Pie Ancestry (0.5)

Races Readjusted

This is inspired by Grazilaxx's Guide to Ancestry, which I enjoyed the ideas behind, but found myself disappointed in. This will make sure no race is a monolith, as well as allow people to still have a unique identity in their origins. It also hopes to drop problematic language originating from attempts by the british to “rank” people in their colonies.

Ability scores are not tied to ancestry. You may add a +2 to one stat of your choice, and a +1 to another stat of your choice. 

For every ancestry, you have 6 points to spend. Major traits cost 2 points and minor traits cost 1 point. You must have at least 1 major trait and at least 1 minor trait. 

Every ancestry starts with 2 languages: Common and a language associated with their ancestry. An ancestry’s walking speed is 30 feet unless stated otherwise.

You can mix bloodlines(such as making a half-elf) by spending a number of points on each ancestry based on the percentage of their blood you have(an elf parent and human parent means 3 points on elf and 3 on human).

A small creature gets 1 additional point to spend. The following ancestries may choose to be a small creature. If they choose otherwise, they are just larger than usual:

Gnome, Goblin, Grung, Halfling, Kobold, and Verdan.

Aarakocra

Most Aarakocra live in tribes in the mountains, like eagles, but there are some that have their lineage based on other birds too. Not all Aarakocra fly, using their wings to move more effectively on the ground. Aarakocra hunting parties are known to avoid any area in the mountains where other humanoids have been spotted.

Major-

Eagle Instincts. You are proficient in Survival and Perception. Your proficiency bonus is doubled for any ability checks you make that use these proficiencies.

Evasive Sky. You have advantage on all Dexterity saving throws.

Flight. You have a flying speed of 50 feet. To fly, you can’t be wearing medium or heavy armor.

Hunting Party. 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.

Powerful Talons. Your talons are natural weapons, which you can use to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a talon attack per turn.

Sky Ambush. 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.

Minor-

Agile Maneuvers. You are proficient in the Acrobatics skill.

Dextrous Fingers. You are proficient with your choice of either tinker’s tools or calligrapher’s supplies.

Diving Hunter. You can dive into the water as a hunting strategy and thus have a 30 ft swim speed.

Friend of the Sky. Through sounds and gestures, you can communicate simple ideas with beasts that have a flying speed. 

Head in the Clouds. You have advantage on all Intelligence (Nature) checks to recall knowledge about any creature with a flying speed and Wisdom (Survival) checks to track them.

Hatched in the Sky. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Keen Awareness. You are proficient in the Perception skill.

Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Snowbird. You have resistance to cold damage. You treat arctic environments as favored terrain as per the Natural Explorer class feature in the Player’s Handbook and have advantage on Dexterity (Acrobatics) checks made to traverse ice.

Songbird. You are proficient in the Performance skill.

Talons(Incompatible with Powerful Talons). Your talons are natural weapons, which you can use to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a talon attack per turn.

Weightless Bones. You do not take fall damage.

Aasimar

Many Aasimar are the children of a humanoid and a celestial, but there exist a few separate societies made up entirely of lines of Aasimar. For a half-angel, feel free to use this to make up the angel half. I would recommend using this for an Aasimar from one of the previously mentioned societies. 

Major-

Angel Wings. You have a flying speed of 50 feet. To fly, you can’t be wearing medium or heavy armor.

Celestial Health. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Godspeak. 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.

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.

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.

Magic Resistance. You have advantage on saving throws against spells of a level equal to our less than ? of your level rounded up.

Radiant Blood. You are immune to radiant damage.

Minor-

Celestial. Your creature type is celestial, rather than humanoid.

Celestial Resistance. You have resistance to radiant damage.

Cushion of Air. You have resistance to damage taken from falling.

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.

Hindsight. You have proficiency in the History skill.

Illuminated Blood. The light in your blood gives you resistance to necrotic damage. Additionally, when you are bleeding, your blood gives off 5 feet of dim light.

Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.

Preacher. You can choose to use your Charisma modifier, rather than your Wisdom, when using the Religion skill.

Relational Medicine. You have proficiency in your choice of either the Insight skill or the Medicine skill.

Secret Keeper. You have proficiency in the Deception skill.

Triage. You have proficiency with the healer’s kit.

Zealous Inheritance. You know the thaumaturgy cantrip. Charisma is your spellcasting ability for it.

Bugbear

Bugbear societies are actually quite stable, if isolationist. They send out their greatest warriors to the Hobgoblins to earn glory for their village. The Hobgoblins send back large amounts of money and other resources to Bugbear villages in return for their warriors.

Major-

Brave. You have advantage on saving throws against the frightened conditioned.

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.

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

Fortitude. 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.

Gang Up. 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.

Muscular. You have advantage on all Strength saving throws.

Minor-

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.

Athlete. You are proficient in the Athletics skill.

Bloodlust. Once per short or long rest, you can make an additional attack as a bonus action. 

Camper. You are proficient with one gaming set of your choice or with cook’s utensils.

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.

Endurance. You cannot become exhausted by class features that cause the exhausted condition.

Imposing Figure. You are proficient in the Intimidation skill.

Long Limbed. When you make a melee attack on your turn, 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.

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.

Sneaky. You are proficient in the Stealth skill.

Strength of Will. Once per long rest, you may add your Strength modifier to a Wisdom saving throw.

Centaur

Centaurs ride the line between Fey and Humanoids. Most centaurs are opposed to centralized societies, preferring small bands that stick closely together. While horses are the most common type of Centaur to be seen by other humanoids, many other quadrupeds have Centaur counterparts.

Major-

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

Forest Magic. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the barkskin spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Charisma, Intelligence, or Wisdom is your spellcasting ability for these spells.

Herd Lookout. Some Fey 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.

Powerful Hooves. You can stomp your enemies as a natural weapon, which you can use to make an unarmed strike. If you hit with it, you deal bludgeoning damage equal to 1d8 + your Strength modifier. You can only replace one unarmed attack with a Hoove attack per turn.

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.

Stampede. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your powerful legs. 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.

Minor-

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 an unarmed strike.

Child of the Plains. You have advantage on Intelligence (Nature) checks made to identify plants and Wisdom (Survival) checks to grow or harvest them. Whenever you find, harvest, or create food and rations, you receive double the normal amount.

Child of the Trees. You have advantage on Intelligence (Nature) checks made to identify beasts or recall information about them, and Wisdom (Animal Handling) checks to tame or control them.

Fey. Your creature type is fey, rather than humanoid.

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.

Hooves. You can stomp your enemies as a natural weapon, which you can use to make an unarmed strike. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier. You can only replace one unarmed attack with a Hoove attack per turn.

Musician. You are proficient in one musical instrument of your choice.

Nimble Dash. You can take the Dash action as a bonus action on each of your turns.

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

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Stampeding Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one unarmed attack as a bonus action.

Survivor. You have proficiency in one skill of your choice among Animal Handling, Medicine, Nature, or Survival.

Changeling

Changelings rarely reproduce with each other, opting to infiltrate other societies to spread their genes more quickly. Any child born with one changeling parent is a Changeling, as Changeling traits are dominant genes. When most Changelings are born from non-Changeling parents, it can cause some troubles, as a few of them have no changing powers, instead only having a Changeling form and a form that looks like their other parent.

Major-

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

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.

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 ancestry, 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.

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.

Unsettling Visage. You reveal your original form, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you, or if it has become used to your Changeling appearance. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. You may only use this ability once per short or long rest.

Versatility. You have an additional +1 to add to an ability score of your choice as long as it does not have your other +1 or +2 on it.

Minor-

Common Deception. You have advantage on Charisma checks to deceive people that you are a person you are pretending to be with shapechanging.

Divergent Persona. You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, ancestry, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.

Fleeing. Whether it’s your fault or not, you’re used to running away from people who hate you after learning your shapechanging nature. Your walking speed is 35 ft.

Gambler. You are proficient with one gaming set of your choice.

Informed Charmer. You are used to being on one side of such abilities, and thus have advantage on saving throws against illusions and against being charmed or paralyzed.

In Your Shoes. You can add your proficiency bonus to any Insight check on a creature you have been transformed into for at least 2 waking hours within the last week. This is in addition to your proficiency if you have proficiency in Insight. If you have spent 50 waking hours in someone’s form, it doesn’t have to have been in the last week.

Keen Mind. You are proficient in the Insight skill.

Manipulative. You know the friends cantrip. Charisma is your spellcasting modifier for this spell.

