Aasimar Celestial Features
D6 |
Celestial Feature |
1 |
A dusting of metallic, white, or charcoal freckles |
2 |
Metallic, luminous, or dark eyes |
3 |
Starkly coloured hair |
4 |
An unusual hue tinting your shadow |
5 |
A ghostly halo crowning your head |
6 |
Rainbows gleaming on your skin |
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
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 discern colors in that darkness only as shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:
Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
Size. Your size is Medium.
Speed. Your walking speed is 30 feet.
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 discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Sneaky. You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.
Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.
Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.
Size.
Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Draconic Ancestry. You are distantly related to a particular kind of
Dragon. Choose a type of
Dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.
Dragon Color |
Damage Type |
Breath Weapon |
Black |
Acid |
5' by 30' line (DEX save) |
Blue |
Lightning |
5' by 30' line (DEX save) |
Brass |
Fire |
5' by 30' line (DEX save) |
Bronze |
Lightning |
5' by 30' line (DEX save) |
Copper |
Acid |
5' by 30' line (DEX save) |
Gold |
Fire |
15' cone (DEX save) |
Green |
Poison |
15' cone (CON save) |
Red |
Fire |
15' cone (DEX save) |
Silver |
Cold |
15' cone (CON save) |
White |
Cold |
15' cone (CON save) |
Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest. HBInstead, you may use your breath weapon a number of times equal to your Constitution modifier. You regain expended uses on a short or long rest.
Damage Resistance. You have resistance to the damage type associated with your ancestry.
Languages. You can read, speak, and write Common and Draconic.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.
Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Chromatic Ancestry. You trace your ancestry to a chromatic
Dragon, granting you a special magical affinity. Choose one type of
Dragon from the Chromatic Ancestry table. This determines the damage type for your other traits as shown in the table.
Chromatic Ancestry
Dragon |
Damage Type |
Black |
Acid |
Blue |
Lightning |
Green |
Poison |
Red |
Fire |
White |
Cold |
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.
Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.
Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Metallic Ancestry. You trace your ancestry to a metallic
Dragon, granting you a special magical affinity. Choose one type of
Dragon from the Metallic Ancestry table. This determines the damage type for your other traits as shown in the table.
Metallic Ancestry
Dragon |
Damage Type |
Brass |
Fire |
Bronze |
Lightning |
Copper |
Acid |
Gold |
Fire |
Silver |
Cold |
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Draconic Resistance. You have resistance to the damage type associated with your Metallic Ancestry.
Metallic Breath Weapon. At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:
Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.
Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Gem Ancestry. You trace your ancestry to a Gem
Dragon, granting you a special magical affinity. Choose one type of
Dragon from the Gem Ancestry table. This determines the damage type for your other traits as shown in the table.
Gem Ancestry
Dragon |
Damage Type |
Amethyst |
Force |
Crystal |
Radiant |
Emerald |
Psychic |
Sapphire |
Thunder |
Topaz |
Necrotic |
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the damage type associated with your Gem Ancestry.
Psionic Mind. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language.
Gem Flight. Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.
Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Draconic Resistance. You have resistance to one damage type of your choice from Acid, Cold, Fire, Lightning, or Poison.
Prismatic Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15 foot cone. When you replace one of your attacks you choose which damage type the attack deals from Acid, Cold, Fire, Lightning, or Poison damage. Each creature in that area must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type chosen. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Social Adept. When you make a Deception or Persuasion check, you can do so with advantage once per long rest.
Draconic Resistance. You have resistance to a damage type of your choice from Acid, Cold, Fire, Lightning, or Poison.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. Accutomed to twilit forests and the night sky, 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 colour in Darkness, only Shades of Gray.
Innate Magic.You know the druidcraft cantrip. When you reach 3rd level, you can cast the healing word spell once per day. When you reach 5th level, you can also cast the barkskin spell once per day. Wisdom is your spellcasting ability for these spells.
Dryad Weapon Training.You have proficiency with the scimitar, shortsword, shortbow, and longbow.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Languages. You can speak, read, and write Common, Elven, and Sylvan.
Forest Stealth. You can attempt to hide as a bonus action when in a forest, jungle, or wooded environment.
