You are on page 1of 21

UNEARTHED 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.

©2022 Wizards of the Coast LLC 1


Life Span This life span is an imagination, as you ponder your character’s
average for a member of earliest days and imagine the character’s family,
the Race—assuming the occupation, hometown, and more.
dangers of adventure
don’t shorten that span! CHARACTER RACES
Special Traits Each Race provides
When you choose your character’s Race, you
special traits—a
determine whether your character is a member
collection of abilities that of the human race or of a fantastical race. This
characters gain from document provides descriptions and rules for
their ancestors. the following Race options: Human, Ardling,
Dragonborn, Dwarf, Elf, Gnome, Halfling, Orc,
Background Trait Description and Tiefling.
Ability Score Bonus A Background grants a +2 The description of each Race includes a
bonus to one ability score section of game traits, which your character
and a +1 bonus to a gains if you select that Race. NPCs of the same
different one. ancestry don’t necessarily have the same traits,
Skill Proficiencies You get two Skill as explained in the Monster Manual; the traits
Proficiencies from a here pertain to player characters.
Background.
Tool Proficiency Each Background gives CHILDREN OF DIFFERENT HUMANOID KINDS
Tool Proficiency* with Thanks to the magical workings of the multiverse,
one tool. Humanoids of different kinds sometimes have
Language A character learns one children together. For example, folk who have a
language from a human parent and an orc or an elf parent are
Background. particularly common. Many other combinations
Feat Each Background are possible.
provides a 1st-level If you’d like to play the child of such a wondrous
Feat—a special ability pairing, choose two Race options that are
acquired in the Humanoid to represent your parents. Then
character’s past. determine which of those Race options provides
Equipment A Background provides a your game traits: Size, Speed, and special traits.
portion of a character’s You can then mix and match visual
starting equipment, with characteristics—color, ear shape, and the like—of
the rest coming from the two options. For example, if your character
Class. has a halfling and a gnome parent, you might
choose Halfling for your game traits and then
Race and Background together help bring decide that your character has the pointed ears
your character’s backstory into focus, and they that are characteristic of a gnome.
distinguish the character from other members Finally, determine the average of the two
of the same Class. For example, two characters options’ Life Span traits to figure out how long
might both be members of the Fighter Class, but your character might live. For example, a child of a
if one is a Human Guard and the other is a halfling and a gnome has an average life span of
Dwarf Gladiator, the two bring different 288 years.
capabilities and flavor to the Class.
After choosing a Race and a Background, you HUMAN
choose a language that your character knows, in Found throughout the multiverse, humans are
addition to the Common tongue and whatever as varied as they are numerous. They are
language you gained from the Background you relatively short-lived, but they strive to achieve
chose. as much as they can in the years they are given.
The combination of Race, Background, and They are skilled pioneers and artisans. They are
languages provides fertile soil for your builders of nations, roads, cities, and ships. They

©2022 Wizards of the Coast LLC 2


strive to secure their place in the world and in An ardling has a head resembling that of an
the annals of history by creating art, amassing animal, typically one with virtuous associations.
wealth, making laws, and questing for Depending on the animal, the ardling might also
immortality. Their ambition and have soft fur, downy feathers, or supple bare
resourcefulness are commended, respected, and skin. The ardling’s celestial legacy determines
feared. the animal it resembles.
Humans are as diverse in appearance as the An ardling gains a measure of magical power
people of Earth, and they have many gods. from their celestial legacy, as well as the ability
Scholars dispute the origin of humanity, but one to manifest spectral wings. An ardling’s moral
of the earliest known human gatherings is said and ethical outlook is self-determined, however,
to have occurred in Sigil, the torus-shaped city not fixed by ancestry.
at the center of the multiverse and the place The three celestial legacies are as follows:
where the Common tongue was born. From
there, humans could have spread to every Exalted. The fierce passions of Arborea, the
corner of the multiverse, bringing Sigil’s heroic heart of Ysgard, and the wondrous
cosmopolitanism with them. nature of the Beastlands call to ardlings who
have the Exalted celestial legacy. Their
HUMAN TRAITS celestial ancestors are heroic champions of
Creature Type: Humanoid the Chaotic Good planes.
Size: Medium (about 4–7 feet tall) or Small Heavenly. The blissful harmony of Arcadia, the
(about 2–4 feet tall), chosen when you select unwavering justice of Mount Celestia, and the
this Race bucolic paradise of Bytopia touch the souls of
Speed: 30 feet ardlings who have the Heavenly celestial
Life Span: 80 years on average legacy. Their celestial ancestors are staunch
defenders of the Lawful Good planes.
As a Human, you have these special traits. Idyllic. The Idyllic celestial legacy connects
Resourceful. You gain Inspiration* whenever ardlings not only to the Beastlands and
you finish a Long Rest.* Bytopia but also to the eternal compassion of
Skillful. You gain Proficiency in one Skill of Elysium. Their celestial ancestors are
your choice. paragons of kindness who hail from the
Versatile. You gain the Skilled Feat or another Neutral Good planes.
1st-level Feat of your choice.
ARDLING TRAITS
HUMANS OF MANY WORLDS Creature Type: Humanoid
On any given world in the multiverse, the Size: Medium (about 4–7 feet tall) or Small
material culture of humans can change from (about 3–4 feet tall), chosen when you select
one region to another. In the Forgotten Realms, this Race
for example, the clothing, architecture, cuisine, Speed: 30 feet
music, and literature are wildly different in the Life Span: 200 years on average
Western Heartlands than in the frozen north of As an Ardling, you have these special traits.
Icewind Dale. Angelic Flight. As a Bonus Action, you sprout
As humans migrate, they bring elements of spectral wings for a moment and fly up to a
their cultures with them, giving rise to diverse number of feet equal to your Speed. If you are in
settlements that contain people with different the air at the end of this movement, you fall if
physical characteristics, not to mention a nothing is holding you aloft.
medley of clothing styles, customs, and beliefs. You can use this Bonus Action a number of
times equal to your Proficiency Bonus, and you
ARDLING regain all expended uses when you finish a Long
Ardlings are supernal beings who are either Rest.*
born on the Upper Planes or have one or more
ancestors who originated there. Their bright
souls shine with the light of immortal beings
who call the Upper Planes home.

