Racial Statblocks
Dwarf
Hillborn Dwarf
Darkvision - 60 ft Subrace - Mountain Born Dwarven Resilience - Advantage on saving throws and resistance vs standard poisons Dwarven Combat Training - Proficient with Battleaxe, handaxe, light hammer, and warhammer Tool Proficiency - Proficient with artisan's tools of your choice from: Smith's Tools; Brewer's Supplies; Mason's Tools; Jeweler's Tools Stonecunning - Whenever you make an intelligence (history) check related to the origin of stonework, you are considered proficient in the history skill and add double your proficiency bonus instead of your normal proficency bonus Dwarven Toughness - Your Hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Languages. Common, Dwarven (Pigeon), Dwarven (Regional Dialect)
Mountainborn Dwarf
Darkvision - 60 ft Subrace - Mountain Born Dwarven Resilience - Advantage on saving throws and resistance vs standard poisons Dwarven Combat Training - Proficient with Battleaxe, handaxe, light hammer, and warhammer Tool Proficiency - Proficient with artisan's tools of your choice from: Smith's Tools; Brewer's Supplies; Mason's Tools; Jeweler's Tools Stonecunning - Whenever you make an intelligence (history) check related to the origin of stonework, you are considered proficient in the history skill and add double your proficiency bonus instead of your normal proficency bonus Dwarven Armor Training - You have proficiency with light and Medium armor
Languages. Common, Dwarven (Pigeon), Dwarven (Regional Dialect)
Tinker Gnome
Darkvision - 60 ft Frontline against Magic - You have advantage on all Int, Wis, and Cha saving throws against magic 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 Tinker - You have proficiency with artisan's tools (tinker tools). Using those tools you can spend 1 hour and 10 gp worth of materials to construct a clockwork device.
Languages. Common, Dwarven (Pigeon), Dwarven (Regional Dialect)
Device | Cost | Sells For | Use |
---|---|---|---|
Clockwork Toy | 5 GP | 10 GP | A small toy animal that is wound with a key, When placed on the ground it moves 5 feet across the ground, then turns a random direction. |
Fire Starter | 3 GP | 15 GP | A flint and steel contraption that produces a spark when the button is pressed |
Music Box | 10 GP | 30 GP | When opened, the box plays a single song at a moderate volume until the mechanism is unwound or the box is closed. A key is used to wind it up. |
Infantry Gnome
Darkvision - 60 ft Frontline against Magic - You have advantage on all Int, Wis, and Cha saving throws against magic Natural Illusionist - You know the Minor Illusion cantrip. Intelligence is your spellcasting ability Speak with Small Beasts - Through sounds and gestures, you can communicate simple ideas with small or smaller beasts.
Languages. Common, Dwarven (Pigeon), Dwarven (Regional Dialect)
Elf/Fae
Random Elf Subrace
1 | Dark Elf |
2-10 | Common Elf |
11-18 | High Elf |
19 - 20 | High Fae |
High Fae
Low Light Vision - 60ft Keen Senses - Proficiency in Perception Blood of the Fae Born - Advantage on saving throws against being Charmed, magic cannot put you to sleep Fae Weakness - Iron acts as a topical allergen when touched and treated like a poison absorbed through the skin. Trance - Instead of sleeping, a High Fae can enter a trance like state, projecting spiritually to the Reflection. Using this ability grants free access to the Reflection. Resting this way gives the same benefit that you would gain from half the actual hours rested. Fae Magic - You know the cantrip Minor Illusions. When you reach 3rd level you can cast Disguise Self once with this trait and regain the ability to do so when you finish a long rest. When you reach the 5th level you can cast the the spell Blur once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Languages. Common, Sylvan(Regional), Elvish (Pigeon), +1 Extra
High Elf
Low Light Vision - 30 ft Keen Senses - You have proficiency in the perception skill Fey Ancestory - You have advantage on saving throws against being Charmed, magic cannot put you to sleep Trance - High Elves can enter a trance like state, projecting spiritually to the Reflection. Using this ability grants restrained access to the Reflection. Resting this way gives the same benefit that you would gain from three-quarters the actual hours rested. Elven Weapon Training - You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip - You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Extra Language - You can read, write, and speak one extra language of your choice.