Natural Illusionist. You know the minor illusion cantrip. Charisma is your spellcasting ability for it.

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

Serial Charmer. You have advantage on Charisma checks on creatures you have charmed in the last week.

Smooth Talker. You are proficient in your choice of either the Deception skill or the Persuasion skill.

Dragonborn

The Dragonborn of this world are primarily Half-Dragons. The Dragonborn societies out in the world stay deep in the mountains living and working together in socialist societies focused towards building a hoard that belongs to the whole village. There are many types of Dragonborn, from metallic, to chromatic, to gemstone and even steel.

Major-

Breath Weapon. You can use your bonus action to exhale destructive energy. When you choose this trait, determine if you want your breath weapon to be a 15 ft cone or a 30×5 ft line. You also choose a damage type from the following: Acid, Cold, Fire, Lightning, or Poison. 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 damage type(Dex for all but Cold and Poison, which use Con). The DC for this saving throw equals 8 + your Constitution or Charisma 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 5th level, 4d6 at 11th level, and 5d6 at 17th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Draconic Claws. Your claws are natural weapons, which you can use to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a claw attack per turn.

Draconic Fortitude. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Frightening Presence. You use your action to activate your frightening presence. Each creature of the Dragonborn's choice that is within 30 feet of the Dragonborn and aware of it must succeed on a Wisdom saving throw(DC DC 8 + your proficiency bonus + your Charisma modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns and when it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragonborn's Frightful Presence for the next 24 hours. Once you use this ability you can’t use it again until you take a short or long rest.

Gemstone Psionics. You know the mind sliver cantrip. When you reach 3rd level, you can cast the mind thrust 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, Charisma, or Intelligence is your spellcasting ability for these spells.

Metallic Polymorphing. 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 ancestry, 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.

Natural Armor. When you aren't wearing armor, your AC is 13 + your Constitution or 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.

Winged Dragonborn. You have a flying speed of 50 feet. To fly, you can’t be wearing medium or heavy armor.

Minor-

Amphibious. You can breathe air and water.

Appraiser. You automatically know the type and worth of gems you find. You have advantage on Wisdom (Insight) checks to determine if you are getting a good deal when buying or selling items of value Rare or rarer. 

Artisan. You are proficient with one type of artisan’s tools.

Athlete. You are proficient in the Athletics skill.

Claws. Your claws are natural weapons, which you can use to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a claw attack per turn.

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.

Emblem of Courage. If at least one other friendly creature is making the same saving throw against being frightened, you can give another creature advantage on that saving throw.

Imposing Figure. You are proficient in the Intimidation skill.

Mostly Dragon. Your creature type is dragon, rather than humanoid.

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

Resistance. You have resistance to a damage type from the following list: Acid, Cold, Fire, Lightning, Poison, or Psychic.

Swimmer. You have a swimming speed of 30 feet.

Dwarf

Tired of being told by their monarchs to dig too greedily and too deep, the Dwarves have long since revolted and seized the means of production! Most Dwarves are staunch communists, hoping to spread the revolution anywhere they go. While many Dwarves you see outside of their republic are searching for treasure and glory for the Dwarven nation, some nobles escaped execution and spread hatred for the end of the Dwarven kingdom.

Major-

Brave. You have advantage on saving throws against the frightened conditioned.

Expert Smiths. Choose 2 from Blacksmith’s tools, Jeweler’s tools, and Mason’s tools. You are proficient in the tools you chose, and double your proficiency when making checks with those tools.

Intoxicant Immunity. You are immune to poison damage.

Magic of the Mines. You know the mold earth cantrip. When you reach 3rd level, you can cast the Maximilian’s earthen grasp 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 or Wisdom is your spellcasting ability for these spells.

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.

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

Minor-

Artisan. You are proficient with one of the following artisan’s tools, smith’s tools, brewer’s supplies, or mason’s tools.

Athlete. You are proficient in the Athletics skill.

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.

Deep-Earth Resistance. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Dwarven Endurance. You cannot become exhausted by class features that cause the exhausted condition.

Dwarven Insight. You have advantage on Wisdom (Insight) checks made to determine people’s motives.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven 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.

Imposing Figure. You are proficient in the Intimidation skill.

Intuitive. You are proficient in the Insight skill.

Keen Awareness. You are proficient in the Perception 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.

Secret Keeper. You are proficient in the Deception skill.

Elf

The Elves feel neglected, as their goddess cares more to protect the children of the world than to focus on the plights of the Elves. The lines between the types of Elves have blurred together as the Halflings have encroached on their land and a demon has cut their population in half. In the time since, they have dropped the dependence on subracial bloodlines for the sake of necessity, otherwise they would have gone extinct.

Major-

Drow Magic. You can cast faerie fire with this trait. Starting at 3rd level, you can cast darkness with it, and starting at 5th level, you can also cast nondetection with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Elven Craftsmanship. Choose 2 from Alchemist’s supplies, Disguise kit, Herbalism Kit, and Poisoner’s kit. You are proficient in the tools you chose, and double your proficiency when making checks with those tools.

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

Forest Magic. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the barkskin spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution, Charisma, Wisdom, or Intelligence is your spellcasting ability for these spells.

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.

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.

Minor-

Amphibious. You can breathe air and water.

Child of the Sea. You have a swimming speed of 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.

Elven Arcanism. You know one cantrip from the wizard spell list. Intelligence is your spellcasting ability for it.

Elven Artisan. Choose 2 from Alchemist’s supplies, Disguise kit, Herbalism Kit, and Poisoner’s kit. You are proficient in the tools you chose.

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.

Fleet of Foot. Your walking speed increases to 35 feet.

Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Keen Mind. You are proficient in your choice of either the Insight skill, the Investigation skill, or the Perception skill.

Magical Knowledge. You are proficient in the Arcana skill.

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.

Shadar Kai Resistance. You have resistance to necrotic damage.

Firbolg

Firbolgs rejoice that they are represented by the god of Life. They live deep in forests, especially in forests that are near mountains or portals to the feywild. Most Firbolgs are glad to be described as gentle giants.

Major-

Fey Magic Tolerance. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Firbolg Expertise. You are proficient in the Nature and Animal Handling skills. When you make checks with these skills, you add double your proficiency to the roll.

Firbolg Magic. You can cast detect magic and disguise self with this trait, using Charisma, Intelligence, or 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.

Forest Magic. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the barkskin spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Charisma, Intelligence, or Wisdom is your spellcasting ability for these spells.

Giant-kin Fortitude. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

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.

Minor-

Child of the Trees. You have advantage on Intelligence (Nature) checks made to identify beasts or recall information about them, and Wisdom (Animal Handling) checks to tame or control them.

Cultivator. You are proficient with one of the following: woodworking tools, farming tools, or carpentry tools.

Especially Giant. Your creature type is giant, rather than humanoid.

Forest Dwellers. You have resistance to poison damage. You treat forest environments as favored terrain as per the Natural Explorer class feature in the Player’s Handbook and ignore difficult terrain caused by foliage.

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.

Large Stride. Long legs make you faster, right? Well you get a walking speed of 35 ft.

Naturalist. You are proficient in the Nature skill.

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

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Tamer. You are proficient in the Animal Handling.

Understory Vision. You ignore the effects of dim light when it is caused by the shade of trees. You have advantage on Perception and Investigation checks to search among plants.

Wode 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.

Genasi

While some Genasi are half-genie half-humanoid, most are part of the Genasi empire on Clover Island. Genasi mix their elements together freely, but most Genasi end up with one elements at a time. A water Genasi and an earth Genasi can have children that have both elements, but many of their children will be water and earth Genasi.

 

A genasi can take as many choices as anyone else, but each trait has an associated element. Any genasi can only have abilities from up to 2 elements. You’re not the avatar.

Major-

Aquatic Flow(Water). You have advantage on all Dexterity saving throws.

Call to the Wave(Water). 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.

Elemental Fortitude(Any). Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Forged in Flame(Fire). You have immunity to fire damage.

Natural Armor(Earth). When you aren't wearing armor, your AC is 13 + your Constitution or 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.

Reach to the Blaze(Fire). You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 2nd-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.

Skyborn(Air). You have a flying speed of 50 feet. To fly, you can’t be wearing medium or heavy armor.

Stone’s Endurance(Earth). 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.

Unending Breath(Air). You can hold your breath indefinitely while you’re not incapacitated.

Minor-

Airbender(Air). You know the gust cantrip. Constitution is your spellcasting modifier for this spell.

