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RACES quick reference — D&D 5E — Elven Subraces Ability Score Increase. +2 Constitution High Alignment. Lawful Good Ability Score Increase. +1 Intelligence Size. Medium Elf Weapon Training. Longsword, shortsword, shortbow, longbow. Speed. 25ft Speed or 5 Squares, which is not reduced by wearing heavy armour . One cantrip of your choice from the wizard spell list. . 60ft, or 12 squares Intelligence is your spellcasting ability for it. Dwarven Resilience. Advantage on saving throws against poison. Resistance against poison damage Extra Language. You know one extra langauge of your choice. Dwarven Combat Training. Battleaxe, Handaxe, Light Hammer, Warhammer Wood Elf Tool Proficiency. Smith’s Tools, Brewer’s Supplies, or Ability Score Increase. +1 Wisdom Mason’s Tools Elf Weapon Training. Longsword, Shortsword, Stonecunning. Considered proficient on History Shortbow, Longbow checks relating to origin of stonework and add double Fleet of Foot. 35ft Speed, or 7 squares proficiency bonus. Mask of the wild. You can attempt to hide when only Languages. Common, Dwarvish lightly obscured by foliage, heavy rain, falling snow, Dwarven Subraces mist, and other natural phenomena. Hill Dwarf Dark Elf () Ability Score Increase. +1 Wisdom Ability Score Increase. +1 Charisma Dwarven Toughness. +1 Maxium hit points every Superior Darkvision. 120ft, or 24 squares level (Including level 1) Sunlight Sensitivity. Disadvantage on attack rolls and Mountain Dwarf Perception checks that rely on sight when you or your target are in direct sunlight. Ability Score Increase. +2 Strength Drow Magic. You know the Dancing Lights cantrip. Dwarven Armor Training. You have proficiency with At third level, you can cast Faerie Fire once per day. At light and medium armor. fifth level, you can cast theDarkness spell once per day. Duergar Charisma is your spellcasting ability for these spells. Ability Score Increase. +1 Strength Superior Darkvision. 120ft, or 24 squares Halfing Extra Language. Undercommon Ability Score Increase. +2 Dexterity Duergar Resilience. Advantage on saving throws Alignment. Lawful Good against illusions and against being charmed or Size. Small paralyzed. Speed. 25ft Speed, or 5 squares Duergar Magic. At third level, you can cast Enlarge/ Reduce spell on yourself, using only the enlarge option, Lucky. You may reroll 1’s on attack rolls, ability once per long rest checks, or saving throws. Must use the new roll. At fifth level, you can castInvisibility on yourself, once Brave. Advantage on saving throws against being per long rest frightened. You do not require material components for either Nimbleness. You may move through the spell, and you can’t cast them in direct sunlight. space of any creature that is a size larger than yours. Intelligence is your spellcasting ability for these spells. Languages. Common, Halfling Sunlight Sensitivity. Disadvantage on attack rolls and perception checks that rely on sight when you or your Halfling Subrace target are in direct sunlight, Lightfoot Ability Score Increase. +1 Charisma Naturally Stealthy. You can attempt to hide even Elf when obscured only by a creature atleast 1 size larger Ability Score Increase. +2 Dexterity than you. Alignment. Chaotic Good/Evil Size. Medium Stout Speed. 30ft Speed, or 6 squares Ability Score Increase. +1 Constitution Darkvision. 60ft, or 12 squares Stout Resilience. Advantage on saving throws against poison. Resistance against poison damage. Keen Senses. Proficiency in Perception Fey Ancestry. Advantage on saving throws against Ghostwise being charmed. Magic can’t put you to sleep. Ability Score Increase. +1 Wisdom Trance. Dont need to sleep. Instead require 4 hours Silent Speech. You can speak telepathically to any of semi conscious meditation. creature within 30ft. Must share a language for it to Languages. Common, Elvish understand you. One creature at a time.

PAGE 1 Human Gnomish Subraces Ability Score Increase. +1 to every score Forest Alignment. Any Alignment Ability Score Increase. +1 Dexterity Size. Medium Natural Illusionist. You know the Minor Illusion cantrip, Speed. 30ft Speed, or 6 squares Intelligence is your spellcasting ability for it Languages. Common, and one language of your Speak with Small Beasts. You can communicate choice simple ideas with small or smaller beasts

