+1 Int, Proficiency in Alchemist supplies, action to identify potion, Improve a healing potions potency over a long rest
+1 Str, Proficiency in Athletics, Count as 1 Size larger for carrying capacity
+1 Dex, Proficiency in Thieves Tools
Dragonborn Only. Gain flying 20' if not wearing Heavy Armor
Gain 2 cantrips and a 1st level spell from a caster class.
Gain advantage on con saves and to maintain concentration. Can perform somatic even with both hands full. Can use reaction to cast a spell at a creature.
Halfling Only. 1/Turn, when an allies rolls a 1, reaction to let them reroll it.
Requires Dex 13, When wielding a finesse weapon, use reaction to add proficiency bonus to our AC.
+1 to attack with a flail, bonus action to gain +2 against a target with a shield, opportunity attacks with a flail can knock them prone.
+1 to attack rolls with certain weapons, when you have advantage if both hit the enemy is knocked prone, other uses
+1 Dex. Proficiency in Acrobatics. Bonus action DC15 to move over difficult terrain with no penalty.
Tiefling Only. +1 Con OR Cha, Bonus action +1d6 to grappling, Proficiency in intimidation
Gnome only, +1 Dex OR Int. 1/short rest after taking damage, use reaction to become invisible until your turn.
Forest Gnome Only. Proficiency with Animal Handling, Learn speak with Animals, Learn Animal Friendship
+1 Cha, Proficiency in Persuasion, Can attempt to charm someone you spend a minute talking to
Half Elf Only. +1 Cha. Proficiency in deception and persuasion
High Elf Only. +1 Int OR Cha, learn Sylvan, can misty step 1/short rest.
+1 Str OR Dex, Stand up for 5', Running jump after only 5' of movement.
Dwarf Only. +1 Con, when you dodge, spent one Hit Dice to heal yourself.
Tiefling Only. +1 Int OR Cha. Fire spells can reroll 1's on damage. When you cat a fire spell, wreathe in fire and enemies take 1d4 fire if they hit you.
If you crit or reduce a target to 0,can make an attack as a bonus action. When attacking with a heavy weapon, can take a -5 to gain +10 to damage.
Learn a druid cantrip, long strider and pass without trace.
+1 Cha, Adv on Deception/Perormance checks to be a diff person, Mimic speech of another person
+1 Dex, Gain swim speed, hold breath twice as long
+5 to Initiative, cant be surprised, hidden creatures dont get advantage against you.
+1 Con, aquatic creatures can survive on land longer, land speed of 5', move over water based plants.
+1 Wisdom, Proficiency in Animal Handling, Bonus Action to command a friendly beast
+1 Int, Proficiency in arcana, learn Prestidigitation and detect magic
Gain 1 cantrip + L1 Spell from artificer class. Proficiency in 1 artisans tool.
+1 Attack to Bladed weapons, Use reaction to gain +1 AC, Advantage on opportunity attacks
Gain Rogue Cunning Action while swimming. Max 3d6 fall into water. Gain Jump bonus in water.
After dashing, as a bonus action if you moved 10' gain +5 to damage or push the target 10'
+1 Con/Wis. Proficiency in cooks utensils. Extra hit points on rest for party after cooking. Make special food that restores HP.
+1 Dex, +2 initiative and +1 damage w/ light weapons on ships/water, enemies with advantage on ships are at disadvantage
No disadvantage when within 5' using a crossbow, Bonus action to attack with a one-handed crossbow in offhand.
+1 Str or Con, 1/turn when you hit w/ bludgeoning, move them 5'. Crits cause attacks to gain advantage
Dragonborn only. +1 Str, Con OR Cha. Expend a breathe use to roar, causing a wis save or the target is frightened.
Dragonborn Only. +1 Str, Con OR Cha. AC = 13 + Dex while not wearing armor. Grow retractable claws (1d4+str slashing)
Drow Only. Gain Detect Magic, levitate and dispel magic.
+1 AC when wielding 2 seperate weapons. Can two weapon fight when they arent both light.
