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Races

Dwarf
● Constitution +2
○ Mountain - Strength +2
○ Hill - Wisdom +1
● Speed - 25 ft - not reduced by heavy armor
● Darkvision - 60 ft
● Resistance to poison damage and advantage on saves
● Prof with battleaxe, handaxe, light hammer, and warhammer
● Prof with smith’s tools, brewer’s supplies, or mason’s tools
● Expertise on history checks related to stone
● Can speak, read, and write Common and Dwarvish
● Hill dwarf - +1 to hit points every level including first level
● Mountain dwarf - Prof with light and medium armor
Halfling
● Dexterity +2
○ Lightfoot - Charisma +1
○ Stout - Constitution +1
● Size - Small
● Speed - 25 ft
● When you roll a 1 on a d20 you can reroll the die and must use the new roll
● Can move through the space of any creature that is one size larger
● Can speak, read, and write Common and Halfling
● Lightfoot - Can attempt to hide even when obscured by only a creature one
size larger
● Stout - Resistance to poison damage and advantage on saves
Half-Orc
● Strength +2 and Constitution +1
● Speed - 30 ft
● Prof in intimidation
● When reduced to 0 hit points be put to 1 instead
● 1 extra damage die on a critical hit
● Can speak, read, and write Common and Orc
Half-elf
● Charisma +2 and two other ability scores of your choice increase by +1
● Darkvision - 60 ft
● Advantage on saving throws against being charmed and magic can’t put you
to sleep
● Gain prof in two skills of your choice
● Can speak, read, and write Common, Elvish, and one other language of your
choice
● Speed - 30 ft
Elf

● Dexterity +2
○ High - Intelligence +1
○ Wood - Wisdom +1
○ Dark (Drow) - Charisma +1
● Speed - 30 ft
● Darkvision - 60 ft
● Prof in perception
● Advantage on saving throws against being charmed and magic can’t put you
to sleep
● Elves don’t need sleep and instead put themselves in a trance for 4 hours
which has the same effects as a long rest
● Can speak, read, and write Common and Elvish
● High Elf - Prof with longsword, shortsword, shortbow, and longbow. One
cantrip from wizard spell list and uses intelligence. Can speak, read, and
write one extra language.
● Wood Elf - Prof with longsword, shortsword, shortbow, and longbow. Speed
increases to 35 ft. Can attempt to hide even when you are only lightly
obscured by foliage, heavy rain, falling snow, mist, and other natural
phenomena.
● Dark Elf (Drow) - Darkvision increases to 120 ft. Disadvantage on attack
rolls and perception checks when in sunlight. Prof with rapiers, shortswords,
and hand crossbows. Know dancing lights, (3rd level) faerie fire, (5th level)
darkness. They all use Charisma.

Human

● All ability scores +1


● Speed - 30 ft
● Can speak, read, and write Common and one extra language
○ Variant Human
● +1 to two ability scores
● Get to choose one feat.

Tiefling

● Intelligence +1 and Charisma +2


● 30 ft
● Darkvision - 60 ft
● Resistance to fire damage
● You know the thaumaturgy cantrip. When you reach 3rd level you gain the
ability to cast the hellish rebuke spell as a 2nd level spell. When you reach 5th
level, you can cast the darkness spell. These two spells can be cast once per
long rest. Charisma is the spellcasting ability modifier for these spells.
● Can speak, read, and write Common and Infernal.
Dragonborn

● Strength +2 and Charisma +1


● Speed - 30 ft
● Choose a type of dragon - you gain a breath weapon and damage resistance
according to the chosen dragon type
● Can speak, read, and write Common and Draconic
Gnome

● Intelligence +2
○ Forest - Dexterity +1
○ Rock - Constitution +1
● Size - Small
● Speed - 25 ft
● Darkvision - 60 ft
● Advantage on all Intelligence, Wisdom, and Charisma saving throws against
magic
● Can speak, read, and write Common and Gnomish
● Forest Gnome - Know minor illusion, uses intelligence. Through sounds and
gestures you can communicate simple ideas to beasts small or smaller
● Rock Gnome - Expertise with history checks related to magic items,
alchemical objects, or technological devices. Tinker - You have prof with
artisan’s tools. Using those tools you can make a small clockwork device by
spending 1 hour and 10 gp
Lizardfolk

● Constitution +2 and Wisdom +1


● Speed - 30 ft and a swimming speed of 30 ft
● Bite - your fanged maw is a natural weapon. If you hit with it, you deal
piercing damage equal to 1d6 + your Strength modifier instead of the normal
damage for an unarmed strike.
● During a short rest you can harvest bone and hide from a slain beast,
construct, dragon, monstrosity, or plant creature of size small or larger to
create either a shield, a club, a javelin, or 1d4 darts or blowgun needles. In
order to use this trait you must have a blade or appropriate artisan's tools.
● Can hold your breath for 15 minutes at a time.
● While not wearing armor your AC is 13 + your Dexterity modifier + shield (if
applicable). You can also consider this your AC even if you are wearing armor
that would leave you with a lower AC.
● 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 Constitution modifier. You can do this once per rest.
● Can speak, read, and write Common and Draconic.
Goliath

● Strength +2 and Constitution +1


● Speed - 30 ft
● Prof in Athletics
● When you take damage you can use your reaction to reduce the damage by a
d12 + your constitution modifier. You can do this once per rest.
● You count as one size larger when determining carrying capacity.
● Adapted to heights including elevations above 20,000 feet and adapted to
cold climates.
● Can speak, read, and write Common and Giant
Aasimar
● Charisma +2
○ Protector - Wisdom +1
○ Scourge - Constitution +1
○ Fallen - Strength +1
● Speed - 30 ft
● Darkvision - 60 ft
● Resistance to necrotic and radiant damage
● Knows the light cantrip
● As an action, you can heal a creature an amount equal to your level once per
long rest
● Can speak, read, and write Common and Celestial.
All subrace abilities become able to use at level 3. The transformations last for 1
minute or until you end it with a bonus action. You can transform once per long rest

Protector - Gain a flying speed of 30 ft as two luminous, incorporeal wings sprout


from your back and deal extra radiant damage to one target per turn when you hit
with an attack or spell. The damage equals your level.