©2022 Wizards of the Coast LLC 3


CELESTIAL LEGACIES
Legacy Suggested Animals 1st Level 3rd Level 5th Level
Exalted Cat, eagle, goat, mule Thaumaturgy Divine Favor Lesser Restoration
Heavenly Elephant, owl, pig, stork Light Cure Wounds Zone of Truth
Idyllic Bear, dog, raven, toad Guidance Healing Word Animal Messenger

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

©2022 Wizards of the Coast LLC 4


Gold Fire that god gave dwarves an affinity for stone and
Green Poison metal and for living underground.
Red Fire Squat and often bearded, the original dwarves
Silver Cold carved cities and strongholds into
White Cold mountainsides and under the earth. Their
oldest legends tell of conflicts with the monsters
Breath Weapon. As an Action, you exhale of mountaintops and the Underdark, whether
destructive energy in a 15-foot cone. Each those monsters were towering giants or
creature in that area must make a Dexterity subterranean horrors. Inspired by those tales,
saving throw against a DC equal to 8 + your dwarves of any culture often sing of valorous
Constitution modifier + your Proficiency Bonus. deeds—especially of the little overcoming the
On a failed save, a creature takes 1d10 + your mighty.
character level in damage of the type
determined by your Draconic Ancestry trait. On DWARF TRAITS
a successful save, a creature takes half as much Creature Type: Humanoid
damage. Size: Medium (about 4–5 feet tall)
You can use this Breath Weapon a number of Speed: 30 feet
times equal to your Proficiency Bonus, and you Life Span: 350 years on average
regain all expended uses when you finish a Long As a Dwarf, you have these special traits.
Rest.* Darkvision. You have Darkvision with a range
Damage Resistance. You have Resistance to of 60 feet.
the damage type determined by your Draconic Dwarven Resilience. You have Resistance to
Ancestry trait. Poison Damage. You also have Advantage on
Darkvision. You have Darkvision with a range saving throws you make to avoid or end the
of 60 feet. Poisoned Condition on yourself.
Draconic Language. You instinctively know Dwarven Toughness. Your Hit Point
the language of dragons. You can therefore Maximum increases by 1, and it increases by 1
speak, read, and write Draconic. again whenever you gain a level.
Forge Wise. Your divine creator gave you an
DRAGONBORN OF MANY WORLDS uncanny affinity for working with stone or
Like dragons, dragonborn have a mystical bond metal. You gain Tool Proficiency* with two of
to the Material Plane and are spread across its the following options of your choice: Jeweler’s
many worlds. Tools, Mason’s Tools, Smith’s Tools, or Tinker’s
On some worlds, the earliest dragonborn Tools.
settlements were built near dragon lairs so that Stonecunning. As a Bonus Action, you gain
the dragonborn could pay tribute to their Tremorsense* with a range of 60 feet for 10
draconic progenitors. Many of these ancient minutes. You must be on a stone surface or
settlements still exist. For example, the dragon- touching such a surface to use this
ruled continent of Argonnessen (on the world of Tremorsense. The stone can be natural or
Eberron) has dragonborn cities tucked among worked.
its mountain ranges. You can use this Bonus Action a number of
On other worlds, dragonborn ply their skills times equal to your Proficiency Bonus, and you
in settlements populated mostly by non- regain all expended uses when you finish a Long
dragonborn, fulfilling an urge to expand their Rest.*
presence and influence, much as dragons do.
DWARVES OF MANY WORLDS
DWARF On some worlds in the multiverse, the first
Resilient like the mountains, dwarves were dwarven settlements were built in hills or
raised up from the earth in the elder days by a mountains, and the dwarven families who trace
deity of the forge. Called by various names on their ancestry to those settlements call
different worlds—Moradin, Reorx, and others— themselves hill dwarves or mountain dwarves,
respectively. Oerth and Krynn (the worlds of

©2022 Wizards of the Coast LLC 5


the Greyhawk and Dragonlance settings, the elf has lived and the events that have
respectively) are examples of worlds that have shaped the elf’s existence.
such dwarven communities. Elves have pointed ears and tend to be light
In other worlds, dwarves have given on their feet. Another common physical
themselves other cultural designations. For characteristic of elves is their lack of facial and
example, on the continent of Faerûn in the body hair.
Forgotten Realms, the dwarves of the south call
themselves gold dwarves, and the dwarves of ELF TRAITS
the north are shield dwarves. Creature Type: Humanoid
Size: Medium (about 5–6 feet tall)
ELF Speed: 30 feet
Life Span: 750 years on average
Created by the god Corellon, the first elves
could change their physical forms at will. The As an Elf, you have these special traits.
elves lost this ability when Corellon exiled them Darkvision. You have Darkvision with a range
from Arvandor for plotting with another elven of 60 feet.
deity named Lolth, who tried and failed to usurp Elven Lineage. You are part of an elven
Corellon’s dominion. When Lolth was cast down lineage that grants you supernatural abilities.
into the Abyss, most elves renounced her Choose a lineage from the Elven Lineages table:
treachery and earned Corellon’s forgiveness, Drow, the lineage of the Underdark; High Elf,
but that which Corellon had taken from the the lineage of fey crossings and other magical
elves was lost forever. locations; or Wood Elf, the lineage of primeval
No longer able to shape-shift at will, the elves forests. You gain the 1st-level benefit of that
retreated to the Feywild, where their sorrow lineage.
was deepened by that plane’s influence. Over Starting at 3rd level and again at 5th level,
time, wanderlust and curiosity led many of you also gain the ability to cast a Spell with this
them to explore other planes of existence, trait. Once you cast the Spell with this trait, you
including various worlds in the Material Plane. can’t cast that Spell with it again until you finish
Elves have the mystical ability to take on a Long Rest*; however, you can cast the Spell
characteristics of the environments with which using any Spell Slots you have of the
they are bonded—drow to the Underdark, high appropriate level.
elves to fey crossings in the Material Plane, and Intelligence, Wisdom, or Charisma is your
wood elves to forests. These connections grant spellcasting ability for the Spells you cast with
elves access to certain kinds of magic. this trait (choose the ability when you select the
Elves are blessed with long lives and long lineage).
memories. From birth, they don’t sleep but Fey Ancestry. You have Advantage on saving
instead enter a trance when they need to rest. In throws you make to avoid or end the Charmed
this state, elves remain aware of their Condition on yourself.
surroundings while immersing themselves in Keen Senses. You have Proficiency in the
their own memories. What an elf remembers Perception Skill.
during this reverie depends largely on how long Trance. You don’t need to sleep, and magic
can’t put you to sleep. You can finish a Long

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.

