Sunday, September 29, 2019

YUAN-TI PUREBLOOD

YUAN-TI PUREBLOOD TRAITS
Your yuan-ti pureblood character- called a pureblood for short-has the following racial traits.

POISON IMMUNITY. You are immune to poison damage and the poisoned condition.

MAGIC RESISTANCE. You have advantage on saving throws against spells and other magical effects.

SIZE. Purebloods match humans in average size and weight. Your size is Medium.

SPEED. Your base walking speed is 30 feet.

ABILITY SCORE INCREASE. Your Charisma score increases by 2, and your Intelligence score increases by 1.

DARKVISION. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

LANGUAGES. You can speak, read, and write Common, Abyssal, and Draconic.

INNATE SPELLCASTING. You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

AGE. Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.

ALIGNMENT. Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.

TRITON

TRITON TRAITS
Your triton character has the following racial traits.

SIZE. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

SPEED. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

ABILITY SCORE INCREASE. Your Strength, Constitution, and Charisma scores each increase by 1.

LANGUAGES. You can speak, read, and write Common and Primordial.

EMISSARY OF THE SEA. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

GUARDIANS OF THE DEPTHS. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

AMPHIBIOUS. You can breathe air and water.

CONTROL AIR AND WATER. A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it (see the spell in the sidebar). Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

AGE. Tritons reach maturity around age 15 and can live up to 200 years.

ALIGNMENT. Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.


TORTLE

TORTLE TRAITS
Your tortle character gains traits that enable it to cope with the perils of a savage world

NATURAL ARMOR. Due to your shell and shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.

SIZE. Tortle adults stand 5 to 6 feet tall and average 450 pound. Their shells account for roughly one-third of their weight. Your size is Medium.

SPEED. Your base walking speed is 30 feet.

ABILITY SCORE INCREASE. Your Strength score increases by 2, and your Wisdom score increases by 1.

SURVIVAL INSTINCT. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

LANGUAGES. You can speak, read, and write Aquan and Common.

HOLD BREATH. You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.

SHELL DEFENSE. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and constitution saving throw. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.

CLAWS. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.

AGE. Young tortles crawl for a few weeks after birth before learning to walk on two legs. The reach adulthood by the age of 15 and live an average of 50 years.

ALIGNMENT. Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it’s unusual for a tortle to shuck off order in favor of chaos.

TIEFLING

TIEFLING TRAITS
Tieflings share certain racial traits as a result of their infernal descent.

HELLISH RESISTANCE. You have resistance to fire damage.
HELLISH RESISTANCE. fire damage.

SIZE. Tieflings are about the same size and build as humans. Your size is Medium.

SPEED. Your base walking speed is 30 feet.

DARKVISION. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light. and in darkness as if it were dim light. You can't discern color in darkness. only shades of gray.

LANGUAGES. You can speak. read. and write Common and Infernal.

ASMODEUS
The tieftings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himsef. Such tieflings use the Ability Score Increase and Infernal Legacy traits in the Player's Handbook.
ABILITY SCORE INCREASE. Your intelligence score increases by 1, and your Charisma score increases by 2.
INFERNAL LEGACY. You know the thaumaturqy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
LEGACY OF NESSUS. Charisma +# (DC #, +# Spell Attack), no components.
At-will thaumaturqy.
3rd level, 1/long rest hellish rebuke at 2nd-level.
5th level 1/long rest darkness.

BAALZEBUL
The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transform ed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Legacy of Maladomini. You know the thaumaturgy cantrip.
When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
LEGACY OF MALADOMINI. Charisma +# (DC #, +# Spell Attack), no components.
At-will thaumaturqy.
3rd level, 1/long rest ray of sickness at 2nd-level.
5th level 1/long rest crown of madness.

DISPATER
The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Legacy of Dis. You know the thaumaturgy cantrip.
When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
LEGACY OF DIS. Charisma +# (DC #, +# Spell Attack), no components.
At-will thaumaturqy.
3rd level, 1/long rest disguise self.
5th level 1/long rest detect thoughts.

FIERNA
A master manipulator, Fierna grants tieftings tied to her forceful personalities.
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Legacy of Phlegethos. You know the friends cantrip.
When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
LEGACY OF PHLEGETHOS. Charisma +# (DC #, +# Spell Attack), no components.
At-will friends.
3rd level, 1/long rest charm person at 2nd-level.
5th level 1/long rest suggestion.

GLASYA
Glasya, Hell's criminal mastermind, grants her tiefiings magic that is useful for committing heists.
Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Legacy of Malbolge. You know the minor illusion cantrip.
When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
LEGACY OF MALBOLGE. Charisma +# (DC #, +# Spell Attack), no components.
At-will minor illusion.
3rd level, 1/long rest disguise self.
5th level 1/long rest invisibility.