Air’s Affinity(Air). You have resistance to lightning damage.

Air-Thin(Air). You can sense changes in the air, making it hard for you to be fooled with illusions. It is also hard to trick you when you notice most things. Additionally, your body is made of air, and thus hard to paralyze. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Amphibious(Water). You can breathe air and water.

Cushioned Landing(Air). You cannot take damage from falling.

Darkvision(Fire). 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 darkvision is unusual: everything you see in darkness is in a shade of red.

Dilution(Water). You have advantage on saving throws against poison, and you have resistance against poison damage.

Earthbender(Earth). You know the mold earth cantrip. Constitution is your spellcasting modifier for this spell.

Earth’s Affinity(Earth). You have resistance to poison damage.

Emissary of the Sea(Water). 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.

Evasive Breeze(Air). You have advantage on saving throws against being grappled.

Firebender(Fire). You know the create bonfire cantrip. Constitution is your spellcasting modifier for this spell.

Firefighter(Water). You have resistance to fire damage.

Fire’s Affinity(Fire). You have resistance to fire damage.

Flame Familiar(Fire). You are familiar with fires and how they work. Checks made to find the source of smoke and to spread or put out a fire are made at advantage.

Flamestrikes(Fire). Your hands are imbued with flame, which you can use to make unarmed strikes. If you hit with them, you deal fire damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Fueled(Fire). You have proficiency in an artisans tool of your choice that makes use of fire(glassblowing, cooking, forges, etc.).

Guardian of the Depths(Water). 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.

Hiker(Earth). You ignore difficult terrain caused by disrupted stone and earth.

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

Speed of the Wind(Air). Your walking speed is now 35 ft.

Stonecunning(Earth). 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.

Swimmer(Water). You have a swimming speed of 30 feet.

Tremor Master(Earth). You can feel vibrations in the earth. When you have the blinded condition, you have tremorsense of 30 ft.

Unpierced Stone(Earth). You have resistance to non-magical piercing damage.

Warm-Blooded(Fire). You have resistance to cold damage.

Waterbender(Water). You know the ray of frost cantrip. Constitution is your spellcasting modifier for this spell.

Water’s Affinity(Water). You have resistance to acid damage.

Zephyr Step(Air). As a bonus action, you can become wind and teleport up to 30 feet to an unoccupied space you can see. Once you reach the location you return to your solid form. Once you use this trait, you can't do so again until you finish a short or long rest.

Gith

The Gith are the powerful psions of the Astral Sea. The Gith of the previous world cared about divides among them, but after the second reforging of the world, they have become protectors of the stability of reality. They have devoted themselves to making sure the universe does not need to be reforged again, and will consider themselves to have failed if such a cataclysm occurs.

Major-

Evasive 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 the jump spell 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 or Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Mental Discipline. You have advantage on saving throws against the charmed and frightened conditions.

Mindlink. 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.

Protective Psionics. You know the blade ward cantrip, and it is a bonus action when you cast the cantrip with this trait. When you reach 3rd level, you can cast the shield spell 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 warding bond spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence or Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Psionic Soul. You have advantage on saving throws against spells of a level equal to our less than ? of your level rounded up.

Social Psionics. You know the friends cantrip, and when the spell ends, the target doesn’t know that it was charmed by you, thus it probably doesn't become hostile to you when you cast the cantrip with this trait. When you reach 3rd level, you can cast the charm person spell once with this trait, and you regain the ability to do so when you finish a long rest. When this spell ends, they make the saving throw again with advantage, only knowing that they were charmed if they succeed the save. 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. Intelligence or Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Minor-

Astral Travellers. You are proficient with vehicles (air) and have advantage on rolls with them while in the Astral Plane.

Artisan. You are proficient with one type of artisan’s tools.

Fleet of Foot. Your walking speed increases to 35 feet.

Kinetic Master. You are proficient in your choice of either the Acrobatics or Athletics skill.

Martial Training. You have +2 on Dexterity (Acrobatics) and Strength (Athletics) checks made to grapple or escape grapples.

Mental Resistance. You have resistance to psychic damage.

Mental Strength. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Mental Training. You learn one wizard cantrip of your choice. Intelligence or Wisdom is your spellcasting ability for this spell.

Psionic Empowerment. 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.

Psychic Glamour. Choose one skill from among Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.

Survivalist. You are proficient in your choice of either the Survival or the Medicine skill.

Tireless Pursuit. Whenever you fail an Intelligence check, you make your next Intelligence check with advantage.

Gnome

Gnomes are tired of being treated as a model minority, but have a hard time organizing to do anything about it. Most Gnomes just prefer to work alone in their endeavours. There aren’t very many Gnome settlements, but the ones that exist are quite advanced.

Major-

Animal Allyship. You can cast speak with animals with this trait. Starting at 3rd level, you can cast animal messenger with it, and starting at 5th level, you can also cast conjure animals with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma or Intelligence is your spellcasting ability for these spells.

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

Forest Magic. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the barkskin spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Charisma, Intelligence, or Wisdom is your spellcasting ability for these spells.

Ingenuity. Before making an ability check or attack roll, you may choose to give yourself advantage on that roll. After using this feature, you cannot use it until your next long rest.

Magic Resistance. You have advantage on saving throws against spells of a level equal to our less than ? of your level rounded up.

Tinkering Expertise. Choose 2 artisan’s tools. You are proficient in the tools you chose, and double your proficiency when making checks with those tools.

Minor-

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.

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.

Deft Fingers. You have proficiency in the Sleight of Hand skill.

Esoteric Knowledge. You are proficient in your choice of either the Arcana skill or the Nature skill

Expertise. You have expertise in one tool set with which you are proficient.

Fey. Your creature type is fey, rather than humanoid.

Keen Mind. You have proficiency in the Investigation skill.

Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Potion Master. You are proficient with alchemist’s supplies.

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Tamer. You are proficient in the Animal Handling skill.

Tinker. You have proficiency with 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.

Goblin

Goblins are often chased out of settlements because they’re perceived as criminals, forcing many to have no other choice but to steal to survive. It’s a vicious cycle. Many Goblins elect to join the Hobgoblin military because it has steady pay and food. The Hobgoblins still see them as lesser, but at least it’s an honest living.

Major-

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.

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.

Slippery. You have advantage on all Dexterity saving throws.

Spell Theives. If you have the sneak attack class feature, you can apply it to spell attacks as if they were a finesse weapon.

Stout Nimbleness. You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. Your walking speed is now 35 ft.

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.

Minor-

Camper. You are proficient with one gaming set of your choice or with cook’s utensils.

Cave Crafter. You are proficient with your choice of either jeweler's kit or tinker’s tools.

Dagger Mastery. Once per turn when you do damage with a dagger or other knife, you can replace its damage die with a d6.

Dark Mistake. When you’re constantly asutrasized, it can be tempting to get involved with dark powers. You know one cantrip from the Warlock spell list. Charisma is your spellcasting modifier for this spell.

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.

Entertainer. You are proficient in the Performance skill.

Group Courage. You have advantage on saving throws against fear if at least one other friendly creature is making the same saving throw.

Keen Mind. You are proficient in the Insight skill.

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

Sneaky. You are proficient in the Stealth skill.

Strong Stomach. You are resistant to poison damage.

Swamp Goblin. You have a swimming speed of 30 ft.

Goliath

Goliaths are some of the most ballsy people you could ever meet. To them, making a mountain lion into a housecat and milking a giant boar are mundane tasks for farmers. They are the best of the best when it comes to living in mountains or the frigid south.

Major-

Giant-kin Fortitude. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Goliath Expertise. You are proficient in the Athletics and Survival skills. When you make checks with these skills, you add double your proficiency to the roll.

Granite Skin. When you aren't wearing armor, your AC is 13 + your Constitution or 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.

Ignoring the Storm. You are immune to cold damage.

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 skillsfinish a short or long rest.

Hardened Skin. You gain a +1 bonus to Armor Class.

Minor-

Arctic Dwellers. You have resistance to cold damage. You treat arctic environments as favored terrain as per the Natural Explorer class feature in the Player’s Handbook and have advantage on Dexterity (Acrobatics) checks made to traverse ice.

Born of the Peaks. You have advantage made on Strength (Athletics) or Dexterity (Acrobatics) checks made to climb in difficult conditions. Climbing no longer costs you extra movement. You only take 6 hours to become acclimated to high altitudes, even

above 20,000 feet.

