Beruflich Dokumente
Kultur Dokumente
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
Tiefling
● 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
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
Bugbear