©2022 Wizards of the Coast LLC 6


Rest* in 4 hours if you spend those hours in a gods like Garl Glittergold, Baervan
trancelike meditation, during which you retain Wildwanderer, and Baravar Cloakshadow, who
consciousness. often lived among them (usually in disguise).
Gnomes are petite folk with big eyes, pointed
ELVES OF MANY WORLDS ears, and wistful imaginations. Harkening back
After leaving the Feywild, elves established to a time when their ancestors hid in tunnels
deep roots on worlds throughout the and under thick forest canopies, many gnomes
multiverse. Within their respective domains, like the feeling of a roof over their head, even if
elves often use their magic and other resources that “roof” is nothing more than a hat.
to build fabulous enclaves. The subterranean
cities and outposts of the drow, the gleaming GNOME TRAITS
towers and citadels of the high elves, and the Creature Type: Humanoid
forest sanctuaries of the wood elves are nothing Size: Small (about 3–4 feet tall)
short of architectural wonders, which reflect Speed: 30 feet
their builders’ otherworldly origins. Life Span: 425 years on average
Drow. Known for their white hair and dusky-
As a Gnome, you have these special traits.
gray skin tones, drow typically dwell in the
Darkvision. You have Darkvision with a range
Underdark. Noteworthy exceptions include
of 60 feet.
Drizzt Do’Urden and Jarlaxle Baenre, two drow
Gnomish Cunning. You have Advantage on
adventurers of the Forgotten Realms who shun
Intelligence, Wisdom, and Charisma saving
their subterranean homeland. Some drow
throws.
societies avoid the Underdark altogether. On
Gnomish Lineage. You are part of a gnomish
the world of Eberron, for example, drow dwell
lineage that grants you supernatural abilities.
in gloomy rainforests and cyclopean ruins on
Choose a lineage from the Gnomish Lineages
the continent of Xen’drik.
table: Forest Gnome, the lineage of magic-filled
High Elves. On some worlds, high elves refer
forests, or Rock Gnome, the lineage of primeval
to themselves by other names. For example, the
mountains. You gain the benefits of that lineage.
sun elves and moon elves of Toril (the world of
Intelligence, Wisdom, or Charisma is your
the Forgotten Realms setting) are high elves, as
spellcasting ability for the Spells you cast with
are the Silvanesti and Qualinesti of Krynn (the
this trait (choose the ability when you select the
world of Dragonlance) and the Aereni of
lineage).
Eberron.
Wood Elves. Wood elves are known across
the multiverse by many other names, including
GNOMISH LINEAGES
Lineage Benefit
wild elves, green elves, and forest elves.
Grugach are reclusive wood elves on Oerth (the Forest You know the Minor Illusion cantrip.
world of the Greyhawk setting), while the Gnome You can also cast the Speak with
Kagonesti and the Tairnadal are wood elves of Animals Spell with this trait. You can
Krynn and Eberron, respectively. cast it with the trait a number of
times equal to your Proficiency
GNOME Bonus, and you regain all expended
uses when you finish a Long Rest.*
Gnomes are magical folk created by gods of You can also use any Spell Slots you
hard work, invention, trickery, and life have to cast the Spell.
underground. The earliest gnomes were seldom
Rock You know the Mending and
seen by other folk due to the gnomes’ secretive
Gnome Prestidigitation cantrips.
nature and their propensity for lairing in sylvan
forests, hillside burrows, and sprawling
warrens under mountains. What they lacked in
size, they made up for in cleverness and
cunning. They confounded predators with
elaborate traps and low, narrow, labyrinthine
tunnels. They also learned useful magic from

©2022 Wizards of the Coast LLC 7


In addition, you can spend 10 HALFLING
minutes casting Prestidigitation to
create a Tiny clockwork device (AC 5, Cherished and guided by gods who value life,
1 HP), such as a toy, a fire starter, or home, and hearth, halflings gravitate toward
a music box. Casting the Spell in this bucolic havens where family and community
help shape their lives. That said, many halflings
way consumes 10 GP worth of raw
are blessed (some might say cursed) with a
material (string, gears, and the like),
brave and adventurous spirit that leads them on
which you provide during the casting.
journeys of discovery, affording them the
When you create the device, you
chance to explore a bigger world and make new
determine its function by choosing friends along the way. Their size—being not
one effect from Prestidigitation; the unlike that of a human child—helps them avoid
device produces that effect unwanted entanglements and slip into and out
whenever you or another creature of tight spaces.
takes a Bonus Action to touch the Anyone who has spent time around halflings,
device and activate it. If the chosen and particularly halfling adventurers, has likely
effect has options within it, you witnessed the storied “luck of the halflings” in
choose one of those options for the action. When a halfling is in mortal danger, it
device when you create it. For seems as though an unseen force intervenes on
example, if you choose the spell’s the halfling’s behalf. Many halflings believe in
ignite-extinguish effect, you the power of luck, and they attribute their
determine whether the device ignites unusual gift to one or more of their benevolent
or extinguishes fire; the device gods, including Yondalla, Brandobaris, and
doesn’t do both. Charmalaine.
You can have three such devices in
existence at a time, and each one HALFLING TRAITS
dismantles itself 8 hours after its Creature Type: Humanoid
creation. You can also touch one of Size: Small (about 2–3 feet tall)
your devices and dismantle it as an Speed: 30 feet
Action. After a device is dismantled, Life Span: 150 years on average
the 10 GP of materials used to create As a Halfling, you have these special traits.
it can be reclaimed. Brave. You have Advantage on saving throws
you make to avoid or end the Frightened
GNOMES OF MANY WORLDS Condition on yourself.
Gnomes past and present are known to equate Halfling Nimbleness. You can move through
secrecy with safety, which is why gnome the space of any creature that is of a Size larger
settlements are often tucked away or concealed than yours, but you can’t stop there.
by magical illusions. Luck. When you roll a 1 on the d20 of a d20
Forest Gnomes. Gnomes who have ancestral Test,* you can reroll the die, and you must use
ties to forests are called forest gnomes. They the new roll.
use their magic to befriend small forest animals Naturally Stealthy. You have Proficiency in
and rely on them for news concerning their the Stealth Skill.
neighbors—be they malevolent or benign.
Rock Gnomes. Gnomes whose ancestors HALFLINGS OF MANY WORLDS
dwelled under mountains are called rock On many worlds, halflings are walking, talking
gnomes. On some worlds, including Krynn (the contradictions: home, tradition, and pastoral
world of the Dragonlance setting), rock gnomes pursuits collide with a gods-given love of
are also known as tinker gnomes due to their adventure and a knack for getting into and out
fondness for artifice and clockwork inventions. of trouble. Halfling communities come in all
varieties. For every sequestered halfling shire
tucked away in some unspoiled corner of the
world, there’s a halfling crime syndicate like the

