Race Catalogue

5e Homebrew Race Catalogue

I’m looking to resume work refining my guide over the summer. If anyone has any ideas for making a more cohesive and usable guide, please message /u/JamesMusicus on Reddit.

This is a collection of example races made using my 5e Race Creation Guide. Many of the races were made using early versions of the scoring system, so please review them before use. Many of these races are also just examples of what such a race might have from their 5e traits, so changing them to suit your tastes is something I would encourage! Make sure to show this list to your DM if you want to use a race from it, because they both need to approve it and may want to include other races in their campaigns.

I have a website now: http://zappyman2.wix.com/musicushomebrew

Table of Contents

Aarakocra (Score: 6)

Aasimar (Score: 5.5)

Aasimar [DMG] (Score: 6)

Awakened Animals

Bear (Score: 5.5)

Giant Spider (Score: 6)

Bariaur (Score: 6)

Bugbear (Score: 5)

Bullywug (Score: 6)

Centaur (Score: 6)

Changeling (Score: 6)

Changeling [DnDUI] (Score: 6)

Dwarf [Musicus Variant] (Score: 6)

Bound Elemental (Score: 6.5)

Elf [Musicus Variant] (Score: 6.5)

Genasi (Half-Elementals) (Score: 5.5)

Genie (Score: 6)

Gith (Score: 6)

Gnoll (Score: 6)

Goblin (Score: 5)

Goblin [DMG] (Score: 1.5)

Half Aasimar/Half Tiefling (Score: 6)

Half-Giants (Score: 6-6.5)

Half-Ogre (Ogrillon) (Score: 5.5)

Hobgoblin (Score: 4.5)

Hobgoblin [DMG] (Score: 1.5)

Human [Musicus Variant] (Score: 5)

Illithid/Mind Flayer (Score: 6.5)

Kalashtar (Score: 5.5)

Kender (Score: 6)

Kenku (Score: 5.5)

Kitsune (Foxfolk) (Score: 6)

Kobolds (Score: 5)

Kuo-Toa (Score: 5.5)

Lizardfolk (Score: 6)

Longtooth Shifter (Score: 6)

Minotaurs (Score: 6)

Minotaur [Alternate Traits] (Score: 6.5)

Muls [Half-Dwarves] (Score: 6.5)

Nymphs (Score: 5.5)

Pixie (Score: 6.5)

Orc (Score: 6)

Orc [DMG] (Score: 1.5)

Rakshasa (Score: 4.5)

Ratfolk (Score: 5.5)

Sahuagin (Score: 4.5)

Satyr (Score: 5.5)

Shardmind (Score: 6.5)

Slaadi (Score: 7)

Sprite (Score: 6)

Succubi/Incubi (Score: 6)

Tiefling [PHB, Variants] (Score: 5.5)

Thri-Kreen (Score: 5.5)

Treants (Score: 6)

Warforged (Score: 5.5-6.5)

Warforged [Improved] (Score: 6.5)

Warforged [Keith B.] (Score: 6.5-7)

Duergar [Dwarf Subrace] (Score: +3)

Aquatic [Elf Subrace] (Score: +2.5)

Feywild [Elf Subrace] (Score: +3)

Sand [Elf Subrace] (Score +3)

Skeleton (Score: +0)

Zombie (Score: +0)

Aarakocra (Score: 5.5)

  • 2 Dexterity = 2

  • 1 Wisdom = 1

  • Walk speed -10 = -1

  • Fly Speed 50 (+5), Wings (-2) = 3

  • Talons Natural Weapon = 1

Natural Weapon: Talons = 1

proficient with unarmed: 1d4 slashing.

Wings: = -2

  • You must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is equal to twice your height.

  • When you take damage while flying, make a Constitution save with a DC equal to 10 or half the damage taken, whichever is higher. If you fail the saving throw, you fall to the ground.

  • If you are wearing armor you are not proficient in or any Medium or Heavy armor, you may not fly.

  • You may not fly in normal backpacks or armor. The cost to alter your gear to be suitable for flight is equal to half the cost of the gear.

Aasimar (Score: 5.5)

I recommend using the DMG version. This version is balanced against Tieflings.

  • 2 Charisma = 2

  • 1 Wisdom = 1

  • Angelic Legacy = 1.5

  • Darkvision 60 = .5

  • Angelic Resistance (radiant damage) = .5

Angelic Legacy = 1.5

Charisma is the spellcasting ability for these spells.

Cantrip (level 1) = Thaumaturgy

1st level spell (level 3) 1/day = cure wounds (as 2nd level spell)

2nd level spell (level 5)  1/day = lesser restoration

>Wing Option = (3-2) = 1

Gain the Wings trait (fly speed 30), replacing your Angelic Legacy.

Wings: = -2

  • You must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is equal to twice your height.

  • When you take damage while flying, make a Constitution save with a DC equal to 10 or half the damage taken, whichever is higher. If you fail the saving throw, you fall to the ground.

  • If you are wearing armor you are not proficient in or any Medium or Heavy armor, you may not fly.

  • You may not fly in normal backpacks or armor. The cost to alter your gear to be suitable for flight is equal to half the cost of the gear.

>Nephilim Option (1st gen Aasimar) (+1.5)

Angelic Weapon = 1.5

Once per short rest you may add your Charisma modifier and an additional damage die in radiant damage to your melee weapon damage for one attack that hits. Replaces Angelic Legacy.

Aasimar [DMG] (Score: 6)

  • 2 Charisma = 2

  • 1 Wisdom = 1

  • Celestial Legacy = 1.5

  • Darkvision 60 = .5

  • Celestial Resistance (radiant/necrotic damage) = 1

Celestial Legacy = 1.5

Charisma is the spellcasting ability for these spells.

Cantrip (level 1) = light

1st level spell (level 3) 1/day = lesser restoration

2nd level spell (level 5) 1/day = Daylight

Awakened Animals

All Awakened Animals have the “Awakened” trait. This allows all of them to have Player level Intelligence and Charisma

Bear (Score: 5.5)

  • 2 Strength = 2

  • 1 Constitution = 1

  • +10 walking speed = 1

  • Awakened Stats = 0

  • Keen Smell (considered proficient in perception checks relying on smell) = .5

  • Bite Natural Weapon (1d6) = 1

Giant Spider (Score: 6)

  • 2 Dexterity = 2

  • Spider Climb = 1

  • Natural Weapon: Bite = 1

  • Silent Body = .5

Cave Spider

  • 1 Constitution = 1

  • Web Walker = .5

  • Web Sense = .5

Wolf Spider

  • 1 Strength = 1

  • Standing Leap = 1

Silent Body = .5

Advantage on Stealth checks that rely only on moving silently.

