Races

The following are all officially released races by Wizards of the Coast, including Unearthed Arcana and the Magic The Gathering Planeshift races.

## Aarakocra Traits

(Elemental Evil)

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
* **Age:** Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
* **Size:** Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 25 feet.
* **Flight:** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
* **Talons:** You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
* **Languages:** You can speak, read, and write Common, Aarakocra, and Auran.

## Aasimar Traits (VGM)

(Volo's Guide to Monsters)

* **Ability Score Increase:** Your Charisma score increases by 2.
* **Age:** Aasimar mature at the same rate as humans, but they can live up to 160 years.
* **Size:** Aasimar have the same range of height and weight as humans.
* **Speed:** Your base walking speed is 30 feet.
* **Darkvision:** Blessed with a radiant soul, your vision can easily cut through darkness. 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.
* **Celestial Resistance:** You have resistance to necrotic damage and radiant damage.
* **Healing Hands:** As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. 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 for it.
* **Languages:** You can speak, read, and write Common and Celestial.

### Protector Aasimar

* **Ability Score Increase:** Your Wisdom score increases by 1.
* **Radiant Soul:** Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.

### Scourge Aasimar

* **Ability Score Increase:** Your Constitution score increases by 1.
* **Radiant Consumption:** Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.

### Fallen Aasimar

* **Ability Score Increase:** Your Strength score increases by 1.
* **Necrotic Shroud:** Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.

## Aetherborn Traits

(Plane Shift: Kaladesh)

* **Ability Score Increase:** Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
* **Age:** Aetherborn come into being as adults and live no more than a few years.
* **Size:** Aetherborn are about the same size as humans,ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Darkvision:** Accustomed to the night, 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.
* **Born of Aether:** You have resistance to necrotic damage.
* **Menacing:** You gain proficiency in the Intimidation skill.
* **Languages:** You can speak, read, and write Common and two other languages of your choice.

## Aven Traits

(Plane Shift: Amonkhet)

* **Ability Score Increase:** Your Dexterity score increases by 2.
* **Age:** Like humans, Aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point.
* **Size:** Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
* **Speed:** Your base walking speed is 25 feet.
* **Flight:** You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
* **Languages:** You can speak, read, and write Common and Aven.

### Ibis-Headed Aven

* **Ability Score Increase:** Your Intelligence score increases by 1.
* **Kefnet's Blessing:** You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus.

### Hawk-Headed Aven

* **Ability Score Increase:** Your Wisdom score increases by 1.
* **Hawkeyed:** You have proficiency in the Perception skill. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

## Bugbear Traits

(Volo's Guide to Monsters)

* **Ability Score Increase:** Your Strength score increases by 2, and your Dexterity score increases by 1.
* **Age:** Bugbears reach adulthood at age 16 and live up to 80 years.
* **Size:** Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **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.
* **Long-Limbed:** When you make a melee attack on your tum, your reach for it is 5 feet greater than normal.
* **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Sneaky:** You are proficient in the Stealth skill.
* **Surprise Attack:** If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
* **Languages:** You can speak, read, and write Common and Goblin.

## Centaur Traits

(Guildmaster's Guide to Ravnica)

* **Ability Score Increase:** Your Strength score increases by 2, and your and Wisdom scores increase by 1.
* **Age:** Centaurs mature and age at about the same rate as humans.
* **Size:** Your size is Medium, yet you tower over most other humanoids.
* **Speed:** Your base walking speed is 40 feet.
* **Fey:** Your creature type is fey, rather than humanoid.
* **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.
* **Hooves:** Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Stength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **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 your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.
* **Survivor:** You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
* **Languages:** You can speak, read, and write Common and Sylvan.

## Changeling Traits

(Eberron: Rising from the Last War)

* **Ability Score Increase:** Your Charisma scores increase by 2, and either your Dexterity or your Intelligence increases by 1 (your choice).
* Age. Changelings mature slightly faster than humans but share a similar lifespan-typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.
* **Size:** In their natural forms, changelings average between 5 and 6 feet in height, with a slender build. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **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 you use an action to revert to your true form or until you die.
* **Changeling Instincts:** You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
* **Languages:** You can speak, read, and write Common and two other languages of your choice.

## Dragonborn Traits

(Player's Handbook)

* **Ability Score Increase:** Your Strength score increases by 2, and your Charisma score increases by 1.
* **Age:** Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
* **Size:** Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Languages:** You can speak, read, and write Common and Draconic.
* **Damage Resistance:** You have resistance to the damage type associated with your draconic ancestry.

### Draconic Ancestry

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

#### Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry.

The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

## Dwarf Traits

(Player's Handbook)

* **Ability Score Increase:** Your Constitution score increases by 2.
* **Age:** Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
* **Size:** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
* **Darkvision:** 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.
* **Dwarven Resilience:** You have advantage on saving throws against poison, and you have resistance against poison damage.
* **Dwarven Combat Training:** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
* **Tool Proficiency:** You gain proficiency with one of 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.
* **Languages:** You can speak, read, and write Common and Dwarvish.

