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Races
yoonmoonsik edited this page Jun 30, 2026
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All races have been reworked with updated traits and spell progression by level.
Selectable as a Human subrace
- Celestial Resistance — Resistance to Necrotic damage and Radiant damage
- Darkvision — See in darkness up to 60 ft
- Healing Hands — As a Magic action, touch a creature and roll a number of d4s equal to your Proficiency Bonus; the creature regains that many Hit Points. Once per Long Rest.
- Light Bearer — Know the Light cantrip
- Celestial Revelation (Level 3) — Transform as a Bonus Action (choose Necrotic Shroud, Heavenly Wings, or Inner Radiance). Lasts 1 minute, once per Long Rest. Each option deals extra damage equal to your Proficiency Bonus on attacks/spells.
Selectable as a Human subrace
- Darkvision — See in darkness up to 60 ft
- Speed — 35 ft base movement
- Trace of Undeath — Resistance to Necrotic damage
- Vampiric Bite — Suck the blood from a living creature to regain Hit Points
Choose a Draconic Ancestry at character creation to determine your Breath Weapon damage type and Damage Resistance.
- Darkvision — See in darkness up to 60 ft
- Breath Weapon — Area attack based on ancestry (line or cone); gains additional charges at levels 5 and 9
- Damage Resistance — Resistance to the damage type of your ancestry
- Draconic Flight (Level 5) — Sprout spectral wings as a Bonus Action, gaining a Fly Speed equal to your Speed for 10 minutes. Once per Long Rest.
- Darkvision — See in darkness up to 60 ft
- Dwarven Resilience — Advantage on saving throws against Poison; Resistance to Poison damage
- Darkvision — See in darkness up to 60 ft
- Fey Ancestry — Advantage on saves against being Charmed; magic can't put you to sleep
- Keen Senses — Choose proficiency in Insight, Perception, or Survival
- Superior Darkvision — See in darkness up to 120 ft
- Fey Ancestry — Advantage on saves against being Charmed; magic can't put you to sleep
- Keen Senses — Choose proficiency in Insight, Perception, or Survival
- Level 1: Dancing Lights
- Level 3: Faerie Fire
- Level 5: Darkness
- Level 1: Wizard Cantrip (choose one)
- Level 3: Faerie Fire
- Level 5: Misty Step
- Level 1: Ray of Frost
- Level 3: Ice Knife
- Level 5: Gust of Wind
- Level 1: Speed 35 ft
- Level 3: Longstrider
- Level 5: Pass without Trace
- Martial Prodigy — Proficiency with Light and Medium Armour, and with Shortsword, Longsword, and Greatsword
- Psychic Resilience — Resistance to Psychic and Poison damage
- Level 1: Mage Hand; Intelligence-based Psionic Leap (always prepared)
- Level 3: Jump
- Level 5: Misty Step
- Gnome Cunning — Advantage on Intelligence, Wisdom, and Charisma saving throws against magic
- Darkvision — See in darkness up to 60 ft
- Minor Illusion (cantrip, always prepared)
- Speak with Animals (always prepared)
- Artificer's Lore — Add twice your Proficiency Bonus to History checks on magic, alchemical, or technological objects
- Darkvision — See in darkness up to 60 ft
- Prestidigitation (cantrip, always prepared)
Selectable as a Human subrace
- Speed — 35 ft base movement
- Powerful Build — Advantage on ability checks to end the Restrained condition; carrying capacity increased by 25%
- Giant Ancestry (Level 1) — Choose one of 6 ancestry options: Cloud Giant (teleport 30 ft as Bonus Action), Fire Giant (+1d10 Fire damage), Frost Giant (+1d6 Cold damage and −10 ft Speed), Hill Giant (impose Prone), Stone Giant (Reaction: roll 1d12 + CON to reduce damage), Storm Giant (Reaction: deal 1d8 Thunder to attacker)
- Large Form (Level 5) — Change size to Large as a Bonus Action for 10 minutes: Advantage on Strength checks, Speed +10 ft. Once per Long Rest.
- Darkvision — See in darkness up to 60 ft
- Fey Ancestry — Advantage on saves against being Charmed
- Resourceful — Gain Heroic Inspiration after a Long Rest; can reroll any die when inspired
- Level 1: Dancing Lights
- Level 3: Faerie Fire
- Level 5: Darkness
- Level 1: Wizard Cantrip (choose one)
- Level 3: Faerie Fire
- Level 5: Misty Step
- Level 1: Speed 35 ft
- Level 3: Longstrider
- Level 5: Pass without Trace
- Halfling Luck — When you roll a 1 on an Attack Roll, Ability Check, or Saving Throw, you can reroll the die and must use the new roll
- Brave — Advantage on saving throws against being Charmed and Frightened
- Resourceful — Gain Heroic Inspiration after a Long Rest; can reroll any die when inspired
- Skillful — Proficiency in one additional skill of your choice
- Versatile — One free Origin Feat at Level 1 (Alert, Healer, Lucky, Magic Initiate, Musician, Savage Attacker, Skilled, Tavern Brawler, or Tough)
Selectable as a Human subrace
- Dual Mind — Advantage on Wisdom and Charisma saving throws
- Mental Discipline — Resistance to Psychic damage
- Severed from Dreams — After each Long Rest, gain proficiency in one skill of your choice until your next Long Rest (uses the Dream Knowledge action to choose)
- Adrenaline Rush — Take the Dash action as a Bonus Action, gaining Temporary Hit Points equal to your Proficiency Bonus. Uses equal to Proficiency Bonus; recharge on Short or Long Rest.
- Darkvision — See in darkness up to 60 ft
- Relentless Endurance — When reduced to 0 Hit Points, regain 1 Hit Point instead (not from radiant damage or a critical hit). Once per Long Rest.
- Darkvision — See in darkness up to 60 ft
- Thaumaturgy — Minor magical effects cantrip
- Poison Resistance
- Level 1: Poison Spray
- Level 3: Ray of Sickness
- Level 5: Hold Person
- Necrotic Resistance
- Level 1: Chill Touch
- Level 3: False Life
- Level 5: Ray of Enfeeblement
- Fire Resistance
- Level 1: Fire Bolt
- Level 3: Hellish Rebuke
- Level 5: Darkness