DND Character Creation

## Duine

**Ability Score Increase**

Two different ability scores of your choice increase by 1.

**Skills**

You gain proficiency in one skill of your choice.

**Feat**

You gain one feat of your choice.

**Fey Ancestry.**

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

## Aes Sidhe

**Ability Score Increase**

Two different ability scores of your choice increase by 1.

**Aes Sidhe Proficiencies**

You gain proficiency in one skill of your choice.

**Keen Senses**.

You have proficiency in the Perception skill.

**Fey Legacy.**

All Aes Sidhe are members of a particular Faerie Court. Each court reflects an individual season, its members often further reflecting the temperament of each season. Furthermore, Aes Sidhe magic also reflects their particular court.

Autumn is the season of peace and goodwill when summer's harvest is shared with all.

Winter is the season of contemplation and dolor when the vibrant energy of the world slumbers.

Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.

Summer is the season of boldness and aggression. a time of unfettered energy.

Winter - Necromancy

Spring - Conjuration

Summer - Evocation

Autumn - Transmutation

You know one cantrip of your court. When you reach 3rd level, you can cast a 2nd-level spell of your court once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast an additional 2nd-Level spell of your court 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.

**Shapechanger.**

As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.

You stay in the new form until sunset or you use an action to revert to your true form or until you die.

**Severed from Dreams.**

Aes Sidhe sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their court while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.

## Sidhe Draoi

**Ability Score Increase**

Two different ability scores of your choice increase by 1.

**Sidhe Draoi Proficiencies**

You gain proficiency in one skill of your choice.

**Hunter's Lore.**

You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

**Natural Armor.**

You have tough, bark-like skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

**Child of the Wood.**

You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.

**Timberwalk.**

Ability checks made to track you have a disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement

## The Korr

**Ability Score Increase**

Two different ability scores of your choice increase by 1.

**Skill Versatility.**

You gain proficiency in three skills of your choice.

**Artificer's Lore.**

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

**Korr Toughness.**

Your hit points maximum increase by 1, and it increases by 1 every time you gain a level.

**Saving Face.**

Korr are careful not to show weakness in front of their allies, for fear of losing status among your allies. 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 you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest

**Korr Firearms:**

As per the Dungeon Masters Guide.

## Cluricaun

**Ability Score Increase**

Two different ability scores of your choice increase by 1.

**Cluricaun Proficiencies**

You gain proficiency in one skill of your choice.

**Cluricaun Agility.**

Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

**Rogaire Talent.**

You have proficiency in Perception and Stealth skills.

**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 level. Once you use this trait, you can't use it again until you finish a short or long rest.

**Nimble Escape.**

You can take the Disengage or Hide action as a bonus action on each of your turns

**Swift Escape.**

As a reaction, you can try to hide. You can also hide when lightly obscured or when behind other characters. You can use this trait a number of times equal to your proficiency bonus.

## Milesians & Tora

**Ability Score Increase**

Two different ability scores of your choice increase by 1.

**Milesian Proficiencies**

You gain proficiency in one skill of your choice.

**Claws.**

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Daunting Roar**

As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your turn. DC of the save equals 8+ your proficiency bonus + your Constitution modifier. Once you use this trait you can't use it again until you finish a short or long rest.

**Milesian Endurance.**

You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d 12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

**Powerful Build.**

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

**Half-Milesians & Tora**

Half-Milesians and half-Tora may shift their form between their form and human form at will. To do so, they must make a DC 12 Wisdom check. If passed they can shift form. To change form is a full action in combat. While in human form, they do not have any of the racial bonuses but just appear in a human version of their Milesian or Tora form.

## Cú faoil

**Ability Score Increase**

Two different ability scores of your choice increase by 1.

**Cú faoil Proficiencies**

You gain proficiency in one skill of your choice.

**Unsettling Presence.**

As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.

**Tireless Precision.**

You are proficient in one of the following skill s of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.

**Hidden Step.**

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

**Oracle's Insight.**

The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a dlO and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the dlO, but you must decide before the OM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

**Shapeshifter:**

Cú faoil may shift their form between their Wolfen form and human form at will. To do so, they must make a DC 12 wisdom check. If passed they can shift form. To change form is a full action in combat. While in human form, they do not have any of the racial bonuses of Cú faoil but just appear in a human version of their Cú faoil form.

## Síog

**Ability Score Increase**

Two different ability scores of your choice increase by 1.

**Child of Fodla Proficiencies**

You gain proficiency in one skill of your choice.

**Aggressive.**

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 this move closer to the enemy than you started.

**Powerful Build.**

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

**Primal Intuition.**

You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.

**Fomori Magic.**

You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. 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. Wisdom is your spellcasting ability for these spells.

## Anam Log

**Ability Score Increase**

Two different ability scores of your choice increase by 1.

**Anam Log Proficiencies**

You gain proficiency in one skill of your choice.

**Osnádúrtha Gift**

The Dungeon Master has the option to allow a character created in a Undriel campaign to be an Anam Log. Alternatively, a character who perishes in the course of a campaign might return as an Anam Log, created by the Fae elements that permeate Undriel.

**Ageless.**

You don't age and effects that would cause you to age don't work on you.

**Cling to Life.**

When you make a death saving throw and roll 16 or higher, you regain 1 hit point.

**Revenant.**

You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.

**Unsettling Presence.**

As an action, you can unsettle a creature you can see within 15 feet of you. The target has a disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.