Aarakocra (DMG)
M
20
Dex 2, Wis 2
Description
Source: Dungeon Master's Guide p. 282
Dive Attack
If you are flying and dive at least 30 ft. straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.
Talons
You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Language
You can speak, read, and write Auran.
Aasimar (DMG)
M
30
Wis 1, Cha 2
Charisma
Description
Source: Dungeon Master's Guide p. 286, Explorer's Guide to Wildemount p. 166
Age
Aasimar (DMG) mature at the same rate as humans but live a few years longer.
Alignment
Due to their celestial heritage, Aasimar (DMG) are often good. However, some Aasimar (DMG) fall into evil, rejecting their heritage.
Size
Aasimar (DMG) are built like well-proportioned humans. Your size is Medium.
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 grey.
Celestial Resistance
You have resistance to necrotic and radiant damage.
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.
Language
You can speak, read, and write Common and Celestial.
Bullywug (DMG)
M
20
Int -2, Cha -2
Description
Source: Dungeon Master's Guide p. 282
Amphibious
You can breathe air and water.
Speak with Frogs and Toads
You can communicate simple concepts to frogs and toads when you speak in Bullywug (DMG).
Swamp Camouflage
You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Standing Leap
Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
Languages
You can speak, read, and write Bullywug (DMG).
Gnoll (DMG)
M
30
Str 2, Int -2
Description
Source: Dungeon Master's Guide p. 282
Bite
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Rampage
When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.
Gnome (Deep) (DMG)
M
20
Str 1, Dex 2
Intelligence
Description
Source: Dungeon Master's Guide p. 282
Innate Spellcasting
You have an innate ability to cast the following spells, requiring no material components:
• At will: nondetection (self only)
• 1/day each: blindness/deafness, blur, disguise self
Intelligence is your spellcasting ability for these spells.
Gnome Cunning
You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
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.
Languages
You can speak, read, and write Gnomish, Terran, and Undercommon.
Goblin (DMG)
S
30
Str -2, Dex 2
Description
Source: Dungeon Master's Guide p. 282
Nimble Escape
You can take the Disengage or Hide action as a bonus action on each of your turns.
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.
Languages
You can speak, read, and write Common and Goblin (DMG).
Grimlock (DMG)
M
30
Str 2, Cha -2
Description
Source: Dungeon Master's Guide p. 282
Blindsight
You have no eyes, and cannot be blinded. You can perceive your surroundings within 30 ft., or 10 ft. while deafened. You are considered blind beyond this radius.
Keen Hearing and Smell
You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Stone Camouflage
You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Languages
You can speak, read, and write Undercommon.
Hobgoblin (DMG)
M
30
Description
Source: Dungeon Master's Guide p. 282
Martial Advantage
Once per turn, you can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 ft. of an ally of yours that isn't incapacitated.
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.
Languages
You can speak, read, and write Common and Goblin.
Kenku (DMG)
M
30
Dex 2
Description
Source: Dungeon Master's Guide p. 282
Ambusher
In the first round of a combat, you have advantage on attack rolls against any creature who is surprised.
Mimicry
You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Languages
You can read and write Common and Auran, but you can only speak using your Mimicry trait.
Kobold (DMG)
S
30
Dex 2, Str -4
Description
Source: Dungeon Master's Guide p. 282
Pack Tactics
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
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.
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.
Languages
You can speak, read, and write Common and Draconic.
Kuo-Toa (DMG)
M
30
Description
Source: Dungeon Master's Guide p. 282
Amphibious
You can breathe air and water.
Otherworldly Perception
You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.
Slippery
You have advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity
While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Superior Darkvision
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.
Languages
You can speak, read, and write Undercommon.
Lizardfolk (DMG)
M
30
Str 2, Int -2
Description
Source: Dungeon Master's Guide p. 282
Hold Breath
You can hold your breath for up to 15 minutes at a time.
Natural Armor
Your scales function as natural armor, granting you a +3 bonus to Armor Class.
Languages
You can speak, read, and write Draconic.
Merfolk (DMG)
M
10
Description
Source: Dungeon Master's Guide p. 282
Amphibious
You can breathe air and water.
Languages
You can speak, read, and write Common and Aquan.
Orc (DMG)
M
30
Str 2, Int -2
Description
Source: Dungeon Master's Guide p. 282
Aggressive
As a bonus action, you can move up to your speed toward a hostile creature that you can see.
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.
Languages
You can speak, read, and write Common and Orc (DMG).
Skeleton (DMG)
M
30
Dex 2, Int -4, Cha -4
Description
Source: Dungeon Master's Guide p. 282
Brittle Bones
You are vulnerable to bludgeoning damage.
Undead Nature
You are immune to poison damage and exhaustion, and you can't be poisoned. You don't require air, food, drink, or sleep.
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.
Languages
You can't speak, but you can understand the languages you knew in life.
Troglodyte (DMG)
M
30
Str 2, Con 2, Int -4, Cha -4
Description
Source: Dungeon Master's Guide p. 282
Chameleon Skin
You have advantage on Dexterity (Stealth) checks made to hide.
Stench
Any creature other than a Troglodyte (DMG) that starts its turn within 5 ft. of you must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all Troglodyte (DMG)s for 1 hour.
Sunlight Sensitivity
While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Natural Armor
Your thick hide grants you a +1 bonus to Armor Class.
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.
Languages
You can speak, read, and write Troglodyte (DMG).
Zombie (DMG)
M
30
Str 1, Con 2, Int -6, Wis -4, Cha -4
Description
Source: Dungeon Master's Guide p. 282
Undead Fortitude
If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.
Undead Nature
You are immune to poison damage and exhaustion, and you can't be poisoned. You don't require air, food, drink, or sleep.
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.
Languages
You can't speak, but you can understand the languages you knew in life.