### Dragonmark of Warding

(Eberron: Rising from the Last War)

* **Ability Score Increase:** Your Intelligence score increases by 1.
* **Master of Locks:** When you make an Intelligence (Investigation) or Thieves' Tools check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
* **Wards and Seals:**  You can cast the alarm and mage armor spells with this trait. Starting at 3rd level, you can also cast the arcane lock 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. Intelligence is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait.
* **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list for your spellcasting class.

 2nd
 3rd
 4th
 5th

### Hill Dwarf

* **Ability Score Increase:** Your Wisdom score increases by 1.
* **Dwarven Toughness:** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

### Mountain Dwarf

* **Ability Score Increase:** Your Strength score increases by 2.
* **Dwarven Armor Training:** You have proficiency with light and medium armor.

### Gray Dwarf (Duergar)

(Sword Coast Adventurer's Guide)

* **Ability Score Increase:** Your Strength score increases by 1.
* **Superior Darkvision:** Your darkvision has a radius of 120 feet.
* **Extra Language:** You can speak, read, and write Undercommon.
* **Duergar Resilience:** You have advantage on saving throws against illusions and against being charmed or paralyzed.
* **Duergar Magic:** When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
* **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.

## Elf Traits

(Player's Handbook)

* **Ability Score Increase:** Your Dexterity score increases by 2.
* **Age:** Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
* **Size:** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **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.
* **Keen Senses:** You have proficiency in the Perception skill.
* **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* **Trance:** Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
* **Languages:** You can speak, read, and write Common and Elvish.

### Avariel

(Unearthed Arcana)

* **Flight:** You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
* **Languages:** You can speak, read, and write Auran.

### Dark Elf (Drow)

* **Ability Score Increase:** Your Charisma score increases by 1.
* **Superior Darkvision:** Your darkvision has a radius of 120 feet.
* **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.
* **Drow Magic:** You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once per day. When you reach 5th level, you can also cast the Darkness spell once per day. Charisma is your spellcasting ability for these spells.
* **Drow Weapon Training:** You have proficiency with rapiers, shortswords, and hand crossbows.

### Dragonmark of Shadow

(Eberron: Rising from the Last War)

* **Ability Score Increase:** Your Charisma score increases by 1.
* **Cunning Intuition:** When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
* **Shape Shadows:** You know the minor illusion cantrip. Starting at 3rd level, you can cast the invisibility spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list for your spellcasting class.

 2nd
 3rd
 4th
 5th

### Eladrin

(Dungeon Master's Guide)

* **Ability Score Increase:** Your Intelligence score increases by 1.
* **Elf Weapon Training:** You have proficiency with the longsword, shortsword, shortbow, and longbow.
* **Fey Step:** You can cast the Misty Step spell once using this trait. You regain the ability to do so when you finish a short or long rest.

### Eladrin

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Charisma score increases by 1.
* **Fey Step:** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.
	+ **Autumn:** Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
	+ **Winter:** When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
	+ **Spring:** When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
	+ **Summer:** Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

### Grugach

(Unearthed Arcana)

* **Ability Score Increase:** Your Strength score increases by 1.
* **Grugach Weapon Training:** You have proficiency with the spear, shortbow, longbow, and net.
* **Cantrip:** You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
* **Languages:** Unlike other elves, you don’t speak, read, or write Common. You instead speak, read, and write Sylvan.

### High Elf

* **Ability Score Increase:** Your intelligence score increases by 1.
* **Elf Weapon Training:** You have proficiency with the longsword, shortsword, shortbow, and longbow.
* **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.

### Sea Elf

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Constitution score increases by 1.
* **Sea Elf Training:** You have proficiency with the spear, trident, light crossbow, and net.
* **Child of the Sea:** You have a swimming speed of 30 feet, and you can breathe air and water.
* **Friend of the Sea:** Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
* **Languages:** You can speak, read, and write Aquan.

### Shadar-Kai

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Constitution score increases by 1.
* **Necrotic Resistance:** You have resistance to necrotic damage.
* **Blessing of the Raven Queen:** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

### Wood Elf

* **Ability Score Increase:** Your Wisdom score increases by 1.
* **Elf Weapon Training:** You have proficiency with the longsword, shortsword, shortbow, and longbow.
* **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.

## Firbolg Traits

(Volo's Guide to Monsters)

* **Ability Score Increase:** Your Wisdom score increases by 2, and your Strength score increases by 1.
* **Age:** As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
* **Size:** Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Firbolg Magic:** You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
* **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.
* **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Speech of Beast and Leaf:** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
* **Languages:** You can speak, read, and write Common, Elvish, and Giant.

## Genasi Traits

(Elemental Evil)

* **Ability Score Increase:** Your Constitution score increases by 2.
* **Age:** Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
* **Size:** Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Languages:** You can speak, read, and write Common and Primordial.