Advantage on Perception/Investigation to find secret doors and to resist trap damage. Can find traps at a normal pace.
+1 Con, when rolling Hit Dice to gain HP, the minimum roll equals twice your con modifier
+10 Swimming speed, make 1 melee attack during disengage, when moving before+after attacking, gain +20 swim speed
Gain one Warlock Eldritch Invocation.
Choose a spell type. Ignore resistance, treat 1's as 2's on damage rolls.
Elf Only. +1 Dex, Int, Wis OR Cha. When you have advantage (except for strength attacks) you can re-roll one of the dice.
+1 Wis, Proficiency in Insight, Action to make a wisdom check against targets deception, if successful gain advantage on attack rolls and ability checks against them
+1 Int, Wis or Cha. Learn Misty Step + one 1st level Divination/Enchantment spell.
Gain a Fighter Fighting Style
+1 Con, Proficiency in Cooks Utensils. Inspect food to determine if its poisoned. Long rest to prep and serve a meal, up to 6 people, regain 2 additional hit dice.
Requires Str 13. Gain advantage on attacks against grappled target. Use action to pin a creature. Make another check, if successful the target is restrained.
Dwarf Only. +1 Str, Con OR Wis. Choose a type of enemy. 1st round = attack advantage against them. Opportunity attacks by them at disadvantage.
+1 Dex, Proficiency in Firearms, ignore loading property, within 5' doesn't impose disadvantage.
Healers kit causes target to regain 1 HP. Expend a healers kit use to cause target tor egain 1d6+4 HP + # of hit dice.
+2 Passive Perception and less water penalty. Tremorsense within 5' in water.
+1 Str, Gain Heavy Armor Proficiency
+1 Str, less damage while wearing Heavy Armor
+1 Int, proficiency in history. When you use help, DC15 History check, target gains +your proficiency.
+1 Cha, intimidation at any range if they can see your flag, and demoralize an entire troop of soldiers by beating the captain.
Human Only, +1 to any ability. 1/short rest gain advantage on a roll.
Tiefling Only. +1 Con. resistance to cold and poison damage. Adv on saves against poison.
Requires 13+ Charisma. 1/Short Rest, Spend 10 minutes to give up to 6 allies (level+cha) temp hit points.
+1 Int. Proficient in Investigation. Can search as a bonus action.
+1 Int. Always know north. Always know hours until next sunrise/sunset. Can accurately recall anything you saw/heard within 1 month.
+1 Str OR Dex. Proficient in Light Armor
+1 Int. Learn 3 Languages. Can create written siphers
3 Luck Points. Spend to roll an additional dice on attacks, ability checks or saves, choose which roll. Can also do on enemy attacks
Opportunity attacks if someone casts within 5'. Adv on saves against spells cast within 5'.
Learn maneuvers from the Battle Master archetype of fighters
+1 Cha. Profiency in disguise kit. If you spend 1 hour observing a creature, spend 8 hours making a disguise to mimic that creature.
+1 Wis. Proficient in medicine. Short rest, DC15 wis for up to 6 creatures to allow them to gain max on a hit dice.
No disadvantage on stealth checks in medium armor. Add 3 to dex if at 16 dex or higher.
+1 Cha. Proficient in intimidation. Can replace an attack with a demoralize. Intimidation against insight, if successful they are
Learn 2 Sorcerer Metamagics and 2 Sorcery points
+10' Speed, dashing ignores difficult terrain. When you melee a creature, no opportunity attacks for 1 round (even if you miss)
+1 Str OR Dex. Proficient in medium armor and shields
Force attack against you rather than mount. Mounts are less likely to take damage from AOE attacks.
+1 Int. Proficient in Nature. Learn druidcraft, detect poison and disease.
Use Help action to assist every ally on board. Use help to grant allies +2 AC.
+1 Int OR Wis. Can read lips. +5 to Pass Perception and Passive investigation.
Half-orc Only. Bonus action to move your speed towards an enemy.
+1 Str OR Con. 1/Short Rest, On hit with simple/martial weapon, roll one extra weapon damage dice. After using relentless endurance, use reaction to attack.