©2022 Wizards of the Coast LLC 8


Boromar Clan on the world of Eberron or a Relentless Endurance. When you are reduced
territorial mob of halflings like those found on to 0 Hit Points but not killed outright, you can
the world of Athas. drop to 1 Hit Point instead. Once you use this
Some halfling settlers, particularly ones who trait, you can’t do so again until you finish a
prefer to live underground, are thought to have Long Rest.*
a little bit of dwarven blood coursing through
their veins and are sometimes called ORCS OF MANY WORLDS
strongheart halflings or stouts. Nomadic On many worlds, orcs occupy territory claimed
halflings, as well as those who live among by their ancestors. Their settlements and
humans and other tall folk, are sometimes strongholds can be found almost anywhere,
called lightfoot halflings or tallfellows. above ground and below.
Orcs sometimes flock to the banners of
ORC powerful monarchs. King Obould Many-Arrows
of Toril (the world of the Forgotten Realms
Orcs trace their creation to Gruumsh, the One-
setting) is one such figure, his strength
Eyed God, an unstoppable warrior and powerful
tempered by a willingness to make peace with
leader. Gruumsh armed his children with
his enemies.
certain gifts to help them thrive on worlds beset
On worlds such as Eberron, orcs were among
by monsters. Even when they turn their
those who defended the natural order from the
devotion to other gods, orcs retain the gifts that
encroachments of Fiends and other extraplanar
the One-Eyed God bestowed upon them: might,
threats. Their descendants learned to live in
endurance, determination, and the ability to see
harmony with their neighbors and the natural
in the dark.
world, and to many of them, Gruumsh’s wars
Orcs are, on average, tall and broad. They
are distant memories.
have gray skin, ears that are small and slightly
pointed, and prominent lower canines that
resemble small tusks. Young orcs are often told TIEFLING
about their ancestors’ ancient conflicts with Tieflings are either born in the Lower Planes or
elves in forests, dwarves under mountains, and have one or more fiendish ancestors who
invaders from evil planes of existence. Inspired originated there. A tiefling (pronounced TEEF-
by those tales, young orcs often wonder when ling) is linked by blood to a devil, a demon, a
Gruumsh will call on them to match the heroic yugoloth, or some other Fiend. This connection
deeds of their ancestors, and if they will prove to the Lower Planes is, for better or worse, the
worthy of the One-Eyed God’s grace. tiefling’s fiendish legacy, which comes with the
promise of power yet has no effect on the
ORC TRAITS tiefling’s moral outlook.
Creature Type: Humanoid A tiefling chooses whether to embrace or
Size: Medium (about 6–7 feet tall) lament their fiendish legacy. The three legacies
Speed: 30 feet are as follows:
Life Span: 80 years on average
Abyssal. The heartless entropy of the Abyss, the
As an Orc, you have these special traits. howling chaos of Pandemonium, and the vast
Adrenaline Rush. You can take the Dash despair of Carceri call to tieflings who have
Action as a Bonus Action. When you do so, you the Abyssal fiendish legacy. Horns, fur, tusks,
gain a number of Temporary Hit Points equal to black blood, and peculiar odors are common
your Proficiency Bonus. physical features of such tieflings, most of
You can use this trait a number of times equal whom have the blood of demons coursing
to your Proficiency Bonus, and you regain all through their veins.
expended uses when you finish a Long Rest.*
Darkvision. You have Darkvision with a range
of 60 feet.
Powerful Build. You count as one Size larger
when determining your carrying capacity and
the weight you can push, drag, or lift.

©2022 Wizards of the Coast LLC 9


Chthonic. Tieflings who have the Chthonic however, you can cast the Spell using any Spell
fiendish legacy not only feel the tug of Carceri Slots you have of the appropriate level.
but also the greed of Gehenna and the Intelligence, Wisdom, or Charisma is your
underworld gloom of Hades. Some of these spellcasting ability for the Spells you cast with
tieflings look cadaverous. Others possess the this trait (choose the ability when you select the
unearthly beauty of an incubus or a succubus, lineage).
or they have physical features in common Otherworldly Presence. You know the
with a night hag, a yugoloth, or some other Thaumaturgy cantrip. When you cast it with this
Neutral Evil fiendish ancestor. trait, the Spell uses the same spellcasting ability
Infernal. The Infernal fiendish legacy binds you use for your Fiendish Legacy trait.
tieflings by blood not only to Gehenna but
also the raging battlefields of Acheron and the TIEFLINGS OF MANY WORLDS
diabolical Nine Hells. Horns, spines, tails, Tieflings born in the Lower Planes often
golden eyes, and a faint odor of sulfur or migrate to other planes of existence and never
smoke are common physical features of such look back. Their descendants are scattered
tieflings, most of whom trace their ancestry to across many worlds and are especially
devils. prevalent in Sigil, the torus-shaped city at the
center of the multiverse.
TIEFLING TRAITS The earliest tieflings joined ranks with non-
Creature Type: Humanoid tieflings to repel fiendish incursions on many
Size: Medium (about 4–7 feet tall) or Small worlds, earning the trust of those who might
(about 3–4 feet tall) , chosen when you select otherwise have mistaken them for Fiends.
this Race Thanks to the victories and sacrifices of these
Speed: 30 feet legends, tieflings throughout the multiverse
Life Span: 100 years on average enjoy widespread acceptance.
As a Tiefling, you have these special traits.
Darkvision. You have Darkvision with a range CHARACTER BACKGROUNDS
of 60 feet.
Your character’s Background is a collection of
Fiendish Legacy. You are the recipient of a
characteristics that represent the place and
fiendish legacy that grants you supernatural
occupation that were most formative for the
abilities. Choose a legacy from the Fiendish
character before they embarked on a life of
Legacies table: Abyssal, associated with Chaotic
adventure.
Evil planes; Chthonic, associated with Neutral
When you choose a Background, you have
Evil planes; or Infernal, associated with Lawful
three options:
Evil planes. You gain the 1st-level benefit of the
chosen legacy. • Build a Background by using the rules in the
Starting at 3rd level and again at 5th level, “Build Your Background” section.
you gain the ability to cast a higher-level Spell • Select a premade Background from the
with this trait, as shown on the table. Once you “Sample Backgrounds” section.
cast the Spell with this trait, you can’t cast that
• Select a premade Background from the
Spell with it again until you finish a Long Rest*;
“Sample Backgrounds” section and then

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.