Languages. Common, Elven (Pigeon), Elven (Regional Dialect)
Common Elf
Low Light Vision - 60 ft Keen Senses - You have proficiency in the perception skill Fey Ancestory - You have advantage on saving throws against being Charmed, magic cannot put you to sleep Trance - Elves can enter a trance like state, projecting spiritually to the Reflection. Using this ability grants restrained access to the Reflection. Resting this way gives the same benefit that you would gain from three-quarters the actual hours rested. Elven Weapon Training - You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot - Your basic walking speed increases to 35 feet Mask of the Wild - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Languages. Common, Elven (Pigeon), Elven (Regional Dialect)
Dark Elf
Darkvision - 90 ft Sun 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 percieve is in direct sunlight. Keen Senses - You have proficiency in the perception skill Fey Ancestory - You have advantage on saving throws against being Charmed, magic cannot put you to sleep Trance - Elves can enter a trance like state, projecting spiritually to the Reflection. Using this ability grants restrained access to the Reflection. Resting this way gives the same benefit that you would gain from three-quarters the actual hours rested. Cursed Magic - You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once through this trait and regain the ability to do so after 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. Drow Weapon Training - You have proficiency with rapiers, shortswords, and hand crossbows.
Languages. Common, Elven (Pigeon), Elven (Regional Dialect)
Half-Elf
Low Light Vision - 30 ft Fey Ancestory - You have advantage on saving throws against being Charmed, magic cannot put you to sleep Skill Versitility - You gain proficiency in two skills of your choice
Languages. Common, Elven (Pigeon)
Human
Human
Languages. Common +1 extra
Human - Variant
Gain 1 feat of your choice
Languages. Common + 1 Extra
Kindling/Halfling
Kindling
Darkvision - 60 feet Hot Blooded - Resistance to fire damage; Insulated against cold weather Fire Starter - You know the cantrip Produce Flame. Once you reach 3rd level, you can cast Burning hands once and regain the ability after a long rest. Constitution is your spell casting ability A light in the darkness - You have disadvantage on stealth rolls relying on the darkness. Your body naturally produces a soft light on par with a candle flame. Brave - You have advantage on saving throws against being frightened. Halfling nimbleness - You can move through the space of any creature that is of a size larger than yours. Inner Flame - Water acts as a poison when ingested in large amounts; alcohol takes longer to affect the body.
Languages. Common, Flameese (pigeon), Flameese (regional dialect)
Stout Halfling
Lucky - When you roll a 1 on a d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave - You have advantage on saving throws against being frightened. Halfling nimbleness - You can move through the space of any creature that is of a size larger than yours. Stout Resilience - You have advantage on saving throws vs poison and you have resistance against poison damage.
Languages. Common, Flameese (pigeon), Flameese (regional dialect)
Lightfoot Halfling
Lucky - When you roll a 1 on a d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave - You have advantage on saving throws against being frightened. Halfling nimbleness - You can move through the space of any creature that is of a size larger than yours. 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.
Languages. Common, Flameese (pigeon), Flameese (Regional Dialect)
Orc
Orc
Navigator - You are able to sense where true north is and are able to navigate by the stars Born on the Waves - Increase swim speed by 10ft, You have advantage on ability checks for handling boats. Powerful Build - You count as one size larger when determining your Carrying Capacity and the Weight you can push, drag, or lift Menacing - You are proficient in the intimidation skill.
Languages. Common, Orcish (Pigeon), Orcish (Regional Dialect)
Half-Orc
Menacing - You are proficient in the intimidation skill. Navigator - You are able to sense where true north is and are able to navigate by the stars
Languages. Common, Orcish (Pigeon)
Nalem
Fayus
Yuan-Ti
Darkvision - 60 ft 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. Magic Resistance. You have advantage on saving throws against spells and other magical effects. Poison Immunity. You are immune to poison damage and the poisoned condition.
Languages. Common, Yaunish (pigeon), Yuanish (Regional Dialect)
Jungle Hunter Felidae
Darkvision - 60 ft Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. 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 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Cat's Talent. You have proficiency in the Perception and Stealth skills.
Languages. Common, Felid (Pigeon), Felid (Regional) OR One language of your choice
Plains Hunter Felidae
Darkvision - 60' Claws - Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier. Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival. Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
Languages. Common, Felid (Pigeon), Felid (Regional)
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