwater.
Swim: 30 Swimming Speed.
Call to the Wave: CON casting. No material components. Once per long rest except cantrip. 1st level: Shape
Water.3rd level: Create or Destroy Water.

•Goliath
+2STR +1CON. 30 Speed. Medium Size. Giant Language.
Natural Athlete: Proficiency with STR(Athletics).
Stone's Endurance: Can use reaction when taking damage to roll a d12 + CON modifier
and reduce damage by that amount once per long rest.
Powerful Build: You count as 1 size larger when determining carrying, lifting, pushing, and
draging capacity.
Mountain Born: Acclimated to high altitudes and adapted to cold climates.
•Changeling
+1DEX +1CHA. 30 Speed. Medium Size. 2 Languages of choice.
Duplicity: Proficiency with CHA(Deception).
Shapechanger: As an action, polymorph into any humanoid your size that you've seen.
Action to revert. Equipment doesn't change. Reverts when you die.

•Shifter
+1DEX. 30 Speed. Medium Size. Sylvan Language.
60 ft. Darkvision.
Shifting: Can shift as a bonus action once per short or long rest. Lasts 1 minute or
ends by bonus action. You gain TempHP equal to your Level + CON (min 1).
Subrace: Beasthide, Cliffwalk, Longstride, Longtooth, Razorclaw, Wildhunt.
-Beasthide Shifter:
+1CON.
Shifting Feature: While shifting: +1 AC.
-Cliffwalk Shifter:
+1DEX again.
Shifting Feature: While shifting: 30 Climbing Speed.
Longstride Shifter:
+1DEX again.
Shifting Feature: While shifting: Can dash as a bonus action.
-Longtooth Shifter:
+1STR.
Shifting Feature: While shifting: Gain a bite attack that deals 1d6 piercing and
also grapples the target creature if they're your size or smaller.
-Razorclaw Shifter:
+1DEX again.
Shifting Feature: While shifting: Unarmed attacks have finesse and deal slashing damage.
-Wildhunt Shifter:
+1WIS.
Shifting Feature: While shifting: Advantage on all WIS checks and saving throws.

•Warforged
+1STR +1CON. 30 Speed. Medium Size. 1 Language of choice.
Composite Plating: +1 AC.
Living Construct: Immune to disease. No need to eat or breathe. Half long
rest time and aware of surroundings during long rest.
•Minotaur
+1STR. 30 Speed. Medium Size.
No bonus Language.
Conqueror’s Virtue: Gain +1STR again, +1INT, or +1WIS.
Horns: Natural weapon that deals 1d10 Piercing and gives Advantage to Shove.
Goring Rush: When you use your action to Dash, you can use your bonus action to
attack with your horns.
Hammering Horns: When you make a melee attack action, you can attempt to
shove as a bonus action.
Labyrinthine Recall: You can perfectly recall any path you have traveled.
Sea Reaver: Proficiency with navigator's tools and water vehicles.

•Goblin
+2CON. 25 Speed. Small size.
Goblin Language. 60 ft. Darkvision.
Resistance to Fire and Psychic damage.
Grit: +1 AC when not wearing armor.
Subrace (Tribe): Grotag, Lavastep, Tuktuk.
-Grotag Goblin:
Proficiency with CHA(Animal Handling).
-Lavastep Goblin:
Lavastep Grit: Advantage on DEX(Stealth) to hide in rocky or subterranean environments.
-Tuktuk Goblin:
Proficiency with Thieves' Tools.

•Kor
+2DEX +1WIS. 30 Speed. Medium size.
Kor Language.
Kor Climbing: Proficiency with STR(Athletics) and DEX(acrobatics). 30 Climbing Speed
when not encumbered or wearing heavy armor.
Lucky: You can re-roll a 1 on an attack roll, ability check, or saving throw. Cannot re-re-roll.
Brave: Advantage against being frightened.
•Merfolk
+1CHA. 30 Speed. 30 Swimming Speed. Medium Size.
Merfolk Language and one Language of choice.
Amphibious: Can breathe in water.
Subrace (Creeds): Emeria, Ula, Cosi.
-Emeria Merfolk:
+2WIS.
Wind Creed Manipulation: Proficiency with CHA(Deception) and CHA(Persuasion.)
Cantrip: WIS casting. One Druid cantrip of choice.
-Ula Merfolk:
+2 INT.
Water Creed Navigation: Proficiency with WIS(Survival) and Navigator's Tools.
Cantrip: INT casting. One Wizard cantrip of choice.
-Cosi Merfolk:
+1CHA again +1INT.
Creed of the Trickster: Proficiency with DEX(Sleight of Hand) and DEX(Stealth).
Cantrip: CHA casting. One Bard cantrip of choice.

•Vampire
+1INT +2CHA. 30 Speed. Medium Size.
Vampire Language.
Darkvision of 60 ft.
Resistance to Necrotic damage.
Blood Thirst: Can drain blood and life energy from target as a melee attack if
target is either a. willing, b. grappled by you, c. incapacitated, or d. restrained.
Deals 1 piercing damage and 1d6 necotic damage. The target's max HP is also
powered by the amount of nectotic damage dealed and you regain an equal
amount of HP. The reduction lasts until the target finishes a long rest. Target
dies if max HP is 0. Humanoids dying this way become Nulls.
(Zombies but stronger. No stats officially.)

•Firbolg
+2WIS +1STR. 30 Speed. Taller than normal humanoids.
Elven and Giant languages.
Firbolg Magic: WIS casting. No Material Components. Once per long rest. Dispel Magic.
Disguise Self. (This Disguise Self allows you to look up to 3 feet shorter, like normal
humanoids.)
Hidden Step: Bonus Action. Once per rest. Become invisible until you make an attack,
cause a damage roll, or force a saving throw.
Powerful Build: You count as 1 size larger when determining carrying, lifting,
pushing, and draging capacity.
Speech of Beast and Leaf: You can talk to but not understand beasts and plants. Advantage on all CHA skills
to influence them.

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