©2022 Wizards of the Coast LLC 10


customize it with the rules in the “Build Your Feat. Choose one 1st-level Feat. Your character
Background” section. gains that Feat.
Equipment. Your character gains 50 GP to spend
No matter which Background you choose, on starting equipment. The character keeps any
consider these questions from your character’s unspent GP as spare coin.
viewpoint:

• 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

©2022 Wizards of the Coast LLC 11


Language: Thieves’ Cant
ARTISAN Feat: Alert
Ability Scores: +2 Intelligence, +1 Charisma
Skill Proficiencies: Investigation, Persuasion You learned to earn your coin in dark alleyways,
Tool Proficiency: Artisan’s Tools* (one of your cutting purses or burgling shops. Perhaps you
were part of a small gang of like-minded
choice)
wrongdoers, who looked out for each other. Or
Language: Gnomish
maybe you were a lone wolf, fending for
Feat: Crafter
yourself against the local thieves’ guild and
older, more fearsome lawbreakers.
You began mopping floors and scrubbing
counters in an artisan’s workshop for a few Equipment
coppers per day as soon as you were strong
Crowbar Thieves’ Tools
enough to carry a bucket. When you were
Dagger (2) Traveler’s Clothes
finally old enough to apprentice, you learned to
Pouch (2) 16 GP
create basic crafts of your own, as well as how
to sweet-talk the occasional demanding
customer. As part of your studies, you picked up CULTIST
Gnomish, the tongue from which so many of the Ability Scores: +2 Intelligence, +1 Charisma
artisan’s terms of art are derived. Skill Proficiencies: Arcana, Religion
Tool Proficiency: Disguise Kit
Equipment Language: Abyssal
Abacus Pouch (2) Feat: Magic Initiate (Arcane)
Artisan’s Tools (same as Traveler’s Clothes
above) 25 GP You scarcely recall what drove you into the
Merchant’s Scale service of the otherworldly being. Those
memories were blotted out long ago by
CHARLATAN recurrent dreams of midnight gatherings round
Ability Scores: +2 Charisma, +1 Dexterity the obsidian pillar in the glade. By the light of
Skill Proficiencies: Deception, Sleight of Hand each waning moon, the hierophants instructed
Tool Proficiency: Forgery Kit you in the being’s creed and the rudiments of
Language: Infernal the arcane arts. When you came of age, you
Feat: Skilled were ordered to blend in among the
nonbelievers and await whatever mission the
Soon after you were old enough to order an ale, Great One has in store for you.
you already had a favorite stool in every tavern
within ten miles of where you were born. As Equipment
you traveled the circuit from public house to Bell Lamp
watering hole, you learned to prey on the Common Clothes Robe
unfortunates who were in the market for a Dagger 19 GP
comforting lie or two—perhaps a sham potion Disguise Kit
or a forged “treasure map.” You are fluent in
Infernal, the ancient language of deception. ENTERTAINER
Ability Scores: +2 Charisma, +1 Dexterity
Equipment Skill Proficiencies: Acrobatics, Performance
Costume Forgery Kit Tool Proficiency: Musical Instrument* (one of
Fine Clothes 15 GP your choice)
Language: Elvish
CRIMINAL Feat: Musician
Ability Scores: +2 Dexterity, +1 Intelligence
Skill Proficiencies: Sleight of Hand, Stealth You spent much of your youth following roving
Tool Proficiency: Thieves’ Tools fairs and carnivals, performing odd jobs for
musicians and acrobats in exchange for lessons.

©2022 Wizards of the Coast LLC 12


You may have learned how to walk a tightrope, Equipment
how to double pick a lute, or how to recite Chain Smith’s Tools
Elvish poetry with the impeccable trills of an elf Costume Traveler’s Clothes
poet. To this day, you thrive on applause and Healer’s Kit 15 GP
long for the stage. Javelin (6)
Equipment
GUARD
Costume (2) Steel Mirror
Ability Scores: +2 Strength, +1 Wisdom
Musical Instrument Traveler’s Clothes
Skill Proficiencies: Athletics, Perception
(same as above) 8 GP
Tool Proficiency: Gaming Set* (one of your
Perfume
choice)
Language: Dwarvish
FARMER Feat: Alert
Ability Scores: +2 Constitution, +1 Wisdom
Skill Proficiencies: Animal Handling, Nature Your feet begin to ache when you remember the
Tool Proficiency: Carpenter’s Tools countless hours you spent at your post in the
Language: Halfling tower. You were trained to keep one eye
Feat: Tough outside the wall, watching for marauders
sweeping from the nearby forest, and your
You grew up close to the land. Years tending other eye inside the wall, searching for
animals and cultivating the earth rewarded you cutpurses and troublemakers. At the end of
with patience and good health. You have a keen each shift, you bunked in the mayor’s barracks
appreciation for nature’s bounty alongside a alongside your fellow sentries and the dwarven
healthy respect for nature’s wrath. Like many smiths who kept your armor snug and your
farmers, you made frequent use of the weapons sharp.
agricultural almanacs produced by the greatest
halfling farmers. Equipment
Crossbow Bolt (20) Manacles
Equipment Gaming Set (same as Quiver
Carpenter’s Tools Sickle above) Spear
Healer’s Kit Traveler’s Clothes Hooded Lantern Traveler’s Clothes
Iron Pot 23 GP Light Crossbow 12 GP
Shovel
GUIDE
GLADIATOR Ability Scores: +2 Wisdom, +1 Dexterity
Ability Scores: +2 Strength, +1 Charisma Skill Proficiencies: Stealth, Survival
Skill Proficiencies: Athletics, Performance Tool Proficiency: Cartographer’s Tools
Tool Proficiency: Smith’s Tools Language: Giant
Language: Orc Feat: Magic Initiate (Primal)
Feat: Savage Attacker
You came of age in the outdoors, far from
Your first few appearances in the gladiatorial settled lands. Your home? Anywhere you chose
pits led you to appreciate every one of the scars to unfurl your bedroll. There are wonders on
you carry from your instructors and sparring the frontier—strange monsters, pristine forests
partners. Each scar was a lesson that taught you and streams, overgrown ruins of great halls
how to best your opponents and curry favor once trod by giants—and you learned to fend
with the crowds your brawls entertained. Your for yourself as you explored them. From time to
time in the pits left you with a strong hand and time, you traveled with a pair of friendly druids
a strong heart. You’ll forever share a who were kind enough to instruct you in the
remarkable bond with the other pit fighters in fundamentals of channeling the magic of the
your stable—humans, dragonborn, dwarves, wild.
and orcs—hardened warriors all.

