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DND One Character Options Playtest
DND One Character Options Playtest
ARCANA 2022
CHARACTER ORIGINS
By Jeremy Crawford, with Christopher Perkins and Ray Winninger
This document is the first in a series of Power Level. The character options you read
Unearthed Arcana articles that present material here might be more or less powerful than options
designed for the Player’s Handbook coming out in the Player’s Handbook (2014). If a design
in 2024. The material here uses the rules in the survives playtesting, we adjust its power to the
2014 Player’s Handbook, except where noted. desirable level before official publication. This
Providing feedback on this document is one means an option could be more or less powerful
way you can help shape the next generation of in its final form.
D&D.
Inside you’ll find the following content: DETERMINING YOUR ORIGIN
Character Races. These are the Race options After choosing your character’s Class, it’s time
being considered for the Player’s Handbook— to consider the character’s origin. Who are the
all with updated design. character’s ancestors? And how did the
Character Backgrounds. Here you’ll see the character spend the years leading up to a life of
fun role that a character’s Background is adventure? To help answer those questions, you
going to play in helping flesh out the choose three things for the character:
character’s origin.
Starting Languages. This section specifies the • a Race
number of languages a character knows when • a Background
created. • a language
Feats. Every 1st-level Feat mentioned herein
appears in the “Feats” section, which contains A character’s Race represents ancestry and
both new and revised Feats. confers game traits to the character. A
Rules Glossary. In this document, any term character’s Background is a collection of
followed by an asterisk appears in a glossary characteristics that represent the place and
at the end. This glossary defines certain rules occupation that were most formative for the
terms that appear in this document, focusing character. The Character Origin Overview table
on terms that have been clarified or redefined lists the traits your character gains from Race
or that don’t appear in the 2014 Player’s and Background.
Handbook.
CHARACTER ORIGIN OVERVIEW
Before delving into these new options, please Race Trait Description
read the “This Is Playtest Material” sidebar. Creature Type Every character and
To learn more about the design in this article, monster in the game has
we invite you to view the accompanying video. a Creature Type.*
Size A character’s Size
THIS IS PLAYTEST MATERIAL
determines the amount
This article is presented for playtesting and
of space the character
feedback. This D&D material is in draft form,
occupies, as explained in
usable in your D&D campaign but not refined by
the 2014 Player’s
full game development and editing. It isn’t
Handbook.
officially part of the game.
Speed Speed fuels a character’s
Feedback. The best way for you to give us
movement, as explained
feedback on this material is in the survey we’ll
in the 2014 Player’s
release on D&D Beyond. If we decide to make this
Handbook.
material official, it will be refined based on your
feedback, and then it will appear in a D&D book.
Celestial Legacy. You are the recipient of a to populate the worlds of dragons with people
celestial legacy that grants you magical abilities. created in their image. Another story holds that
Choose a legacy from the Celestial Legacies dragons created the first dragonborn without
table: Exalted, associated with Chaotic Good the gods’ blessings. Whatever their origin,
planes; Heavenly, associated with Lawful Good dragonborn have made homes for themselves
planes; or Idyllic, associated with Neutral Good on the worlds of the Material Plane.
planes. You gain the initial benefit of the chosen Dragonborn look like wingless, bipedal
legacy: a cantrip that you learn. You also choose dragons—scaly, bright-eyed, and thick-boned,
the animal you most closely resemble; the table with horns on their heads. Dragonborn of
provides a few suggestions for each legacy (you chromatic ancestry have scales that are black,
don’t gain wings by choosing an animal that can blue, green, red, or white, whereas dragonborn
fly). of metallic ancestry have scales that are the
Starting at 3rd level and again at 5th level, color of brass, bronze, copper, gold, or silver.
you gain the ability to cast a higher-level Spell When two dragonborn whose scales are of
with this trait, as shown on the table. Once you different colors produce a child, their offspring’s
cast the Spell with this trait, you can’t cast that scales match those of one parent or the other.
Spell with it again until you finish a Long Rest; Like their draconic ancestors, dragonborn can
however, you can cast the Spell using any Spell exhale acid, cold, fire, lightning, or poison. One
Slots you have of the appropriate level. can tell the type of energy a dragonborn
Intelligence, Wisdom, or Charisma is your breathes by the color of the dragonborn’s
spellcasting ability for the Spells you cast with scales.
this trait (choose the ability when you select the
legacy). DRAGONBORN TRAITS
Damage Resistance. You have Resistance to Creature Type: Humanoid
Radiant Damage. Size: Medium (about 5–7 feet tall)
Speed: 30 feet
ARDLINGS OF MANY WORLDS Life Span: 80 years on average
Ardlings bring a little bit of the Upper Planes
As a Dragonborn, you have these special traits.
with them wherever they go. On many worlds,
Draconic Ancestry. Your lineage stems from a
the first ardlings used the magic of their
dragon progenitor. Choose the type of dragon
celestial legacies to inspire and heal others.
from the Draconic Ancestor table. Your choice
By virtue of their celestial legacies, some
affects your Breath Weapon and Damage
ardlings strive to make the world a better place.