Remain Hidden. When making ranged weapon attacks you may make a Dexterity (sight of hand) check against a creature’s passive Wisdom (perception) to remain in stealth.
Hemodryad
Adapted Stealth. When you attempt to hide you may add your Charisma modifier to Dexterity (stealth) Check in addition to your Dexterity modifier.
Deceptive Nature. You have proficiency with the Deception skill.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armor.
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.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason'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 to the check, instead of your normal proficiency bonus.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a
Dwarf might speak.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Dwarven Armor Training. You have proficiency with light and medium armour.
Born at Sea. Your speed when swimming is equal to your movement speed.
Island Weapon Training (replaces Dwarven Combat Training). You have proficiency with the rapier, scimitar, trident, and net.
At Home on the Deck. You have proficiency in vehicles (water).
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid. You are also considered a
Dwarf for any prerequisite or effect that requires you to be a
Dwarf.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Duergar Magic. Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a
Human would from 8 hours of sleep.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common and Elven.
Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
Drow Magic. You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire 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 onceand 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.
Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Extra Language. You can read, speak, and write one additional language of your choice.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base 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
Elf, Eladrin
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid. You are also considered an
Elf for any prerequisite or effect that requires you to be an
Elf.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
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 discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
Keen Senses. You have proficiency in the Perception skill.
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Firbolg Magic. You can cast the Detect Magic and Disguise Self spells with this trait. When you use this version of Disguise Self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 35 feet.
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 discern colors in that darkness only as shades of gray.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Lightning Resistance. You have resistance to lightning damage.
Mingle with the Wind. You know the Shocking Grasp cantrip. Starting at 3rd level, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Levitate spell with this trait, without requiring a material component. Once you cast Feather Fall or Levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
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 discern colors in that darkness only as shades of gray.
Earth Walk. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
Merge with Stone. You know the Blade Ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Starting at 5th level, you can cast the Pass Without Trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
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 discern colours in that darkness only as shades of grey.
Fire Resistance. You have resistance to fire damage.
Reach to the Blaze. You know the Produce Flame cantrip. Starting at 3rd level, you can cast the Burning Hands spell with this trait. Starting at 5th level, you can also cast the Flame Blade spell with this trait, without requiring a material component. Once you cast Burning Hands or Flame Blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
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 discern colors in that darkness only as shades of gray.
Acid Resistance. You have resistance to acid damage.
Amphibious. You can breathe air and water.
Call to the Wave. You know the Acid Splash cantrip. Starting at 3rd level, you can cast the Create or Destroy Water spell with this trait. Starting at 5th level, you can also cast the Water Walk spell with this trait, without requiring a material component. Once you cast Create or Destroy Water or Water Walk with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Gnome
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
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 colour in darkness, only shades of gray.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
Languages. You can read, speak, and write Common and Gnomish.
Forest
Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.
Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.
Rock
Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
Tinker. You have proficiency with artisan 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.
At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.
Fae
LanguagesYou can speak, read, and write Sylvan.
Sceptical Nature. You are proficient in the Insight skill
Deep Gnome
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Gift of the Svirfneblin. Starting at 3rd level, you can cast the Disguise Self spell with this trait. Starting at 5th level, you can also cast the Nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Gnomish Magic Resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.
Svirfneblin Camouflage. When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Gobin
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
Size. You are Small.
Speed. Your walking speed is 30 feet.
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 discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
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 proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Little Giant. You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born. You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet.
Stone's Endurance. You can supernaturally draw on unyielding stone to shrug off harm. 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.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your elven 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Languages. You can read, speak, and write Common, Elven, and one language of your choice.
Half-Elf Versatility.
Choose one of the following traits:
Skill Versatility (General). You gain proficiency in two skills of your choice.
Elf Weapon Training (High or
Wood Elf Heritage). You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip (High
Elf Heritage). You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Fleet of Foot (Wood
Elf Heritage). Your base walking speed increases to 35 feet.
Mask of the Wild (Wood
Elf Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Drow Magic (Dark
Elf Heritage). You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Size.
Half-Orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your
Orc 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.
Menacing. You gain proficiency in the Intimidation skill.
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 long 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.
