Species
The peoples of the D&D multiverse. Choose a species to determine your character's fundamental traits.
Aarakocra
Dive Attack: If you are flying and dive at least 30 ft. straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.
Talons: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Language: You can speak, read, and write Auran.
Aasimar
Celestial Resistance: You have Resistance to Necrotic damage and Radiant damage.
Darkvision: You have Darkvision with a range of 60 feet.
Healing Hands: As a Magic action, you 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 f
Astral Elf
AAGCreature Type: You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Astral Fire: You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this species).
Darkvision: You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discer
Autognome
AAGCreature Type: You are a Construct.
Armored Casing: You are encased in thin metal or some other durable material. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
Built for Success: You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all ex
Bugbear
Creature Type: You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
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
Bullywug
DMGAmphibious: You can breathe air and water.
Speak with Frogs and Toads: You can communicate simple concepts to frogs and toads when you speak in Bullywug.
Swamp Camouflage: You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Standing Leap: Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
Languages: You can speak, read, and write Bullywug.
Centaur
Creature Type: You are a Fey.
Charge: If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
Equine Build: You count as one size larger when determining your carrying capacity and the weight you can push or drag.
In addition, any climb that requires hands and feet is especially difficult for you because of yo
Changeling
Creature Type: You are a Fey.
Size: You are Medium or Small. You choose the size when you select this species.
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 change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can als
Custom Lineage
TCEInstead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them:
Creature Type: You are a humanoid. You determine your appearance and whether you resemble any of your kin.
Size: You are Small or Medium (your choice).
Feat: You gain one feat of your choice for which you qualify.
Variable Trait: You gain one of the following o
Deep Gnome
MPMMCreature Type: You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome.
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 w
Dhampir
VRGRSize: You are Medium or Small. You choose the size when you gain this lineage.
Ancestral Legacy: If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Darkvision: You can see in dim light within 60 fe
Dragonborn
Draconic Ancestry: Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.
[Table]
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 either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must ma
Dragonborn (Chromatic)
FTDChromatic Ancestry: You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.
[Table]
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 +
Dragonborn (Gem)
FTDGem Ancestry: You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.
[Table]
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 pro
Dragonborn (Metallic)
FTDMetallic Ancestry: You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.
[Table]
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 modi
Duergar
MPMMCreature Type: You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf.
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 on yourself with this trait, without requiring a material component. Starting at 5th level,
Dwarf
Darkvision: You have Darkvision with a range of 120 feet.
Dwarven Resilience: You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Dwarven Toughness: Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Stonecunning: As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use th
Eladrin
MPMMChoose your eladrin's season: autumn, winter, spring, or summer. When finishing a long rest, you can change your season. See the "Info" tab for more information.
Creature Type: You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
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 Ances
Elf
Darkvision: You have Darkvision with a range of 60 feet.
Elven Lineage: You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You
Fairy
MPMMCreature Type: You are a Fey.
Fairy Magic: You know the druidcraft cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce 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 Ch
Firbolg
MPMMFirbolg Magic: You can cast 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 sele
Genasi
MPMMSize: You are Medium or Small. You choose the size when you select this species.
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.
Giff
AAGAstral Spark: Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons. When you hit a target with a source=phb|category=basic|type=martial weapon;simple weapon, you can cause the target to take extra force damage equal to your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you f
Githyanki
MPMMAstral Knowledge: You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next long rest.
Githyanki Psionics: You know the mage hand cantrip, and the hand is invisible when
Githzerai
MPMMGithzerai Psionics: You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
Starting at 3rd level, you can cast the shield spell with this trait. Starting at 5th level, you can also cast the detect thoughts spell with it. Once you cast shield or detect thoughts spell 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 leve
Gnoll
DMGBite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Rampage: When you reduce a creature to 0 hit points with a melee a
Gnome
Darkvision: You have Darkvision with a range of 60 feet.
