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.

KOBOLD

KOBOLD TRAITS
Your kobold character has the following racial traits.

SIZE. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

SPEED. Your base walking speed is 30 feet.

ABILITY SCORE INCREASE. Your Dexterity score increases by 2, and your Strength score is reduced by 2.

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 Draconic.

SUNLIGHT SENSITIVITY. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

PACK TACTICS. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

GROVEL, COWER, AND BEG. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

AGE. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

ALIGNMENT. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.



KENKU

KENKU TRAITS
Your kenku character has the following racial traits.

SIZE. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.

SPEED. Your base walking speed is 30 feet.

ABILITY SCARE INCREASE. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

KENKU TRAINING. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
KENKU TRAINING. proficient two of the following: Acrobatics, Deception, Stealth, and Sleight of Hand.

LANGUAGES. You can read and write Common and Auran, but you can speak only by using your Mimicry trait.

EXPERT FORGERY. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
EXPERT FORGERY. duplicate other creatures' handwriting and craftwork. advantage checks made to produce forgeries or duplicates.

MIMICRY. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
MIMICRY. mimic sounds have heard. Creature hears sounds can tell imitations with Wisdom (Insight) check opposed Charisma (Deception) check.

AGE. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

ALIGNMENT. Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.

ROLEPLAYING A KENKU
If you're playing a kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear about your character's intentions unless you're deliberately aiming for inscrutable or mysterious. You might say, "Snapper makes the noise of a hammer slowly and rhythmically tapping a stone to show how bored he is. He plays with his dagger and studies the Lords' Alliance agent sitting at the bar." Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and could slow down the game.

HUMAN

HUMAN TRAITS
It's hard to make generalizations about humans, but your human character has these traits.

SIZE. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range. your size is Medium.

SPEED. Your base walking speed is 30 feet.

ABILITY SCORE INCREASE. Your ability scores each increase by 1.

LANGUAGES. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

AGE. Humans reach adulthood in their late teens and live less than a century.

ALIGNMENT. Humans tend toward no particular alignment. The best and the worst are found among them.

VARIANT HUMAN TRAITS
If your campaign uses the optional feat rules from chapter 5, your Dungeon Master might allow these variant traits, all of which replace the human's Ability Score Increase trait.

ABILITY SCORE INCREASE. Two different ability scores of your choice increase by l.

SKILLS. You gain proficiency in one skill of your choice.

FEAT. You gain one feat of your choice.

HOBGOBLIN

HOBGOBLIN TRAITS
Your hobgoblin character has the following racial traits.

SIZE. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.

SPEED. Your base walking speed is 30 feet.

ABILITY SCORE INCREASE. Your Constitution 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 and Goblin.

MARTIAL TRAINING. You are proficient with two martial weapons of your choice and with light armor.

SAVING FACE. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

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

ALIGNMENT. Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.

HALF-ORC

HALF-ORC TRAITS
Your half-orc character has certain traits deriving from your orc ancestry.

SIZE. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over to feet tall. Your size is Medium.

SPEED. Your base walking speed is 30 feet.

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

MENACING. You gain proficiency in the Intimidation skill.

DARKVISION. Thanks to your orc blood. you have superior vision in dark and dim conditions. You can see in dim tight within 60 feet of you as if it were bright tight. 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. Orc is a harsh. grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

RELENTLESS ENDURANCE. When you are reduced to 0 hit points but not killed outright. you can drop to 1 hit point instead. You can't use this feature again until You finish a tong rest.

SAVAGE ATTACKS. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

AGE. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live tonger than 75 years.

ALIGNMENT. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

GRUDGING ACCEPTANCE
Each half orc finds a way to gain acceptance from those who hate orcs. Some are reserved, trying not to draw attention to themselves. A few demonstrate piety and good heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them.

HALFLING

HALFLING TRAITS
Your halfling character has a number of traits in common with all other halflings.

BRAVE. You have advantage on saving throws against being frightened.

LUCKY. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

SIZE. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

SPEED. Your base walking speed is 25 feet.

Ability Score Increase. Your Dexterity score increases by 2.

LANGUAGES. You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition. however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they. are traveling.

HALFLING NIMBLENESS. You can move through the space of any creature that is of a size larger than yours.

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

ALIGNMENT. Most halflings are lawful good. As a rule, they are goodhearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

SUBRACE. The two main kinds of halfling, lightfoot and stout, are more like closely related families than true suhraces. Choose one of these subraces.


LIGHTFOOT

ABILITY SCORE INCREASE. Your Charisma score increases by 1

NATURALLY STEALTHY. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety. Lightfoots are more prone to wanderlust than other halflings. and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk. These halflings are called hairfeet or tallfellows.

STOUT

STOUT RESILIENCE. You have advantage on saving throws against poison, and you have resistance against poison damage.

ABILITY SCORE INCREASE. Your Constitution score increases by 1.

As a stout halfling. you're hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts. and they're most common in the south.

GHOSTWISE HALFLINGS

ABILITY SCORE INCREASE. Your Wisdom score increases by 1.