Variant Human Rock Gnome Replaces the Ability Score Increase of base human Ability Score Increase. +1 Constitution Ability Score Increase. +1 to two different ability Double proficiency bonus on History scores Artificer’s Lore. checks related to magic items, alchemical objects, or Skills. Proficiency in one skill of your choice technological devices Feat. One feat of your choice Tinker. Proficiency with Tinker’s Tools. Spend 1 Hour and 10gp of materials to construct a Tiny Clockwork Device (AC5, 1HP). Ceases to function after Dragonborn 24 hours. Up to 3 at a time, from the following options: Ability Score Increase. +2 Strength, +1 Charisma Clockwork Toy. Small animal/person/. Moves Alignment. Lawful Good / Chaotic Evil 5ft on the ground in a random direction every turn. Size. Medium Makes Noise Fire Starter. Productes a miniature flame, which can Speed. 30ft Speed, or 6 squares be used to light a fire. Takes an action to use Breath Weapon. 2d6 Damage, 3d6 at level 6, 4d6 at Music Box. Plays a single song at moderate volume level 11, 5d6 at level 16. Damage type based on . when opened. Stops when closed or the song ends Saving throw DC = 8 + Con. Mod + Proficiency. Half damage on successful save. Once per long/short rest Deep Gnome Resistance. Resistance to damage type based on the Ability Score Increase. +1 Dexterity type of dragon Alignment. Neutral. Superior Darkvision. 120ft, or 24 squares Draconic Ancestry Stone Camouflage. Advantage on Stealth checks to Dragon Damage Type Breath Weapon hide in rocky terrain Black Acid 30ft Line (Dex. Save) Extra Language. Undercommon Blue Lightning 30ft Line (Dex. Save) Brass Fire 30ft Line (Dex. Save) Half-Elf Bronze Lightning 30ft Line (Dex. Save) Ability Score Increase. +2 Charisma, +1 to two other Copper Acid 30ft Line (Dex. Save) ability scores Chaotic Gold Fire 15ft Cone (Dex. Save) Alignment. Size. Medium Green Poison 15ft Cone (Con. Save) Speed. 30ft Speed, or 6 squares Red Fire 15ft Cone (Con. Save) Darkvision. 60ft, or 12 squares Silver Cold 15ft Cone (Con. Save) Fey Ancestry. Advantage on saving throws against White Cold 15ft Cone (Con. Save) being charmed. Magic can’t put you to sleep. Skill Versatility. Proficiency in two skills of your choice Gnome Languages. Common, Elvish, and one language of Ability Score Increase. +2 Intelligence your choice Alignment. Good Elven Descent Variations Size. Small Replaces Skill Versatility of base Half-Elf. See the Elf Speed. 25ft Speed, or 5 squares race for more information. Darkvision. 60ft, or 12 squares Wood Elf descent. Elf Weapon Training, Fleet of Foot, Gnome Cunning. Advantage on all Intelligence, or Mask of the Wild Wisdom, and Charisma saving throws against magic. High Elf descent. Elf Weapon Training, or Cantrip Languages. Common, Gnomish Drow Descent. Drow Magic Aquatic. 30ft Swim Speed

PAGE 2 Half- Genasi Ability Score Increase. +2 Strength, +1 Constitution Ability Score Increase. +2 Constitution Alignment. Chaotic Evil-ish Alignment. Neutral Size. Medium Size. Medium Speed. 30ft Speed, or 6 squares Speed. 30ft Speed, or 6 squares Darkvision. 60ft, or 12 squares Languages. Common, Primordial Menacing. Proficient in Intimidation Subraces Relentless Endurance. When you are reduced to Air Genasi 0 hitpoint but not killed, you can drop to 1 hit point instead. Once per long rest Ability Score Increase. +1 Dexterity Savage Attacks. When you score a critical hit in Unending Breath. You can hold your breath forever melee, you can roll another of the weapons damage while not incapacitated dice and add it to the damage Mingle with the Wind. You can cast Levitate once per Languages. Common, Orc long rest with no material components. Constitution is your spellcasting ability for this spell.