©2022 Wizards of the Coast LLC 13


Equipment Equipment
Arrow (20) Shortbow Bullseye Lantern Mess Kit
Bedroll Tent Common Clothes Oil (1 flask)
Cartographer’s Tools Traveler’s Clothes Handaxe Shovel
Fishing Tackle 2 GP Light Hammer Waterskin
Quiver Mason’s Tools 15 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.

©2022 Wizards of the Coast LLC 14


Equipment Tool Proficiency: Gaming Set* (one of your
Bedroll Rations (2 days) choice)
Healer’s Kit Traveler’s Clothes Language: Goblin
Holy Symbol 16 GP Feat: Savage Attacker
Musical Instrument
You began training for war at such an early age
SAGE that you carry only a precious few memories of
Ability Scores: +2 Intelligence, +1 Wisdom what life was like before you took up arms.
Skill Proficiencies: Arcana, History Battle is in your blood. Sometimes you catch
Tool Proficiency: Calligrapher’s Supplies yourself reflexively performing the basic
fighting exercises you learned as a youth.
Language: Elvish
Eventually, you put that training to use on the
Feat: Magic Initiate (Arcane)
battlefield, protecting the realm by waging war
and studying the strategies of goblinoid
You spent your formative years traveling
generals.
between manors and monasteries, performing
various odd jobs and services in exchange for Equipment
access to their libraries. You wiled away many a
Arrow (20) Shortbow
long evening with your nose buried in books
Gaming Set (same as Spear
and scrolls, learning the lore of the multiverse—
above) Traveler’s Clothes
even the rudiments of magic—and your mind
only yearns for more. Healer’s Kit 14 GP
Quiver
Equipment URCHIN
Book (History) Quarterstaff Ability Scores: +2 Dexterity, +1 Wisdom
Calligrapher’s Supplies Robe Skill Proficiencies: Insight, Stealth
Parchment (8 sheets) 8 GP Tool Proficiency: Thieves’ Tools
Language: Common Sign Language
SAILOR Feat: Lucky
Ability Scores: +2 Dexterity, +1 Wisdom
Skill Proficiencies: Acrobatics, Perception You grew up on the streets, surrounded by
Tool Proficiency: Navigator’s Tools similarly ill-fated castoffs, a few of them friends
Language: Primordial and a few of them rivals. You slept where you
Feat: Tavern Brawler could and did odd jobs for food. At times, when
the hunger became unbearable, you resorted to
Thus far, you’ve spent most of your days living theft. Still, you never lost your pride and never
the life of a seafarer, wind at your back and abandoned hope. Fate is not yet finished with
decks swaying beneath your feet, as you sailed you.
toward your next adventure. You’ve perched on
barstools in more ports of call than you can Equipment
remember, faced down mighty storms, and Bedroll Pouch
swapped stories with the folk who live beneath Common Clothes Thieves’ Tools
the waves. Dagger (2) 18 GP
Gaming Set
Equipment
Dagger Silk Rope STARTING LANGUAGES
Fishing Tackle Traveler’s Clothes
Navigator’s Tools 10 GP Your character begins play knowing at least
three languages: Common, a language provided
by the character’s Background, and a language
SOLDIER that you choose from the Standard Languages
Ability Scores: +2 Strength, +1 Constitution table below. Knowledge of a language means
Skill Proficiencies: Athletics, Intimidation

©2022 Wizards of the Coast LLC 15


your character can communicate in that Prerequisite. You must meet any prerequisite
language and can read and write it. specified in a Feat to take that Feat. If you lose
The Standard Languages table lists languages a Feat’s prerequisite, you can’t use that Feat
that are widespread on D&D worlds in the until you regain the prerequisite.
Material Plane, and the Rare Languages table Repeatable. If a Feat is repeatable, you can take
lists languages that are more rarely known on it more than once. If it isn’t repeatable, you
those worlds. In each table, typical users of a can take the Feat only once.
language are mentioned.
FEAT DESCRIPTIONS
STANDARD LANGUAGES Here are the descriptions of Feats mentioned in
Language Typical Users this document’s Backgrounds. The Feats are
Common Anyone presented in alphabetical order.
Common Sign Language Anyone
Dwarvish Dwarves ALERT
Elvish Elves 1st-Level Feat
Giant Giants
Prerequisite: None
Gnomish Gnomes Repeatable: No
Goblin Goblinoids
Halfling Halflings Always on the lookout for danger, you gain the
Orc Orcs following benefits:

Initiative Proficiency. When you roll Initiative,


RARE LANGUAGES you can add your Proficiency Bonus to the
Language Typical Users roll.
Abyssal Demons Initiative Swap. Immediately after you roll
Celestial Celestials Initiative, you can swap your Initiative with
Deep Speech Aberrations the Initiative of one willing ally in the same
Draconic Dragons combat. You can’t make this swap if you or the
Druidic Druids ally is Incapacitated.*
Infernal Devils
Primordial (includes the Elementals CRAFTER
Aquan, Auran, Ignan, 1st-Level Feat
and Terran dialects) Prerequisite: None
Sylvan Fey Repeatable: No
Thieves’ Cant Rogues You are adept at crafting things and bargaining
Undercommon Underdark folk with merchants, granting you the following
benefits:
FEATS Tool Proficiency. You gain Tool Proficiency*
This section offers a collection of 1st-level Feats, with three different Artisan’s Tools* of your
which are special features not tied to a single choice.
Class. At 1st level, your character gains a Feat Discount. Whenever you buy a nonmagical
from the character’s Background. item, you receive a 20 percent discount on it.
Faster Crafting. When you craft an item using a
PARTS OF A FEAT tool with which you have Tool Proficiency, the
The description of a Feat contains the following required crafting time is reduced by 20
parts, which are presented after the Feat’s percent.
name: HEALER
Level. Each Feat has a level. To take a Feat, your 1st-Level Feat
level must equal or exceed the Feat’s level. Prerequisite: None
Repeatable: No