### Air Genasi

* **Ability Score Increase:** Your Dexterity score increases by 1.
* **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 Genasi

* **Ability Score Increase:** Your Strength score increases by 1.
* **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 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 Genasi

* **Ability Score Increase:** Your Intelligence score increases by 1.
* **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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
* **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 Genasi

* **Ability Score Increase:** Your Wisdom score increases by 1.
* **Acid Resistance:** You have resistance to acid damage.
* **Amphibious:** You can breathe air and water.
* **Swim:** You have a swimming speed of 30 feet.
* **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.

## Gith Traits

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Intelligence score increases by 1.
* **Age:** Gith reach adulthood in their late teens and live for about a century.
* **Size:** Gith are taller and leaner than humans, with most a slender 6 feet in height.
* **Speed:** Your base walking speed is 30 feet.
* **Languages:** You can speak, read, and write Common and Gith.

### Githyanki

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Strength score increases by 2.
* **Decadent Mastery:** You learn one language of your choice, and you are proficient with one skill or tool of your choice.
* **Martial Prodigy:** You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
* **Githyanki Psionics:** You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast Jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

### Githzerai

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Wisdom score increases by 2.
* **Mental Discipline:** You have advantage on saving throws against the charmed and frightened conditions.
* **Githzerai Psionics:** You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast Shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

## Gnome Traits

(Player's Handbook)

* **Ability Score Increase:** Your Intelligence score increases by 2.
* **Age:** Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
* **Size:** Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
* **Speed:** Your base walking speed is 25 feet.
* **Darkvision:** 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.
* **Gnome Cunning:** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
* **Languages:** You can speak, read, and write Common and Gnomish.

### Forest Gnome

* **Ability Score Increase:** Your Dexterity score increases by 1.
* **Natural Illusionist:** You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for it.
* **Speak with Small Beasts:** Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

### Rock Gnome

* **Ability Score Increase:** Your Constitution score increases by 1.
* **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.
* **Tinker:** You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork 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), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You 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. It 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 Gnome (Svirfneblin)

(Sword Coast Adventurer's Guide)

* **Ability Score Increase:** Your Dexterity score increases by 1.
* **Superior Darkvision:** Your darkvision has a radius of 120 feet.
* **Stone Camouflage:** You have advantage on Dexterity (stealth) checks to hide in rocky terrain.
* **Extra Language:** You can speak, read, and write Undercommon.
* **Svirfneblin Magic:** You have access to the optional feat Svirfneblin Magic. You do not automatically obtain this feat, but may choose it in place of an ASI.

### Dragonmark of Scribing

(Eberron: Rising from the Last War)

* **Ability Score Increase:** Your Charisma score increases by 1.
* **Gifted Scribe:** When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
* **Scribe's Insight:** You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.
* **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list for your spellcasting class.

 2nd
 3rd
 4th
 5th

## Goblin Traits

(Volo's Guide to Monsters)

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Constitution score increases by 1.
* **Age:** Goblins reach adulthood at age 8 and live up to 60 years.
* **Size:** Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
* **Speed:** Your base walking speed is 30 feet.
* **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.
* **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.
* **Languages:** You can speak, read, and write Common and Goblin.

## Goliath Traits

(Elemental Evil)

* **Ability Score Increase:** Your Strength score increases by 2, and your Constitution score increases by 1.
* **Age:** Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
* **Size:** Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Natural Athlete:** You have proficiency in the Athletics skill.
* **Stone's Endurance:** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. 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.
* **Mountain Born:** You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates.
* **Languages:** You can speak, read, and write Common and Giant.

## Grung Traits

(One Grung Above)

* **Ability Score Increase:** Your Dexterity score increases by 2 and your Constitution score increases by 1.
* **Age:** Grungs mature to adulthood in a single year, but have been known to live up to 50 years.
* **Size:** Grungs stand between 2.5 and 3.5 feet tall and average about 30 pounds. Your size is Small.
* **Speed***:* Your base walking speed is 25 feet, and you have a climbing speed of 25 feet.
* **Amphibious:** You can breathe air and water.
* **Arboreal Alertness:** You have proficiency in the Perception skill.
* **Poison Immunity:** You're immune to poison damage and the poisoned condition.
* **Poisonous Skin:** Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
* **Standing Leap:** Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
* **Water Dependency:** If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of the day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
* **Languages:** You can speak, read, and write Grung.

## Half-elf Traits

(Player's Handbook)

* **Ability Score Increase:** Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
* **Age:** 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.
* **Speed:** Your base walking speed is 30 feet.
* **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.
* **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
* **Skill Versatility:** You gain proficiency in two skills of your choice.
* **Languages:** You can speak, read, and write Common, Elvish, and one extra language of your choice.