Gnomish Cunning: You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
Gnomish Lineage: You are part of a lineage that grants you supernatural abilities. Choose one of the following options; whichever one you choose, Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage):
- Forest Gnome You know the Minor Il
Gnome (Deep)
DMGInnate Spellcasting: You have an innate ability to cast the following spells, requiring no material components:
- {"type":"itemSpell","name":"At will:","entry":"nondetection (self only)"}
- {"type":"itemSpell","name":"1/day each:","entry":"blindness/deafness, blur, disguise self"}
Intelligence is your spellcasting ability for these spells.
Stone Camouflage: You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Gnome Cunning: You have advantage on Intelligence
Goblin
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages: You can speak, read, and write Common and Goblin.
Goliath
Giant Ancestry: You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:
- Cloud's Jaunt (Cloud Giant) As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.
- Fire's Burn (Fire Giant) When you hit a target with an attack roll and deal damage to it, you c
Grimlock
DMGBlindsight: You have no eyes, and cannot be blinded. You can perceive your surroundings within 30 ft., or 10 ft. while deafened. You are considered blind beyond this radius.
Keen Hearing and Smell: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Stone Camouflage: You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Languages: You can speak, read, and write Undercommon.
Hadozee
AAGSize: You are Medium or Small. You choose the size when you select this species.
Dexterous Feet: As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.
Glide: When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the g
Half-Elf
PHBAge: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
Size: Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't di
Half-Orc
PHBAge: Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
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.
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.
Halfling
Brave: You have Advantage on saving throws you make to avoid or end the Frightened condition.
Halfling Nimbleness: You can move through the space of any creature that is a size larger than you, but you can't stop in the same space.
Luck: When you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.
Naturally Stealthy: You can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.
Harengon
MPMMSize: You are Medium or Small. You choose the size when you select this species.
Hare-Trigger: You can add your proficiency bonus to your initiative rolls.
Leporine Senses: You have proficiency in the Perception skill.
Lucky Footwork: When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
Rabbit Hop: As a bonus action
Hexblood
VRGRCreature Type: You are a Fey.
Size: You are Medium or Small. You choose the size when you gain this lineage.
Ancestral Legacy: If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Darkvision: Yo
Hobgoblin
Martial Advantage: Once per turn, you can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 ft. of an ally of yours that isn't incapacitated.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages: You can speak, read, and write Common and Goblin.
Human
Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful: You gain proficiency in one skill of your choice.
Versatile: You gain an category=o of your choice.
Kalashtar
Age: Kalashtar mature and age at the same rate as humans.
Alignment: The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.
Size: Your size is Medium.
Dual Mind: You have advantage on all Wisdom saving throws.
Mental Discipline: You have resistance to psychic damage.
Mind Link: You can speak telepathi
Kender
DSotDQFearless: You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can't do so again until you finish a long rest.
Kender Curiosity: Thanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: Insight, Investigation, Sleigh
Kenku
Ambusher: In the first round of a combat, you have advantage on attack rolls against any creature who is surprised.
Mimicry: You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful 14 Wisdom (Insight) check.
Languages: You can read and write Common and Auran, but you can only speak using your Mimicry trait.
Khoravar
EFADarkvision: You have Darkvision with a range of 60 feet.
Fey Ancestry: You have Advantage on saving throws you make to avoid or end the Charmed condition.
Fey Gift: You know the Friends cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose the ability when you select this species).
Lethargy Resilience: When you fa
Kobold
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.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can s
Kuo-Toa
DMGAmphibious: You can breathe air and water.
Otherworldly Perception: You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.
Slippery: You have advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity: While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
**Superior Darkvision:
Leonin
MOTAge: Leonin mature and age at about the same rate as humans.
Alignment: Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.
Size: Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Claws: Your claws are na
Lizardfolk
Hold Breath: You can hold your breath for up to 15 minutes at a time.
Natural Armor: Your scales function as natural armor, granting you a +3 bonus to Armor Class.
Languages: You can speak, read, and write Draconic.
Loxodon
GGRAge: Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.
