Rassen (Technisch)

### Menschen

It’s hard to make generalizations about humans, but your human character has these traits.

* 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. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

### Elfen

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

* 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: Accustomed to twilit forests and the night sky, 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 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. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. 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. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

* Varianten
	+ *Waldelfen*
		- 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.
	+ *Hochelfen*
		- 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.
	+ *Dunkelelfen (Dunkelelfen nutzen die Rassenmerkmale der Drows aus dem DnD Regelwerk)*
		- Ability Score Increase: Your Charisma score increases by 1.
		- Superior Darkvision: Your darkvision has a range of 120 feet, instead of 60.
		- Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
		- Dunkelelfen Magic: You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
		- Dunkelelfen: Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
	+ *Mondelfen*
		- Sebi trag hier mal was ein!!!!

### Zwerge

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

* 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: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).
* Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
* Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: 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. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

### Gnome

Your gnome character has certain characteristics in common with all other gnomes.

* 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: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* 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. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

### Halblinge

Your halfling character has a number of traits in common with all other halflings.

* 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. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

### Halbelfen

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

* 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: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t 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.

### Halborks

Your half-orc character has certain traits deriving from your orc ancestry.

* 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. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

### Orks

As an orc, you have the following racial traits.

* 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.
* Adrenaline Rush: You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus
* Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.
* Languages: You can speak, read, and write Common and Orc.

### Goblins

As a goblin, you have the following racial traits.

* 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.
* Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
* 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.

### Kobolde

As a kobold, you have the following racial traits.

* Ability Score Increase: Your Dexterity score increases 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.
* Draconic Roar: As a bonus action, you let out a draconic roar at your enemies within 10 feet of you. Until the end of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear the roar. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* Kobold Legacy: Kobold's connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold.
	+ Craftiness: You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival
	+ Defiance: You have advantage on saving throws to avoid or end the frightened condition on yourself.
	+ Draconic Sorcery: You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma, is your spellcasting ability for that cantrip (choose when you select this race).
* Languages: You can speak, read, and write Common and Draconic.

### Tieflinge

Tieflings share certain racial traits as a result of their infernal descent.

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

### Gnolle

Gnolls are brutal hunters with a demonic ancestry who are fiercely loyal to their pack.

* Ability Score Increase: Your Strength score increases by 2 and your Dexterity score increases by 1.
* Age: Gnolls reach adulthood by the age of 5 and live to around 30.
* Alignment: Gnolls are usually chaotic neutral or evil, though there are exceptions.
* Size: Most gnolls are between 6 and 7 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.
* Bite: You can make unarmed strikes using your bite as a natural melee weapon. You are proficient with your bite attack, which deals piercing damage equal to 1d6 plus your Strength modifier.
* Rampage: When you reduce a creature to 0 hit points with a melee attack on your turn, you may use a bonus action to move up to half your speed and make a bite attack.
* Frightful Appearance: You gain proficiency in the Intimidation skill.
* Languages: You can speak, read, and write Common and Animal. You can also understand spoken Abyssal, but not speak, read or write it unless learnt through other features.

### Minotauren

As a minotaur, you have the following racial traits.

* Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.
* Alignment: Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments.
* Size: Minotaurs average over 6 feet in height, and they have 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 a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than 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.
* Labyrinthine Recall: You always know which directtion is north, and you have adventage on any Wisdom (Survival) check you make to navigate or track.
* Languages: You can speak, read, and write Common and Animal.

### Goliaths

Goliaths share a number of traits in common with each other.

* 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.
* Little Giant: You have proficiency in the Athletics skills, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* 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.
* Mountain Born: You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.
* Languages: You can speak, read, and write Common and Giant.