### Variants

(Sword Coast Adventurer's Guide)

Some half-elves have one of the following traits in place of Skill Versatility:

* **Wood Elf Heritage:** Choose one of the wood elf's Elf Weapon Training, Fleet of Foot, or Mask of the Wild.
* **High Elf Heritage:** Choose one of the high elf's Elf Weapon Training or Cantrip.
* **Drow Heritage:** You have the drow's Drow Magic.
* **Aquatic Heritage:** You have a swimming speed of 30 feet.

### Dragonmark of Detection

(Eberron: Rising from the Last War)
If your character has the Mark of Detection, these traits replace the half-elf's Ability Score Increase and Skill Versatility traits given in the Player's Handbook.

* **Ability Score Increase:** Your Wisdom score increaes by 2, and one other ability score of your choice increases by 1.
* **Deductive Intuition:** When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
* **Magical Detection:** You can cast the detect magic and detect poison and disease spells with this trait. Starting at 3rd level, you can also cast the see invisibility 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. Intelligence is your spellcasting ability for these spells, and you don't require material components for them.
* **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list for your spellcasting class.

 2nd
 3rd
 4th
 5th

* **Languages:** You can speak, read, and write Common and Elvish.

### Dragonmark of Storm

(Eberron: Rising from the Last War)

These traits replace the half-elf Ability Score Increase and Skill Versatility traits given in the Player's Handbook.

* **Ability Score Increase:** Your Charisma score increases by 2, and your Dexterity score increases by 1.
* **Windwright's Intuition:** When you make a Dexterity (Acrobatics) check or any ability check involving operating or maintaining a water or air vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
* **Storm's Boon:** You have resistance to lightning damage.
* **Headwinds:** You know the gust cantrip. Starting at 3rd level, you can cast the gust of wind spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list for your spellcasting class.

 2nd
 3rd
 4th
 5th

## Half-orc Traits

(Player's Handbook)

* **Ability Score Increase:** Your Strength score increases by 2, and your Constitution score increases by 1.
* **Age:** 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.
* **Speed:** Your base walking speed is 30 feet.
* **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. You can’t discern color in darkness, only shades of gray.
* **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.
* **Savage Attacks:** When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
* **Languages:** You can speak, read, and write Common and Orc.

### Dragonmark of Finding

(Eberron: Rising from the Last War)

If your character has a dragonmark, the listed traits replace all racial traits given in the Player's Handbook aside from Age, Alignment, Size, and Speed.

* **Ability Score Increase:** Your Wisdom score increases by 2, and your Constitution score increases by 1.
* **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.
* **Hunter's Intuition:** Your mark sharpens your sense and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
* **Finder's Magic:** You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
* **Languages:** You can speak, read, and write Common and Goblin.
* **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

 2nd
 3rd
 4th
 5th

## Halfling Traits

(Player's Handbook)

* **Ability Score Increase:** Your Dexterity score increases by 2.
* **Age:** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
* **Size:** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
* **Speed:** Your base walking speed is 25 feet.
* **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.
* **Brave:** You have advantage on saving throws against being frightened.
* **Halfling Nimbleness:** You can move through the space of any creature that is of a size larger than yours.
* **Languages:** You can speak, read, and write Common and Halfling.

### Lightfoot Halfling

* **Ability Score Increase:** Your Charisma score increases by 1.
* **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 Halfling

* **Ability Score Increase:** Your Constitution score increases by 1.
* **Stout Resilience:** You have advantage on saving throws against poison, and you have resistance against poison damage.

### Ghostwise Halfling

(Sword Coast Adventurer's Guide)

* **Ability Score Increase:** Your Wisdom score increases by 1 .
* **Silent Speech:** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

### Dragonmark of Healing

(Eberron: Rising from the Last War)

* **Ability Score Increase:** Your Wisdom score increases by 1.
* **Medical Intuition:** When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
* **Healing Touch:** You can cast the cure wounds spell with this trait. Starting at 3rd level, you can also cast lesser restoration with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
* **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

 2nd
 3rd
 4th
 5th

### Dragonmark of Hospitality

(Eberron: Rising from the Last War)

* **Ability Score Increase:** Your Charisma score increases by 1.
* **Ever Hospitable:** When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll one Intuition die (a d4) and add the number rolled to the ability check.
* **Innkeeper's Magic:** You know the prestidigitation cantrip. You can also cast the purify food and drink and unseen servant spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells.
* **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

 2nd
 3rd
 4th
 5th

## Hobgoblin Traits

(Volo's Guide to Monsters)

* **Ability Score Increase:** Your Constitution score increases by 2, and your Intelligence score increases by 1.
* **Age:** Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
* **Size:** Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **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.
* **Martial Training:** You are proficient with two martial weapons of your choice and with light armor.
* **Saving Face:** Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. 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.
* **Languages:** You can speak, read, and write Common and Goblin.

## Human Traits

(Player's Handbook)

* **Ability Score Increase:** Your ability scores each increase by 1.
* **Age:** Humans reach adulthood in their late teens and live less than a century.
* **Size:** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Languages:** You can speak, read, and write Common and one extra language of your choice.