Spider Climb = 1

The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense = .5

While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker = .5

The spider ignores movement restrictions caused by webbing.

Natural Weapon: Bite = 1

Finesse weapon, deals 1d4 damage. Target make a DC 8+Prof+Con Constitution save or takes ? level (rounded up) d8 poison damage. Targets reduced to 0 hp by the poison are stable, but are paralyzed and poisoned for 1 hour.

Standing Leap = 1

You are always considered to have a running start while jumping.

Bariaur Courtesy of /u/youareanassmaggot and /u/AlphaAnt. Link: http://redd.it/2jj9rs

Bariaur (Score: 6)

  • 1 Strength = 1

  • 1 Wisdom = 1

  • +5 walking speed = .5

  • Darkvision 60 = .5

  • Ram: Bariaur have a natural weapon in the form of Horns, which they are naturally proficient with. On a successful hit, they deal 1d6 (plus strength) Bludgeoning damage. = .5

  • Charge: When a Bariaur moves 20 feet in a straight line towards a target and hits that target with a Ram attack on the same turn, the target is dealt an extra 2d6 Bludgeoning damage. If the target is a creature of your size or smaller, it must make a Strength Saving Throw at DC (8+ Proficiency+ Strength modifier) or fall prone. = 1

  • Keen Senses = .5

  • Surefooted: Bariaur have advantage on Strength and Dexterity saving throws to resist being knocked prone. = 1

  • Extra Planar: Spells or abilities that affect extra planar creatures affect Bariaur as such. = 0

  • Claw Natural Weapon (2d4) = 1

Bugbear (Score: 5)

  • 2 Strength = 2

  • 1 Dexterity = 1

  • Surprise Attack = .5

  • Brute = 1.5

Surprise Attack = .5

Your First attack during a surprise round deals an extra 2d6 damage.

Brute = 1.5

Your melee weapon attacks deal an extra die of damage.

Bullywug (Score: 6)

  • 1 Dexterity = 1

  • 2 Constitution = 1

  • Amphibious = 1.5

  • Standing Leap = .5

  • -5 feet land movement = -.5

  • Gross Defense = 1.5

Amphibious = 1.5

The bullywug can breathe air and water and can move at a speed of 40 while swimming.

Standing Leap = .5

You are always considered to have a running start while jumping.

Gross Defense = 1.5

Bullywugs can use mud, swamp water, bile, or any other gross substance to coat themselves, repelling attackers and bolstering their own armor. Bullywugs can take 10 minutes to coat themselves in some vile substance and gain natural armor. This natural armor lasts until the bullywug washes itself or is rained on. While using this feature a bullywug has natural armor 13 + Dexterity but takes disadvantage on all charisma skill checks.

Centaur (Score: 6)

  • 2 Strength = 2

  • 1 Dexterity = 1

  • + 20 movement speed = 2

  • Charge = .5

  • Natural Weapon: Hooves = .5

  • Difficult to armor (requires barding) = 0

Natural Weapon: Hooves = .5

Unarmed proficiency: 1d6 bludgeoning.

Charge = .5

Starting at first level a centaur, after moving 30 or more feet, may make an attack that does 1d6 extra damage of the same kind as the weapon damage. A centaur can only do this 3 times per short rest. This scales as the centaur gains levels. 2d6 at level 5, 3d6 at level 11, 4d6 at level 17.

Changeling (Score: 6)

  • 2 Charisma = 2

  • Shapechanger = 1

  • Changing Mind = 1

Becomer +2

  • 1 Dexterity = 1

  • Stealth and Deception Proficiency = 1

Seeker +2

  • 1 Intelligence = 1

  • Navigator’s Tools and vehicle(land) proficiency = 1

Passer +2

  • 1 Wisdom = 1

  • New Life

  • Craftsman (One tool and insight proficiency) = 1

Shapechanger = 1

You may change your shape to that of any medium humanoid race as an action. You do not mimic the appearance of any individual in particular. You may do this once per short rest normally, as the process is very tiring, but suffer 1 level of exhaustion for each additional shapechange between short rests. Other Creatures can see through this disguise by succeeding on a Wisdom (Insight) check with a DC = your Charisma Score + your proficiency.

Changing Mind = 1

You have advantage on saves against Charm and Fear, as well as immunity to effects that cause you to fall asleep.

New Life

You fully integrate with your chosen identity. Choose a single race and identity. You can not shapeshift to any identity except the one you choose, and unconsciousness does not end your shapeshift. You know the language of the race you choose, and nobody can see through your disguise without truesight or the ability to see the true form of shapeshifters.

Changeling [DnDUI] (Score: 6)

http://www.dndui.com/blog/?p=130

  • 2 Charisma = 2

  • Change Shape (1d4 damage) = 1

  • Changeling Trick = .5

  • Mental Defense = .5

Becomers +2

  • 1 Dexterity = 1

  • Chameleon = 1 (should probably just give stealth and deception proficiency)

Reality Seekers +2

  • 1 Intelligence = 1

  • Bonus Language = .5

  • Navigator’s tools = .5

Dwarf [Musicus Variant] (Score: 6)

  • 2 Constitution = 2

  • -5 feet movement = -.5

  • Not slowed by heavy armor = .5

  • Darkvision 60 = .5

  • Dwarven Resilience = .5

  • Stonecunning = .5

Hill Dwarves (+2.5)

  • 1 Wisdom = 1

  • 1HP/level = 1.5

Mountain Dwarves (+2.5)

  • 1 Strength = 1

  • Light/Medium Armor/shield Proficiency = 1.5

Bound Elemental (Score: 6.5)

  • Elemental Traits = 1

  • Elemental Body = 1

  • Darkvision 60 = .5

Air Elementals (+4)

  • 2 Dexterity = 2

  • 1 Intelligence = 1

  • walk +5 feet  = .5

  • Cold resist = .5

Earth Elementals (+4)

  • 2 Strength = 2

  • 1 Constitution = 1

  • +15 feet Burrow speed = 1

Fire Elementals (+4)

  • 2 Charisma = 2

  • 1 Strength = 1

  • Fire resistance = .5

  • +5 feet walking speed = .5

Water Elementals (+4)

  • 2 Wisdom = 2

  • 1 Dexterity = 1

  • +20 feet swim speed = 1

Elemental Traits = 1

Poison Immunity, element immunity = .5

Condition Immunities: paralyze, petrify, poison = .5

Elemental Body = 1

Weaker than true elementals, but bound to a truly sentient form. You look like a perfectly formed Human formed out of your element and have human-level intelligence, wisdom, and charisma. You also are capable of learning Languages other than your subrace language.