Scourge - Shed bright light in a 10-foot radius and dim light for another 10 feet. You
and every creature within 10 feet of you takes radiant damage equal to half your
level rounded up. You can also deal extra radiant damage once per turn when you
hit with an attack or spell. Damage equals your level.

Fallen - Two skeletal, ghostly, flightless wings sprout from your back. When you
transform all creatures within 10 feet of you must make a DC 8 + prof mod + char
mod charisma saving throw or be frightened until the end of your next turn. You
can deal extra necrotic damage once per turn when you hit with an attack or spell.
The damage equals your level.

Kenku

● Dexterity +2 and Wisdom +1


● You have advantage on all checks made to produce forgeries or duplicates of
existing objects
● Mimicry- You can mimic sounds that you have heard, including voices. A
creature that hears the sounds you make can tell they are imitations with a
successful insight check opposed by your deception check.
● Can read and write Common and Auran but can speak only by using the
Mimicry trait.
Tabaxi

● Dexterity +2 and Charisma +1


● Speed - 30 ft and a climbing speed of 20 ft
● 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.
● Darkvision - 60 ft
● If you hit with your claws (which replace your unarmed attacks), then you
deal slashing damage equal to 1d4 + your Strength modifier.
● Prof in Perception and Stealth.
● Can speak, read, and write Common and one other language of your choice.
Firbolgs

● Wisdom +2 and Strength +1


● Speed - 30 ft
● Can cast detect magic and disguise self. You can only use each spell once per
rest.
● As a bonus action you can become invisible until you attack, make a damage
roll, or force someone to make a saving throw. You can use this once per rest.
● When determining carrying capacity you count as one size larger.
● Can communicate simple ideas with beasts and plants but can not
understand them yourself. You have advantage on all Charisma checks made
to influence them.
● Can speak, read, and write Common, Elvish, and Giant.
Tritons

● Strength, Constitution, and Charisma receive a +1


● Speed - 30 ft and a swimming speed of 30 ft
● Can breath air and water
● Can communicate simple ideas to beasts who can breath water but can not
understand them in turn.
● Resistance to cold damage and ignore all drawbacks caused by a deep,
underwater environment.
● Can speak, read, and write Common and Primordial.
Monstrous Races

Bugbear

● Strength +2 and Dexterity +1


● Speed - 30 ft
● Darkvision - 60 ft
● When you make a melee attack on your turn, your reach is 5 feet greater
than normal.
● You count as one size larger when determining carrying capacity
● Prof in Stealth
● If you surprise a creature and hit it with an attack on your first turn in
combat, the attack deals an extra 2d6 damage. Can only be used once per
combat.
● Can speak, read, and write Common and Goblin.
Goblin

● Dexterity +2 and Constitution +1


● Size - Small
● Speed - 30 ft
● Darkvision - 60 ft
● When you deal damage to a creature with an attack or a spell and the
creature’s size is larger than you, you can cause the attack or spell to deal
extra damage to the creature. The extra damage equals your level. You can
only do this once per rest.
● You can take the Disengage or Hide action as a bonus action on each of your
turns.
● Can speak, read, and write Common and Goblin.
Hobgoblin

● Constitution +2 and Intelligence +1


● Speed - 30 ft
● Darkvision - 60 ft
● Prof in two martial weapons of your choice and in light armor.
● If you miss with an attack roll or fail an ability check or a saving throw, you
can gain a bonus to the roll equal to the number of allies that you can see
within 30 feet of you to a maximum of +5. You can only do this once per rest.
● Can speak, read, and write Common and Goblin.
Kobold

● Dexterity +2 and Strength -2


● Size - small
● Speed - 30 ft
● Darkvision - 60 ft
● 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 against enemies within 10 feet of you that can see you. You can only
do this once per rest.
● 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 isn’t incapacitated.
● You have disadvantage on attack rolls and on Perception checks that rely on
sight when you, the target of your attack, or whatever you are trying to
perceive is in direct sunlight.
● Can speak, read, and write Common and Draconic
Orc

● Strength +2. Constitution +1, and Intelligence -2


● Speed - 30 ft
● Darkvision - 60 ft
● Prof in Intimidation
● You count as one size larger when determining your carrying capacity.
● As a bonus action, you can move up to your speed toward an enemy of your
choice that you can see or hear. You must end your turn closer to the enemy
then you started.
● Can speak, read, and write Common and Orc.
Yuan-ti Pureblood

● Charisma +2 and Intelligence +1


● Speed - 30 ft
● Darkvision - 60 ft
● You know poison spray and can cast animal friendship an unlimited amount of
times but only if the target is a snake. At 3rd level you can cast suggestion.
You can cast it once per long rest. Charisma is your spellcasting ability for
these spells.
● You have advantage on saving throws against spells and other magical
effects.
● You are immune to poison damage and the poisoned condition.
● Can speak, read, and write Common, Abyssal, and Draconic.

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