Races

The following races are available for all players.

## Aasimar

   **Description**: Aasimar look mostly human except for the large, feathery wings that hint at their heritage. A few have more supernatural traits, including hair that shines like metal, jewel-toned eyes, lustrous skin color, or even glowing, golden halos. Some say that aasimar are the offspring of valkyries that found themselves too attached to mortals to properly fulfill their duties. Aasimar have no culture of their own and typically serve in human communities, usually lifted to a high status without much effort required on their part.

* **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.
* **Alignment**: Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
* **Size**: Aasimar have the same range of height and weight as humans, plus a few pounds for wings. Your size is Medium.
* **Speed**: Your base walking speed is 30 feet.
* **Winged**: You have feathery wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor.
* **Celestial Resistance**: You have resistance to necrotic damage and radiant damage.
* **Light Bearer**: You know the *light* cantrip. Charisma is your spellcasting ability for it.
* **Languages**: You can speak, read, and write Common and Celestial.
* **Subrace**: Three subraces of aasimar exist: champion, guardian, and herald. Choose one of them for your character.

* **Ability Score Increase**: Your Strength score increases by 1.
* **Wrath**: You can cast the *wrathful smite* spell once with this trait and regain the ability to do so when you finish a short or long rest. Charisma is your spellcasting ability for this spell.

* **Ability Score Increase**: Your Constitution score increases by 1.
* **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 short or long rest.

* **Ability Score Increase**: Your Wisdom score increases by 1.
* **Alluring**: You have proficiency in the Persuasion skill.
* **Truespeaker**: You have proficiency in two additional languages of your choice.

## Draugr

   **Description**: Not a unified "race," draugr are the result of humanoids that were not laid to rest properly. Most draugr return as vengeful spirits, but a rare few retain enough intelligence to still be individuals. Draugr don't retain memories from life, and only have glimpses of events and situations that bring them emotions. Even if they uncover their past, a draugr can never really return to its old life. Draugr can result from any humanoid race, and so their appearance varies widely, typically appearing as washed-out or pale versions of their past forms, occasionally sporting the obvious injuries that led to their deaths. Most try to integrate into whatever society they originated from, although they're rarely more than tolerated, and at worst, exiled.

* **Ability Score Increase**: Your Constitution score increases by 1, and one other ability score of your choice increases by 2.
* **Age**: Draugr do not age, and remain whatever apparent age they were when they died. Outside of violent intervention, draugr can live forever.
* **Alignment**: Draugr have no singular moral code and can be influenced greatly by their original race. Even so, many draugr are pushed toward evil by those around them.
* **Size**: Draugr vary in height from under 5 feet to almost 8, depending on their original race. Your size is Medium.
* **Speed**: Your base walking speed is 30 feet.
* **Darkvision**: Accustomed to 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.
* **Draugr Magic**: You know the *mold earth* cantrip. When you reach 3rd level, you can cast the *enlarge/reduce* spell on yourself 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 *meld into stone* spell once with this trait and regain the ability to do so when you finish a long rest.
* **Undead Fortitude**: If damage reduces you to 0 hit points, you may make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.
* **Undead Resilience**: You have advantage on saving throws against poison, and you have resistance against poison damage.
* **Languages**: You can speak, read, and write Common and one other language of your choice.

## Dwarves

   **Description**: Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarves originally come from the realm of Svartalfheim, where they live in sprawling underground caverns that many would consider to be labyrinthine. Many dwarves have relocated to Midgard however, since their craftsmanship is in high demand.

* **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.
* **Alignment**: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
* **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.
* **Dwarven Combat Training**: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
* **Tool Proficienc**y: 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.
* **Subrace**: Choose one of the following subraces.

* **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.

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

Dwarves have access to the following feats from Xanathar's Guide to Everything (XGE) whenever they would otherwise learn an Ability Score Increase.

* Dwarven Fortitude
* Squat Nimbleness

## Elves and Half-elves

    **Description**: Elves resemble idealized humans; pristine creatures with pointed ears and carefully-sculpted frames. With their unearthly grace and fine features, elves appear hauntingly beautiful. Elves hail from the realm of Alfheim, but many have settled in the world of Midgard and forged civilizations there. They are generally looked up to by other races.

* **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.
* **Alignment**: Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
* **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. 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.
* **Subrace**: Choose one of the following subraces.

* **Ability Score Increase**: Your Charisma score increases by 1.
* **Dark Elf Magic**: You know the *dancing lights* cantrip. When you reach 3rd level, you can cast the *faerie fire* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *darkness* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Weapon Training**: You have proficiency with rapiers, shortswords, and hand crossbows.

* **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.

* **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.