Air

  • Can Squeeze through 1 inch spaces

  • Can overlap 1 other friendly creature’s square

  • Language: Auran

Earth

  • Double Damage to structures (doors, walls, etc.)

  • When burrowing, doesn’t disturb the surrounding earth

  • Language: Terran

Fire

  • Can Squeeze through 1 inch spaces

  • when grappling, deal 1d6 fire damage at the beginning of every turn of the creature you are grappling with.

  • Language: Ignan

Water

  • Can Squeeze through 1 inch spaces

  • Can overlap 1 other friendly creature’s square

  • Language: Aquan

Elf [Musicus Variant] (Score: 6.5)

  • 2 Dexterity = 2

  • Darkvision 60 = .5

  • Perception Proficiency = .5

  • Fey Ancestry = .5

  • trance = .5

High Elf +2.5

  • 1 Intelligence = 1

  • Weapon Proficiencies = .5

  • Cantrip = .5

  • Language = .5

Wood Elf +2.5

  • 1 Wisdom = 1

  • Weapon Proficiencies = .5

  • +5 ft movement = .5

  • Mask of the Wild = .5

Dark Elf +2.5

  • 1 Charisma = 1

  • Darkvision +60/sunlight sensitivity = 0

  • Drow Magic = 1

  • Weapon Proficiencies = .5

Drow Magic [changed] = 1

Charisma. Lvl 3: Faerie Fire 1/day. Lvl 5: Darkness 1/day.

Genasi (Half-Elementals) (Score: 5.5)

  • 2 Charisma = 2

  • Darkvision 60 = .5

  • Poison Resilience = .5

Earthsoul +2

  • 1 Constitution = 1

  • -5 movement, not slowed by armor = 0

  • Non magical slashing resist = 1

Firesoul +2

  • 1 Intelligence = 1

  • Fire Resilience = 1

Stormsoul +2

  • 1 Strength = 1

  • Lightning Resilience = 1

Watersoul +2

  • 1 Wisdom = 1

  • Acid Resilience = 1

Windsoul +2

  • 1 Dexterity = 1

  • Cold Resilience = 1

Genie (Score: 6)

  • 2 Constitution = 2

  • Darkvision 60 = .5

  • Elemental Demise = 0

    • Dao +3.5

      • 1 Strength = 1

      • Immune: Petrify = .5

      • Burrow 30 = 2

    • Djinni +3.5

      • 1 Charisma = 1

      • Immune: Lightning, Thunder = 1

      • Fly speed 15 = 1.5

    • Efreet +3.5

      • 1 Intelligence = 1

      • Immune: fire = .5

      • Speed +10 = 1

      • Hurl Flame (? level rounded up d6, Cha/prof to hit) = 1

    • Marid +3.5

      • 1 Wisdom = 1

      • Breathe air and water = .5

      • Immune: acid, cold = 1

      • Swim 20 ft. = 1

Gith (Score: 6)

  • 2 Wisdom = 2

  • Danger Sense = .5

  • Psychic Assault = 1

  • Gith magic = 1.5

Githyanki (+1)

  • 1 Dexterity = 1

Githzerai (+1)

  • 1 Intelligence = 1

Psychic Assault = 1

Once per short rest, you may change your weapon damage type to psychic and add your Wisdom modifier to damage for one attack before it hits.

Danger Sense = .5

+1 Racial bonus to Initiative checks.

Gith Magic = 1.5

Wisdom is the spellcasting ability for these spells.

Cantrip (level 1) = mage hand

1st level spell (level 3) 1/day = jump

2nd level spell (level 5)  1/day = phantasmal force

Alternate Gith by /u/Raikoh067

Gnoll courtesy of /u/jonascliver. Link: Here

Gnoll (Score: 6)

  • +2 Str = 2

  • Darkvision 60 = .5

  • Natural weapon:bite (1d6 piercing) = 1

Spotted (+2.5)

  • +1 Dex = 1

  • Rampage (When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to 10' and make a bite attack. – lifted from MM p.163 – was 15') = 1

  • Menacing (prof. w/ Intimidation) = .5

Flind (+2.5)

  • +1 Int = 1

  • Savage Attacks = 1

  • Natural Leadership: proficiency w/ Persuasion = .5

Aardvolk (+2.5)

  • +1 Con = 1

  • Aardvolk Resilience (as Dwarven, + resists acid damage) = 1

  • Skill Proficiency (Survival) = .5

Goblin (Score: 5)

  • 2 Dexterity = 2

  • 1 Intelligence = 1

  • Nimble Escape = 2

  • Small Size = -1

  • Darkvision 60 = .5

  • Stealth Proficiency = .5

Nimble Escape = 2

Can use Disengage and Hide as bonus actions.

Goblin [DMG] (Score: 1.5)

  • -2 Strength = -2

  • 2 Dexterity = 2

  • Nimble Escape = 2

  • Small Size = -1

  • Darkvision 60 = .5

Half Aasimar/Half Tiefling (Score: 6)

  • 2 Charisma = 2

  • Darkvision 60 = .5

  • Fire/radiant Resistance = 1

  • Wings or Mixed Legacy = 1.5

    • Wings speed 30 = 3-2 = 1

Tiefling Leaning (+1)

  • 1 Intelligence = 1

Aasimar Leaning (+1)

  • 1 Wisdom = 1

Mixed Legacy = 1.5

Charisma is the spellcasting ability for these spells.

