In a fantasy world, there is a much greater variety to the kinds of people you can come across, each with unique abilities.
Your race, while most for aesthetic, has some affects on your character including; racial traits, damage resistances Your race affects aspects about your character such as ability scores, racial abilities, damage resistance, and other abilities.
- *Size Unless otherwise noted, your size is medium
- Speed Unless otherwise noted, your base walking speed is 30ft
- Darkvision You can see in dim light (up to a radius) as if it were bright light, and in darkness as if it were dim light.
Ask your DM for descriptions for each race, or reference Wikidot’s 5e Page
Humans
Language of your choice
- Supremely Talented. You are allowed to add one extra point to one of your modifiers, not going above +3.
Dragonborn
Draconic Language
- Draconic Ancestry. You have damage resistance associated with what type of dragon you are descended from.
- Breath Weapon. Your breath weapon’s save is 8 + Constitution modifier + proficiency, doing half damage on a success. You can only use this once per short/long rest. The amount of damage is (a number of d6 equal to your proficiency bonus, and it hits all targets in a 30ft line, 5ft wide, in the type associated with your ancestry.
-
Chromatic Ancestry
- Draconic Presence. You gain access to the thaumaturgy cantrip.
|Black|Blue|Green|Red|White|
|-|-|-|-|-|
|Acid|Lightning|Poison|Fire|Cold|
Chromatic Resistance Table
Gem Ancestry
- Draconic Mind. You gain access to the message cantrip, but it only works on targets you can see within 30ft.
|Amethyst|Emerald|Quartz|Sapphire|Topaz|
|-|-|-|-|-|
|Force|Psychic|Radiant|Thunder|Necrotic|
Gem Resistance Table
- Draconic Craftiness. You gain access to the prestidigitation cantrip.
|Brass|Bronze|Copper|Gold|Silver|
|-|-|-|-|-|
|Poison|Lighning|Acid|Fire|Cold|
Metallic Resistance Table
Dwarves
Dwarvish Language
- Speed. 25ft, not reduced by heavy armor
- Darkvision. 60ft
- Dwarven Resilience. Advatage on saving throws against poison, and resistance to poison damage.
- 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.
Hill Variety
- Dwarven Toughness. Your hit point maximum increases by one extra now, and every time you gain a level.
Mountain Variety
- Dwarven Armor Training. You have proficiency with light and medium armor.
Elves
Elvish Language
- *Darkvision. 60ft
- Keen Senses. You have proficiency in the perception skill.
- Fey Ancestry. You have advantage on saving throws against being charmed and put to sleep.
- Trance. You only need to meditate for 4 hours to gain the full effect of a long rest.
- Elven Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
High Variety
- Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
- Extra Language You can speak, read, and write one extra language of your choice.
Wood Variety
- 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.
Eladrin Variety
- Seasonal Visage. Eladrin can embody the four seasons, shifting their coloration and sometimes demeanor as a result. At the end of each long rest, a new season can be chosen.
- Fey Step. As a bonus action, you can magically teleport up to 30ft to an unoccupied space, once per short/long rest. Immediately after, all creatures within 5ft take damage equal to proficiency + charisma modifier. Damage types are below:
|Autumn|Winter|Spring|Summer|
|-|-|-|-|
|Thunder|Cold|Lightning|Fire|
Eladrin Damage Table
Genasi
Primordial Language
Air Variety
- Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
- Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Earth Variety
- Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
- Merge with Stone. You can cast the pass without a trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Fire Variety
- Darkvision. 60ft
- Fire Resistance. You have resistance to fire damage.
- Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Water Variety
- Amphibious. You can breathe air and water.
Acid Resistance. You have resistance to acid damage.
- Swim. You have a swimming speed of 30ft.
- Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Gnomes
Gnomish Language, Small Size
- Speed. 25ft
- Darkvision. 60ft
- Gnomish Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Forest Variety
- Natural Illusionist. You know the minor illusion cantrip, and intelligence is your spellcasting ability for it.
- Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small and smaller beasts.
Rock Variety
- Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, and technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
- Tinkerer. Vou have proficiency with artisan’s toois (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materiaIs to construct a Tiny c1ockwork 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), ar when you use your action to dismantle it; at that time, you can reclaim the materiaIs used to create il. Vou 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. lt 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.
Deep Variety
- Bonus Language. You additionally know the Undercommon language
- Gnome Cunning. Advantage on stealth checks to hide in rocky terrain.
- Stonecunning. When you make a history check related to stonework, double your proficiency bonus.
- Superior Darkvision. 120ft
Goblins
Goblin Language, Small Size
- Darkvision. 60ft
- Fey Ancestry. You have advantage on saving throws against being charmed and put to sleep.
- Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
- 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.
Halflings
Halfling Language, Small Size
- Speed. 25ft
- Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- 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.
Stout Variety
- Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Kobold
Draconic Language, Small Size
- Darkvision. 60ft
- 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.
- 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.
Orcs
Orcish Language
- Darkvision. 60ft
- 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.
- Adrenaline Rush. You can take the dash action as a bonus action a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Satyrs
Elvish Language
- Ram You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + Str bludgeoning damage.
- Fey Ancestry. You have advantage on saving throws against being charmed and put to sleep.
- Mirthful Leaps. Whenever you make a long or high jump, you can add 1d8 to the number of feet you cover, even from standing.
- Reveler. As an embodiment of revelry, you have proficiency in Performance and Persuasion, and proficiency with one musical instrument of your choice.
Tabaxi
Undercommon Language
- Darkvision. 60ft
- Cat’s Claws. When you use an unarmed strike, you use your claws to deal 1d6 + Strength slashing damage. You also have a climbing speed equal to your walking speed
- Padded Paws. You gain proficiency in stealth.
- Curiosity Did What? You can have proficiency in perception OR investigation.
Tieflings
Infernal Language
- Darkvision. 60ft
- Hellish Resistance. You can have resistance to fire OR cold OR acid damage (reference the layers of hell Phelegthos, Stygia, and Minauros respectively)
- Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. The damage type is the same as your Hellish Resistance. 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.
Tortle
Language of your choice
- 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 the bludgeoning damage normal for an unarmed strike.
- 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.
- Natural Armor. Your shell provides you with a base AC of 16 (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.
- Shell Defense. You can fully 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 throws. 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.
- Survival Instinct. You gain proficiency in the Survival skill.
Warforged
Language of your choice
- Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don’t need to sleep, and magic can’t put you to sleep.
- Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
- Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, your armor can’t be removed from your body against your will.
- Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.