Especially Giant. Your creature type is giant, rather than humanoid.

Goliath Endurance. You cannot become exhausted by class features that cause the exhausted condition.

Imposing Figure. You are proficient in the Intimidation skill.

Large Stride. Long legs make you faster, right? Well you get a walking speed of 35 ft.

Mountain Dwellers. You have resistance to thunder damage. You treat mountain environments as favored terrain as per the Natural Explorer class feature in the Player’s Handbook and ignore difficult terrain caused by rough stone.

Mountain Tamers. You have advantage on Intelligence (Nature) checks made to identify beasts or recall information about them, and Wisdom (Animal Handling) checks to tame or control them.

Natural Athlete. You have proficiency in the Athletics skill.

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. You can’t use this feature again until you finish a long rest.

Stone Biology. You have advantage on saving throws against poison, and you have resistance against poison damage.

Stone Worker. You are proficient in mason’s tools.

Grung

These jungle/swamp dwellers live in a strict caste system based on the colors of their neon skin. They may seem like cute little frog-folk, but due to higher birthrates among the lower castes, highblood Grung are granted the right to slaughter lowbloods that sleight them. Dissenters are out there hiding, but if they were ever caught, they would be killed on sight.

Major-

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.

Grung Magic. You can cast animal friendship and speak with animals 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 animal friendship, animals that live in swamps or bogs have disadvantage on the saving throw.

Hunting Party. 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.

Poison Immunity. You are immune to the poisoned condition and have immunity to poison damage.

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 5 (2d4) poison damage.

Shamanic Poisoner. You know the poison spray cantrip. Once you reach 3rd level, you can cast the ray of sickness spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Charisma, Constitution, Intelligence, or Wisdom is your spellcasting ability for these spells.

Minor-

Agile Lurker. You are proficient in your choice of either the Acrobatics skill or the Stealth skill.

Amphibious. You can breathe air and water.

Forestcraft. You are proficient with your choice of either woodcarver’s tools or carpenter’s tools.

Grung Shaman. You know the druidcraft cantrip. Wisdom is your spellcasting ability for it.

Keen Awareness. You are proficient in the Perception skill.

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.

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

Poisonous Blood. You are resistant to poison damage. Your blood, if consumed, has the effects of your poisonous skin.

Rainforest Adept. You have resistance to acid damage. You treat rainforest environments as favored terrain as per the Natural Explorer class feature in the Player’s Handbook and have advantage on Wisdom (Perception) checks made to determine territory in forests.

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.

Sticky Fingers. You have a climbing speed of equal to your walking speed.

Swimmer. You have a 30 ft swim speed.

Halfling

Most Halflings are polite to a point. Halfling society is not kind to outsiders, sparking imperialist and racist sentiments among the population. While a friendly Halfling may come off as a cute stoner, the Kingdom of Likkea is planning where to establish their next colony.

Major-

Brave. You have advantage on saving throws against the frightened conditioned.

Ghostwise Whispers. 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.

Leaf Tolerance. Because you have spent so much time partaking in the Halfling’s leaf, you have advantage on Constitution saving throws.

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

Multiple Breakfasts. You are proficient in the Cook’s Utensils and the Survival skills. When you make checks with these proficiencies, you add double your proficiency to the roll.

Stout Nimbleness. You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. Your walking speed is now 35 ft.

Minor-

Blend In. You have advantage on Dexterity (Stealth) checks when you are within 5 feet of at least two Medium or larger creatures.

Deft Maneuvers. You are proficient in your choice of either the Stealth skill or the Acrobatics skill.

Food Focus. You have advantage on checks using your Cook’s Utensils proficiency when you have access to a homestyle kitchen.

Group Courage. You have advantage on saving throws against fear if at least one other friendly creature is making the same saving throw.

Harvester. You have advantage on Intelligence (Nature) checks made to identify plants and Wisdom (Survival) checks to grow or harvest them. Whenever you find, harvest, or create food and rations, you receive double the normal amount.

Household Magics. You know the prestidigitation cantrip. Charisma, Intelligence, or Wisdom is your spellcasting ability for it.

Infiltrator. You are proficient with your choice of either thieves' tools or the disguise kit.

Keen Mind. You are proficient in the Insight skill.

Musician. You are proficient with one instrument of your choice.

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.

Smooth Talker. You are proficient in the Persuasion skill.

Stalwart. You have advantage on saving throws against effects that would move you against your will.

Hobgoblin

Hobgoblin farmlands were almost never fertile enough to support their own population, so most Hobgoblins are drafted to the defense industry. While adult Hobgoblins fill a variety of jobs in their own settlements, young Hobgoblins are brought to moving military training camps as soon as they can walk. There are a few ronin Hobgoblin groups, but many suspect that they are there to scare humans into buying defense from the main Hobgoblin clans. They consider themselves responsible for taking care of disenfranchised Goblins and Bugbears, using them as their scouts and infantry respectively.

Major-

Battle Mage. You know the green-flame blade cantrip, and once per round you can replace one of our attacks with a casting of this spell. When you reach 3rd level, you can cast the shield spell 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 shadow blade spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma, Intelligence or Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Commander. You know the Commanding Strike and Maneuvering Attack maneuvers. You have one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Controller. You can cast compelled duel with this trait. Starting at 3rd level, you can cast cordon of arrows with it, and starting at 5th level, you can also cast fear with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma, Intelligence, or Wisdom is your spellcasting ability for these spells.

Saving Face. Hobgoblins are trained 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.

Spellsword. For all intents and purposes, any trait you have that requires a melee weapon attack can also apply to melee spell attacks.

Sturdy Protectors. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

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.

Minor-

Aquatic Drills. You have a swimming speed of 30 ft.

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.

Imposing Figure. You are proficient in the Intimidation skill.

Intimidating Frame. You have advantage on Charisma (Intimidation) checks against creatures of a smaller size than you.

Iron Bones. You have resistance to bludgeoning damage from non-magical sources.

Keen Mind. You are proficient in the Insight skill.

Land Drills. You have a walking speed of 35 ft.

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. 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.

Strength of Will. Once per long rest, you may add your Strength modifier to a Wisdom saving throw.

War Gamer. You are proficient with a dice set, and know how to simulate numerous war scenarios using dice.

Human

Humans have spread all over the world. In any society they can find a niche. Even societies that may scare some commoners, such as Orcish and Goblinoid societies, welcome humans with open arms as able to fill any role they need.

Major-

Brave. You have advantage on saving throws against the frightened conditioned.

Ingenuity. Before making an ability check or attack roll, you may choose to give yourself advantage on that roll. After using this feature, you cannot use it until your next long rest.

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.

Trade Devotion. You gain proficiency in an artisan tool or vehicle type of your choice, and one skill. You may double your proficiency bonus for any check with that proficiency. 

Training. Choose one skill in which you are proficient. You double your proficiency in that skill.

Versatility. You have an additional +1 to add to an ability score of your choice as long as it does not have your other +1 or +2 on it.

Minor-

Beast Tender. You have advantage on Wisdom (Animal Handling) checks made to pacify, tame, train, or control beasts. Your proficiency bonus is doubled for Wisdom (Animal Handling) checks to attempt to control a horse or donkey on which you are mounted or steering.

Business-Minded. You are proficient in one artisans tool of your choice.

Child of the Peaks. You have advantage made on Strength (Athletics) or Dexterity (Acrobatics) checks made to climb in difficult conditions. Climbing no longer costs you extra movement. You only take 6 hours to become acclimated to high altitudes, even

above 20,000 feet.

Child of the Plains. You have advantage on Intelligence (Nature) checks made to identify plants and Wisdom (Survival) checks to grow or harvest them. Whenever you find, harvest, or create food and rations, you receive double the normal amount.

Child of the Sands. You have advantage on saving throws against exhaustion caused by lack of water or high heat. You ignore the penalty to Wisdom (Perception) checks caused by areas lightly obscured by dust, fog, sand, gas, or clouds.

Child of the Snow. You have resistance to cold damage. You treat arctic environments as favored terrain as per the Natural Explorer class feature in the Player’s Handbook and have advantage on Dexterity (Acrobatics) checks made to traverse ice.

Child of the Trees. You have advantage on Intelligence (Nature) checks made to identify beasts or recall information about them, and Wisdom (Animal Handling) checks to tame or control them.

Coastal. Many humans know how to swim. You grew up near water and have a 30 ft swim speed.