Cantrip (level 1) = thaumaturgy

1st level spell (level 3) 1/day = protection from evil and good

2nd level spell (level 5)  1/day = Hold Person

Half-Giants (Score: 6-6.5)

  • 2 Strength = 2

  • 1 HP per LVL = 1.5

Hill Giant (+3)

  • 2 Constitution= 2

  • Brutal Assault = 1

Elemental Giants

  • Cloud Giant (+3)

    • 1 Wisdom = 1

    • Resistance to Thunder = .5

    • Cloud Magic = 1.5

  • Fire Giant (+2.5)

    • 1 Charisma = 1

    • Resistance to Fire = .5

    • Firebolt = .5

    • Tool Proficiency: Smith’s Tools = .5

  • Frost Giant (+2.5)

    • 1 Dexterity = 1

    • Resistance to Cold = .5

    • Frost Magic = 1

  • Stone Giant (+2.5)

    • 1 Constitution = 1

    • Resistance to piercing = 1

    • Stone Throw = .5

  • Storm Giant (+3)

    • 1 Intelligence = 1

    • Resistance to Lightning = .5

    • Cloud magic = 1.5

Brutal Assault = 1

You may use this trait to turn any one attack that hits into a critical hit. You may use this trait normally once per long rest, but additional uses after that immediately incur one level of exhaustion.

Cloud Magic = 1.5

Charisma is the spellcasting ability for these spells.

Cantrip (level 1) = Minor Illusion

1st level spell (level 3) 1/day = Thunderwave

2nd level spell (level 5)  1/day = Gust of Wind

Frost Magic = 1

Charisma is the spellcasting ability for these spells.

Cantrip (level 1) = Ray of Frost

2nd level spell (level 5)  1/day = Shatter

Stone Throw = .5

You have a natural understanding of heavy rocks. Using your action, you may throw any rock heavier than 5 pounds. The stone deals 1d6+2 bludgeoning damage. This damage increases to 2d6+3 at 5th level, 3d6+4 at 11th level, and 4d6+5 at 17th level. Use strength and proficiency to hit.

Half-Ogre (Ogrillon) (Score: 5.5)

  • 2 Strength = 2

  • 1 Constitution = 1

  • Darkvision 60 = .5

  • Extra Language: Giant = .5

  • Brutal Assault = 1.5

Hobgoblin (Score: 4.5)

  • 2 Strength = 2

  • 1 Constitution = 1

  • Martial Advantage = 1

  • Darkvision 60 = .5

Martial Advantage = 1

When you hit with a weapon attack, you may use a bonus action to deal an extra 1d6 damage if the target is within 5 feet of one of your allies. This damage increases to 2d6 at level 5, 3d6 at level 11, and to 4d6 at level 17.

Hobgoblin [DMG] (Score: 1.5)

  • No ability Score changes

  • Martial Advantage = 1

  • Darkvision 60 = .5

Human [Musicus Variant] (Score: 5)

  • 1 to 2 different abilities = 2

  • Bonus Proficiency = .5

  • Quick Learners = .5

  • Lifestyle Variance = 1

Quick Learners = .5

You halve the time it takes you to learn new tool proficiencies in downtime.

Lifestyle Variance = 1.5

Due to the varied nature of human lifestyles, you may choose one trait from the list below. Your other racial ability score bonuses can overlap with this.

  • City: +1 Charisma, Persuasion Proficiency

  • Clerk: +1 Intelligence, 1 language

  • Coward: +1 Dexterity, +10 walking speed when running away

  • Lazy: +1 Charisma, Learn 1 gaming set or instrument proficiency

  • Farmhand: +1 Strength, +30 lbs. Carry weight. Athletics proficiency

  • Military 1: +1 Strength, Gain Proficiency in 2 weapons

  • Military 2: +1 Constitution, Gain Proficiency in light armor

  • Musician: +1 Charisma Gain proficiency in Performance and 1 instrument

  • Religious: +1 Wisdom, Gain proficiency in religion

  • Scholar: +1 Intelligence, Gain proficiency in one knowledge skill

  • Ghetto: +1 Charisma, Gain proficiency in Intimidate

  • Tradesman: +1 Wisdom, Gain Proficiency in 1 tool

Illithid/Mind Flayer (Score: 6.5)

  • 2 Intelligence = 2

  • 1 Wis/Cha = 1

  • Tentacles/Extract Brain = 2.5

  • Advantage on Int saves vs. Magic = .5

  •  (level 3) Detect Thoughts 1/day = .5

Tentacles/Extract Brain = 2.5

Tentacles (+1.5): Natural weapon, Int to hit, 1d4 + Int Psychic damage. Medium and smaller creatures are grappled (Athletics-Intelligence) and make a DC 8 + Int + proficiency Intelligence save or be stunned until the grapple ends.

Extract Brain (+1): Special weapon, Int to hit, ? level (rounded up) d10 psychic damage. Only targets a grappled, incapacitated creature. If the damage reduces the target to 0 hp, the target dies by brain extraction.

Kalashtar (Score: 5.5)

  • 2 Charisma = 2

  • 1 Intelligence = 1

  • touch-telepathy = .5

  • Dreamless: Immune to spells that affect dreams = .5

  • Mental Bastion: Advantage on wisdom saves against magic effects = 1

  • Proficiency in 1 Charisma skill = .5

Kender (Score: 6)

  • 2 Charisma = 2

  • 1 Dexterity = 1

  • Small = -1

  • Brave = .5

  • Kender Pockets = 2

  • Naturally Stealthy = 1

  • Cutting Words = .5

Small = -1

-5 feet movement speed = -.5

disadvantage to attack with heavy weapons = -.5

Kender Pockets = 2

Kender constantly pick things up and pocket them, and then often forget about them. If you find yourself in need of a piece of nonmagical equipment, there is a small chance you have it. Roll a d6. If you roll a 6, you find the item in your pocket, pack, or pouch. If you roll anything else, you don’t have such an item on you, and you can’t search again for the same item until you’ve spent at least one day in a town or city. Rummaging through your pouches, pack, and pockets in this way takes 1 minute. You may only find 5 small items like this every day.

These objects have to come from somewhere, so be careful who you forgot you stole from!

Cutting Words = .5

As a bonus action you shout insults at an enemy. Target an enemy within 30 feet and have them make a wisdom save. On a failure the enemy has disadvantage to attack any target except you on their next attack.

Kenku (Score: 5.5)

  • 2 Dexterity = 2

  • 1 Intelligence = 1

  • Skill proficiency: Forgery; (Deception) = 1

  • Mimicry = .5

  • Ambusher = 1

Mimicry = .5

Kenku are able to perfectly mimic any sound they’ve heard and use this as their primary form of communication. Creative kenkus actually can speak using this feature.