LEVISTUS
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.
Legacy of Stygia. You know the ray of frost cantrip.
When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
LEGACY OF STYGIA. Charisma +# (DC #, +# Spell Attack), no components.
At-will ray of frost.
3rd level, 1/long rest armor of Agathys at 2nd-level.
5th level 1/long rest darkness.

MAMMON
The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Legacy of Minauros. You know the mage hand cantrip.
When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest.
When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
LEGACY OF MINAUROS. Charisma +# (DC #, +# Spell Attack), no components.
At-will mage hand.
3rd level, 1/long rest Tenser's floating disk.
5th level 1/long arcane lock.

MEPHISTOPHELES
In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Legacy of Cania. You know the mage hand cantrip.
When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
LEGACY OF CANIA. Charisma +# (DC #, +# Spell Attack), no components.
At-will mage hand.
3rd level, 1/long rest burning hands at 2nd-level.
5th level 1/long rest flame blade.

ZARIEL
Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.
Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.
Legacy of Avernus. You know the thaumaturgy cantrip.
When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
LEGACY OF AVERNUS. Charisma +# (DC #, +# Spell Attack), no components.
At-will thaumaturgy.
3rd level, 1/long rest searing smite at 2nd-level.
5th level 1/long rest branding smite.

AGE. Tieflings mature at the same rate as humans but live a few years longer.

ALIGNMENT. Tieflings might not have an innate tendency toward evil. but many of them end up there. Evil or not an independent nature inclines many Tieflings toward a chaotic alignment.

APPEARANCE. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat- like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.

TABAXI

TABAXI TRAITS
Your tabaxi character has the following racial traits.

SIZE. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.

SPEED. Your base walking speed is 30 feet.

CAT'S CLAWS. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

ABILITY SCORE INCREASE. Your Dexterity score increases by 2, and your Charisma score increases by 1.

CAT'S TALENT. You have proficiency in the Perception and Stealth skills.

DARKVISION. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

LANGUAGES. You can speak, read, and write Common and one other language of your choice.

FELINE AGILITY. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move O feet on one of your turns.

AGE. Tabaxi have lifespans equivalent to humans.

ALIGNMENT. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.

TABAXI IN THE fORCOTTEN REALMS
In the Forgotten Realms, tabaxi hail from Maztica, a realm located far across the ocean west of the Sword Coast. The tabaxi of Maztica are known for their isolation, and until recently they never ventured from their homeland. The tabaxi say little of why that has changed, though rumors persist of strange happenings in that distant land.

ORC

ORC TRAITS
Your orc character has the following racial traits.

SIZE. Ores are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.

SPEED. Your base walking speed is 30 feet.

ABILITY SCORE INCREASE. Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 2.

MENACING. You are trained in the Intimidation skill.

DARKVISION. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

LANGUAGES. You can speak, read, and write Common and Orc.

POWERFUL BUILD. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

AGGRESSIVE. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

AGE. Ores reach adulthood at age 12 and live up to 50 years.

ALIGNMENT. Ores are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.

LIZARDFOLK

LIZARDFOLK TRAITS
Your lizardfolk character has the following racial traits.

NATURAL ARMOR. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

SIZE. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.

SPEED. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

ABILITY SCORE INCREASE. Your Constitution score increases by 2, and your Wisdom score increases by 1.

HUNTER'S LORE. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
HUNTER'S LORE. two of the following: Animal Handling, Nature, Perception, Stealth, and Survival.

LANGUAGES. You can speak, read, and write Common and Draconic.

HOLD BREATH. You can hold your breath for up to 15 minutes at a time.
HOLD BREATH. hold breath 15 minutes

CUNNING ARTISAN. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or ld4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
CUNNING ARTISAN. short rest, harvest bone and hide from slain beast, construct, dragon, monstrosity, or plant small or larger create one: shield, club, javelin, 1d4 darts/blowgun needles.

BITE. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
BITE. +# to hit, Hit: 3 (1d6+#) Piercing damage.

HUNGRY JAWS. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
HUNGRY JAWS. 1/short rest; +# to hit, Hit: 3 (1d6+#) Piercing damage and gain # temporary hit points (Constitution)

AGE. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

ALIGNMENT. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.

LIZARDFOLK SPEECH
Lizardfolk can master Common, but their mindset results in a speech pattern distinct from other humanoids. Lizardfolk rarely use metaphors. Their speech is almost always literal. They might pick up idioms, but only with some difficulty. Names confuse them, unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words. Lizardfolk use active verbs to describe the world. A lizardfolk in cold weather might say, "This wind brings cold" rather than "I feel cold." Lizardfolk tend to define things in terms of actions, rather than effects.