Currier. Information spreads fast in your settlements, even without the aid of magic. Your walking speed is now 35 ft.

Language Gleaning. You have travelled around or interacted with many different people. You have picked up the basics of a few languages. Choose 4 additional languages. Using these languages requires DC 10 Intelligence checks. Upon a success, what you wanted to do is successful. Checks to read these languages are made at advantage. Checks to listen to what native speakers are saying in these languages are made at disadvantage.

Learned. You are proficient in one skill of your choice.

Non-magical. You do not have as  much magic in your blood as many other ancestries. You have advantage on arcana checks to detect if an item is magical.

Polyglot. You may choose 2 additional languages. You are now proficient in those languages. 

Safety in Numbers. You have advantage on saving throws against fear if at least one other friendly creature is making the same saving throw.

Kalashtar

The Kalashtar live at the edge between reality and the astral sea, that other nearby settlements misbelieve to be the spirit realm. Still, the astral sea does have spiritual qualities, which have shaped the minds of the Kalashtar to be linked to the fates of spirits called Quori that grant the Kalashtar expanded minds. Nobody knows what the Quori actually are, but they take the shapes of animals any time they are seen, and their presence is stronger when someone is sleeping.

Major-

Bane of Thought. You can cast dissonant whispers with this trait. Starting at 3rd level, you can cast hold person with it, and starting at 5th level, you can also cast enemies abound with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma, Intelligence, or Wisdom is your spellcasting ability for these spells.

Councilor. You can cast bless with this trait. Starting at 3rd level, you can cast  calm emotions with it, and starting at 5th level, you can also cast catnap with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Dual Mind. You have advantage on all Wisdom saving throws.

Indestructible Mind. You are immune to psychic damage.

Mindlink. 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.

Quori Casting. You can cast find familiar and sleep with this trait, using Charisma, Intelligence, or 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 find familiar, your familiar is instead a manifestation of your Quori instead of being a celestial, fey, fiend. It keeps the beast typing and the Quori spirit does not die if this body is destroyed.

Minor-

Bayside Dream. You grew up near water and have a 30 ft swim speed.

Clear Head. Whenever you fail a Wisdom check, you make your next Wisdom check with advantage.

Communicator. You may choose 2 additional languages. You are now proficient in those languages. 

Dreamless Meditation. A Kalashtar with a corrupted Quori may choose not to sleep, opting for a special type of meditation. 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.

Keen Mind. You are proficient in the Insight skill.

Mental Discipline. You have resistance to psychic damage.

Psychic Glamour. Choose one skill from among Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill. 

Quick as Your Wit. Your walking speed is now 35 ft.

Severed from Dreams. Kalashtar sleep, but they don’t connect to the astral sea as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell.

Smooth Talker. You are proficient in your choice of either the Intimidation skill or the Persuasion skill.

Trained Mind. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Tireless Pursuit. Whenever you fail an Intelligence check, you make your next Intelligence check with advantage.

Kenku

It truly must be a shame to be afflicted with a curse on your bloodline from a god that no longer exists. Still, the Kenku find themselves inexplicably linked to death. Perhaps fate is leading them to the fate of the god who cursed them? Their association with death has left them ostracized, with no central society, as they are forced to seldom leave the forests that even the Tieflings will chase them into.

Major-

Curse Adept. You can cast protection from evil and good with this trait. Starting at 3rd level, you can cast pass without trace with it, and starting at 5th level, you can also cast remove curse with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma, Intelligence, or WIsdom is your spellcasting ability for these spells.

Deathtouched. You have been touched with death. You know the spare the dying cantrip. When you reach 3rd level, you can cast the false life spell 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 blindness/deafness spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma, Intelligence or Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

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.

Mimicry. You cannot speak in your own voice or language. 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.

Powerful Talons. Your talons are natural weapons, which you can use to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a talon attack per turn.

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.

Minor-

Clawed Feet. Your walking speed increases to 35 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.

Dextrous Fingers. You are proficient with your choice of either tinker’s tools or calligrapher’s supplies.

Dextrous Maneuvers. You are proficient in your choice of either the Sleight of Hand skill or the Stealth skill.

Fall Training. You do not take fall damage.

Friends? Friends. You have advantage on saving throws against fear if at least one other friendly creature is making the same saving throw.

Grounded Nests. Nests on the ground need lighter sleep to protect. 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.

Keen Hearing. Your reliance on mimicry has caused you to have excellent hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Mimicry Memorization. Your proficiency bonus is doubled for any Intelligence check made to recall any information you have heard, even if you are not proficient in that skill.

Polyglot. You may choose 2 additional languages. You are now proficient in those languages. 

Secret Keeper. You are proficient in the Deception skill.

Talons(Incompatible with Powerful Talons). Your talons are natural weapons, which you can use to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a talon attack per turn.

Kobold

No longer are Kobolds willing to be downtrodden and used for slave labor! The self-proclaimed King of Kobolds has carved out somewhat of a Kingdom for his people, hoping to someday liberate all Kobolds. As a young nation, it is constantly under attack from all sides trying to nip it in the bud. Some Kobolds are staunch royalists, while others see themselves as more free when they are out in the world with no ties.

Major-

Breath Weapon. You can use your bonus action to exhale destructive energy. When you choose this trait, determine if you want your breath weapon to be a 15 ft cone or a 30×5 ft line. You also choose a damage type from the following: Acid, Cold, Fire, Lightning, or Poison. 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 damage type(Dex for all but Cold and Poison, which use Con). The DC for this saving throw equals 8 + your Constitution or Charisma 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 5th level, 4d6 at 11th level, and 5d6 at 17th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Digging Magic. You know the mold earth cantrip. When you reach 3rd level, you can cast the Maximilian’s earthen grasp 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 or Wisdom is your spellcasting ability for these spells.

Natural Armor. When you aren't wearing armor, your AC is 13 + your Constitution or 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.

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.

Spell Theives. If you have the sneak attack class feature, you can apply it to spell attacks as if they were a finesse weapon.

Winged Kobold. You have a flying speed of 50 feet. To fly, you can’t be wearing medium or heavy armor.

Minor-

Agile Maneuvers. You are proficient in the Acrobatics skill.

Claws. Your claws are natural weapons, which you can use to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a claw attack per turn.

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.

Faithful. You are proficient in the Religion skill.

Group Courage. You have advantage on saving throws against fear if at least one other friendly creature is making the same saving throw.

Keen Awareness. You are proficient in the Perception skill.

Mostly Dragon. Your creature type is dragon, rather than humanoid.

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

Resistance. You have resistance to a damage type from the following list: Acid, Cold, Fire, Lightning, Poison, or Psychic.

Scamper. Your walking speed is 35 ft.

Technologist. You are proficient with your choice of either tinker’s tools or alchemist’s supplies.

Tunnel Dweller. You have advantage on Wisdom (Survival) checks made to find your way underground or in natural corridors.

Leonin

To spite her mother, Eliza, goddess of cats, created a species that would not revere the gods. These lions are taught from birth that while divinity exists, it is not inherently good, as many would claim. It’s not uncommon for a Leonin wizard to dismiss clerics as being divine soul sorcerers who just don’t realize it.

Major-

Beefy Kitty. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Brave. You have advantage on saving throws against the frightened conditioned.

Daunting Roar. You use your action to activate your frightening presence. Each creature of the Leonin's choice that is within 30 feet of the Leonin and aware of it must succeed on a Wisdom saving throw(DC DC 8 + your proficiency bonus + your Charisma modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns and when it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Leonin's Frightful Presence for the next 24 hours. Once you use this ability you can’t use it again until you take a short or long rest.

Hunting Party. 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.

Powerful Claws. Your talons are natural weapons, which you can use to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a claw attack per turn.

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.

Minor-

Artisan. You are proficient with one type of artisan’s tools.

Claws. Your claws are natural weapons, which you can use to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a claw attack per turn.

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.

Deft Maneuvers. You are proficient in the Acrobatics skill.

Emblem of Courage. If at least one other friendly creature is making the same saving throw against being frightened, you can give another creature advantage on that saving throw.

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.

Hunting Speed. Your walking speed is now 35 ft.

Inquiring Mind. You are proficient in your choice of either the Nature skill or the Investigation skill.

Muscular Feline. You can choose to use your Strength modifier, rather than your Dexterity, when using the Acrobatics skill.

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

Primal Frenzy(Requires the Claws or Powerful Claws trait). In battle, you can throw yourself into a vicious frenzy. As a bonus action, you can make a special attack with your unarmed strike, making a bite instead of a claw attack. 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.