Resistance traits. The chosen dragon also affects
Others use their supernal gifts to be the best
your appearance, with you displaying
version of themselves they can be. Still others
coloration and other features reminiscent of
are delighted to have a connection to the Upper
that dragon.
Planes without the responsibility of always
having to do the right thing.
DRACONIC ANCESTOR
Dragon Damage Type
DRAGONBORN Black Acid
The earliest dragonborn hatched from the eggs Blue Lightning
of chromatic and metallic dragons. One story Brass Fire
holds that these eggs were blessed by the Bronze Lightning
dragon gods Bahamut and Tiamat, who wanted Copper Acid
ELVEN LINEAGES
Lineage 1st Level 3rd Level 5th Level
Drow The range of your Darkvision increases to 120 Faerie Fire Darkness
feet. You also know the Dancing Lights cantrip.
High Elf You know the Prestidigitation cantrip. Whenever Detect Magic Misty Step
you finish a Long Rest,* you can replace that
cantrip with a different cantrip from the Arcane
Spell List.*
Wood Elf Your Speed increases to 35 feet. You also know Longstrider Pass without Trace
the Druidcraft cantrip.
FIENDISH LEGACIES
Legacy 1st Level 3rd Level 5th Level
Abyssal You have Resistance to Poison Damage. You Ray of Sickness Hold Person
also know the Poison Spray cantrip.
Chthonic You have Resistance to Necrotic Damage. You False Life Ray of Enfeeblement
also know the Chill Touch cantrip.
Infernal You have Resistance to Fire Damage. You also Hellish Rebuke Darkness
know the Fire Bolt cantrip.
• How does your Background influence your ABILITY SCORE INCREASES FROM ELSEWHERE
current worldview? Since 2014, characters have received ability score
• Do you embrace or reject your Background? increases from several sources, either from a Race
• Did you form any relationships during your that has the Ability Score Increase trait or from
Background that endure today? the ability score rules in Tasha’s Cauldron of
Everything, Monsters of the Multiverse, and other
BUILD YOUR BACKGROUND books. If you make a character using one of those
older sources and get ability score increases from
Using the rules here, you can build a it, the character doesn’t also get ability score
Background from scratch or customize a increases from Background, unless you forgo the
premade Background, focusing on details older ability score increases to gain the increases
related to the backstory you have in mind for from the Background rules here.
your character.
When you build a Background, your character SAMPLE BACKGROUNDS
gains the features in the “Background Features”
Here is a collection of sample Backgrounds that
section below. As you make choices for those
you can choose from when making a character.
features, think about your character’s past.
These Backgrounds were built using the rules in
Where did they spend most of their time? What
did they do for a living? What capabilities and the “Build Your Background” section, and each
possessions did they acquire? What language of them contains story-oriented details that are
did they learn from their family, associates, or meant inspire you as you think of your
character’s backstory.
studies? How did their past affect their ability
The Feats mentioned in the Backgrounds
scores?
appear later in this document.
If you instead decide to customize a premade
Background, you can choose any features in that
Background and replace them with the features
ACOLYTE
below of the same name. For example, if you Ability Scores: +2 Wisdom, +1 Intelligence
want to change a Background’s Language Skill Proficiencies: Insight, Religion
feature, you can replace that feature with the Tool Proficiency: Calligrapher’s Supplies
Language feature below. Language: Celestial
Feat: Magic Initiate (Divine)
Background Features
Ability Scores. When you determine your You devoted yourself to service in a temple,
character’s ability scores, choose two of them, either nestled in a town or secluded in a sacred
and increase one by 2 and the other one by 1. grove. There you performed hallowed rites in
Alternatively, choose three ability scores, and honor of a god or pantheon. You served under a
increase each of them by 1. priest and studied religion. Thanks to your
Skill Proficiencies. Choose two Skills. Your priest’s instruction and your own devotion, you
character gains Proficiency in them. also learned how to channel a modicum of
divine power in service to your place of worship
Tool Proficiency. Choose one tool. Your character
and the people who prayed there.
gains Tool Proficiency* with it.