SILENT SPEECH. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Ghostwise halflings trace their ancestry back to a war among halfling tribes that sent their ancestors into flight from Luiren . Ghostwise halflings are the rarest of the hin, found only in the Chondalwood and a few other isolated forests, clustered in tight-knit clans. Many ghostwise clans select a natural landmark as the center of their territory, and members carry a piece of that landmark with them at all times. Clan warriors known as nightgliders bond with and ride giant owls as mounts. Because these folk are clannish and mistrustful of outsiders, ghostwise halfling adventurers are rare. Ask your DM if you can play a member of this subrace, which has the halfling traits in the Player's Handb ook, plus the subrace traits below.

HALF- ELF

HALF- ELF TRAITS
Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

FEY ANCESTRY. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

SIZE. Half-elves are about the same size as humans, ranging from 5 to 6 feet tail. Your size is Medium.

SPEED. Your base walking speed is 30 feet.

ABILITY SCORE INCREASE. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

SKILL VERSATILITY. You gain proficiency in two skills of your choice.

DARKVISION. Thanks to your elf blood, 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, Elvish, and one extra language of your choice.

AGE. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

ALIGNMENT. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.

EXCELLENT AMBASSADORS
Many half elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go betweens (except between elves and humans, since each side suspects the half elf of favoring the other).

GOLIATH

GOLIATH TRAITS
Goliaths share a number of traits in common with each other.

SIZE. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

SPEED. Your base walking speed is 30 feet.

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

NATURAL ATHLETE. You have proficiency in the Athletics skill.

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

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

STONE'S ENDURANCE. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

MOUNTAIN BORN. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

AGE· Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

ALIGNMENT. Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.

GOBLIN

GOBLIN TRAITS
Your goblin character has the following racial traits.

SIZE. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

SPEED. Your base walking speed is 30 feet.

ABILITY SCORE INCREASE. Your Dexterity score increases by 2, and your Constitution 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 and Goblin.

FURY OF THE SMALL. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

NIMBLE ESCAPE. You can take the Disengage or Hide action as a bonus action on each of your turns.

AGE. Goblins reach adulthood at age 8 and live up to 60 years.

ALIGNMENT. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.

GNOME

GNOME TRAITS
Your gnome character has certain characteristics in common with all other gnomes.

GNOME CUNNING. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

SIZE. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

SPEED. Your base walking speed is 25 feet.

ABILITY SCORE INCREASE. Your Intelligence score increases by 2.

DARKVISION. Accustomed to life underground, 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 Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

AGE. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

ALIGNMENT. Gnomes are most often good. Those who lend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who lend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

Subrace. Two subraces of gnomes are found among the worlds of D&D: forest gnomes and rock gnomes. Choose one of these subraces.



FOREST GNOME
ABILITY SCORE INCREASE. Your Dexterity score increases by 1.

SPEAK WITH SMALL BEASTS. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
SPEAK WITH SMALL BEASTS. communicate simple ideas Small or smaller beasts.

NATURAL ILLUSIONIST. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
NATURAL ILLUSIONIST. Intelligence +#, (DC #, +# Spell Attacks) no components.
At will: Minor Illusion.

As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.





ROCK GNOME
ABILITY SCORE INCREASE. Your Constitution score increases by 1.

TINKER. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. it makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

ARTIFICER'S LORE. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of 0&0 are rock gnomes, including the tinker gnomes of the Dragonlance setting.

ALWAYS APPRECIATIVE It's rare for a gnome to be hostile or malicious unless he or she has suffered a grievous injury. Gnomes know that most races don't share their sense of humor, but they enjoy anyone's company just as they enjoy everything else they set out to do.




SVIRFNEBLIN SUBRACE TRAITS
ABILITY SCORE INCREASE. Your Dexterity score increases by 1.

SUPERIOR DARKVISION. Your darkvision has a radius of 120 feet.

EXTRA LANGUAGE. You can speak, read, and write Undercommon.

STONE CAMOUFLAGE. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

The svirfneblin subrace has the gnome traits in the Player's Handbook, plus the subrace traits below. Unlike other gnomes, svirfneblin tend to be neutral, they weigh 80 to 120 pounds, and they reach maturity at 25 and live 200 to 250 years.

GITH

GITH TRAITS
Your character shares the following traits with other gith.

SIZE. Gith are taller and leaner than humans, with most a slender 6 feet in height.

SPEED. Your base walking speed is 30 feet.

ABILITY SCORE INCREASE. Your Intelligence score increases by 1.

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

AGE. Gith reach adulthood in their late teens and live for about a century.

Subrace. There are two kinds of gith, githyanki and githzerai. Choose one of these subraces.
GITHYANKI
The brutal githyanki are trained from birth as warriors.

ABILITY SCORE INCREASE. Your Strength score increases by 2.

DECADENT MASTERY. You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.

MARTIAL PRODIGY. You are proficient with light and medium armor and with shortswords, longswords, and greatswords.

ALIGNMENT. Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.

GITHYANKI PSIONICS. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.


GITHZERAI

MENTAL DISCIPLINE. You have advantage on saving throws against the charmed and frightened conditions.

ABILITY SCORE INCREASE. Your Wisdom score increases by 2.

ALIGNMENT. Githzerai tend toward lawful neutral.

GITHZERAI PSIONICS. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

In their fortresses within Limbo, the githzerai hone their minds to a razor's edge.
Their rigorous training in psychic abilities requires an implacable mental discipline.
Under the tutelage of monastic masters, githzerai learn to govern their own minds