### Variant

All of these replace the normal human's ability score increase.

* **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.

### Dragonmark of Finding

(Eberron: Rising from the Last War)

If your character has a dragonmark, the listed traits replace all racial traits given in the Player's Handbook aside from Age, Alignment, Size, and Speed.

* **Ability Score Increase:** Your Wisdom score increases by 2, and your Constitution score increases by 1.
* **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.
* **Hunter's Intuition:** Your mark sharpens your sense and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
* **Finder's Magic:** You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
* **Languages:** You can speak, read, and write Common and Goblin.
* **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

 2nd
 3rd
 4th
 5th

### Dragonmark of Handling

###### (Eberron: Rising from the Last War)

These traits replace the human's Ability Score Increase trait in the Player's Handbook.

* **Ability Score Increase:** Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.
* **Wild Intuition:** When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check.
* **Primal Connection:** You can cast the Animal Friendship and Speak with Animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells.
* **The Bigger They Are:** Starting at 3rd level, you can target a beast or monstrosity when you cast Animal Friendship or Speak with Animals, provided the creature's Intelligence score is 3 or lower.
* **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

 2nd
 3rd
 4th
 5th

#### Dragonmark of Making

(Eberron: Rising from the Last War)

These traits replace the human Ability Score Increase trait in the Player's Handbook.

* **Ability Score Increase:** Your Intelligence score increases by 2, and one other ability score of your choice increases by 1.
* **Artisan's Intuition:** When you make an Arcana check or an ability check with artisan's tools, roll 1d4 and add it to the result.
* **Maker's Gift:** You gain proficiency with one type of artisan's tools of your choice.
* **Spellsmith:** You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.
* **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

 2nd
 3rd
 4th
 5th

#### Dragonmark of Passage

(Eberron: Rising from the Last War)

These traits replace the human Ability Score Increase trait given in the Player's Handbook.

* **Ability Score Increase:** Your Dexterity score increases by 2, and one other ability score of your choice increases by 1.
* **Courier's Speed:** Your base walking speed increases to 35 ft.
* **Intuitive Motion:** When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
* **Magical Passage:** You can cast the Misty Step spell once with this trait, and you regain the ability to cast it when you finish a long rest. Dexterity is your spellcasting ability for this spell.
* **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

 2nd
 3rd
 4th
 5th

#### Dragonmark of Sentinel

(Eberron: Rising from the Last War)

These traits replace the human Ability Score Increase trait given in the Players's Handbook.

* **Ability Score Increase:** Your Constitution score increases by 2, and your Wisdom score increases by 1.
* **Sentinel's Intuition:** When you make a Wisdom (Insight) or a Wisdom (Perception) check, you can roll one Intuition die, a d4, and add it to the ability check.
* **Guardian's Shield:** You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell.
* **Vigilant Guardian:** When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.
* **Spells of the Mark:** If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

 2nd
 3rd
 4th
 5th

## Kalashtar Traits

(Eberron: Rising from the Last War)

* **Ability Score Increase:** Your Wisdom and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1.
* **Age:** Kalashtar develop physically at the same rate as humans do and have similar lifespans.
* **Size:** Kalashtar are similar in build to humans, though they are typically a few inches taller. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Dual Mind:** You have advantage on all Wisdom saving throws.
* **Mental Discipline:** You have resistance to psychic damage.
* **Mind Link:** You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
* **Severed from Dreams:** Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit 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.
* **Languages:** You can read and write Common, Quori, and one other language of your choice.

## Kenku Traits

(Volo's Guide to Monsters)

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
* **Age:** Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
* **Size:** Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Expert Forgery:** You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
* **Kenku Training:** You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
* **Mimicry:** You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
* **Languages:** You can read and write Common and Auran, but you can speak only by using your Mimicry trait.

## Khenra Traits

(Plane Shift: Amonkhet)

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Strength score increases by 1.
* **Age:** Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.
* **Size:** Khenra have similar builds to humans. Your size is Medium.
* **Speed:** Your base walking speed is 35 feet.
* **Khenra Weapon Training:** You have proficiency with the khopesh, spear, and javelin.
* **Khenra Twins:** If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or you were born without a twin), you can't be frightened.
* **Languages:** You can speak, read, and write Common and Khenra.

## Kobold Traits

(Volo's Guide to Monsters)

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Strength score is reduced by 2.
* **Age:** Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
* **Size:** Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
* **Speed:** Your base walking speed is 30 feet.
* **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.
* **Grovel, Cower, and Beg:** As an action on your tum, 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.
* **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.
* **Languages:** You can speak, read, and write Common and Draconic.

## Kor Traits

(Plane Shift: Zendikar)

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
* **Age:** Kor mature at the same rate as humans and live about as long.
* **Size:** Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.
* **Kor Climbing:** You have proficiency in the Athletics and Acrobatics skills.
* **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.
* **Brave:** You have advantage on saving throws against being frightened.
* **Languages:** You can speak, read, and write Common, and communicate in the silent speech of the Kor.