©2022 Wizards of the Coast LLC 16


You have the training and intuition to 1st-Level Spell. Choose one 1st-level Spell from
administer first aid and other care effectively, the Spell list. You always have that Spell
granting you the following benefits: prepared. You can cast it once without a Spell
Slot, and you regain the ability to cast it in
Battle Medic. If you have a Healer’s Kit, you can that way when you finish a Long Rest.* You
expend one use of it and tend to a creature can also cast the Spell using any Spell Slots
within 5 feet of you as an Action. That you have.
creature can expend one of its Hit Dice, and
you then roll that die. The creature regains a Intelligence, Wisdom, or Charisma is your
number of Hit Points equal to the roll plus spellcasting ability for these Spells (choose
your Proficiency Bonus. when you select this Feat). Consult the Player’s
Healing Rerolls. Whenever you roll a die to Handbook for the rules on spellcasting.
determine the number of Hit Points you Whenever you gain a new level, you can
restore with a spell or with this feat’s Battle replace one of the Spells you chose for this Feat
Medic benefit, you can reroll the die if it rolls with a different Spell of the same level from the
a 1, and you must use the new roll. chosen Spell list.

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

©2022 Wizards of the Coast LLC 17


You have exceptionally broad learning. Choose ARCANE SPELLS
three Skills in which you lack Proficiency. You
gain Proficiency in those Skills. An Arcane Spell draws on the ambient magic of
the multiverse. Bards, Sorcerers, Warlocks, and
TAVERN BRAWLER Wizards harness this magic, as do Artificers. For
1st-Level Feat a partial list of Arcane Spells, see the “Spell
Lists” section later in this document.
Prerequisite: None
Repeatable: No ARTISAN’S TOOLS
Accustomed to brawling, you gain the following Artisan’s Tools are a category of tool with which
benefits: a character can gain Tool Proficiency. For a list
of Artisan’s Tools, see the 2014 Player’s
Enhanced Unarmed Strike. When you hit with
Handbook, but ignore the prices there; those
your Unarmed Strike* and deal damage, you
tools now cost 15 GP apiece.
can deal Bludgeoning Damage equal to 1d4 +
your Strength modifier, instead of the normal
damage of an Unarmed Strike. CREATURE TYPE
Damage Rerolls. Whenever you roll a damage Every creature in D&D, including every player
die for your Unarmed Strike, you can reroll character, has a special tag in the rules that
the die if it rolls a 1, and you must use the new identifies the type of creature they are. Most
roll. player characters are of the Humanoid type.
Shove. When you hit a creature with an Here’s a list of the game’s Creature Types in
Unarmed Strike as part of the Attack Action alphabetical order:
on your turn, you can deal damage to the
target and also push it 5 feet away. You can Aberration Fiend
use this benefit only once per turn. Beast Giant
Furniture as Weapons. You can wield Celestial Humanoid
furniture as a Weapon, using the rules of the Construct Monstrosity
Greatclub for Small or Medium furniture and Dragon Ooze
the rules of the Club for Tiny furniture. Elemental Plant
Fey Undead
TOUGH
1st-Level Feat These types don’t have rules themselves, but
Prerequisite: None some rules in the game affect creatures of
Repeatable: No certain types in different ways. For example, the
description of Cure Wounds specifies that the
Your Hit Point Maximum increases by an Spell doesn’t benefit a Construct.
amount equal to twice your character level
when you gain this Feat. Whenever you gain a D20 TEST
level thereafter, your Hit Point Maximum
increases by an additional 2 Hit Points. The term d20 Test encompasses the three main
d20 rolls of the game: ability checks, attack
rolls, and saving throws. If something in the
RULES GLOSSARY game affects d20 Tests, it affects all three of
This glossary includes game terms that have those rolls.
new or revised meaning in these playtest rules, The DM determines whether a d20 Test is
as well as terms, such as Creature Type, that warranted in any given circumstance. To be
aren’t defined in the 2014 Player’s Handbook. warranted, a d20 Test must have a target
The terms are organized alphabetically. number no less than 5 and no greater than 30.
If a term doesn’t appear here, use its
definition in the 2014 Player’s Handbook. ROLLING A 1
If you roll a 1 on the d20, the d20 Test
automatically fails, regardless of any modifiers
to the roll.

©2022 Wizards of the Coast LLC 18


ROLLING A 20 Movable. The grappler can drag or carry you,
If you roll a 20 on the d20, the d20 Test but the grappler suffers the Slowed Condition
automatically succeeds, regardless of any while moving, unless you are Tiny or two or
modifiers to the roll. A player character also more Sizes smaller than the grappler.
gains Inspiration when rolling the 20, thanks to Escape. While Grappled, you can make a
the remarkable success. Dexterity or Strength saving throw against
Rolling a 20 doesn’t bypass limitations on the the grapple’s escape DC at the end of each of
test, such as range and line of sight. The 20 your turns, ending the Condition on yourself
bypasses only bonuses and penalties to the roll. on a success. The Condition also ends if the
grappler is Incapacitated or if something
CRITICAL HITS moves you outside the grapple’s range
Weapons and Unarmed Strikes* have a special without using your Speed.
feature for player characters: Critical Hits. If a
player character rolls a 20 for an attack roll
INCAPACITATED [CONDITION]
with a Weapon or an Unarmed Strike, the attack While you are Incapacitated, you experience the
is also a Critical Hit, which means it deals extra following effects:
damage to the target; you roll the damage dice
of the Weapon or Unarmed Strike a second time Inactive. You can’t take Actions or Reactions.
and add the second roll as extra damage to the No Concentration. Your Concentration is
target. For example, a Mace deals Bludgeoning broken.
Damage equal to 1d6 + your Strength modifier. Speechless. You can’t speak.
If you score a Critical Hit with the Mace, it Surprised. If you are Incapacitated when you
instead deals 2d6 + your Strength modifier. roll Initiative, you have Disadvantage on the
If your Weapon or Unarmed Strike has no roll.
damage dice, it deals no extra damage on a INSPIRATION
Critical Hit.
When you have Inspiration, you can expend it to
DIVINE SPELLS give yourself Advantage on a d20 Test. You
must decide to do so before rolling the die.
A Divine Spell draws on the power of gods and
the Outer Planes. Clerics and Paladins harness GAINING INSPIRATION
this magic. For a partial list of Divine Spells, see The main way a character gains Inspiration is
the “Spell Lists” section later in this document. by rolling a 20 for a d20 Test. The DM can also
award Inspiration to a character who’s done
GAMING SET something that is particularly heroic or
Gaming Sets are a category of tool with which a amusing.
character can gain Tool Proficiency. For a list of
Gaming Sets, see the 2014 Player’s Handbook, ONLY ONE AT A TIME
but ignore the prices there; those sets now cost You can never have more than one instance of
1 GP apiece. Inspiration. If something gives you Inspiration
and you already have it, you can give
GRAPPLED [CONDITION] Inspiration to a player character in your group
who lacks it.
While you are Grappled, you experience the
following effects: LOSING INSPIRATION
Speed 0. Your Speed is 0 and can’t change. If you still have Inspiration when you start a
Attacks Affected. You have Disadvantage on Long Rest, you lose that Inspiration.
attack rolls against any target other than the
grappler. LONG REST
A Long Rest is a period of extended downtime—
at least 8 hours long—during which a creature
sleeps for at least 6 hours and performs no