Savannah Master. You have resistance to fire damage. You treat savannah or desert environments as favored terrain as per the Natural Explorer class feature in the Player’s Handbook and have advantage on Wisdom (Survival) checks made to find water.

Lizardfolk

In this world, it’s either kill or be killed. While the brains of most ancestries are not fundamentally different, Lizardfolk have developed only what’s absolutely necessary aside from the brainstem. This reliance on what people refer to as their “Lizard Brain” causes them to seem odd to any other group of people, but in reality they’re just pragmatic.

Major-

Powerful 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 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a Bite attack per turn.

Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity or 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.

Poison Immunity. You are immune to poison damage and the poisoned condition.

Shamanic Poisoner. You know the poison spray cantrip. Once you reach 3rd level, you can cast the ray of sickness spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Charisma, Constitution, Intelligence, or Wisdom is your spellcasting ability for these spells.

Strong System. You have advantage on all Constitution saving throws.

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.

Minor-

Amphibious. You can breathe air and water.

Artisan. You are proficient with one type of artisan’s tools.

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. You can only replace one unarmed attack with a Bite attack per turn.

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.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Hungry Jaws (Requires the Bite or Powerful Bite Inheritance). 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.

Lizardfolk Shaman. You know the druidcraft cantrip. Wisdom is your spellcasting ability for it.

Poison Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage.

Reptilian Ally. Through sounds and gestures, you can communicate simple ideas with reptilian beasts, especially lizards.

Scout. You are proficient in your choice of either the Perception skill or the Stealth skill.

Survivalist. You are proficient in your choice of either the Animal Handling skill or the Survival skill.

Water Monitor. You have a swimming speed of 30 ft.

Loxodon

The only world known to have traveled through the multiverse to this realm is Ravnica, the home of the Loxodon. There is a colony of Loxodon who have chosen to live here in the mountains of Calroche to get away from the politics of Ravnica(not that many people in this realm would know how to help them return). They live a chill life in monasteries they built themselves, welcoming any and all people to join them.

Major-

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

Magic Resistance. You have advantage on saving throws against spells of a level equal to our less than ? of your level rounded up.

Meditative. You are proficient in the Insight and Perception skills. When you make checks with these skills, you add double your proficiency to the roll.

Natural Armor. You have thick, leathery skin. When you aren't wearing armor, your AC is 13 + your Constitution or 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.

Opposable 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 a creature; open or close a door or a 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.

Serene Rest. You don’t need to sleep. Instead, you 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.

Minor-

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 an unarmed strike.

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.

Fleet of Foot. Your walking speed increases to 35 feet.

Hooves. You can stomp your enemies as a natural weapon, which you can use to make an unarmed strike. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier. You can only replace one unarmed attack with a Hoove attack per turn.

Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Loxodon Calmness. You have advantage on saving throws against being charmed or frightened.

Nimble Dash. You can take the Dash action as a bonus action on each of your turns.

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

Stampeding Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one unarmed attack as a bonus action.

Stoneworker. You are proficient with mason’s tools.

Survivalist. You are proficient in the Survival skill.

Trunkrobatics(Requires Opposable Trunk). You know the shape water cantrip. Charisma, Intelligence, or Wisdom is your spellcasting modifier for this spell. Your trunk is able to perform the somatic components of this spell.

Minotaur

The largest population center of Minoraurs is in the gigantic warforged in the middle of the sea built by the god of Time. Until the time comes when the warforged is called upon to fight some giant beasts from the far realm, the Minotaurs navigate the labyrinth mech and keep it in shape. Elsewhere, Minotaurs are in high demand for all sorts of jobs, from dungeon defense to more tanky wizards.

Major-

Bull’s Vitality. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Hammering Horns. Immediately after you hit a creature with a melee attack as 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 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.

Leather Hide. You gain a +1 bonus to Armor Class.

Natural Armor. You have thick, leathery skin. When you aren't wearing armor, your AC is 13 + your Constitution or 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.

Powerful 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 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a Horn attack per turn.

Unbreakable. 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.

Minor-

Athletic. You are proficient in the Athletics skill.

Born of the Labyrinth. You cannot get lost in manmade structures except by magical means. Your memory is perfect when it comes to memorizing the layouts of structures you have explored.

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.

Imposing Figure. You are proficient in your choice of either the Intimidation or Persuasion skill.

Maze Repair. You know the mending cantrip. Intelligence is your spellcasting modifier for it.

Musician. You are proficient with one musical instrument of your choice.

Nimble Dash. You can take the Dash action as a bonus action on each of your turns.

Perfect Forger. You are proficient with Smith’s tools. When you are using this proficiency you may double 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. 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.

Tale of Battle. As an action, you recount a glorious or tragic tale of battle. Make a Charisma (Performance) check. Any creature of your choice within 60 feet who heard your performance suffers disadvantage on Wisdom (Perception) checks for 1 minute unless their passive Wisdom (Perception) score exceeds your check.

Orc

Whatever curse brought Orcs their reputation has become lost since the reforging of the world. Tempted by Asmodeus early in the history of the world, many Orcs believe a new curse has been brought upon them from all sides. Enemies for those who chose to serve Asmodeus and enemies for those who turned against him. Orcs can’t catch a break, eh? It’s hard to remain neutral when your body is full of sheer power. Whether a fighter or a wizard, an Orc is powerful, but is it more of a blessing or a curse?

Major-

Frightening Presence. You use your action to activate your frightening presence. Each creature of the Orc’s choice that is within 30 feet of the Orc and aware of it must succeed on a Wisdom saving throw(DC DC 8 + your proficiency bonus + your Charisma modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns and when it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Orc's Frightful Presence for the next 24 hours. Once you use this ability you can’t use it again until you take a short or long rest.

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

Perfect Health. You have advantage on all Constitution saving throws.

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.

Unbreakable Will. 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.

Unbridled Strength. You have advantage on all Strength saving throws.

Minor-

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.

Athlete. You are proficient in the Athletics skill.

Bloodlust. Once per short or long rest, you can make an additional attack as a bonus action. 

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.

Faithful. You are proficient in the Religion skill.

Imposing Figure. You are proficient in the Intimidation skill.

Orcish Shaman. You know the druidcraft cantrip. Wisdom is your spellcasting ability for it.

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. 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.

Strong Arms. When you make an Athletics check in a grapple, you may double your proficiency bonus for the roll.

Warbard. You are proficient with the drum.

Satyr

As long as there have been Fey, there have been people who they could lure into the woods to parties, which allowed the Fey to turn them into Satyrs. Most Satyrs were originally of some other ancestry and then gave in to the life of the party, but their children, who are also Satyrs, are owned by the Fey thanks to the laws of the Feywild. Some Fey take sheer control over their Satyrs, while others let them party for eternity to create larger families for them(possibly as an eventual army?).

Major-

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

Magic Resistance. You have advantage on saving throws against spells of a level equal to our less than ? of your level rounded up.

Powerful Ram. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d8 + your Strength modifier. You can only replace one unarmed attack with a Ram attack per turn.

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.

Swift to Trance. Some Fey don’t need to sleep, which is good for you because you can get back to partying faster. 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.

Unwavering Ram. Immediately after you hit a creature with a melee attack as 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 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.

Minor-

Been There Before. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Convincing. You have proficiency in the Persuasion skill.

Fey. Your creature type is fey, rather than humanoid.

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.

Forest Tricks. You know the druidcraft cantrip. Charisma, Intelligence, or Wisdom is your spellcasting ability for it.

Hooves. You can stomp your enemies as a natural weapon, which you can use to make an unarmed strike. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier. You can only replace one unarmed attack with a Hoove attack per turn.

Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Musician. You are proficient in one musical instrument of your choice.

Nimble Dash. You can take the Dash action as a bonus action on each of your turns.

Ram.  Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier. You can only replace one unarmed attack with a Ram attack per turn.

Reveler. You have proficiency in the Performance skill.

Swift Hooves. Your walking speed is 35 ft.

Shifter

Any person with lycanthropy in their bloodline may be a Shifter, getting some of the animalistic benefits in their normal form, but getting them even more in their shifted form. What a Shifter looks like varies drastically, but they always have some animalistic traits. Some Shifters pass as not being Shifters, while others look like constant lycans.

Major-

Agility of the Hunt. No creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.

Leather Hide. You gain a +1 bonus to Armor Class.