## Lizardfolk Traits

(Volo's Guide to Monsters)

* **Ability Score Increase:** Your Constitution score increases by 2, and your Wisdom score increases by 1.
* **Age:** Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
* **Size:** Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
* **Bite:** 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 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Cunning Artisan:** As part of 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 one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
* **Hold Breath:** You can hold your breath for up to 15 minutes at a time.
* **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, scaly 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.
* **Hungry Jaws:** In battle, you can throw yourself into a vicious feeding frenzy. 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 (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
* **Languages:** You can speak, read, and write Common and Draconic.

## Locathah Traits

(Locathah Rising)

* **Ability Score Increase:** Your Strength score increases by 2, and your Dexterity score increases by 1.
* **Age:** Locathah mature to adulthood by the age of 10 but have been known to live up to 80 years.
* **Size:** Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet, and you have a swim speed of 30 feet.
* **Natural Armor:** You have tough, scaly skin. When you aren’t wearing armor, your AC is 12 + 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.
* **Observant and Athletic:** You have proficiency in the Athletics and Perception skills.
* **Leviathan Will:** You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
* **Limited Amphibiousness:** You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
* **Languages:** You can speak, read, and write Aquan and Common.

## Loxodon Traits

(Guildmaster's Guide to Ravnica)

* **Ability Score Increase:** Your Constitution score increases by 2 and your Wisdom score increases by 1.
* **Age:** 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.
* **Size:** Loxodons stand between 7 and 8 feet tall. Their massive bodies weight between 300 and 400 pounds. Your size is Medium.
* **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Speed:** Your base walking speed is 30 feet.
* **Loxodon Serenity:** You have advantage on saving throws against being charmed or frightened.
* **Natural Armor:** You have thick leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution 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.
* **Trunk:** You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or creature; open or close a door or container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
* **Keen Smell:** Thanks to your sensitive trunk, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that involve smell.
* **Languages:** You can speak, read, and write Common and Loxodon.

## Minotaur Traits

(Guildmaster's Guide to Ravnica)

* **Ability Score Increase:** Your Strength score increases by 2 and your Constitution score increases by 1.
* **Size:** Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Horns:** Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Goring Rush:** Immediately after you use 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 your Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
* **Imposing Presence:** Your have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
* **Languages:** You can speak, read, and write Common and Minotaur.

## Merfolk Traits

(Plane Shift: Ixalan)

* **Ability Score Increase:** Your Charisma score increases by 1.
* **Age:** Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
* **Size:** Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.
* **Amphibious** You can breath air and water.
* **Languages:** You can speak, read, and write Common, Merfolk, and one additional language of your choice.

### Green Merfolk

* **Ability Score Increase:** Your Wisdom score increases by 2.
* **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.
* **Cantrip:** You know one cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for it.

### Blue Merfolk

* **Ability Score Increase:** Your Intelligence score increases by 2.
* **Lore of the Waters:** You gain proficiency in History and Nature.
* **Cantrip:** You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.

## Naga Traits

(Plane Shift: Amonkhet)

* **Ability Score Increase:** Your Constitution score increases by 2, and your Intelligence score increases by 1.
* **Age:** Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century.
* **Size:** Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Speed Burst** By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.
* **Natural Weapons:** Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can't constrict another target.
* **Poison Immunity:** You are immune to poison damage and can't be poisoned.
* **Poison Affinity:** You gain proficiency with the poisoner's kit.
* **Languages:** You can speak, read, and write Common and Naga.

## Orc Traits

( Eberron: Rising from the Last War)

* **Ability Score Increase:** Your Strength score increases by 2, and your Constitution score increases by 1.
* **Age:** Orcs reach adulthood at age 12 and live up to 50 years.
* **Size:** Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **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.
* **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.
* **Languages:** You can speak, read, and write Common and Orc.

## Siren Traits

(Plane Shift: Ixalan)

* **Ability Score Increase:** Your Charisma score increases by 2, and your Dexterity score increases by 1.
* **Age:** Sirens age and mature at around the same speed as humans.
* **Size:** Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their flight. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Flight:** You have a flying speed of 30 feet. You can’t use your flying speed while you wear medium or heavy armor.
* **Siren's Song:** You know the friends cantrip and can cast it without material components.
* **Languages:** You can speak, read, and write Common and Siren.

## Shifter Traits

(Eberron: Rising from the Last War)

* **Age:** Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
* **Size:** Shifters range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Darkvision:** 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.
* **Keen Senses:** You have proficiency with the Perception skill.
* **Shifting:** As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You can also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can't do so again until you finish a short or long rest.
* **Languages:** You can speak, read, and write Common.
* **Subrace:** Choose one of the following subraces, representing the best within: beasthide, longtooth, swiftstride, or wildhunt.