**Half-elves**. Elves also occasionally interbreed with humans, resulting in a half-elf. Half-elves are rarely fully welcome in either human or elven societies and can find themselves leading the life of an outsider. To humans, half-elves look like elves, and to elves, half-elves look like humans. Their features are a combination of both races, with slightly pointed ears and builds somewhere between the two extremes. They often have elven eyes and human hair (with males being able to grow facial hair). Half-elves are often restless, finding it hard to adjust to either the long lifespans of elves or the short lifespans of humans. Half-elves are quite prone to an adventuring lifestyle with other misfits and outcasts.

* **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 as humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
* **Alignment**:  Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.
* **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.

Elves (and half-elves) have access to the following feats from Xanathar's Guide to Everything (XGE) whenever they would otherwise learn an Ability Score Increase.

* **Drow High Magic** (dark elf)
* **Elven Accuracy**
* **Fey Teleportation** (high elf)
* **Prodigy** (half-elf)
* **Wood Elf Magic** (wood elf)

## Humans

    **Description**: With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, dwarf, or other lineages. Humans are viewed as the most scrappy of the common races. They are intelligent and industrious, and their innate curiosity and experimentation makes them stand out. Humans are also quite numerous in the world.

* **Ability Score Increase**: Your ability scores each increase by 1.
* **Age**: Humans reach adulthood in their late teens and live less than a century.
* **Alignment**: Humans tend toward no particular alignment. The best and the worst are found among them.
* **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.

* **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.

Humans have access to the following feat from Xanathar's Guide to Everything (XGE) whenever they would otherwise learn an Ability Score Increase.

* Prodigy

## Kitsune

    **Description**: Kitsune are humanoid individuals with fox ears and a tail. They sometimes have other fox traits, such as whiskers or claws. Some kitsune have multiple tails, growing more as they learn more advanced magic. Kitsune are natural pranksters, masters of misdirection and disguise. They possess the innate ability to transform into a human or fox shape, which they sometimes use to infiltrate human societies.

* **Ability Score Increase**: Your Dexterity score increases by 1.
* **Age**: Kitsune mature and age slightly faster than humans, reaching adulthood a year or two earlier and living a few years fewer.
* **Alignment**: Kitsune tend to be neutral, or of alignments with a neutral component.
* **Size**: As adults, kitsune stand about 5-6 feet in height and weigh between 100-180 pounds. Your size is Medium.
* **Speed**: Your base walking speed is 30 feet.
* **Shape Change**: As a shapechanger, your form can't be changed against your will (such as with the *polymorph* spell). As an action, you can change into a human form, a feral fox, or back into your normal kitsune form. As a human, your appearance can vary from your kitsune form, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You cannot change your size category, gender, or age category. You always take the same human form, which is unique to you and cannot be that of any other creature. As a fox, use the effects of the *polymorph* spell, except that you can only become a feral fox with a static appearance. Use the statistics of a weasel to determine attributes. Your shape change ability lasts indefinitely unless you choose to end it, and doesn't require concentration.
* **Speak with Foxes**: Through sounds and gestures, you can communicate simple ideas to Small or smaller foxes and canines.
* **Languages**: You can speak, read, and write Common and Sylvan.
* **Subrace**: Kitsune come in different types, with varying abilities based on where they're reported to draw their power from. Choose one of the following subraces.

* **Ability Score Increase**: Your Charisma score increases by 2.
* **Charming**: You have proficiency in one Charisma skill of your choice.
* **Mori Magic**: You know the *vicious mockery* cantrip. Charisma is your spellcasting ability for this spell.
* **Mori Paradigm**: Mori are more drawn to positions of influence and leadership, if they don't wind up in prison first.

* **Ability Score Increase**: Your Wisdom score increases by 2.
* **Enlightened**: You have proficiency in one Wisdom skill of your choice.
* **Tengoku Magic**: You know the *fire bolt* cantrip. Wisdom is your spellcasting ability for this spell.
* **Tengoku Paradigm**: Tengoku are healthier and more long-lived than other types of kitsune, but also more stoic and monotonous.

* **Ability Score Increase**: Your Intelligence score increases by 2.
* **Knowledgeable**: You have proficiency in one Intelligence skill of your choice.
* **Umi Magic**: You know the *chill touch* cantrip. Intelligence is your spellcasting ability for this spell.
* **Umi Paradigm**: Umi are very willing to change their mind based on new information, and are easily distracted by new situations or curiosities.

Kitsune have access to the following feat whenever they would otherwise learn an Ability Score Increase.

Your experiences give you a greater insight into the magics of kitsune past. You learn the *minor illusion* cantrip. You also learn *disguise self,* *invisibility*, and *suggestion*, each of which you can cast once without expending a spell slot. You regain the ability to cast these spells when you finish a long rest. Your spellcasting ability for these spells is determined by the type of kitsune you are (Charisma for Mori, Wisdom for Tengoku, Intelligence for Umi).

