diff --git a/FightClub5eXML/Sources/CoreSourcebooks.xml b/FightClub5eXML/Sources/CoreSourcebooks.xml index e7d9868..39ea0ee 100644 --- a/FightClub5eXML/Sources/CoreSourcebooks.xml +++ b/FightClub5eXML/Sources/CoreSourcebooks.xml @@ -20839,4 +20839,1000 @@ 150/600 2d6 + + + Aasimar (Variant) + M + 30 + Cha 2, Wis 1 + Charisma + + + Darkvision + Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Dungeon Master's Guide, p. 287 + + + Celestial Resistance + You have resistance to necrotic damage and radiant damage. + + Source: Dungeon Master's Guide, p. 287 + + + Celestial Legacy + You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + Source: Dungeon Master's Guide, p. 287 + + + Languages + You can speak, read, and write Common and Celestial. + + Source: Dungeon Master's Guide, p. 287 + + + + Elf, Dark + M + 30 + Dex 2, Cha 1 + Charisma + Perception + + Superior Darkvision + Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + 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. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Sunlight Sensitivity + You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. + + Source: Player's Handbook, p. 24 + + + Drow Magic + You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + Source: Player's Handbook, p. 24 + + + Drow Weapon Training + You have proficiency with rapiers, shortswords, and hand crossbows. + + Source: Player's Handbook, p. 24 + + + + Dragonborn (Black) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have black dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of acid. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to acid damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Blue) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have blue dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of lightning. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to lightning damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Brass) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have brass dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of fire. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Bronze) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have bronze dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of lightning. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to lightning damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Copper) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have copper dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 5 foot by 30 foot line of acid. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to acid damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Gold) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have gold dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of fire. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Green) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have green dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of poison. + When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to poison damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Red) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have red dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of fire. + When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (Silver) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have silver dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of cold. + When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to cold damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dragonborn (White) + M + 30 + Str 2, Cha 1 + + + + Draconic Ancestry + You have white dragon ancestry. + + Source: Player's Handbook, p. 34 + + + Breath Weapon + You can use your action to exhale a 15 foot cone of cold. + When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. + After you use your breath weapon, you can't use it again until you complete a short or long rest. + + Source: Player's Handbook, p. 34 + + + Damage Resistance + You have resistance to cold damage. + + Source: Player's Handbook, p. 34 + + + Languages + You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. + + Source: Player's Handbook, p. 34 + + + + Dwarf, Hill + M + 25 + Con 2, Wis 1 + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 20 + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + Source: Player's Handbook, p. 20 + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + Source: Player's Handbook, p. 20 + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. + + Source: Player's Handbook, p. 20 + + + 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. + + Source: Player's Handbook, p. 20 + + + Languages + You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. + + Source: Player's Handbook, p. 20 + + + Dwarven Toughness + Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. + + Source: Player's Handbook, p. 20 + + hp +1 + + + Dwarf, Mountain + M + 25 + Con 2, Str 2 + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 20 + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + Source: Player's Handbook, p. 20 + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + Source: Player's Handbook, p. 20 + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. + + Source: Player's Handbook, p. 20 + + + 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. + + Source: Player's Handbook, p. 20 + + + Languages + You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. + + Source: Player's Handbook, p. 20 + + + Dwarven Armor Training + You have proficiency with light and medium armor. + + Source: Player's Handbook, p. 20 + + + + Elf, Eladrin (Variant) + M + 30 + Dex 2, Int 1 + + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + 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. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + + Source: Dungeon Master's Guide, p. 286 + + + Fey Step + You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest. + + Source: Dungeon Master's Guide, p. 286 + + + + Elf, High + M + 30 + Dex 2, Int 1 + Intelligence + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + 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. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 24 + + + Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + + Source: Player's Handbook, p. 23 + + + Cantrip + You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. + + Source: Player's Handbook, p. 24 + + + + Elf, Wood + M + 35 + Dex 2, Wis 1 + + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + 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. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + + Source: Player's Handbook, p. 24 + + + Fleet of Foot + Your base walking speed increases to 35 feet. + + Source: Player's Handbook, p. 24 + + + 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. + + Source: Player's Handbook, p. 24 + + + + Gnome, Forest + S + 25 + Int 2, Dex 1 + Intelligence + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 37 + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + Source: Player's Handbook, p. 37 + + + Languages + You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. + + Source: Player's Handbook, p. 37 + + + Natural Illusionist + You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. + + Source: Player's Handbook, p. 37 + + + Speak with Small Beasts + Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. + + Source: Player's Handbook, p. 37 + + + + Gnome, Rock + S + 25 + Int 2, Con 1 + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 37 + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + Source: Player's Handbook, p. 37 + + + Languages + You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. + + Source: Player's Handbook, p. 37 + + + 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. + + Source: Player's Handbook, p. 37 + + + Tinker + You have proficiency with artisan's tools (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. + + Source: Player's Handbook, p. 37 + + + + Halfling, Lightfoot + S + 25 + Dex 2, Cha 1 + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + Source: Player's Handbook, p. 28 + + + Brave + You have advantage on saving throws against being frightened. + + Source: Player's Handbook, p. 28 + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + Source: Player's Handbook, p. 28 + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + Source: Player's Handbook, p. 28 + + + 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. + + Source: Player's Handbook, p. 28 + + + + Halfling, Stout + S + 25 + Dex 2, Con 1 + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + Source: Player's Handbook, p. 28 + + + Brave + You have advantage on saving throws against being frightened. + + Source: Player's Handbook, p. 28 + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + Source: Player's Handbook, p. 28 + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + Source: Player's Handbook, p. 28 + + + Stout Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + Source: Player's Handbook, p. 28 + + + + Half-Elf + M + 30 + Cha 2 + + + + Ability Score Increase + Two different ability scores of your choice increase by 1. + + Source: Player's Handbook, p. 39 + + + Darkvision + Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 39 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 39 + + + Skill Versatility + You gain proficiency in two skills of your choice. + + Source: Player's Handbook, p. 39 + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + Source: Player's Handbook, p. 39 + + + + Half-Orc + M + 30 + Str 2, Con 1 + + Intimidation + + Darkvision + Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 41 + + + Menacing + You gain proficiency in the Intimidation skill. + + Source: Player's Handbook, p. 41 + + + 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. + + Source: Player's Handbook, p. 41 + + + 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. + + Source: Player's Handbook, p. 41 + + + Languages + You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. + + Source: Player's Handbook, p. 41 + + + + Human + M + 30 + Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1 + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + Source: Player's Handbook, p. 31 + + + + Human (Variant) + M + 30 + + + + + Ability Score Increase + Two different ability scores of your choice increase by 1. + + Source: Player's Handbook, p. 31 + + + Skills + You gain proficiency in one skill of your choice. + + Source: Player's Handbook, p. 31 + + + Feat + You gain one feat of your choice. + + Source: Player's Handbook, p. 31 + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + Source: Player's Handbook, p. 31 + + + + Tiefling + M + 30 + Cha 2, Int 1 + Charisma + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 43 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 43 + + + Infernal Legacy + You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. + + Source: Player's Handbook, p. 43 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Player's Handbook, p. 43 + + diff --git a/FightClub5eXML/Sources/SourcebooksAndAdventures.xml b/FightClub5eXML/Sources/SourcebooksAndAdventures.xml index 1ed8394..dcf0348 100644 --- a/FightClub5eXML/Sources/SourcebooksAndAdventures.xml +++ b/FightClub5eXML/Sources/SourcebooksAndAdventures.xml @@ -9544,110 +9544,147 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Aasimar (DMG) - M - 30 - Cha 2, Wis 1 - Charisma - - - Darkvision - Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Dungeon Master's Guide, p. 287 - - - Celestial Resistance - You have resistance to necrotic damage and radiant damage. - - Source: Dungeon Master's Guide, p. 287 - - - Celestial Legacy - You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. - - Source: Dungeon Master's Guide, p. 287 - - - Languages - You can speak, read, and write Common and Celestial. - - Source: Dungeon Master's Guide, p. 287 - + Aasimar, Fallen + M + 30 + Cha 2, Str 1 + Charisma + + + Darkvision + Blessed with a radiant soul, your vision can easily cut through darkness. 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. + + Source: Volo's Guide to Monsters, p. 105 + + + Celestial Resistance + You have resistance to necrotic damage and radiant damage. + + Source: Volo's Guide to Monsters, p. 105 + + + 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. + + Source: Volo's Guide to Monsters, p. 105 + + + Light Bearer + You know the light cantrip. Charisma is your spellcasting ability for it. + + Source: Volo's Guide to Monsters, p. 105 + + + Languages + You can speak, read, and write Common and Celestial. + + Source: Volo's Guide to Monsters, p. 105 + + + Necrotic Shroud + Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. + Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. + Once you use this trait, you can't use it again until you finish a long rest. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Volo's Guide to Monsters, p. 105 + - Air Genasi - M - 30 - Con 2, Dex 1 - Constitution - - - Unending Breath - You can hold your breath indefinitely while you're not incapacitated. - - Source: Elemental Evil Player's Companion, p. 9 - Princes of the Apocalypse, p. 229 - - - Mingle with the Wind - You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. - - Source: Elemental Evil Player's Companion, p. 9 - Princes of the Apocalypse, p. 229 - - - Languages - You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. - - Source: Elemental Evil Player's Companion, p. 9 - Princes of the Apocalypse, p. 228 - + Aasimar, Protector + M + 30 + Cha 2, Wis 1 + Charisma + + + Darkvision + Blessed with a radiant soul, your vision can easily cut through darkness. 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. + + Source: Volo's Guide to Monsters, p. 105 + + + Celestial Resistance + You have resistance to necrotic damage and radiant damage. + + Source: Volo's Guide to Monsters, p. 105 + + + 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. + + Source: Volo's Guide to Monsters, p. 105 + + + Light Bearer + You know the light cantrip. Charisma is your spellcasting ability for it. + + Source: Volo's Guide to Monsters, p. 105 + + + Languages + You can speak, read, and write Common and Celestial. + + Source: Volo's Guide to Monsters, p. 105 + + + Radiant Soul + Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. + Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. + Once you use this trait, you can't use it again until you finish a long rest. + + Source: Volo's Guide to Monsters, p. 105 + - Beasthide Shifter - M - 30 - Dex 1, Con 2 - - Perception, Athletics - - Darkvision - You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Keen Senses - You have proficiency with the Perception skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - 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 subrace, described below. - Once you shift, you can’t do so again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Tough - You have proficiency with the Athletics skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting Feature - Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - + Aasimar, Scourge + M + 30 + Cha 2, Con 1 + Charisma + + + Darkvision + Blessed with a radiant soul, your vision can easily cut through darkness. 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. + + Source: Volo's Guide to Monsters, p. 105 + + + Celestial Resistance + You have resistance to necrotic damage and radiant damage. + + Source: Volo's Guide to Monsters, p. 105 + + + 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. + + Source: Volo's Guide to Monsters, p. 105 + + + Light Bearer + You know the light cantrip. Charisma is your spellcasting ability for it. + + Source: Volo's Guide to Monsters, p. 105 + + + Languages + You can speak, read, and write Common and Celestial. + + Source: Volo's Guide to Monsters, p. 105 + + + Radiant Consumption + Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. + Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. + Once you use this trait, you can't use it again until you finish a long rest. + + Source: Volo's Guide to Monsters, p. 105 + Bugbear @@ -9703,8 +9740,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Ability Score Increase - Either your Dexterity or your Intelligence increases by 1 (your choice). - + Either your Dexterity or your Intelligence increases by 1 (your choice). Source: Wayfinder's Guide to Eberron, Chapter 3 @@ -9731,8 +9767,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Divergent Persona - You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, 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. - + You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, 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. Source: Wayfinder's Guide to Eberron, Chapter 3 @@ -9744,444 +9779,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Dark Elf - M - 30 - Dex 2, Cha 1 - Charisma - Perception - - Superior Darkvision - Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - 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. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Sunlight Sensitivity - You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. - - Source: Player's Handbook, p. 24 - - - Drow Magic - You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. - - Source: Player's Handbook, p. 24 - - - Drow Weapon Training - You have proficiency with rapiers, shortswords, and hand crossbows. - - Source: Player's Handbook, p. 24 - - - - Deep Gnome - S - 25 - Int 2, Dex 1 - - - - Superior Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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. - - Source: Sword Coast Adventurer's Guide, p. 115 - Elemental Evil Player's Companion, p. 7 - Mordenkainen's Tome of Foes, p. 113 - - - Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. - - Source: Sword Coast Adventurer's Guide, p. 115 - Elemental Evil Player's Companion, p. 7 - Mordenkainen's Tome of Foes, p. 113 - - - Stone Camouflage - You have advantage on Dexterity (stealth) checks to hide in rocky terrain and underground. - - Source: Sword Coast Adventurer's Guide, p. 115 - Elemental Evil Player's Companion, p. 7 - Mordenkainen's Tome of Foes, p. 113 - - - Languages - You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands. - - Source: Sword Coast Adventurer's Guide, p. 115 - Elemental Evil Player's Companion, p. 7 - Mordenkainen's Tome of Foes, p. 113 - - - - Dragonborn (Black) - M - 30 - Str 2, Cha 1 - - - - Draconic Ancestry - You have black dragon ancestry. - - Source: Player's Handbook, p. 34 - - - Breath Weapon - You can use your action to exhale a 5 foot by 30 foot line of acid. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook, p. 34 - - - Damage Resistance - You have resistance to acid damage. - - Source: Player's Handbook, p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook, p. 34 - - - - Dragonborn (Blue) - M - 30 - Str 2, Cha 1 - - - - Draconic Ancestry - You have blue dragon ancestry. - - Source: Player's Handbook, p. 34 - - - Breath Weapon - You can use your action to exhale a 5 foot by 30 foot line of lightning. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook, p. 34 - - - Damage Resistance - You have resistance to lightning damage. - - Source: Player's Handbook, p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook, p. 34 - - - - Dragonborn (Brass) - M - 30 - Str 2, Cha 1 - - - - Draconic Ancestry - You have brass dragon ancestry. - - Source: Player's Handbook, p. 34 - - - Breath Weapon - You can use your action to exhale a 5 foot by 30 foot line of fire. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook, p. 34 - - - Damage Resistance - You have resistance to fire damage. - - Source: Player's Handbook, p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook, p. 34 - - - - Dragonborn (Bronze) - M - 30 - Str 2, Cha 1 - - - - Draconic Ancestry - You have bronze dragon ancestry. - - Source: Player's Handbook, p. 34 - - - Breath Weapon - You can use your action to exhale a 5 foot by 30 foot line of lightning. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook, p. 34 - - - Damage Resistance - You have resistance to lightning damage. - - Source: Player's Handbook, p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook, p. 34 - - - - Dragonborn (Copper) - M - 30 - Str 2, Cha 1 - - - - Draconic Ancestry - You have copper dragon ancestry. - - Source: Player's Handbook, p. 34 - - - Breath Weapon - You can use your action to exhale a 5 foot by 30 foot line of acid. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook, p. 34 - - - Damage Resistance - You have resistance to acid damage. - - Source: Player's Handbook, p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook, p. 34 - - - - Dragonborn (Gold) - M - 30 - Str 2, Cha 1 - - - - Draconic Ancestry - You have gold dragon ancestry. - - Source: Player's Handbook, p. 34 - - - Breath Weapon - You can use your action to exhale a 15 foot cone of fire. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook, p. 34 - - - Damage Resistance - You have resistance to fire damage. - - Source: Player's Handbook, p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook, p. 34 - - - - Dragonborn (Green) - M - 30 - Str 2, Cha 1 - - - - Draconic Ancestry - You have green dragon ancestry. - - Source: Player's Handbook, p. 34 - - - Breath Weapon - You can use your action to exhale a 15 foot cone of poison. - When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook, p. 34 - - - Damage Resistance - You have resistance to poison damage. - - Source: Player's Handbook, p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook, p. 34 - - - - Dragonborn (Red) - M - 30 - Str 2, Cha 1 - - - - Draconic Ancestry - You have red dragon ancestry. - - Source: Player's Handbook, p. 34 - - - Breath Weapon - You can use your action to exhale a 15 foot cone of fire. - When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook, p. 34 - - - Damage Resistance - You have resistance to fire damage. - - Source: Player's Handbook, p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook, p. 34 - - - - Dragonborn (Silver) - M - 30 - Str 2, Cha 1 - - - - Draconic Ancestry - You have silver dragon ancestry. - - Source: Player's Handbook, p. 34 - - - Breath Weapon - You can use your action to exhale a 15 foot cone of cold. - When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook, p. 34 - - - Damage Resistance - You have resistance to cold damage. - - Source: Player's Handbook, p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook, p. 34 - - - - Dragonborn (White) - M - 30 - Str 2, Cha 1 - - - - Draconic Ancestry - You have white dragon ancestry. - - Source: Player's Handbook, p. 34 - - - Breath Weapon - You can use your action to exhale a 15 foot cone of cold. - When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution 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 6th level, 4d6 at 11th level, and 5d6 at 16th level. - After you use your breath weapon, you can't use it again until you complete a short or long rest. - - Source: Player's Handbook, p. 34 - - - Damage Resistance - You have resistance to cold damage. - - Source: Player's Handbook, p. 34 - - - Languages - You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. - - Source: Player's Handbook, p. 34 - - - - - Duergar + Dwarf, Duergar M 25 Con 2, Str 1 @@ -10248,36 +9846,169 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Earth Genasi - M - 30 - Con 2, Str 1 - Constitution - - - Earth Walk - You can move across difficult terrain made of earth or stone without expending extra movement. - - Source: Elemental Evil Player's Companion, p. 9 - Princes of the Apocalypse, p. 229 - - - Merge with Stone - You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. - - Source: Elemental Evil Player's Companion, p. 9 - Princes of the Apocalypse, p. 229 - - - Languages - You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. - - Source: Elemental Evil Player's Companion, p. 9 - Princes of the Apocalypse, p. 228 - + Dwarf, Mark of Warding + M + 25 + Con 2, Dex 1, Int 1 + Intelligence + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 20 + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + Source: Player's Handbook, p. 20 + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + Source: Player's Handbook, p. 20 + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. + + Source: Player's Handbook, p. 20 + + + 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. + + Source: Player's Handbook, p. 20 + + + Languages + You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. + + Source: Player's Handbook, p. 20 + + + Master of Locks + When you make an Intelligence (History), Intelligence (Investigation), or Thieves’ Tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Wards and Seals + You can use your mark to cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock once with this trait and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + - Eladrin + Elf, Aereni High + M + 30 + Dex 2, Int 1 + Intelligence + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + 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. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 24 + + + Cantrip + You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. + + Source: Player's Handbook, p. 24 + + + Variant: Aerini Elf + An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency. This feature replaces Elf Weapon Training + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + + Elf, Aereni Wood + M + 35 + Dex 2, Wis 1 + + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + 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. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Fleet of Foot + Your base walking speed increases to 35 feet. + + Source: Player's Handbook, p. 24 + + + 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. + + Source: Player's Handbook, p. 24 + + + Variant: Aerini Elf + An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency. This feature replaces Elf Weapon Training + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + + Elf, Eladrin M 30 Dex 2, Cha 1 @@ -10337,113 +10068,285 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes. Summer is the season of boldness and aggression, a time of unfettered energy. - Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer. - - + Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer. Source: Mordenkainen's Tome of Foes, p. 61 - Eladrin (DMG) - M - 30 - Dex 2, Int 1 - - Perception - - Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - 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. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Elf Weapon Training - You have proficiency with the longsword, shortsword, shortbow, and longbow. - - Source: Dungeon Master's Guide, p. 286 - - - Fey Step - You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest. - - Source: Dungeon Master's Guide, p. 286 - + Elf, Mark of Shadow + M + 30 + Dex 2, Cha 1 + Charisma + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + 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. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Natural Talent + You gain proficiency with one musical instrument or the Performance skill. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Gift of the Shadows + When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Shape Shadows + You know the minor illusion cantrip. Charisma is your spellcasting ability for this trait. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Slip Into Shadows + You can use the Hide action as a bonus action, even if you have no cover or if you’re under observation. Regardless of whether you succeed or fail, once you use this ability, you can’t use it again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + - Fallen Aasimar - M - 30 - Cha 2, Str 1 - Charisma - - - Darkvision - Blessed with a radiant soul, your vision can easily cut through darkness. 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. - - Source: Volo's Guide to Monsters, p. 105 - - - Celestial Resistance - You have resistance to necrotic damage and radiant damage. - - Source: Volo's Guide to Monsters, p. 105 - - - 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. - - Source: Volo's Guide to Monsters, p. 105 - - - Light Bearer - You know the light cantrip. Charisma is your spellcasting ability for it. - - Source: Volo's Guide to Monsters, p. 105 - - - Languages - You can speak, read, and write Common and Celestial. - - Source: Volo's Guide to Monsters, p. 105 - - - Necrotic Shroud - Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. - Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. - Once you use this trait, you can't use it again until you finish a long rest. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Source: Volo's Guide to Monsters, p. 105 - + Elf, Sea + M + 30 + Dex 2, Con 1 + + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + 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. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common, Elvish, and Aquan. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Sea Elf Training + You have proficiency with the spear, trident, light crossbow, and net. + + Source: Mordenkainen's Tome of Foes, p. 62 + + + Child of the Sea + You have a swimming speed of 30 feet and can breathe air and water. + + Source: Mordenkainen's Tome of Foes, p. 62 + + + Friend of the Sea + Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. + + Source: Mordenkainen's Tome of Foes, p. 62 + + + + Elf, Shadar-kai + M + 30 + Dex 2, Con 1 + + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + 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. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Necrotic Resistance + You have resistance to necrotic damage. + + Source: Mordenkainen's Tome of Foes, p. 62 + + + Blessing of the Raven Queen + 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 long rest. + Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. + + Source: Mordenkainen's Tome of Foes, p. 62 + + + + Elf, Valenar High + M + 30 + Dex 2, Int 1 + Intelligence + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + 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. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 24 + + + Cantrip + You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. + + Source: Player's Handbook, p. 24 + + + Variant: Valenar Elf + A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow. This feature replaces Elf Weapon Training. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + + Elf, Valenar Wood + M + 35 + Dex 2, Wis 1 + + Perception + + Darkvision + Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 23 + + + Keen Senses + You have proficiency in the Perception skill. + + Source: Player's Handbook, p. 23 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 23 + + + 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. + + Source: Player's Handbook, p. 23 + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + Source: Player's Handbook, p. 23 + + + Fleet of Foot + Your base walking speed increases to 35 feet. + + Source: Player's Handbook, p. 24 + + + 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. + + Source: Player's Handbook, p. 24 + + + Variant: Valenar Elf + A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow. This feature replaces Elf Weapon Training. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + Firbolg @@ -10485,7 +10388,65 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Fire Genasi + Genasi, Air + M + 30 + Con 2, Dex 1 + Constitution + + + Unending Breath + You can hold your breath indefinitely while you're not incapacitated. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 229 + + + Mingle with the Wind + You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 229 + + + Languages + You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 228 + + + + Genasi, Earth + M + 30 + Con 2, Str 1 + Constitution + + + Earth Walk + You can move across difficult terrain made of earth or stone without expending extra movement. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 229 + + + Merge with Stone + You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 229 + + + Languages + You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 228 + + + + Genasi, Fire M 30 Con 2, Int 1 @@ -10521,80 +10482,47 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Forest Gnome - S - 25 - Int 2, Dex 1 - Intelligence - - - Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 37 - - - Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. - - Source: Player's Handbook, p. 37 - - - Languages - You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. - - Source: Player's Handbook, p. 37 - - - Natural Illusionist - You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. - - Source: Player's Handbook, p. 37 - - - Speak with Small Beasts - Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. - - Source: Player's Handbook, p. 37 - - - - Ghostwise Halfling - S - 25 - Dex 2, Wis 1 - - - - Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - - Source: Player's Handbook, p. 28 - - - Brave - You have advantage on saving throws against being frightened. - - Source: Player's Handbook, p. 28 - - - Halfling Nimbleness - You can move through the space of any creature that is of a size larger than yours. - - Source: Player's Handbook, p. 28 - - - Languages - You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. - - Source: Player's Handbook, p. 28 - - - Silent Speech - You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. - - Source: Sword Coast Adventurer's Guide, p. 110 - + Genasi, Water + M + 30 + Con 2, Wis 1 + Constitution + + + Acid Resistance + You have resistance to acid damage. + + Source: Elemental Evil Player's Companion, p. 10 + Princes of the Apocalypse, p. 229 + + + Amphibious + You can breathe air and water. + + Source: Elemental Evil Player's Companion, p. 10 + Princes of the Apocalypse, p. 229 + + + Swim + You have a swimming speed of 30 feet. + + Source: Elemental Evil Player's Companion, p. 10 + Princes of the Apocalypse, p. 229 + + + 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. Constitution is your spellcasting ability for these spells. + + Source: Elemental Evil Player's Companion, p. 10 + Princes of the Apocalypse, p. 229 + + + Languages + You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. + + Source: Elemental Evil Player's Companion, p. 9 + Princes of the Apocalypse, p. 228 + Githyanki @@ -10658,6 +10586,96 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Mordenkainen's Tome of Foes, p. 96 + + Gnome, Deep + S + 25 + Int 2, Dex 1 + + + + Superior Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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. + + Source: Sword Coast Adventurer's Guide, p. 115 + Elemental Evil Player's Companion, p. 7 + Mordenkainen's Tome of Foes, p. 113 + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + Source: Sword Coast Adventurer's Guide, p. 115 + Elemental Evil Player's Companion, p. 7 + Mordenkainen's Tome of Foes, p. 113 + + + Stone Camouflage + You have advantage on Dexterity (stealth) checks to hide in rocky terrain and underground. + + Source: Sword Coast Adventurer's Guide, p. 115 + Elemental Evil Player's Companion, p. 7 + Mordenkainen's Tome of Foes, p. 113 + + + Languages + You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands. + + Source: Sword Coast Adventurer's Guide, p. 115 + Elemental Evil Player's Companion, p. 7 + Mordenkainen's Tome of Foes, p. 113 + + + + Gnome, Mark of Scribing + S + 25 + Int 2, Cha 1 + Intelligence + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 37 + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + Source: Player's Handbook, p. 37 + + + Languages + You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. + + Source: Player's Handbook, p. 37 + + + Gifted Scribe + You are proficient with calligrapher’s supplies and the forgery kit. When you make an ability check using either one of these tools, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Scribe's Insight + You can cast comprehend languages once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for it. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Whispering Wind + You know the cantrip message. Intelligence is your spellcasting ability when casting it. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Extra Language + You can speak, read, and write one extra language of your choice. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + Goblin S @@ -10795,7 +10813,133 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Elf + Halfling, Ghostwise + S + 25 + Dex 2, Wis 1 + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + Source: Player's Handbook, p. 28 + + + Brave + You have advantage on saving throws against being frightened. + + Source: Player's Handbook, p. 28 + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + Source: Player's Handbook, p. 28 + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + Source: Player's Handbook, p. 28 + + + Silent Speech + You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. + + Source: Sword Coast Adventurer's Guide, p. 110 + + + + Halfling, Mark of Healing + S + 25 + Dex 2, Wis 1 + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + Source: Player's Handbook, p. 28 + + + Brave + You have advantage on saving throws against being frightened. + + Source: Player's Handbook, p. 28 + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + Source: Player's Handbook, p. 28 + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + Source: Player's Handbook, p. 28 + + + Medical Intuition + When you make a Wisdom (Medicine) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Healing Touch + As an action, you can draw power from your dragonmark to spend one of your Hit Dice and revitalize yourself or a creature you touch. Roll the die, add your Wisdom modifier, and the creature regains a number of hit points equal to the total. Once you use this trait, you can’t use it again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + + Halfling, Mark of Hospitality + S + 25 + Dex 2, Cha 1 + Charisma + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + Source: Player's Handbook, p. 28 + + + Brave + You have advantage on saving throws against being frightened. + + Source: Player's Handbook, p. 28 + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + Source: Player's Handbook, p. 28 + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + Source: Player's Handbook, p. 28 + + + Innkeeper's Charms + You know the cantrips friends and prestidigitation. Charisma is your spellcasting ability for them. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Ever Hospitable + When you make a Charisma (Persuasion) check or an ability check involving Brewer's Supplies or Cook's Utensils, you can roll one Intuition die (a d4) and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + + Half-Elf (High Elf Ancestry) M 30 Cha 2 @@ -10838,20 +10982,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Sword Coast Adventurer's Guide, p. 116 - - Variant: Fleet of Foot - Your base walking speed increases to 35 feet. - A half-elf of wood elf ancestry can select this feature in place of Skill Versatility. - - Source: Sword Coast Adventurer's Guide, p. 116 - - - Variant: 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. - A half-elf of wood elf ancestry can select this feature in place of Skill Versatility. - - Source: Sword Coast Adventurer's Guide, p. 116 - Variant: Cantrip You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. @@ -10859,171 +10989,276 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Sword Coast Adventurer's Guide, p. 116 - - Variant: Drow Magic - You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. You must finish a long rest before casting these spells again using this trait. Charisma is your spellcasting ability for these spells. - A half-elf of dark elf ancestry can select this feature in place of Skill Versatility. - - Source: Sword Coast Adventurer's Guide, p. 116 - - - Variant: Aquatic - You have a swimming speed of 30 feet. - A half-elf of aquatic elf ancestry can select this feature in place of Skill Versatility. - - Source: Sword Coast Adventurer's Guide, p. 116 - - Half-Orc - M - 30 - Str 2, Con 1 - - Intimidation - - Darkvision - Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 41 - - - Menacing - You gain proficiency in the Intimidation skill. - - Source: Player's Handbook, p. 41 - - - 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. - - Source: Player's Handbook, p. 41 - - - 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. - - Source: Player's Handbook, p. 41 - - - Languages - You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. - - Source: Player's Handbook, p. 41 - + Half-Elf (Wood Elf Ancestry) + M + 30 + Cha 2 + + + + Ability Score Increase + Two different ability scores of your choice increase by 1. + + Source: Player's Handbook, p. 39 + + + Darkvision + Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 39 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 39 + + + Skill Versatility + You gain proficiency in two skills of your choice. + + Source: Player's Handbook, p. 39 + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + Source: Player's Handbook, p. 39 + + + Variant: Elf Weapon Training + You have proficiency with the longsword, shortsword, shortbow, and longbow. + A half-elf of high elf or wood elf ancestry can select this feature in place of Skill Versatility. + + Source: Sword Coast Adventurer's Guide, p. 116 + + + Variant: Fleet of Foot + Your base walking speed increases to 35 feet. + A half-elf of wood elf ancestry can select this feature in place of Skill Versatility. + + Source: Sword Coast Adventurer's Guide, p. 116 + + + Variant: 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. + A half-elf of wood elf ancestry can select this feature in place of Skill Versatility. + + Source: Sword Coast Adventurer's Guide, p. 116 + - High Elf - M - 30 - Dex 2, Int 1 - Intelligence - Perception - - Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - 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. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common, Elvish, and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 24 - - - Elf Weapon Training - You have proficiency with the longsword, shortsword, shortbow, and longbow. - - Source: Player's Handbook, p. 23 - - - Cantrip - You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. - - Source: Player's Handbook, p. 24 - - - Variant: Aerini Elf - An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency. This feature replaces Elf Weapon Training - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Variant: Valenar Elf - A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow. This feature replaces Elf Weapon Training. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - + Half-Elf (Dark Elf Ancestry) + M + 30 + Cha 2 + + + + Ability Score Increase + Two different ability scores of your choice increase by 1. + + Source: Player's Handbook, p. 39 + + + Darkvision + Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 39 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 39 + + + Skill Versatility + You gain proficiency in two skills of your choice. + + Source: Player's Handbook, p. 39 + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + Source: Player's Handbook, p. 39 + + + Variant: Drow Magic + You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. You must finish a long rest before casting these spells again using this trait. Charisma is your spellcasting ability for these spells. + A half-elf of dark elf ancestry can select this feature in place of Skill Versatility. + + Source: Sword Coast Adventurer's Guide, p. 116 + - Hill Dwarf - M - 25 - Con 2, Wis 1 - - - - Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 20 - - - Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage. - - Source: Player's Handbook, p. 20 - - - Dwarven Combat Training - You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. - - Source: Player's Handbook, p. 20 - - - Tool Proficiency - You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. - - Source: Player's Handbook, p. 20 - - - 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. - - Source: Player's Handbook, p. 20 - - - Languages - You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. - - Source: Player's Handbook, p. 20 - - - Dwarven Toughness - Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. - - Source: Player's Handbook, p. 20 - - hp +1 + Half-Elf (Aquatic Elf Ancestry) + M + 30 + Cha 2 + + + + Ability Score Increase + Two different ability scores of your choice increase by 1. + + Source: Player's Handbook, p. 39 + + + Darkvision + Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 39 + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + Source: Player's Handbook, p. 39 + + + Skill Versatility + You gain proficiency in two skills of your choice. + + Source: Player's Handbook, p. 39 + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + Source: Player's Handbook, p. 39 + + + Variant: Aquatic + You have a swimming speed of 30 feet. + A half-elf of aquatic elf ancestry can select this feature in place of Skill Versatility. + + Source: Sword Coast Adventurer's Guide, p. 116 + + + + Half-Elf, Mark of Detection + M + 30 + Int 1, Cha 1 + Intelligence + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Deductive Intuition + When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Sense Threats + You can cast the detect magic and detect poison and disease spells, but only as rituals. Intelligence is your spellcasting ability for these spells. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Languages + You can speak, read, and write Common and Elvish. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + + Half-Elf, Mark of Storm + M + 30 + Dex 1, Cha 1 + + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Sea Monkey + Your base walking speed is 30 feet, and you have a swim speed of 30 feet. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Windwright's Intuition + When you make a Dexterity (Acrobatics) check or any ability check involving operating or maintaining a water or air vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Storm's Blessing + You have resistance to lightning damage. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Headwinds + You know the gust cantrip. When you reach 3rd level, you can cast the gust of wind spell once with this trait and regain the ability to do so when you finish a long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Languages + You can speak, read, and write Common and Elvish. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + + Half-Orc, Mark of Finding + M + 30 + Str 1, Wis 1 + + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + 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. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Hunter's Intuition + Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Imprint Prey + As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. + When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Nature's Voice + When you reach 3rd level you gain the ability to cast locate animal or plant, but only as a ritual. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Languages + You can speak, read, and write Common and Goblin. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + Hobgoblin @@ -11058,50 +11293,219 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Human - M - 30 - Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1 - - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook, p. 31 - + Human, Mark of Finding + M + 30 + Dex 1, Wis 1 + + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + 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. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Hunter's Intuition + Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Imprint Prey + As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. + When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Nature's Voice + When you reach 3rd level you gain the ability to cast locate animal or plant, but only as a ritual. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Languages + You can speak, read, and write Common and Goblin. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + - Human Variant - M - 30 - - - - - Ability Score Increase - Two different ability scores of your choice increase by 1. - - Source: Player's Handbook, p. 31 - - - Skills - You gain proficiency in one skill of your choice. - - Source: Player's Handbook, p. 31 - - - Feat - You gain one feat of your choice. - - Source: Player's Handbook, p. 31 - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook, p. 31 - + Human, Mark of Handling + M + 30 + Dex 1, Wis 1 + Wisdom + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Wild Intuition + When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Expert Handling + You can use the Help action to aid an ally animal companion or mount within 30 feet of you, rather than 5 feet of you. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Primal Connection + You can cast animal friendship once with this trait and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for this spell. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + The Bigger They Are + When you cast a spell that affects only beasts, it also affects monstrosities with an Intelligence score of 3 or lower. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + Source: Player's Handbook p. 31 + + + + Human, Mark of Making + M + 30 + Int 1, Dex 1 + Intelligence + + + Ability Score Increase + Increase either Intelligence or Dexterity by an additional 1 point. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Artisan's Intuition + When you make an ability check with artisan’s tools, roll 1d4 and add it to the result. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Maker's Gift + You know the cantrip mending and gain proficiency with one type of artisan’s tools + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Magecraft + You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Spellsmith + You can spend one minute to weave a temporary enchantment into a nonmagical suit of armor or weapon. For the next hour the object becomes a magic item, gaining a +1 bonus to AC if it is armor or a +1 bonus to hit and damage if it is a weapon. Once you use this trait, you can’t use it again until you finish a long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + Source: Player's Handbook p. 31 + + + + Human, Mark of Passage + M + 40 + Dex 2 + + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Courier's Speed + Your base walking speed increases to 40 ft. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Intuitive Motion + When you make a Strength (Athletics) check or any ability check to operate or maintain a land vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Orien's Grace + When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Shared Passage + As a bonus action you can teleport a distance up to your walking speed, ending in an unoccupied space that you can see. You can bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this trait. Once you use this trait, you can’t use it again until you finish a long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + Source: Player's Handbook p. 31 + + + + Human, Mark of Sentinel + M + 30 + Str 1, Wis 1 + + + + Ability Score Increase + One ability score of your choice increases by 1. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Sentinel's Intuition + When you roll for Initiative or make a Wisdom (Perception) check to notice a threat, you can roll one Intuition die, a d4, and add it to the ability check. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Sentinel's Shield + You know the cantrip blade ward. You can cast shield once with this trait and regain the ability to do so after you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Vigilant Guardian + As an action, you can designate an ally you can see as your ward. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward. When you do, you become the target of the attack. + + Source: Wayfinder's Guide to Eberron, Chapter 4 + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + Source: Player's Handbook p. 31 + Kalashtar @@ -11224,44 +11628,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Volo's Guide to Monsters, p. 119 - - Lightfoot Halfling - S - 25 - Dex 2, Cha 1 - - - - Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - - Source: Player's Handbook, p. 28 - - - Brave - You have advantage on saving throws against being frightened. - - Source: Player's Handbook, p. 28 - - - Halfling Nimbleness - You can move through the space of any creature that is of a size larger than yours. - - Source: Player's Handbook, p. 28 - - - Languages - You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. - - Source: Player's Handbook, p. 28 - - - 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. - - Source: Player's Handbook, p. 28 - - Lizardfolk M @@ -11318,693 +11684,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Volo's Guide to Monsters, p. 113 - - Longtooth Shifter - M - 30 - Dex 1, Str 2 - - Perception, Intimidation - - Darkvision - You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Keen Senses - You have proficiency with the Perception skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - 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 subrace, described below. - Once you shift, you can’t do so again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Fierce - You have proficiency with the Intimidation skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting Feature - While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Mark of Detection (Half-Elf) - M - 30 - Int 1, Cha 1 - Intelligence - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Deductive Intuition - When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Sense Threats - You can cast the detect magic and detect poison and disease spells, but only as rituals. Intelligence is your spellcasting ability for these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and Elvish. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Mark of Finding (Half-Orc) - M - 30 - Str 1, Wis 1 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - 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. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Hunter's Intuition - Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Imprint Prey - As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. - When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Nature's Voice - When you reach 3rd level you gain the ability to cast locate animal or plant, but only as a ritual. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and Goblin. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Mark of Finding (Human) - M - 30 - Dex 1, Wis 1 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - 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. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Hunter's Intuition - Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Imprint Prey - As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. - When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Nature's Voice - When you reach 3rd level you gain the ability to cast locate animal or plant, but only as a ritual. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and Goblin. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Mark of Handling (Human) - M - 30 - Dex 1, Wis 1 - Wisdom - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Wild Intuition - When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Expert Handling - You can use the Help action to aid an ally animal companion or mount within 30 feet of you, rather than 5 feet of you. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Primal Connection - You can cast animal friendship once with this trait and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for this spell. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - The Bigger They Are - When you cast a spell that affects only beasts, it also affects monstrosities with an Intelligence score of 3 or lower. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook p. 31 - - - - Mark of Healing (Halfling) - S - 25 - Dex 2, Wis 1 - - - - Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - - Source: Player's Handbook, p. 28 - - - Brave - You have advantage on saving throws against being frightened. - - Source: Player's Handbook, p. 28 - - - Halfling Nimbleness - You can move through the space of any creature that is of a size larger than yours. - - Source: Player's Handbook, p. 28 - - - Languages - You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. - - Source: Player's Handbook, p. 28 - - - Medical Intuition - When you make a Wisdom (Medicine) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Healing Touch - As an action, you can draw power from your dragonmark to spend one of your Hit Dice and revitalize yourself or a creature you touch. Roll the die, add your Wisdom modifier, and the creature regains a number of hit points equal to the total. Once you use this trait, you can’t use it again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Mark of Hospitality (Halfling) - S - 25 - Dex 2, Cha 1 - Charisma - - - Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - - Source: Player's Handbook, p. 28 - - - Brave - You have advantage on saving throws against being frightened. - - Source: Player's Handbook, p. 28 - - - Halfling Nimbleness - You can move through the space of any creature that is of a size larger than yours. - - Source: Player's Handbook, p. 28 - - - Languages - You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. - - Source: Player's Handbook, p. 28 - - - Innkeeper's Charms - You know the cantrips friends and prestidigitation. Charisma is your spellcasting ability for them. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Ever Hospitable - When you make a Charisma (Persuasion) check or an ability check involving Brewer's Supplies or Cook's Utensils, you can roll one Intuition die (a d4) and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Mark of Making (Human) - M - 30 - Int 1, Dex 1 - Intelligence - - - Ability Score Increase - Increase either Intelligence or Dexterity by an additional 1 point. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Artisan's Intuition - When you make an ability check with artisan’s tools, roll 1d4 and add it to the result. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Maker's Gift - You know the cantrip mending and gain proficiency with one type of artisan’s tools - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Magecraft - You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Spellsmith - You can spend one minute to weave a temporary enchantment into a nonmagical suit of armor or weapon. For the next hour the object becomes a magic item, gaining a +1 bonus to AC if it is armor or a +1 bonus to hit and damage if it is a weapon. Once you use this trait, you can’t use it again until you finish a long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook p. 31 - - - - Mark of Passage (Human) - M - 40 - Dex 2 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Courier's Speed - Your base walking speed increases to 40 ft. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Intuitive Motion - When you make a Strength (Athletics) check or any ability check to operate or maintain a land vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Orien's Grace - When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Shared Passage - As a bonus action you can teleport a distance up to your walking speed, ending in an unoccupied space that you can see. You can bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this trait. Once you use this trait, you can’t use it again until you finish a long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook p. 31 - - - - Mark of Scribing (Gnome) - S - 25 - Int 2, Cha 1 - Intelligence - - - Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 37 - - - Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. - - Source: Player's Handbook, p. 37 - - - Languages - You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. - - Source: Player's Handbook, p. 37 - - - Gifted Scribe - You are proficient with calligrapher’s supplies and the forgery kit. When you make an ability check using either one of these tools, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Scribe's Insight - You can cast comprehend languages once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for it. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Whispering Wind - You know the cantrip message. Intelligence is your spellcasting ability when casting it. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Extra Language - You can speak, read, and write one extra language of your choice. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Mark of Sentinel (Human) - M - 30 - Str 1, Wis 1 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Sentinel's Intuition - When you roll for Initiative or make a Wisdom (Perception) check to notice a threat, you can roll one Intuition die, a d4, and add it to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Sentinel's Shield - You know the cantrip blade ward. You can cast shield once with this trait and regain the ability to do so after you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Vigilant Guardian - As an action, you can designate an ally you can see as your ward. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward. When you do, you become the target of the attack. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook p. 31 - - - - Mark of Shadow (Elf) - M - 30 - Dex 2, Cha 1 - Charisma - Perception - - Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - 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. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Natural Talent - You gain proficiency with one musical instrument or the Performance skill. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Gift of the Shadows - When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Shape Shadows - You know the minor illusion cantrip. Charisma is your spellcasting ability for this trait. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Slip Into Shadows - You can use the Hide action as a bonus action, even if you have no cover or if you’re under observation. Regardless of whether you succeed or fail, once you use this ability, you can’t use it again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Mark of Storm (Half-Elf) - M - 30 - Dex 1, Cha 1 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Sea Monkey - Your base walking speed is 30 feet, and you have a swim speed of 30 feet. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Windwright's Intuition - When you make a Dexterity (Acrobatics) check or any ability check involving operating or maintaining a water or air vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Storm's Blessing - You have resistance to lightning damage. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Headwinds - You know the gust cantrip. When you reach 3rd level, you can cast the gust of wind spell once with this trait and regain the ability to do so when you finish a long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and Elvish. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Mark of Warding (Dwarf) - M - 25 - Con 2, Dex 1, Int 1 - Intelligence - - - Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 20 - - - Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage. - - Source: Player's Handbook, p. 20 - - - Dwarven Combat Training - You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. - - Source: Player's Handbook, p. 20 - - - Tool Proficiency - You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. - - Source: Player's Handbook, p. 20 - - - 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. - - Source: Player's Handbook, p. 20 - - - Languages - You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. - - Source: Player's Handbook, p. 20 - - - Master of Locks - When you make an Intelligence (History), Intelligence (Investigation), or Thieves’ Tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Wards and Seals - You can use your mark to cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock once with this trait and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Mountain Dwarf - M - 25 - Con 2, Str 2 - - - - Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 20 - - - Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage. - - Source: Player's Handbook, p. 20 - - - Dwarven Combat Training - You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. - - Source: Player's Handbook, p. 20 - - - Tool Proficiency - You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. - - Source: Player's Handbook, p. 20 - - - 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. - - Source: Player's Handbook, p. 20 - - - Languages - You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. - - Source: Player's Handbook, p. 20 - - - Dwarven Armor Training - You have proficiency with light and medium armor. - - Source: Player's Handbook, p. 20 - - Orc M @@ -12045,286 +11724,97 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Protector Aasimar - M - 30 - Cha 2, Wis 1 - Charisma - - - Darkvision - Blessed with a radiant soul, your vision can easily cut through darkness. 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. - - Source: Volo's Guide to Monsters, p. 105 - - - Celestial Resistance - You have resistance to necrotic damage and radiant damage. - - Source: Volo's Guide to Monsters, p. 105 - - - 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. - - Source: Volo's Guide to Monsters, p. 105 - - - Light Bearer - You know the light cantrip. Charisma is your spellcasting ability for it. - - Source: Volo's Guide to Monsters, p. 105 - - - Languages - You can speak, read, and write Common and Celestial. - - Source: Volo's Guide to Monsters, p. 105 - - - Radiant Soul - Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. - Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. - Once you use this trait, you can't use it again until you finish a long rest. - - Source: Volo's Guide to Monsters, p. 105 - + Shifter, Beasthide + M + 30 + Dex 1, Con 2 + + Perception, Athletics + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Keen Senses + You have proficiency with the Perception skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + 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 subrace, described below. + Once you shift, you can’t do so again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Languages + You can speak, read, and write Common. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Tough + You have proficiency with the Athletics skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Shifting Feature + Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + - Rock Gnome - S - 25 - Int 2, Con 1 - - - - Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 37 - - - Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. - - Source: Player's Handbook, p. 37 - - - Languages - You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. - - Source: Player's Handbook, p. 37 - - - 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. - - Source: Player's Handbook, p. 37 - - - Tinker - You have proficiency with artisan's tools (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. - - Source: Player's Handbook, p. 37 - + Shifter, Longtooth + M + 30 + Dex 1, Str 2 + + Perception, Intimidation + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Keen Senses + You have proficiency with the Perception skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + 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 subrace, described below. + Once you shift, you can’t do so again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Languages + You can speak, read, and write Common. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Fierce + You have proficiency with the Intimidation skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Shifting Feature + While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + - Scourge Aasimar - M - 30 - Cha 2, Con 1 - Charisma - - - Darkvision - Blessed with a radiant soul, your vision can easily cut through darkness. 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. - - Source: Volo's Guide to Monsters, p. 105 - - - Celestial Resistance - You have resistance to necrotic damage and radiant damage. - - Source: Volo's Guide to Monsters, p. 105 - - - 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. - - Source: Volo's Guide to Monsters, p. 105 - - - Light Bearer - You know the light cantrip. Charisma is your spellcasting ability for it. - - Source: Volo's Guide to Monsters, p. 105 - - - Languages - You can speak, read, and write Common and Celestial. - - Source: Volo's Guide to Monsters, p. 105 - - - Radiant Consumption - Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. - Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. - Once you use this trait, you can't use it again until you finish a long rest. - - Source: Volo's Guide to Monsters, p. 105 - - - - Sea Elf - M - 30 - Dex 2, Con 1 - - Perception - - Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - 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. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common, Elvish, and Aquan. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Sea Elf Training - You have proficiency with the spear, trident, light crossbow, and net. - - Source: Mordenkainen's Tome of Foes, p. 62 - - - Child of the Sea - You have a swimming speed of 30 feet and can breathe air and water. - - Source: Mordenkainen's Tome of Foes, p. 62 - - - Friend of the Sea - Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. - - Source: Mordenkainen's Tome of Foes, p. 62 - - - - Shadar-kai - M - 30 - Dex 2, Con 1 - - Perception - - Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - 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. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Necrotic Resistance - You have resistance to necrotic damage. - - Source: Mordenkainen's Tome of Foes, p. 62 - - - Blessing of the Raven Queen - 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 long rest. - Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. - - Source: Mordenkainen's Tome of Foes, p. 62 - - - - Stout Halfling - S - 25 - Dex 2, Con 1 - - - - Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - - Source: Player's Handbook, p. 28 - - - Brave - You have advantage on saving throws against being frightened. - - Source: Player's Handbook, p. 28 - - - Halfling Nimbleness - You can move through the space of any creature that is of a size larger than yours. - - Source: Player's Handbook, p. 28 - - - Languages - You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. - - Source: Player's Handbook, p. 28 - - - Stout Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage. - - Source: Player's Handbook, p. 28 - - - - Swiftstride Shifter + Shifter, Swiftstride M 35 Dex 2, Cha 1 @@ -12374,6 +11864,57 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Wayfinder's Guide to Eberron, Chapter 3 + + Shifter, Wildhunt + M + 30 + Dex 1, Wis 2 + + Perception, Survival + + Darkvision + You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Keen Senses + You have proficiency with the Perception skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + 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 subrace, described below. + Once you shift, you can’t do so again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Languages + You can speak, read, and write Common. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Natural Tracker + You have proficiency with the Survival skill. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Mark the Scent + As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + + Shifting Feature + While shifted, you have advantage on Wisdom checks. + + Source: Wayfinder's Guide to Eberron, Chapter 3 + + Tabaxi M @@ -12413,63 +11954,57 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Tiefling - M - 30 - Cha 2, Int 1 - Charisma - - - Darkvision - Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 43 - - - Hellish Resistance - You have resistance to fire damage. - - Source: Player's Handbook, p. 43 - - - Infernal Legacy - You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. - - Source: Player's Handbook, p. 43 - - - Languages - You can speak, read, and write Common and Infernal. - - Source: Player's Handbook, p. 43 - - - Variant: Appearance - Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. - - Source: Sword Coast Adventurer's Guide, p. 118 - - - Variant: Devil's Tongue - You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait. - - Source: Sword Coast Adventurer's Guide, p. 118 - - - Variant: Hellfire - Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait. - - Source: Sword Coast Adventurer's Guide, p. 118 - - - Variant: Winged - You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait. - - Source: Sword Coast Adventurer's Guide, p. 118 - + Tiefling (Variant) + M + 30 + Cha 2, Int 1 + Charisma + + + Darkvision + Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + Source: Player's Handbook, p. 43 + + + Hellish Resistance + You have resistance to fire damage. + + Source: Player's Handbook, p. 43 + + + Languages + You can speak, read, and write Common and Infernal. + + Source: Player's Handbook, p. 43 + + + Variant: Appearance + Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Devil's Tongue + You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Hellfire + Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + + + Variant: Winged + You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait. + + Source: Sword Coast Adventurer's Guide, p. 118 + - Tiefling (Feral) + Tiefling, Feral M 30 Int 1, Dex 2 @@ -12487,12 +12022,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Player's Handbook, p. 43 - - Infernal Legacy - You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. - - Source: Player's Handbook, p. 43 - Languages You can speak, read, and write Common and Infernal. @@ -13113,168 +12642,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Wayfinder's Guide to Eberron, Chapter 3 - - Water Genasi - M - 30 - Con 2, Wis 1 - Constitution - - - Acid Resistance - You have resistance to acid damage. - - Source: Elemental Evil Player's Companion, p. 10 - Princes of the Apocalypse, p. 229 - - - Amphibious - You can breathe air and water. - - Source: Elemental Evil Player's Companion, p. 10 - Princes of the Apocalypse, p. 229 - - - Swim - You have a swimming speed of 30 feet. - - Source: Elemental Evil Player's Companion, p. 10 - Princes of the Apocalypse, p. 229 - - - 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. Constitution is your spellcasting ability for these spells. - - Source: Elemental Evil Player's Companion, p. 10 - Princes of the Apocalypse, p. 229 - - - Languages - You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. - - Source: Elemental Evil Player's Companion, p. 9 - Princes of the Apocalypse, p. 228 - - - - Wildhunt Shifter - M - 30 - Dex 1, Wis 2 - - Perception, Survival - - Darkvision - You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Keen Senses - You have proficiency with the Perception skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - 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 subrace, described below. - Once you shift, you can’t do so again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Natural Tracker - You have proficiency with the Survival skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Mark the Scent - As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting Feature - While shifted, you have advantage on Wisdom checks. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Wood Elf - M - 35 - Dex 2, Wis 1 - - Perception - - Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - 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. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Elf Weapon Training - You have proficiency with the longsword, shortsword, shortbow, and longbow. - - Source: Player's Handbook, p. 24 - - - Fleet of Foot - Your base walking speed increases to 35 feet. - - Source: Player's Handbook, p. 24 - - - 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. - - Source: Player's Handbook, p. 24 - - - Variant: Aerini Elf - An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency. This feature replaces Elf Weapon Training - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Variant: Valenar Elf - A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow. This feature replaces Elf Weapon Training. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - Yuan-ti Pureblood M