Earth Genasi Ability Score Increase. +1 Strength Ability Score Increase. +1 Intelligence, +2 Charisma Earth Walk. Difficult terrain made of earth or stone Alignment. Chaotic Evil-ish doesn’t slow you down Size. Medium Merge with Stone. You can cast Pass Without Trace Speed. 30ft Speed, or 6 squares once per long rest with no material components. Darkvision. 60ft, or 12 squares Constitution is your spellcasting ability for this spell. Hellish Resistance. Resistance to Fire Damage Fire Genasi Infernal Legacy. You know the cantrip. Ability Score Increase. +1 Intelligence Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you Darkvision. 60ft, or 12 squares. everything is in reach 5th level, you can also cast the darkness spell shades of red once per long rest. Charisma is your spellcasting ability Fire Resistance. You have resistance to fire damage. for these spells. Reach to the Blaze. You know the Produce Flame Languages. Common, Infernal cantrip. At third level, you may cast Burning Hands once per long rest, as a first level spell. Tiefling Variants Constitution is your spellcasting ability for these spells. Feral. +1 Intelligence, +2 Dexterity. Replaces Ability Score Increase. Water Genasi ’s Tongue. You know the Vicious Mockery Ability Score Increase. +1 Wisdom cantrip. At third level, you may cast Charm Person once Acid Resistance. You have resistance to acid damage. per long rest, as a second level spell. At fifth level, you Amphibious. You can breathe air and water may cast Enthrall once per long rest. Charisma is your spellcasting ability for these spells. Swim. 30ft Swim Speed, or 6 squares Replaces Infernal Legacy. Call to the Wave. You know the Shape Water cantrip. Winged. 30ft Flying Speed. Replaces Infernal Legacy At third level, you may cast Create or Destroy Water once per long rest, as a second level spell. Hellfire. At third level, you can cast Burning Hands Constitution is your spellcasting ability for these spells. once per day. Replaces the Hellish Rebuke spell of Infernal Legacy. Goliath Aarakocra Ability Score Increase. +2 Strength, +1 Constitution Ability Score Increase. +2 Dexterity, +1 Wisdom Alignment. Lawful Neutral Alignment. Neutral Good Size. Medium Size. Medium Speed. 30ft Speed, or 6 squares Speed. 25ft Speed, or 5 squares Natural Athlete. Proficient in Athletics Flight. 50ft flying speed. Cannot be wearing Medium Stone’s Endurance. When you take damage, you can or Heavy armor use your reaction to reduce the damage by d12 + Con Cannot use it again until you take a short or long rest. Talons. Proficient with unarmed strikes. 1d4 slashing damage Powerful Build. You count as one size larger when determining your carrying capacity and the weight you Languages. Common, Aarakocra, Auran can push, drag, or lift. Mountain Born. Acclimated to high altitude (>20,000 feet). Adapted to cold climates Languages. Common,

PAGE 3 Wisdom Minotaur Measures: Awareness, intuition, insight Ability Score Increase. +1 Strength Important for: Cleric, Conquerors Virtue. +1 Strength, Intelligence, or Racial Increases: Wisdom Hill Dwarf (+1) Wood Elf (+1) Alignment. Lawful Evil Ghostwise Halfling (+1) Human (+1) Size. Medium Aarakocra (+1) Water Genasi (+1) Minotaur (+1) Speed. 30ft Speed, or 6 squares Horns. Proficient with your horns. Melee weapon, 1d10 piercing. Advantage on all checks made to shove Charisma a creature Measures: Confidence, eloquence, leadership Important for: Bard, sorcerer, warlock Goring Rush. When you use the Dash action, you can Racial Increases: make a melee attack with your horns as a bonus action Half-Elf (+2) Tiefling (+2) Hammering Horns. When making a melee attack, Dark Elf (+1) Lightfoot Halfling (+1) you can attempt to shove a creature as a bonus action. Human (+1) Dragonborn (+1) Cannot be used to knock a creature prone Labyrinthine Recall. You can perfectly recall any path you have traveled Determining Ability Scores Sea Reaver. Proficiecy with Navigators Tools and There are several ways to generate your characters Water Vehicles ability scores. Remember to make any changes Languages. Common associated with your race of choice.

Randomly Roll 4d6 and drop the lowest die, and record the total. Do this five more times, until you have 6 numbers. Ability Score Summary Apply one of these numbers to each of your ability Strength scores. Measures: Natural athleticism, bodily power Standard Assortment Important for: Barbarian, fighter, paladin If you want to save time, or just dislike the random Racial Increases: nature of rolling dice, you can use the following scores Mountain Dwarf (+2) Dragonborn (+2) instead: 15, 14, 13, 12, 10, 8. Half-Orc (+2) Duergar (+1) Human (+1) Earth Genasi (+1) Point Buy Goliath (+2) Minotaur (+1/2) You have 27 points to spend on your scores. The cost of each score is shown on the table below. Using this method, 15 is the highest score you can end up with, Dexterity before racial increases. You can’t have a score lower Measures: Physical agility, reflexes, balance, poise than 8. Important for: Monk, range, rogue Racial Increases: Ability Score Point Cost Elf (+2) Halfling (+2) Score Cost Score Cost Feral Tiefling (+2) Aarakocra (+2) Human (+1) Forest Gnome (+1) 8 0 12 4 Deep Gnome (+1) Air Genasi (+1) 9 1 13 5 10 2 14 7 Constitution 11 3 15 9 Measures: Health, stamina, vital force Important for: Everyone Racial Increases: Genasi (+2) Dwarf (+2) Stout Halfling (+1) Human (+1) Rock Gnome (+1) Half-Orc (+1) Goliath (+1)

Intelligence Measures: Mental acuity, memory, analytical skill Important for: Wizard Racial Increases: Gnome (+2) High Elf (+1) Human (+1) Tiefling (+1) Feral Tiefling (+1) Fire Genasi (+1) Minotaur (+1)

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