Ambusher = 1

Kenku gain advantage on attack rolls against any creature that is surprised.

Kitsune (Foxfolk) (Score: 6.5)

  • 2 Charisma = 2

  • 1 Dexterity = 1

  • Keen Senses = .5

  • Acrobatics proficiency = .5

  • Natural Weapon: Bite = 1

  • Innate Spellcasting = 1.5

Kitsune Magic = 1.5

Charisma is the spellcasting ability for these spells.

Cantrip (level 1) = Dancing Lights

1st level spell (level 3) 1/day = Disguise Self

2nd level spell (level 5)  1/day = Suggestion

Kobolds (Score: 5)

  • 2 Dexterity = 2

  • 1 Intelligence = 1

  • Small = -1

  • +5 movement = .5

  • Trap Makers = 1

  • Darkvision 120 & Sunlight Sensitivity = .5

  • Shifty = 1

Trap Makers = 1

Kobolds are proficient in the use of thieve’s tools. Kobolds can double their proficiency bonus on checks involving creating, setting up, and disarming traps.

Shifty = 1

Due to their small nature and their wiry builds kobolds are able to avoid some opportunity attacks. A kobold can use the disengage action as a bonus action.

>Urd/Winged Kobold Option = 1

Replace the Shifty trait with Wings (30 feet.)

Kuo-Toa (Score: 5.5)

  • 1 Strength = 1

  • 2 Constitution = 2

  • Weapon Proficiencies = .5

  • Darkvision 120 = 1

  • Sunlight Sensitivity = -.5

  • Amphibious = .5

  • Otherworldly Perception = 1

Amphibious = .5

You can breathe air and water

Weapon Proficiencies = .5

Proficiency with nets, pincer staves, sticky shields, and tridents.

Otherworldly Perception = 1

The Kuo-Toa can sense the presence, but not location, of any creature within 30 feet that is invisible or on the Ethereal Plane. It can pinpoint the location of such a creature if it is moving.

Lizardfolk (Score: 6)

  • 1 Strength = 1

  • 1 Constitution = 1

  • 1 Wisdom = 1

  • Swim 30 feet = 1.5

  • Hold Breath = .5

  • Natural Weapon: Bite = 1

Longtooth shifter courtesy of /u/mybunsareonfire

Longtooth Shifter (Score: 6)

  • 2 Strength = 2

  • 1 Constitution = 1

  • Menacing = .5

  • Savage Attacks = 1

  • Longtooth Shifting = 1.5: Bonus action when bloodied. You gain advantage on attacks until the end of the encounter and regeneration equal to your Constitution modifier while bloodied. You must take a short or long rest before you can use this power again.

Minotaurs (Score: 6)

  • 2 Strength = 2

  • Darkvision 60 = .5

  • +10 Movement speed = 1

  • Natural Weapon: Gore = 1

Plains Minotaur (+1.5)

  • 1 Constitution= 1

  • Keen Senses = .5

Maze Minotaur (+1.5)

  • 1 Wisdom = 1

  • Labyrinthine recall = .5

Natural Weapon: Gore = 1

Natural Weapon dealing 1d6+STR damage. Damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17. Requires entire action to use this attack. Does not function with Extra attack and you must move 10 ft directly towards your target before using it.. Minotaurs are proficient in goring.

Labyrinthine Recall = .5

The Minotaur can perfectly recall any path it has traveled.

Alternate Minotaur courtesy of /u/MyBeardlessTreant, check out his post here: http://redd.it/2jil9a

Minotaur [Alternate Traits] (Score: 6.5)

  • 2 Strength = 2

  • +10 movement = 1

  • proficiency with the greataxe, greatclub, maul, and net. = 0.5

  • Indomitable Will = 0.5

  • Keen Senses = 0.5

Surface Minotaur (+2)

  • 1 Constitution = 1

  • Relentless Assault. = 1

Labyrinth Minotaur (+2)

  • 1 Wisdom = 1

  • Darkvision 60 = .5

  • Passage finder = 0.5

Indomitable Will = 0.5

You have advantage on saving throws against being charmed or dominated.

Relentless Assault = 1

When an attack would reduce you to 0 hitpoints but not outright kill you you may use your reaction to make a melee weapon attack before you fall unconscious

Passage finder = 0.5

Whenever you make an Investigation (Intelligence) check related to the existence of a secret passage, you are considered proficient in the Investigation skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus

Muls [Half-Dwarves] (Score: 6.5)

  • 2 Constitution = 2

  • +1 to two other scores = 2

  • Not slowed by heavy armor = .5

  • Darkvision 60 = .5

  • Poison Resilience = .5

  • Tireless = 1

Tireless = 1

You only need to sleep for 6 hours once every three days, instead of once every 24 hours. You also have advantage on Constitution saves vs. exhaustion.

Nymphs (Score: 6.5)

  • Female Only

  • 2 Charisma = 2

  • Fey Ancestry = .5

  • Innate Spellcasting = .5

  • Speak with Beasts and Plants = .5

Wood (Dryad) (+3)

  • 1 Dexterity = 1

  • Tree Stride = 2

Water (Naiad) (+3)

  • 1 Wisdom = 1

  • Graceful Swimming = 2

Land (Alseides) (+3)

  • 1 Constitution = 1

  • Long Stride = 2

Tree Stride = 2

May use 10 feet of movement to teleport between trees that are within 30 feet of each other once per turn. When you do this, you may instead step into an alternate dimension inside the tree, bringing anyone you are touching with you.

Graceful Swimming = 2

Gains a Swim Speed of 40 feet.

Land Strider = 2

Gains 20 feet of movement.

Innate Spellcasting = .5

Charisma is the spellcasting ability for this spell. Cantrip (level 1) = Druidcraft

Pixie (Score: 6.5)

  • 2 Charisma = 2

  • 1 Dexterity = 1

  • Fey Ancestry = .5

  • Innate Spellcasting = 1.5

  • Fly speed 30 (+3), Wings (-2) = 1

  • Pixie Dust = .5

  • Tiny = -2

  • Shrink Object = 1

Innate Spellcasting = 1.5

Charisma is the spellcasting ability for these spells.

Cantrip (level 1) = dancing lights, druidcraft

1st level spell (level 3) 1/day = detect evil and good

Tiny = -2

Cannot use heavy or versatile weapons = -1

Has disadvantage with non-light weapons unless two-handing. = -1

Uses light weapons normally. -20 feet movement speed (land). = -2

Can hide behind small creatures = +1

Can move through medium or larger creature’s squares = +1

Wings: = -2

  • You must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is equal to twice your height.