Alignment: Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.
Size: Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.
Powerful Build: You count as one size
Merfolk
DMGAmphibious: You can breathe air and water.
Languages: You can speak, read, and write Common and Aquan.
Minotaur
Horns: You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush: Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.
Hammering Horns: Immediately after you hit a creature with a melee attack as part of the Attack action on your
Orc
Adrenaline Rush: You can take the Dash action as a Bonus Action. When you do so, you gain a number of 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 Short or Long Rest.
Darkvision: You have Darkvision with a range of 120 feet.
Relentless Endurance: When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once
Owlin
SCCSize: You are Medium or Small. You choose the size when you select this species.
Darkvision: You can see in dim light within 120 feet of yourself 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.
Flight: Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Silent Feathers: You have proficiency in the Stealth s
Plasmoid
AAGCreature Type: You are an Ooze.
Size: You are Medium or Small. You choose the size when you select this species.
Amorphous: You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.
Darkvision: You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as
Reborn
VRGRSize: You are Medium or Small. You choose the size when you gain this lineage.
Ancestral Legacy: If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Deathless Nature: You have escaped death, a fact
Satyr
Creature Type: You are a Fey.
Ram: You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Magic Resistance: You have advantage on saving throws against spells.
Mirthful Leaps: Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standin
Sea Elf
MPMMCreature Type: You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Speed: Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Child of the Sea: You can breathe air and water, and you have resistance to cold damage.
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 onl
Shadar-Kai
MPMMCreature Type: You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Blessing of the Raven Queen: 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.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. Th
Shifter
Bestial Instincts: Channeling the beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.
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 in dim light. You discern colors in that darkness only as shades of gray.
Shifting: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or
Simic Hybrid
GGRAge: Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon.
Alignment: Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Co
Skeleton
DMGCreature Type: You are Undead.
Brittle Bones: You are vulnerable to bludgeoning damage.
Undead Nature: You are immune to poison damage and exhaustion, and you can't be poisoned. You don't require air, food, drink, or sleep.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages: You can't speak, but you can understand the languages y
Tabaxi
MPMMSize: You are Medium or Small. You choose the size when you select this species.
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
Thri-kreen
AAGCreature Type: You are a Monstrosity.
Size: You are Medium or Small. You choose the size when you select this species.
Chameleon Carapace: While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.
As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
Darkvision: You can see in dim light wit
Tiefling
Darkvision: You have Darkvision with a range of 60 feet.
Fiendish Legacy: You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish
Tortle
MPMMSize: You are Medium or Small. You choose the size when you select this species.
Claws: You have claws that you can use 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.
Hold Breath: You can hold your breath for up to 1 hour.
Natural Armor: Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, m
Triton
MPMMSpeed: Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Amphibious: You can breathe air and water.
Control Air and Water: You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this trait. Starting at 5th level, you can also cast the water walk spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also ca
Troglodyte
DMGChameleon Skin: You have advantage on Dexterity (Stealth) checks made to hide.
Stench: Any creature other than a troglodyte that starts its turn within 5 ft. of you must succeed on a 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Sunlight Sensitivity: While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) ch
Vedalken
GGRAge: Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.
Alignment: Vedalken are usually lawful and non-evil.
Size: Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium.
Vedalken Dispassion: You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
Tireless Precision: You are proficient in on
Verdan
AIAge: Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race's initial creation, their upper age limits remain subject to speculation.
Alignment: Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework.
Size: Verdan start out similar in size to t
Warforged
Age: A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment: Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
Size: Your size is Medium.
Constructed Resilience: You were created to
Yuan-Ti
MPMMSize: You are Medium or Small. You choose the size when you select this species.
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.
Magic Resistance: You have advantage on saving throws against spells.
Poison Resilience: You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to po
Zombie
DMGCreature Type: You are Undead.
Undead Fortitude: If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.
Undead Nature: You are immune to poison damage, and you can't be poisoned. You don't require air, food, drink, or sleep.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in dar