Natural Armor. You have thick, leathery skin. When you aren't wearing armor, your AC is 13 + your Constitution or 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.

Primal Speed. Your walking speed is 40 ft. 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.

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 also gain additional benefits that depend on your shifter traits, described below. Once you shift, you can’t do so again until you finish a short or long rest.

-Agility of the Hunt: You also have advantage on Wisdom checks.

-Leather Hide: AC bonus is now +2

-Natural Armor: Base AC is now 14 instead of 13.

-Primal Speed: Your base walking speed is now 50 ft.

-Strong Fangs: Damage die is now a d10.

Strong Fangs. Your fangs are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a Fang attack per turn.

Minor-

Canine Aspect. While shifted, you have advantage on all Wisdom (Animal Handling) rolls concerning canine and feline beasts.

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.

Fleet of Foot. Your walking speed increases to 35 feet.

Keen Senses. You are proficient in the Perception skill.

Group Courage. You have advantage on saving throws against fear if at least one other friendly creature is making the same saving throw.

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.

Musician. You are proficient with one musical instrument of your choice.

Nimble Dash. You can take the Dash action as a bonus action on each of your turns.

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

Swimmer. You have a swimming speed of 30 feet.

Tamer. You are proficient in the Animal Handling skill.

Tough. You have proficiency in the Athletics skill.

Simic Hybrid

Whether you secretly came in from Ravnica or were just the victim of experimentation, a Simic Hybrid no longer gets the benefits of their old ancestry, instead getting animal traits that have been grafted onto them. The traits here are vague so you can decide what animal parts were given to your character to cause such traits to occur. 

Major-

Acid Spray. You can use your bonus action to exhale acid. Your Acid Spray is a 15 ft cone and does acid damage. When you use your Acid Spray, each creature in the area of the spray must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution, Intelligence, or Wisdom 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 5th level, 4d6 at 11th level, and 5d6 at 17th level. After you use your Acid Spray, you can’t use it again until you complete a short or long rest.

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.

Extra Limbs. You have two special appendages growing alongside your arms. They are not humanoid appendages, with crab arms and tentacles being popular choices. These appendages can't precisely manipulate anything and can't wield weapons, magic items  or other specialized equipment.

Extra Limbs Expanded(requires Extra Limbs). Your extra limbs ARE able to manipulate weapons, shields, and do the somatic components for spells, all within reason for what type of limbs they are. Remember that you can do only one bonus-action offhand attack per turn, and can only get the benefit of one shield at a time.

Flight. You have a flying speed of 50 feet. To fly, you can’t be wearing medium or heavy armor.

Unarmed Lash-Out. Something of yours is a natural melee weapon, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning, piercing, or slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with an Unarmed Lash-Out attack per turn.

Minor-

Amphibious. You can breathe air and water.

Aquatic. You have a swimming speed of 30 ft.

Climbing. You have a climb speed equal to your walking speed.

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.

Fall Immunity. You do not take fall damage.

Fleet of Foot. Your walking speed increases to 35 feet.

Grappling Strike. When you hit with an unarmed attack on your turn, you may use your bonus action to also try to grapple the creature you hit.

Keen Senses. You are proficient in the Perception skill.

Lash-Out. Something of yours is a natural melee weapon, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning, piercing, or slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with an Unarmed Lash-Out attack per turn.

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.

Nimble Dash. You can take the Dash action as a bonus action on each of your turns.

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

Tabaxi

The Tabaxi have been victim to rampant discrimination and even basically slavery. As soon as the Halfling Kingdom of Likkea, and similar nations, found the exotic islands they live on, their territory became victim to rampant imperialism. Luckily, they won their freedom within the last century. Tabaxi are some of the only ones allowed on Cat Island, a holy site for Eliza, goddess of cats, which is populated almost entirely with house cats.

Major-

Cat-like reflexes. You have advantage on all Dexterity saving throws.

Hunting Party. 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.

Feline Magic. You can cast jump with this trait. Starting at 3rd level, you can cast enhance ability with it, and starting at 5th level, you can also cast catnap with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma, Intelligence, or Wisdom is your spellcasting ability for these spells.

Feline Worship. 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.

Powerful Claws. Your claws are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a Claw attack per turn.

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.

Minor-

Artisan. You are proficient with one type of artisan’s tools.

Cat’s Claws. You have a climbing speed of equal to your walking speed.

Claws. Your claws are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a Claw attack per turn.

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.

Deft Maneuvers. You are proficient in the Acrobatics skill.

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.

Inquiring Mind. You are proficient in your choice of either the Nature skill or the Investigation skill.

Landing Expert. You do not take fall damage.

Nimble Dash. You can take the Dash action as a bonus action on each of your turns.

Perfect Landing. When landing from a fall, you do not fall prone, instead landing on your feet.

River Swimmer. You have a swimming speed of 30 ft.

Swift Kitty. Your walking speed increases to 35 feet.

Tiefling

The Tiefling empire was founded by a god who used to be a cleric, All Star. The Tiefling empire is run like a mafia by this god, and any Tiefling knows that they are part of the family. They generally know when a tiefling is trying to pass as something else. Outside their empire, many other cultures discriminate against Tieflings. Aside from the mafia stuff, much of Tiefling culture is inspired by pre-columbian mesoamerican culture.

Major-

Breath Weapon. You can use your bonus action to exhale destructive energy. When you choose this trait, determine if you want your breath weapon to be a 15 ft cone or a 30×5 ft line. You also choose a damage type from the following: Acid, Cold, Fire, Lightning, or Poison. 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 damage type(Dex for all but Cold and Poison, which use Con). The DC for this saving throw equals 8 + your Constitution or Charisma 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 5th level, 4d6 at 11th level, and 5d6 at 17th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Dark Wings. You have a flying speed of 50 feet. To fly, you can’t be wearing medium or heavy armor.

Devilish Health. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

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, Intelligence, or Wisdom is your spellcasting ability for these spells.

Lady/Lord of the Hells. You have advantage on saving throws against spells of a level equal to our less than ? of your level rounded up.

Succubus Trickery. 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 ancestry, 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.

Minor-

Artisan. You have proficiency in one set of artisan’s tools your choice.

Blood Casting. You know one cantrip from the sorcerer spell list. Charisma is your spellcasting ability for it.

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.

Enlightened Study. You have proficiency in your choice of either the Arcana skill or the History skill.

Feind. Your creature type is feind, rather than humanoid.

Infernal Skepticism. You can choose to use your Intelligence modifier, rather than your Wisdom, when using the Insight skill.

Legacy Resistance. You have resistance to a damage type from the following list: Acid, Cold, Fire, or Poison.

Manipulation. You know the friends cantrip. Charisma is your spellcasting modifier for this spell.

Secret Keeper. You have proficiency in the Deception skill.

Serial Charmer. You have advantage on Charisma checks on creatures you have charmed in the last week.

Smooth Talker. You are proficient in your choice of either the Persuasion skill or the Deception skill.

Used to Deception. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Tortle

When you have a lifespan that puts the elves to shame, it’s hard not to get a little zen. Living into the thousands of years, Tortles keep up a solid population not by reproducing, as doing so is rare, but by almost never dying. Most Tortles at least spend some part of their long lives in a monastery so that they may learn the techniques that help them make use of and enjoy their extensive lives.

Major-

Built-In Breastplate. You gain a +1 bonus to Armor Class.

Defensive Biology. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity or 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.

Powerful Claws. Your claws are natural weapons, which you can use to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a claw attack per turn.

Protective Magics. You know the blade ward cantrip, and it is a bonus action when you cast the cantrip with this trait. When you reach 3rd level, you can cast the shield spell 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 warding bond spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence or Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Quiet Monasteries. 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.

Minor-

Amphibious. You can breathe air and water.

Ancient Knowledge. You are proficient in your choice of either the Arcana skill or the History skill.

Antitoxins. You have advantage on saving throws against poison, and you have resistance against poison damage.

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

Claws. Your claws are natural weapons, which you can use to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a claw attack per turn.

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.

Musician. You are proficient with one musical instrument of your choice.

Naturalist. You are proficient in the Nature skill.

Shell Defense (Requires the Natural Armor Inheritance). 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.

Survivalist. You are proficient in the Survival skill.

Swimmer. You have a swimming speed of 30 ft.

Tortle Shaman. You know the druidcraft cantrip. Wisdom is your spellcasting ability for it.