  • When you take damage while flying, make a Constitution save with a DC equal to 10 or half the damage taken, whichever is higher. If you fail the saving throw, you fall to the ground.

  • If you are wearing armor you are not proficient in or any Medium or Heavy armor, you may not fly.

  • You may not fly in normal backpacks or armor. The cost to alter your gear to be suitable for flight is equal to half the cost of the gear.

Pixie Dust = .5

Once per short rest a pixie can use a bonus action to throw its dust at another creature within 30 feet. For 10 minutes, the affected creature may spend a bonus action to fly up to 60 feet. After flying this way, the effect ends.

Shrink Object = 1

Once per short rest, a pixie can shrink an object down to her size. The targeted object maintains its damage die and properties, but halves its weight and is reduced to a size suitable for tiny creatures to use. The object becomes an improvised weapon for any creatures sized small or larger.

Orc (Score: 6)

  • 2 Strength = 2

  • 1 Constitution = 1

  • Aggressive = 1

  • Darkvision = .5

  • Intimidate Proficiency = .5

  • Savage Attacks = .5

  • Relentless Endurance = .5

Aggressive = 1

As a bonus action, move up to your speed towards a Hostile creature you can see.

Savage Attacks = .5

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.

Relentless Endurance = .5

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.

Orc [DMG] (Score: 1.5)

  • 2 Strength = 2

  • -2 Intelligence = -2

  • Aggressive = 1

  • Darkvision 60 = .5

Rakshasa (Score: 4.5)

  • 2 Charisma = 2

  • 1 Constitution = 2

  • Darkvision 60 = .5

  • Innate Spellcasting = 1

  • Lost But Not Gone = .5

Lost But Not Gone = .5

When a Rakshasa’s body dies in the Material Plane, the fiend within is taken on a painful journey through the Nine Hells. This journey takes as long as it takes the Rakshasa’s body to reform (months or years). Whether the Rakshasa disappears forever, or comes back relatively soon at a lower level due to its terrible journey is up to the DM

Innate Spellcasting = .5

You know the Mage Hand cantrip.

Ratfolk (Score: 5.5)

  • 2 Dexterity = 2

  • 1 Intelligence = 1

  • Darkvision 60 = .5

  • Deceptive Nature = .5

  • Keen Smell = .5

  • Natural Weapon: Bite = 1

Deceptive Nature = .5

Gain proficiency in Charisma (Deception) Checks

Keen Smell = .5

You add proficiency to Wisdom (Perception) checks that rely on smell if you wouldn’t normally.

Natural Weapon: Bite = 1

Ratfolk are proficient in using their bite as a natural weapon. When a ratfolk makes a bite attack and it hits they do 1d4 piercing damage using dexterity or strength.

Sahuagin (Score: 4.5)

  • 1 Strength = 1

  • 1 Wisdom = 1

  • Swim 40 feet = 2

  • Limited Amphibiousness = -1

  • Darkvision 120 = 1

  • Natural Weapon: Claws = 1

Limited Amphibiousness = -1

The Sahuagin can breathe air and water, but it needs to be submerged every 6 hours to avoid suffocating.

Natural Weapon: Claws = 1

As an attack action a sahuagin may choose to use his claws to attack with proficiency. Her claws cannot be used as an offhand weapon. Claws do 1d4 damage plus a sahuagin’s strength or dexterity modifier slashing damage.

Satyr (Score: 5.5)

  • Male Only

  • 2 Dexterity = 2

  • 1 Charisma = 1

  • Light of Heart = .5

  • Pleasant Recovery =1

  • Movement +10 feet = 1

Light of Heart = .5

A Satyr has advantage on saving throws made to End fear effects.

Pleasant Recovery = 1

When a Satyr expends Hit Die to regain hit points, they may roll their hit die twice and take either result. Additionally, they regain 1 Extra Hit Die during Long Rests.

>Option: Satyr Panpipes = 1.5

Satyrs have proficiency with panpipes. As an action a satyr can play his panpipes which has one of the following effects: Charming Melody: Creatures are charmed by the satyr for 1 minute. If he or any of her companions harm the creature, the effect ends immediately. Frightening Strain: The creature is frightened for one minute. Gentle Lullaby: The creature falls asleep and is unconscious for 1 minute, the effect ends if the creature takes damage or if someone takes an action to shake the creature awake. The satyr must play his panpipes for the duration, affecting everything in a 60 foot radius that does not pass a Wisdom save equal to the satyr’s DC (8 + Proficiency + Charisma modifier).

Shardmind (Score: 6.5)

  • 2 Intelligence = 2

  • 1 Wisdom = 1

  • Shardspeakers = .5

  • Crystalline Mind = 1.5

  • Living Construct = 1.5

    • Darkvision 60

    • “Trance”

    • Immunities/resists

Shardspeakers = .5

Can not speak any language other than Shardspeak, though they can understand them. = -.5

Telepathy range 25 feet. = +1

Crystalline Mind = 1.5

Once per short rest, when you are forced to make an intelligence or wisdom save against a magical spell that affects the mind, you may grant yourself advantage to the save.

>VARIANT Shardshaper (+1)

Versatile Limb Structure = 1

Because your body is shaped by your mental resonance across your crystalline structure, you may expend energy to reshape your body to some extent. Once per long rest, using 10 minutes of your time, you may integrate a weapon (or shield) into your body structure. To do so, you must have the weapon in front of you so you may study it and shape your body to match. This works with any weapon, but not as projectiles, so you must still buy ammunition. This does not consume the weapon, but rather copies it as an addition to one of your arms. When you have a weapon integrated, you cannot be disarmed by normal means.

Slaadi (Score: 7)

  • 2 Constitution = 2

  • Slaadi Cunning (see Gnomish Cunning) = 2

  • Telepathy 60 feet = 1

Red (+2)

  • 1 Strength = 1

  • Natural Weapons: Claws (1d6) = 1

Blue (+2)

  • Natural Weapons: Claws (2d4) = 2

Green (+2)

  • 1 Charisma = 1

  • Innate Spellcasting = 1

Innate Spellcasting = 1

Charisma is the spellcasting ability for these spells.