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.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
Speed. Your base walking speed is 30 feet.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Brave. You have advantage on saving throws against being frightened.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Languages. You can speak, read, and write Common and
Halfling.
Lightfoot
Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.
Stout
Stout Resilience. You have advantage on saving throws against poison, and you have resistance to poison damage.
Ghostwise
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.
Lotusden
Children of the Woods. You know the Druidcraft Cantrip. At 3rd level, you can cast the Entangle spell once per long rest. At 5th level, you can cast Spike Growth spell once per long rest. These spells don't require the material components normally required. Wisdom is your spellcasting ability for these spells.
Timberwalk. Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
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 discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fey Gift. You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:
Hospitality. You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.
Passage. You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.
Spite. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.
Fortune from the Many. If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. Your ability scores each increase by 1.
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.
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.
Ability Score Increase. Two different ability scores of your choice increase by 1.
Skills. You gain proficiency in one skill of your choice.
Feat. You gain one Feat of your choice.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Small.
Speed. Your walking speed is 30 feet.
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 discern colors in that darkness only as shades of gray.
Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Kobold Legacy. Kobolds’ connection to dragons can manifest in unpredictable ways in an individual
Kobold. Choose one of the following legacy options for your
Kobold:
Craftiness. You have proficiency in one of the following skills of your choice:
Arcana, Investigation, Medicine, Sleight of Hand, or Survival.
Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself.
Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Hungry Jaws. You can throw yourself into a 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 equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your base 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.
Nature's Intuition. Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.
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 discern colours in that darkness only as shades of grey.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
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.
Hellish Resistance. You have resistance to fire damage.
Languages. You can speak, read, and write Common and Infernal
Bloodline of Asmodeus
The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself.
Infernal Legacy. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Baalzebul
The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.
Legacy of Maladomini. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Crown of Madness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of 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.
Legacy of Dis. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Detect Thoughts spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Fierna
A master manipulator, Fierna grants tieftings tied to her forceful personalities.
Legacy of Phlegethos. You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Glasya
Glasya, Hell's criminal mastermind, grants her tiefiings magic that is useful for committing heists.
Legacy of Malbolge. You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Invisibility spell once as a 2nd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Levistus
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
Legacy of Stygia. You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Mammon
The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.
Legacy of Minauros. You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Tenser's Floating Disk spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Arcane Lock spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of 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.
Legacy of Cania. You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Flame Blade spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bloodline of Zariel
Tieflings with a blood tie to Zariel are stronger than the typical
Tiefling and receive magical abilities that aid them in battle.
Legacy of Avernus. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Branding Smite spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
All abyssal tieflings trace their bloodline to the demons of the
Abyss. These tieflings have the following additional features.
Abyssal Arcana. Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell.
You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot.
At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.
Abyssal Arcana Spells
D6 |
1st Level |
3rd Level |
5th Level |
1 |
Dancing Lights |
Burning Hands |
Alter Self |
2 |
True Strike |
Charm Person |
Darkness |
3 |
Light |
Magic Missile |
Invisibility |
4 |
Message |
Cure Wounds |
Levitate |
5 |
Spare the Dying |
Tasha's Hideous Laughter |
Mirror Image |
6 |
Prestidigitation |
Thunderwave |
Spider Climb |
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Cat's Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Talent. You have proficiency in the Perception and Stealth skills.
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 discern colours in that darkness only as shades of grey.
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 0 feet on one of your turns.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Languages to choose from. The DM is free to modify that list for a campaign.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You are accustomed to the dark of the
Weave, 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 colour in Darkness, only Shades of Gray.
Living Weave. Your body was long ago stripped away by the winds of the
Weave. You are immune to disease.
Weave Incarnate. You are resistant to force damage.
Weave Master. Once per round when you deal force damage you can re-roll one force damage die of your choice.
Languages. You can speak, read, and write Common, and Draconic. Draconic is thought to be one of the oldest
Languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Master of the Arcane. You are proficient in the arcana skill.
Skilled. You gain proficiency with the tool kit of your choice: Alchemist’s supplies, Cartographer’s tools, Jeweler’s tools, Herbalism Kit, or Poisoner’s Kit.
Well Spoken. You know one additional language of your choice.
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