Language. Choose one language from the Equipment
Standard Languages and Rare Languages tables Book (Prayers) Parchment (10 sheets)
(these appear later in the document). Your Calligrapher’s Supplies Robe
character knows that language. Holy Symbol 3 GP
HERMIT NOBLE
Ability Scores: +2 Wisdom, +1 Constitution Ability Scores: +2 Charisma, +1 Intelligence
Skill Proficiencies: Medicine, Religion Skill Proficiencies: History, Persuasion
Tool Proficiency: Herbalism Kit Tool Proficiency: Gaming Set* (one of your
Language: Sylvan choice)
Feat: Magic Initiate (Primal) Language: Draconic
Feat: Skilled
You spent your early years secluded in a hut or
monastery located well beyond the outskirts of You were raised in a castle as a creature of
the nearest settlement. In those days, your only wealth, power, and privilege—none of it earned.
companions were the creatures of the forest, Your family are minor aristocrats who saw to it
who would occasionally visit to bring news of that you received a first-class education, some
the outside world and supplies. The quiet and of which you appreciated and some of which
solitude you found in your time outside society you resented. (Was it truly necessary to read all
allowed you to spend many hours pondering those ancient histories in their original
the mysteries of creation, attuning your mind to Draconic?) Your time in the castle, especially
the magical energy flowing through the natural the many hours you spent observing your
world. family at court, also taught you a great deal
about leadership.
Equipment
Bedroll Oil (3 flasks) Equipment
Book (Philosophy) Quarterstaff Fine Clothes Signet Ring
Fishing Tackle Traveler’s Clothes Gaming Set 24 GP
Herbalism Kit 15 GP Perfume
Lamp
PILGRIM
LABORER Ability Scores: +2 Wisdom, +1 Constitution
Ability Scores: +2 Constitution, +1 Strength Skill Proficiencies: Religion, Survival
Skill Proficiencies: Athletics, Survival Tool Proficiency: Musical Instrument* (one of
Tool Proficiency: Mason’s Tools your choice)
Language: Dwarvish Language: Halfling
Feat: Tough Feat: Healer
Your apprenticeship consumed the better part You and a group of like-minded believers—
of your youth. First, you learned to cut and mostly humans and halflings—once endeavored
polish a stone. After several years of polishing to walk a thousand miles of road to reach a
stones, you learned how to cement those stones faraway shrine. Priests counseled at the outset
into a wall. After several years building walls, that, long after your journey was complete,
you learned to join your walls to form a you’d come to realize that you found the key to
structure. The structures you built were your salvation not at your destination, but
exceptionally durable. The masons who taught somewhere along the road that led there.
you were taught by even older masons who
were taught by dwarf artisans of old.
LUCKY MUSICIAN
1st-Level Feat 1st-Level Feat
Prerequisite: None Prerequisite: None
Repeatable: No Repeatable: No
You have inexplicable luck that can kick in at You are a practiced musician, granting you the
just the right moment, granting you the following benefits:
following benefits:
Instrument Training. You gain Tool
Luck Points. You have a number of Luck Points Proficiency* with three Musical Instruments*
equal to your Proficiency Bonus. You can of your choice.
spend the points on the benefits below, and Inspiring Song. As you finish a Short Rest or a
you regain your expended Luck Points when Long Rest, you can play a song on a Musical
you finish a Long Rest.* Instrument with which you have Tool
Advantage. Immediately after you roll a d20 for Proficiency and give Inspiration* to allies who
a d20 Test,* you can spend 1 Luck Point to hear the song. The number of allies you can
give yourself Advantage on the roll. affect in this way equals your Proficiency
Disadvantage. When a creature rolls a d20 for Bonus.
an attack roll against you, you can spend 1
Luck Point to impose Disadvantage on that SAVAGE ATTACKER
roll. 1st-Level Feat
Prerequisite: None
MAGIC INITIATE Repeatable: No
1st-Level Feat
You have trained to deal particularly damaging
Prerequisite: None
strikes. When you take the Attack Action and hit
Repeatable: Yes, but you must choose a
a target with a Weapon as part of that Action,
different Spell list each time
you can roll the Weapon’s damage dice twice
You have learned the basics of a particular and use either roll against the target. You can
magical tradition. Choose one Spell list: Arcane,* use this benefit only once per turn.
Divine,* or Primal.* You gain the following
benefits related to that choice: SKILLED
1st-Level Feat
Two Cantrips. You learn two cantrips of your
choice from the Spell list. Prerequisite: None
Repeatable: Yes