## Norn

    **Description**: Ancient beyond imagining, the norns are a race of powerful women who hold in their hands the physical manifestation of fate and destiny. Norn are very tall, are naturally blonde or redheaded, and are always female. They are natural hunters and spend much of their time fighting and practicing. They are respectful of nature, using all parts of any animal they hunt, and spend time honoring its spirit in a short ritual. Many will wear the furs of their most impressive kills. Besides furs, norn traditionally decorate themselves in horns, antlers, bones, and earth-tone paint.

* **Ability Score Increase**: Your Charisma score increases by 2, and your Constitution score increases by 1.
* **Age**: Norn mature around age 20, but are considered young until in their 50s. Most norn live to be no more than 350, although truly exceptional norn ascend to a higher state of being and can live essentially forever.
* **Alignment**: Norn are almost universally lawful, since their lives often revolve around the grand strands of destiny and divination passed on by greater norn, although some exceptions do exist. Norn fall all across the good and evil spectrum, but tend toward neutral.
* **Size**: Norn 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.
* **Foresight**: Due to your ability to foresee events, you have advantage on Initiative checks.
* **Natural Hunter**: You gain proficiency with one of the following skills of your choice: Animal Handling, Nature, or Survival. Alternatively, you can choose to be proficienct with Herbalism Kits.
* **Powerful Build**: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Twist Fate**: As a reaction, choose one creature (including yourself) within 60 feet that is attempting a saving throw. The creature must reroll the save, taking whichever result you choose. You can wait until after the creature rolls before deciding to use Twist Fate, but must decide before the DM says whether the roll succeeds or fails. After you use this ability, you can't use it again until you complete a short or long rest.
* **Languages**: You can speak, read, and write Common and Giant.

## Tieflings

    **Description**: Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

* **Ability Score Increase**: Your Charisma score increases by 2.
* **Age**: Tieflings mature at the same rate as humans, but live significantly longer, sometimes even rivaling elves in longevity.
* **Alignment**: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
* **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 grey.
* **Hellish Resistance**: You have resistance to fire damage.
* **Languages**: You can speak, read, and write Common and Infernal.
* **Tiefling Bloodlines**: Since not all tieflings share the same demonic blood, some have traits that differ from the norm. Choose one of the following bloodlines.

* **Ability Score Increase**: Your Intelligence score increases by 1.
* **Infernal Legacy**: You know the *thaumaturgy* cantrip. Once you reach 3rd level, you can cast the *hellish rebuke* spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the *darkness* spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

* **Ability Score Increase**: Your Intelligence score increases by 1.
* **Legacy of Maladomini**: You know the *thaumaturgy* cantrip. Once you reach 3rd level, you can cast the *ray of sickness* spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the *crown of madness* spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

* **Ability Score Increase**: Your Intelligence score increases by 1.
* **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.

* **Ability Score Increase**: Your Dexterity score increases by 1.
* **Legacy of Dis**: You know the *thaumaturgy* cantrip. Once you reach 3rd level, you can cast the *disguise self* spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the *detect thoughts* spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

* **Ability Score Increase**: Your Wisdom score increases by 1.
* **Legacy of Phlegethos**: You know the *friends* cantrip. Once you reach 3rd level, you can cast the *charm person* spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the *suggestion* spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

* **Ability Score Increase**: Your Dexterity score increases by 1.
* **Legacy of Malbolge**: You know the *minor illusion* cantrip. Once you reach 3rd level, you can cast the *disguise self* spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the *invisibility* spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

* **Ability Score Increase**: Your Constitution score increases by 1.
* **Legacy of Stygia**: You know the *ray of frost* cantrip. Once you reach 3rd level, you can cast the *armor of Agathys* spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the *darkness* spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

* **Ability Score Increase**: Your Intelligence score increases by 1.
* **Legacy of Minauros**: You know the *mage hand* cantrip. Once you reach 3rd level, you can cast the *Tenser's floating disk* spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the *arcane lock* spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

* **Ability Score Increase**: Your Intelligence score increases by 1.
* **Legacy of Cania**: You know the *mage hand* cantrip. Once you reach 3rd level, you can cast the *burning hands* spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the *flame blade* spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

* **Ability Score Increase**: Your Intelligence score increases by 1.
* **Winged**: You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren't wearing heavy armor.

* **Ability Score Increase**: Your Strength score increases by 1.
* **Legacy of Avernus**: You know the *thaumaturgy* cantrip. Once you reach 3rd level, you can cast the *searing smite* spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the *branding smite* spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Tieflings have access to the following feats from Xanathar's Guide to Everything (XGE) whenever they would otherwise learn an Ability Score Increase.

* **Flames of Phlegethos**
* **Infernal Constitution**