Cantrip (level 1) = mage hand

1st level spell (level 3) 1/day = detect magic

2nd level spell (level 5)  1/day = detect thoughts

Sprite (Score: 6)

  • 2 Dexterity = 2

  • 1 Charisma = 1

  • Tiny = -2

  • Poison Kit Proficiency = .5

  • Heart Sight = .5

  • Invisibility = 2

  • +40 feet fly speed (+4), Wings (-2) = 2

Heart Sight = .5

The sprite touches a creature and magically knows the creature’s emotional state. If the target fails a Charisma saving throw of DC 8 + proficiency + Charisma Modifier the sprite also knows the creatures alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility = 2

The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. 1/Short rest.

Wings: = -2

  • You must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is equal to twice your height.

  • When you take damage while flying, make a Constitution save with a DC equal to 10 or half the damage taken, whichever is higher. If you fail the saving throw, you fall to the ground.

  • If you are wearing armor you are not proficient in or any Medium or Heavy armor, you may not fly.

  • You may not fly in normal backpacks or armor. The cost to alter your gear to be suitable for flight is equal to half the cost of the gear.

Succubi/Incubi (Score: 7)

  • 2 Charisma = 2

  • 1 Dexterity = 1

  • Darkvision 60 = .5

  • Telepathy Bond = .5

  • Fly speed 40 (+4), wings (-2), must have demon traits visible (-.5) = 1.5

  • Charming Touch = 1

  • Draining Kiss = 1

  • Shapechanger = .5

Telepathy Bond = .5

You may communicate telepathically with any creature you have charmed at any distance and across the planes.

Shapechanger = .5

You may hide your demonic traits (horns, tail, claws, wings) as an action. When you do this you lose all traits associated with them. You may restore these traits as another action. When your demonic traits are visible, most people will actively try to kill you, and others will run in fear. (adventurers are recommended to hide their demonic side)

Charming Touch = 1

Action: Touch range: DC 8 + Prof + Cha Wisdom save, Charm and creature follows all orders you give it. Save repeats every hour or in danger. On save, immune 24 hours

Draining Kiss = 1

Willing or Charmed target, DC 8 + prof + Cha Constitution save, (1/2lvl round up)d10 + Cha psychic damage or half damage. reduces HP max by equal amount.

Wings: = -2

  • You must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is equal to twice your height.

  • When you take damage while flying, make a Constitution save with a DC equal to 10 or half the damage taken, whichever is higher. If you fail the saving throw, you fall to the ground.

  • If you are wearing armor you are not proficient in or any Medium or Heavy armor, you may not fly.

  • You may not fly in normal backpacks or armor. The cost to alter your gear to be suitable for flight is equal to half the cost of the gear.

Tiefling [PHB, Variants] (Score: 5.5)

  • 1 Intelligence = 1

  • 2 Charisma = 2

  • Darkvision 60 = .5

  • Hellish Resistance = .5

  • Infernal Legacy = 1.5

Infernal Legacy = 1.5

Charisma is the spellcasting ability for these spells.

Cantrip (level 1) = thaumaturgy

1st level spell (level 3) 1/day = hellish rebuke

2nd level spell (level 5)  1/day = darkness

>Wing Option = 1

Gain the Wings trait (fly speed 30), replacing your Infernal Legacy.

>Cambion Option (1st gen Tiefling) (+1.5)

Fiendish Blessing = 1.5

When unarmored, your AC = 10 + CHA + DEX, replaces Infernal Legacy.

Wings: = -2

  • You must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is equal to twice your height.

  • When you take damage while flying, make a Constitution save with a DC equal to 10 or half the damage taken, whichever is higher. If you fail the saving throw, you fall to the ground.

  • If you are wearing armor you are not proficient in or any Medium or Heavy armor, you may not fly.

  • You may not fly in normal backpacks or armor. The cost to alter your gear to be suitable for flight is equal to half the cost of the gear.

Thri-Kreen (Score: 5.5)

  • 2 Dexterity = 2

  • 1 Wisdom = 1

  • +10 feet movement speed = 1

  • Darkvision 60 = .5

  • Proficiency in stealth = .5

  • Sleepless = .5

  • Thri-Kreen Weapon proficiency = .5

  • Secondary Arms = .5

  • Standing Leap = 1

  • Cannot speak anything other than Kreen. = -2

Standing Leap = 1

You are always considered to have a running start while jumping.

Thri-Kreen Weapon Proficiency = .5

Thri-Kreen are proficient in the Gythka and Chatkcha weapons

Name

Cost

Damage

Weight

Properties

Gythka: melee weapon

40 gp

1d8 slashing

7 lb.

Double Weapon (counts as 2 weapons for the purposes of two-weapon fighting.)

Chatkcha: ranged weapon

10 gp

1d6 slashing

1 lb.

Finesse, Thrown (30/90), Light, Special (returns after being thrown)

Secondary Arms = .5

The Thri-Kreen have a secondary set of weaker arms located along their torso beneath their regular ones. These arms can be used to hold additional light items or equipment but may not attack. You may perform an additional object interaction on your turn if either hand is empty.

>Psionic Option (+1)

  • Telepathy 60 = .5

  • Mage Hand = .5

Treants (Score: 6)

  • 2 Constitution = 2

  • 1 HP per LVL = 1.5

  • Vulnerability to Fire damage = -1

  • False Appearance = .5

Treant tentative Subraces

Oaken (+3)

  • 1 Strength = 1

  • Animate Trees = 1.5

  • Athletics Proficiency = .5

Redwood (+3)

  • 1 Constitution = 1

  • Heavy Hitter = 2

Palm (+3)

  • 1 Dexterity = 1

  • Movement speed +5 = .5

  • Acrobatics Proficiency = .5

  • Flexible Joints = 1

False Appearance = .5

While the treant remains motionless, it is indistinguishable from a normal tree.

Animate Trees = 1.5

Once a long rest, the treant can animate up to two trees within 60 feet of it. These trees have the same ability scores as the treant except with Int and Cha =1 and they only have the “Slam (2d4+STR)” action option. The tree remains animated for 1 minute or until it dies; or until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. (these treants add your proficiency to their AC)

Heavy Hitter = 2

Once a short rest, the treant can choose to hit as hard as it can for 1 minute. While this is active, the treant deals an extra weapon die of damage on one melee weapon attack every round.

Flexible Joints = 1

Once per long rest, you may negate one non-magical source of damage before the damage roll is resolved, but after the attack lands. This may also be used against magical sources of damage, but only reduces damage taken by half.