©2022 Wizards of the Coast LLC 19


more than 2 hours of light activity, such as in the Skill that’s also used with that check, you
reading, talking, eating, or standing watch. have Advantage on the check too. This
functionality means you can benefit from both
BENEFITS OF THE REST Skill Proficiency and Tool Proficiency on the
At the end of a Long Rest, a creature regains all same ability check.
lost Hit Points. The creature also regains spent
Hit Dice, up to half of the creature’s total TREMORSENSE
number of them (round down; minimum of one
A creature with Tremorsense can pinpoint the
die).
location of creatures and moving objects within
A creature can’t benefit from more than one
a specific range, provided that the creature with
Long Rest in a 24-hour period, and a creature
Tremorsense and anything it’s detecting are
must have at least 1 Hit Point at the start of the
both in contact with the same surface (such as
rest to gain its benefits.
the ground, a wall, or a ceiling) or the same
liquid.
INTERRUPTING THE REST Tremorsense can’t detect creatures or objects
If a Long Rest is interrupted by combat or by 1
in the air, and Tremorsense doesn’t count as a
hour of walking, casting Spells, or similar form of sight.
activity, the rest confers no benefit and must be
restarted; however, if the rest was at least 1
hour long before the interruption, the creature
UNARMED STRIKE
gains the benefits of a Short Rest. An Unarmed Strike is a melee attack that
involves you using your body to damage,
MUSICAL INSTRUMENT grapple, or shove a target within your Reach.
Your bonus to hit with an Unarmed Strike
Musical Instruments are a category of tool with equals your Strength modifier plus your
which a character can gain Tool Proficiency. For Proficiency Bonus. On a hit, your Unarmed
a list of Musical Instruments, see the 2014 Strike causes one of the following effects of your
Player’s Handbook, but ignore the prices there;
choice:
those instruments now cost 20 GP apiece.
Damage. The target takes Bludgeoning Damage
PRIMAL SPELLS equal to 1 + your Strength modifier.
A Primal Spell draws on the forces of nature and Grapple. The target is Grappled, and the
the Inner Planes. Druids and Rangers harness grapple’s escape DC equals 8 + your Strength
this magic. For a partial list of Primal Spells, see modifier + your Proficiency Bonus. This
the “Spell Lists” section later in this document. grapple is possible only if the target is no
more than one Size larger than you and if you
SLOWED [CONDITION] have a hand free to grab the target.
Shove. You either push the target 5 feet away or
While you are Slowed, you experience the knock the target Prone. This shove is possible
following effects: only if the target is no more than one Size
larger than you.
Limited Movement. You must spend 1 extra
foot of movement for every foot you move
using your Speed.
SPELL LISTS
Attacks Affected. Attack rolls against you have There are now three main Spell lists in the
Advantage. game: Arcane, Divine, and Primal. In future
Dexterity Saves Affected. You have Unearthed Arcana articles, we’ll show how
Disadvantage on Dexterity saving throws. Classes use these lists and how a Class or
Subclass might gain Spells from another list.
TOOL PROFICIENCY The lists here go through 1st level to support
some of the Races and Feats in this document.
If you have Proficiency with a tool, you can add
The lists currently include Spells only from the
your Proficiency Bonus to any ability check you
2014 Player’s Handbook.
make that uses that tool. If you have Proficiency

©2022 Wizards of the Coast LLC 20


ARCANE SPELLS Sleep Spare the Dying
Tasha’s Hideous Laughter Thorn Whip
0-Level Spells (Cantrips) Tenser’s Floating Disk
Acid Splash Thunderwave 1st-Level Spells
Blade Ward Unseen Servant Animal Friendship
Chill Touch Witch Bolt Create or Destroy Water
Dancing Lights Cure Wounds
Fire Bolt DIVINE SPELLS Detect Magic
Friends Detect Poison and Disease
Light 0-Level Spells (Cantrips) Ensnaring Strike
Mage Hand Guidance Entangle
Mending Light Faerie Fire
Message Resistance Fog Cloud
Minor Illusion Sacred Flame Goodberry
Poison Spray Spare the Dying Hail of Thorns
Prestidigitation Thaumaturgy Healing Word
Ray of Frost Hunter’s Mark
Shocking Grasp 1st-Level Spells Jump
True Strike Bane Longstrider
Vicious Mockery Bless Purify Food and Drink
Command Speak with Animals
1st-Level Spells Compelled Duel Thunderwave
Alarm Cure Wounds
Armor of Agathys Detect Evil and Good
Arms of Hadar Detect Magic
Burning Hands Detect Poison and Disease
Charm Person Divine Favor
Chromatic Orb Guiding Bolt
Color Spray Healing Word
Comprehend Languages Heroism
Detect Magic Inflict Wounds
Disguise Self Protection from Evil and Good
Dissonant Whispers Purify Food and Drink
Expeditious Retreat Sanctuary
False Life Searing Smite
Feather Fall Shield of Faith
Find Familiar Thunderous Smite
Fog Cloud Wrathful Smite
Grease
Hellish Rebuke PRIMAL SPELLS
Hex
Identify
0-Level Spells (Cantrips)
Druidcraft
Illusory Script
Guidance
Jump
Mending
Longstrider
Message
Mage Armor
Poison Spray
Magic Missile
Produce Flame
Protection from Evil and Good
Resistance
Ray of Sickness
Shillelagh
Shield
Silent Image

©2022 Wizards of the Coast LLC 21

You might also like