### Beasthide

* **Ability Score Increase:** Your Constitution score increases by 2, and your Strength score increases by 1.
* **Natural Athlete:** You have proficiency with the Athletics skill.
* **Shifting Feature:** Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.

### Longtooth

* **Ability Score Increase:** Your Strength score increases by 2, and your Dexterity score increases by 1.
* **Fierce:** You have proficiency with the Intimidation skill.
* **Shifting Feature:** While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

### Swiftstride

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Charisma score increases by 1.
* **Graceful:** You have proficiency with the Acrobatics skill.
* **Shifting Feature:** While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

### Wildhunt

* **Ability Score Increase:** Your Wisdom score increases by 2, and your Dexterity increases by 1.
* **Natural Tracker:** You have proficiency with the Survival skill.
* **Shifting Feature:** While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.

## Simic Hybrid Traits

(Guildmaster's Guide to Ravnica)

* **Ability Score Increase:** Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
* **Age:** Hybrid being 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.
* **Size:** Your size is Medium, within the normal range of your humanoid base race.
* **Speed:** Your base walking speed is 30 feet.
* **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 your choice of Elvish or Vedalken.
* **Animal Enhancement:** Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.
At 1st level, choose one of the following options:
	+ **Manta Glide:** You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
	+ **Nimble Climber:** You have a climbing speed equal to your walking speed.
	+ **Underwater Adaptation:** You can breathe air and water, and you have a swimming speed equal to your walking speed.
* At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:
	+ **Grappling Appendages:** You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 +your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items. or other specialized equipment.
	+ **Carapace:** Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
	+ **Acid Spit:** As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by ldlO when you reach 11th level (3dl0) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

## Tabaxi Traits

(Volo's Guide to Monsters)

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Charisma score increases by 1.
* **Age:** Tabaxi have lifespans equivalent to humans.
* **Size:** Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Darkvision:** You have a cat's keen senses, especially in the dark. 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.
* **Feline Agility:** Your reflexes and agility allow you to move with a burst of speed. 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.
* **Cat's Claws:** Because of your claws, you have a climbing speed of 20 feet. In addition, 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.
* **Cat's Talent:** You have proficiency in the Perception and Stealth skills.
* **Languages:** You can speak, read, and write Common and one other language of your choice.

## Tiefling Traits

(Player's Handbook)

* **Age:** Tieflings mature at the same rate as humans but live a few years longer.
* **Size:** Tieflings are about the same size and build as humans. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Darkvision:** Thanks to your infernal heritage, 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.
* **Hellish Resistance:** You have resistance to fire damage.
* **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. 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.
* **Languages:** You can speak, read, and write Common and Infernal.

### Abyssal

(Unearthed Arcana)

* **Ability Score Increase:** Your Constitution score increases by 1, and your Charisma score increases by 2.
* **Abyssal Fortitude:** Your hit point maximum increases by half your level (minimum 1).
* **Languages:** You can speak, read, and write Common and Abyssal.

**Abyssal Arcana:** Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell.

You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot.

At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result. This trait replaces the Infernal Legacy trait.

### Asmodeus

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Intelligence score increases by 1, and your Charisma score increases by 2.
* **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. 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.

### Baalzebul

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Charisma score increases by 2, and your Intelligence score increases by 1.
* **Legacy of Maladomini:** You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Ray of Sickness spell as a 2nd level 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 Crown of Madness 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.

### Devil's Tongue

(Sword Coast Adventurer's Guide)

* **Ability Score Increase:** Your Intelligence score increases by 1, and your Charisma or Dexterity score increases by 2.
* **Devil's Tongue:** You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the Enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for these spells.

### Dispater

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Charisma score increases by 2, and your Dexterity score increases by 1.
* **Legacy of Dis:** You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Disguise Self 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 Detect Thoughts 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.

### Fierna

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Charisma score increases by 2, and your Wisdom score increases by 1.
* **Legacy of Phlegethos:** You know the Friends cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level 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 Suggestion 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.

### Glasya

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Charisma score increases by 2, and your Dexterity score increases by 1.
* **Legacy of Malbolge:** You know the Minor Illusion cantrip. When you reach 3rd level, you can cast the Disguise Self 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 Invisibility 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.

### Hellfire

(Sword Coast Adventurer's Guide)

* **Ability Score Increase:** Your Intelligence score increases by 1, and your Charisma or Dexterity score increases by 2.
* **Hellfire:** You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Burning Hands spell as a 2nd-level 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. Charisma is your spellcasting ability for these spells.

### Levistus

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Charisma score increases by 2, and your Constitution score increases by 1.
* **Legacy of Stygia:** You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level 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. Charisma is your spellcasting ability for these spells.

### Mammon

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Charisma score increases by 2, and your Intelligence score increases by 1.
* **Legacy of Minauros:** You know the Mage Hand cantrip. When you reach 3rd level, you can cast the Tenser's Floating Disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the Arcane Lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

### Mephistopheles

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Charisma score increases by 2, and your Intelligence score increases by 1.
* **Legacy of Cania:** You know the Mage Hand cantrip. When you reach 3rd level, you can cast the Burning Hands spell as a 2nd-level 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 Flame Blade 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.