Triton

The Triton are the heralds of the elemental plane of water. Still, when living outside the plane, it is not uncommon for Tritons to lose some aspects of the elemental magic. Often, a child born on the material plane may even be born unable to breathe water because they didn’t have the right elemental magic.

Major-

Brave. You have advantage on saving throws against the frightened conditioned.

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. Charisma, Intelligence, or Wisdom is your spellcasting ability for these spells.

Control Air and Water. 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 cast that spell with it again until you finish a long rest. Charisma, Intelligence, or Wisdom is your spellcasting ability for these spells.

Elemental Fortitude. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Fortitude Beyond Measure. You have advantage on all Constitution saving throws.

Stormbringer. You can cast absorb elements and chaos bolt with this trait, using Charisma, Intelligence, or 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 chaos bolt, the damage type is always lightning.

Minor-

Amphibious. You can breathe air and water.

Child of the Sea. You have resistance to non-magical bludgeoning damage. You treat aquatic environments as favored terrain as per the Natural Explorer class feature in the Player’s Handbook and have advantage on Strength (Athletics) checks made to swim in rough currents.

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.

Elemental Identity. Your creature type is elemental, rather than humanoid.

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.

Glacial Magic. You know the ray of frost cantrip. Charisma, Intelligence, or Wisdom is your spellcasting ability for it.

Guardian 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.

Jeweler. You are proficient with jeweler’s tools.

Kinetic Mastery. You are proficient in your choice of either the Acrobatics or Athletics skill.

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

Swimmer. You have a swimming speed of 30 ft.

Tamer. You are proficient in the Animal Handling skill.

Vedalken

As many other ancestries have, there are pockets of Vedalken refugees from Ravnica all around the world. In general, Vedalken culture focuses deeply on imperfection, specifically so that they can improve these imperfections. While Vedalken culture is generally reserved in terms of personal lives, it is actually quite social in hopes of finding new knowledge in their interactions with others. 

Major-

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

Imperfection Improvement. You have an additional +1 to add to an ability score of your choice as long as it does not have your other +1 or +2 on it.

Magic Experimentation. You know the prestidigitation cantrip. Once you reach 3rd level, you can cast the arcanist’s magic aura spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Charisma, Constitution, Intelligence, or Wisdom is your spellcasting ability for these spells.

Magic Resistance. You have advantage on saving throws against spells of a level equal to our less than ? of your level rounded up.

Mental Immunity. You are immune to psychic damage.

Telepathy. 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.

Minor-

Amphibious. You can breathe air and water.

Ancient Knowledge. You are proficient in your choice of either the Arcana skill or the History skill.

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.

Elevated Mind. You are proficient in one Intelligence-based skill of your choice.

Enlightened. You are proficient in one Wisdom-based skill of your choice.

Mental Discipline. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Mental Resistance. You have resistance to psychic damage.

Secret Messages. You know the message cantrip. Charisma, Intelligence, or Wisdom is your spellcasting ability for it.

Smooth Talker. You are proficient in your choice of either the Persuasion skill or the Deception skill.

Swift. Your walkingspeedis 35 ft.

Swimmer. You have a swimming speed of 30 ft.

Tireless Pursuit. Whenever you fail an Intelligence check, you make your next Intelligence check with advantage.

Verdan

The Verdan were an attempt by Hobgoblin scientists to use alchemy to turn Goblins into psionic super-soldiers. They were considered a failed experiment after all of them escaped, mostly to the astral sea with the Gith that sprung them free, but some to become wards of the Kalashtar. There exists only one Verdan settlement, a hamlet with no money that hopes to create a home for Verdan across the multiverse to return to. Verdan babies with Goblins and other Verdan will always be Verdan due to the way they were genetically altered.

Major-

Evasive 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 the jump spell 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 or Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Mindlink. 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.

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.

Protective Psionics. You know the blade ward cantrip, and it is a bonus action when you cast the cantrip with this trait. When you reach 3rd level, you can cast the shield spell 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 warding bond spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence or Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Psionic Soul. You have advantage on saving throws against spells of a level equal to our less than ? of your level rounded up.

Social Psionics. You know the friends cantrip, and when the spell ends, the target doesn’t know that it was charmed by you, thus it probably doesn't become hostile to you when you cast the cantrip with this trait. When you reach 3rd level, you can cast the charm person spell once with this trait, and you regain the ability to do so when you finish a long rest. When this spell ends, they make the saving throw again with advantage, only knowing that they were charmed if they succeed the save. 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. Intelligence or Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Spell Theives. If you have the sneak attack class feature, you can apply it to spell attacks as if they were a finesse weapon.

Minor-

Alchemical Blood. 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.

Astral Travellers. You are proficient with vehicles (air) and have advantage on rolls with them while in the Astral Plane.

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.

Fleet of Foot. Your walking speed increases to 35 feet.

Mental Resistance. You have resistance to psychic damage.

Mental Training. You learn one wizard cantrip of your choice. Intelligence or Wisdom is your spellcasting ability for this spell.

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

Psionic Empowerment. 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.

Psychic Glamour. Choose one skill from among Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.

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

Survivalist. You are proficient in your choice of either the Survival or the Medicine skill.

Tireless Pursuit. Whenever you fail an Intelligence check, you make your next Intelligence check with advantage.

Warforged

It’s truly an honor to be built after the blueprint of the god of Time, a warforged from a forgotten era. Modern Warforged blend the line between life and machines, many of whom even eat or sleep in order to fuel themselves. With technology improving, and a god silent on the matter, Warforged pose moral quandaries to all those around them as to what constitutes a living soul.

Major-

(3 points)Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits.

? You are immune to disease.

? You don’t need to eat, drink, or breathe.

? You don’t need to sleep, and magic can’t put you

Flamethrower. You can use your bonus action to exhale destructive energy. When you choose this trait, determine if you want your flamethrower to be a 15 ft cone or a 30×5 ft line. When you use your flamethrower, each creature in the area of the effect must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution or Intelligence modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. After you use your flamethrower, you can’t use it again until you complete a short or long rest.

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.

Metallic Biology. You are immune to poison damage.

Radio Chatter. You cannot speak in your own voice or language. 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.

Repulsors. You have a flying speed of 50 feet.

Minor-

Backlit Eyes. 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.

Extra Language. You can understand, read, and speak one language of your choice.

Fixer-Upper. You know the mending cantrip. Intelligence is your spellcasting modifier for it.

Light Step. When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See Chapter 8 of the Player’s Handbook for Information about travel pace.)

Light-Weight Design. You are light enough not to sink in water. You have a swimming speed of 30 ft programmed into you to show off this feature.

Living Construct. Your creature type is construct, rather than humanoid. Regardless, you can still be affected by healing spells because you have a soul. Mending spells can superficially heal your wounds, functioning like spare the dying, but does not replenish essential liquids within your form, and certainly don’t mend any damage to your spirit.

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

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.

Specialized Design. You are proficient in one skill of your choice.

Swift. Your walkingspeedis 35 ft.

Tinker. You have proficiency with 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.

Versatile Crafter. You are proficient with one tool set of your choice.

Yuan-Ti

Not all Yuan-Ti are evil, but that reputation has been earned thanks to most of them worshiping an evil goddess. Regardless of how evil any individual Yuan-Ti may or may not be, the goddess grants them her magic, making them appear villainous. Not even the Yuan-Ti are sure which goddess this is…

Major-

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 of a level equal to our less than ? of your level rounded up.

Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity or 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.

Poison Immunity. You are immune to poison damage and the poisoned condition.

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

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.

Minor-

Amphibious. You can breathe air and water.

Ancient Knowledge. You are proficient in your choice of either the Arcana skill or the History skill.

Basic Scales. You have resistance to acid damage.

Cauldron Master. You are proficient with your choice of either alchemist’s supplies or the poisoner’s Kit.

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.

Manipulation. You know the friends cantrip. Charisma is your spellcasting modifier for this spell.

Poison Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage.

Reptilian Ally. Through sounds and gestures, you can communicate simple ideas with reptilian beasts, especially snakes.

Serial Charmer. You have advantage on Charisma checks on creatures you have charmed in the last week.

Smooth Talker. You are proficient in your choice of either the Persuasion skill or the Deception skill.

Snake Bite. Your bite is a natural weapon, which you can use to make an unarmed strike. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier and 1d4 additional poison damage, instead of the bludgeoning damage normal for an unarmed strike. You can only replace one unarmed attack with a bite attack per turn.

Water Snake. You have a swimming speed of 30 ft.

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