+1 Wis. Proficient in Perception. Obscured area doesn't have disadvantage on perception.
+1 Cha. Proficient in Performance. Can distract a humanoid while performing Performance vs Insight.
+1 Str or Dex, 1/turn piercing damage can reroll a damage dice, critical hits can roll an additional damage dice.
Ignore resistance to poison, can coat a weapon w/ bonus action, proficiency with poisoners kit, create poisons.
Attacking with pole weapons allows bonus action to hit with the opposite end (d4 bludgeoning. When others enter your reach, provoke an attack of opportunity.
Requires: Human or Half Human. Proficient in one skill, one tool and fluent in one language. Gain expertise in one skill.
+1 Dex. Proficient in Slight of Hand. Bonus action to sleight of hand to plant something on someone.
+1 to any ability and proficient in its saves
Learn 2 1st level rituals from any class. Can learn more if you fullfill the requirements.
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Piercing/Nets ranged suffer no disadvantage underwater. Gain advantage from water->above, or land->water.
See double distance in water. Darkvision is doubled in water. Reroll an attack once if you miss to obscurement. Advantage on perception underwater.
Perform bardic spells underwater, at level 10 can cast spells if you assume a form of a creature with a swim speed.
Halfling Only. +1 Dex, Con OR Cha by 1. 1/Encounter, can use reaction to force enemy to reroll attack roll.
When you hit with an opportunity attack, enemies speed becomes 0. Disengage still provokes AoO. If enemy attacks ally, can use reaction to attack them.
+1 Int, Wis or Cha. Learn Darkness and one 1st level spell of illusion/necromancy.
Grant ally waterbreathing.
Long range ignores disadvantage. Ignore half and 3/4 cover. Can take -5 to attack to gain +10 on attack damage on ranged weapons.
If you attack, can bonus action to attempt to shove. Can add Shield AC to dex saves. Can use reaction to take no damage if you succeed on dex save.
No concentration checks in a storm/unsteady ship, a familiar ship does not take your spells damage.
+1 Cha. Proficient in Deception. Can replace an attack to Deception against wisdom. If successful, movement doesn't provoke AoO's and your attacks have advantage.
+1 any ability score, proficiency with one skill or tool, one gets double proficiency bonus.
You gain proficiency in any combination of three skills or tools of your choice.
If you miss iwth a ranged attack, you are not revealed. Dim light doesn't impose disadvantage on Perception checks.
+1 Str or Dex. Slashing damage can reduce speed by 10'. Crits w/ slashing can impose disadvantage.
+1 Bonus to spears. spear damage increases from D6->D8 or D8-D10 if two-handed. Can set spear to receive a charge. Can bonus action to increase spear reach.
Requires spellcaster. Attack roll spells range is doubled. Spells ignore half and 3/4 cover. Learn one bonus cantrip.
Dwarf or Small size only. +1 Str OR Dex. Increase speed by 5'. Proficient in Acrobatics or Athletics. Adv on Athletics or Dex for grapple.
+1 Dex. Proficient in Stealth. Can move 10' without revealing yourself.
Dash increases speed by 10' underwater, disengaging while swimming allows 1 melee attack, if you move 10' underwater your attack has advantage.
+1 Wis. Proficient in Survival. Learn Alarm spell
Svirfneblin only. Cast non-detection at will. Cast Blindness/deafness, blur, disguise self that regain on long rest.
+1 Str OR Con. Proficient with improvised weapons. Unarmed deals D4 damage. Can use bonus action to attempt grapple.
Can help as a bonus action and up to 10' away. Can help two allies at the same time.
+1 Wis. Gain hunters mark. Gain advantage to tracking creatures.
+1 Int. Proficient in Religion. Learn Thaumaturgy and detect evil/good spells.
Increase max hit points by 2 per level.
+1 Str OR Dex. Proficient in four simple or martial weapons of choice.
Rock Gnome Only. +1 Dex OR Int. Double proficiency with Tinkers Tools. Additional Tinker options.