### Winged

(Sword Coast Adventurer's Guide)

* **Ability Score Increase:** Your Intelligence score increases by 1, and your Charisma or Dexterity score increases by 2.
* **Winged:** You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.

### Zariel

(Mordenkainen's Tome of Foes)

* **Ability Score Increase:** Your Charisma score increases by 2, and your Strength score increases by 1.
* **Legacy of Avernus:** You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Searing Smite spell as a 2nd-level 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 Branding Smite 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 Traits

(The Tortle Package)

* **Ability Score Increase:** Your Strength score in-creases by 2, and your Wisdom score increases by 1.
* **Age:** Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.
* **Size:** Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one third of their weight. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **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:** Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (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 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. Tortles have finely honed survival instincts.
* **Languages:** You can speak, read, and write Aquan and Common.

## Triton Traits

(Volo's Guide to Monsters)

* **Ability Score Increase:** Your Strength, Constitution, and Charisma scores each increase by 1.
* **Age:** Tritons reach maturity around age 15 and can live up to 200 years.
* **Size:** Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
* **Amphibious:** You can breathe air and water.
* **Control Air and Water:** A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Emissary of the Sea:** Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
* **Guardians of the Depths:** Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
* **Languages:** You can speak, read, and write Common and Primordial.

## Vampire Traits

(Plane Shift: Ixalan)

* **Ability Score Increase:** Your Charisma score increases by 2, and your Wisdom score increases by 1.
* **Age:** Vampires don’t mature and age in the same way that other races do.
* **Size:** Vampires are the same size and build as humans. Your size is Medium
* **Speed:** Your base walking speed is 30 feet.
* **Darkvision:** Thanks to your heritage, 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.
* **Vampiric Resistance:** You have resistance to necrotic damage.
* **Bloodthirst:** You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained.Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
* **Feast of Blood:** When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
* **Languages:** You can speak, read, and write Common and Vampire.

## Vedalken Traits

(Guildmaster's Guide to Ravnica)

* **Ability Score Increase:** Your Intelligence score increases by 2, and your Wisdom scores increases by 1.
* **Age:** 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.
* **Size:** Tall and slender, Vedalken stand 6 to 6.5 feet tall on average and usually weight less than 200 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Vedalken Dispassion:** You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
* **Tireless Precision:** You are proficient in one of the following skills 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.
* **Partially Amphibious:** By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.
* **Languages:** You can speak, read, and write Common, Vedalken, and one other language of your choice.

## Verdan Traits

(Acquisitions Incorporated)

* **Ability Score Increase:** Your Charisma score increases by 2, and your Constitution score increases by 1.
* **Age:** 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.
* **Size:** Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature.
* **Speed:** Your base walking speed at level 1 is 25 feet. At level 5, this becomes 30 feet.
* **Black Blood Healing:** The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.
* **Limited Telepathy:** You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.
* **Persuasive:** Your people's lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.
* **Telepathic Insight:** Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.
* **Languages:** You speak, read, and write Common, Goblin, and one additional language of your choice.

## Viashino Traits

(Unearthed Arcana - Races of Ravnica)

* **Ability Score Improvement:** Your Dexterity score increases by 2, and your Strength score increases by 1.
* **Age:** Viashino mature quickly, reaching adulthood in early teens. They live violent lives and rarely die of old age, but they would rarely live past 60 anyway.
* **Size:** Viashino are about as tall as humans, but they have lithe, wiry frames. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Bite:** 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.
* **Lashing Tail:** Your semi-prehensile tail is tipped with a bony blade. Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail. If you hit, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Wiry Frame:** Your gain proficiency in the Acrobatics or the Stealth skill (your choice).
* **Languages:** You can speak, read, and write Common and Draconic.

## Warforged Traits

(Eberron: Rising from the Last War)

* **Ability Score Increase:** Your Constitution score increase by 2, and one other ability score of your choice increases by 1.
* **Age:** A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of determination due to age. You are immune to magical aging effects.
* **Size:** Your size is Medium. Most warforged stand between 5 and 6.5 feet tall. Build is affected by your subrace.
* **Speed:** Your base walking speed is 30 feet.
* **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, and 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 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.
* **Languages:** You can speak, read, and write Common and one other language of your choice.

## Yuan-Ti Pureblood Traits

(Volo's Guide to Monsters)

* **Ability Score Increase:** Your Charisma score increases by 2, and your Intelligence score increases by 1.
* **Age:** Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
* **Size:** Purebloods match humans in average size and weight. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **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.
* **Innate Spellcasting:** You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Magic Resistance:** You have advantage on saving throws against spells and other magical effects.
* **Poison Immunity:** You are immune to poison damage and the poisoned condition.
* **Languages:** You can speak, read, and write Common, Abyssal, and Draconic.