Warforged (Score: 5.5-6.5)

  • 2 Constitution = 2

  • Living Construct = 1.5

    • Darkvision 60

    • “Trance”

    • Immunities

Metalforged (+2)

  • 1 Strength = 1

  • 12 + Dexterity (Natural AC) = 1

Woodforged (+2)

  • 1 Dexterity = 1

  • Forced Growths = 2

  • Flammable (vulnerability to fire) = -1

Crystalforged (+2)

  • 1 Intelligence = 1

  • Crystalline Mind = 2

Living Construct = 1.5

Even though you were constructed, you are humanoid. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.

Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours each day. You need not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Forced Growths = 2

Because of your natural construction you have the ability to shape and reshape your body as needed. Once per short rest, you use your action to create any one handed weapon, a shield, or any tool that you are proficient with. An object created in this way degrades over the course of 1 hour, and weapons all deal bludgeoning damage. Once per long rest you may shield yourself from lethal damage. Instead of dropping to 0 hit points, you instead drop to 1 hit point. At your DMs discretion you may also use this feature to create any shape or object you can think of.

Crystalline Mind = 1

Once per short rest, when you are forced to make an intelligence, wisdom, or charisma save against a magical spell that affects the mind, you may grant yourself advantage to the save. Additionally, you take half damage from failed saves against these effects, and no damage from successful saves.

/u/Leuku took my ideas for improving my warforged and wrote a better warforged. Use this one unless you prefer my older one, listed above. I made some slight modifications to Armament Attachment.

Warforged [Improved] (Score: 6.5)

  • 2 Strength = 2

  • 1 Constitution = 1

  • Living Construct = 1.5

  • Armament Attachment = 1

  • Iron Skin = 1.5

Living Construct = 1.5

"Trance": Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours each day. You need not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Immunities: You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.

Death: Whenever you roll a death saving throw, you have advantage.

Armament Attachment = .5

You can spend one minute attaching or unattaching armor, a one-handed weapon, shield, or arcane focus to your body. Weapons and shields must be attached to one's arms, and when successfully attached completely occupy that arm's hand, but an arcane focus can be attached in any place that is on the front of the body and conspicuous, like the chest, the forehead, the palm, the back of the hand, the forearm, etc.

Any attached object cannot be removed from you unwillingly unless you cannot take actions.

An attached club, dagger, handaxe, light hammer, mace, and sickle can be hidden in your forearm. You can spend a bonus action to hide such an attached weapon, freeing up your hand, or have it pop in to place, occupying your hand.

Iron Skin = 1.5

Your AC can not be lower than 12+proficiency.

Warforged [Keith B.] (Score: 6.5-7)

  • 2 Constitution = 2

  • Living Construct = .5

  • Unsleeping Sentinel = .5

  • Poison Resilience = .5

  • Integrated Armor = 1.5

  • Self-Stabilizing = 1

Soldier +1

  • 1 Strength = 1

Scout +.5

  • 1 Dexterity = 1

  • Small = -1

  • +5 ft. speed = .5

Living Construct = .5

Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to breathe, eat or drink, but you can ingest food or drink if you wish.

Unsleeping Sentinel = .5

Warforged don’t need to sleep. Instead, they settle into a resting state, remaining semiconscious for 4 hours each day. While in this rest state, you are fully aware of your surroundings. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Integrated Armor = 1+0.5

When you are not wearing armor, your AC is 12 + your Dexterity modifier. During a short rest, you can bond a suit of armor you are wearing to your body. When you finish that short rest, the armor you are wearing is bonded to you, and it cannot subsequently be removed from your body until you finish another short rest during which time you remove the bonded armor.

Self-Stabilizing = 1

You have advantage on death saving throws.

Subraces

Duergar [Dwarf Subrace] (Score: +3)

  • 1 Strength = 1

  • Duergar Resilience = .5

  • Darkvision 120 upgrade (includes sunlight sensitivity) = 0

  • Enlarge = 1.5

Enlarge: Once per long rest you increase your size to large for 1 minute. While large, you deal an extra weapon die of damage with melee weapon attacks and have advantage on strength checks and saving throws.

Duergar Resilience: the duergar has advantage on saves against charms and paralysis.

Aquatic [Elf Subrace] (Score: +2.5)

  • 1 Wisdom = 1

  • Aquatic Elf Weapon Proficiency = .5

  • Swim Speed 20 = 1

Aquatic Weapons: Proficiency in Tridents, Nets, and light Crossbows.

Feywild [Elf Subrace] (Score: +3)

  • 1 Charisma = 1

  • High Elf Weapon Proficiency = .5

  • Fey Step (cast misty step once per short rest as a bonus action) = 1

  • Proficiency in Nature Checks = .5

Sand [Elf Subrace] (Score +3)

  • 1 Constitution = 1

  • Dune Runner = .5 (Dune Runner: When you are traveling on foot, you are not slowed by sandy difficult terrain.)

  • Mask of the Wild in sandy environments. = .5

  • Running Trance (multiple day long run) = 1

Skeleton and Zombie player options. Apply after choosing race.

Skeleton (Score: +0)

  • +2 Dex = +2

  • -2 Cha = -2

  • Vulnerable bludgeoning = -1

  • Immune poison, can’t be poisoned = +.5

  • Darkvision 60 = +.5

DMG stats (-5.5)

  • +2 Dex = +2

  • -4 Int = -4

  • -4 Cha = -4

  • Vulnerable Bludgeoning = -1

  • Immune to poison and exhaustion, can’t be poisoned = +1

  • darkvision 60 = +.5

Zombie (Score: +0)

  • +1 Str = +1

  • +1 Con = +1

  • -2 Int = -2

  • -2 Cha = -2

  • Undead Fortitude = +1

  • immune poison, can’t be poisoned = +.5

  • darkvision 60 = +.5

DMG stats (-9)

  • +1 Str = +1

  • +2 Con = +2

  • -6 Int = -6

  • -4 Wis = -4

  • -4 Cha = -4

  • Undead Fortitude = +1

  • immune poison, can’t be poisoned = +.5

  • darkvision 60 = +.5

Undead Fortitude = 1

If damage reduces a Zombie to 0 HP, make a Constitution Saving throw with DC = 5+damage taken, unless the damage is Radiant or from a Crit. On a success, drop to 1 HP instead.

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