Jay's Ultimate Race Guide

A reference guide for all available races for Dungeons and Dragons 5th edition.

Aarakocra

From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.

Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.

Aarakocra Traits

Ability score increase Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Speed Your base speed is 25.

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

Talons You are profcient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Languages Common, Aarakocra, Auran

Aasimar

Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.

Aasimar Traits

Ability score increase Your Charisma score increases by 2.

Speed Your base speed is 30.

DarkvisionYou 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.

Celestial Resistance You have resistance to necrotic damage and radiant damage.

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.

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

Languages Common, Celestial

Subraces Protector Aasimar, Scourge Aasimar, Fallen Aasimar

Protector Aasimar

Ability score increase Your Wisdom score increases by 1.

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.

Scourge Aasimar

Ability score increase Your Constitution score increases by 1.

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.

Fallen Aasimar

Ability score increase Your Strength score increases by 1.

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 each succeed on a Charisma saving throw (DC 8 + your proficiency bonus plus 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.

Aetherborn

Aetherborn come into being spontaneously as part of the aether refnement process. Their bodies and minds are apparently formed out of some interaction between the volatile elements of aether that are removed during refnement and the psychic impressions created by the people involved in the process. But each aetherborn is a unique individual, not a mere copy of some other person’s mind and shape. This race is little understood, and few aetherborn are willing to waste any of their short lives allowing vedalken scholars to study their biological and psychological characteristics.

Aetherborn traits

Ability score increase Your Charisma score increases by 2 and two other scores increase by 1.

Speed Your base walking speed is 30 feet.

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Born of aether You have resistance to necrotic damage.

Menacing You gain proficiency in the Intimidation skill.

Languages Common, two other languages of your choice

Bugbear

Bugbears resemble hairy, feral goblins standing seven feet tall. They take their name from their noses and claws, which are similar to those of bears. Their claws are not long and sharp enough to be used as weapons, so bugbears often armor and arm themselves with a variety of purloined gear.

Bugbear Traits

Ability score increase Your Strength score is increased by 2, your Dexterity score is increased by 1.

Speed Your base speed is 30

DarkvisionYou 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.

Long-limbed When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

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

Sneaky You are proficient in the Stealth skill.

Surprise attack If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Languages Common, Goblin

Changeling

Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals.

Changeling Traits

Ability score increase Your Dexterity and Charisma scores increase by 1.

Speed Your base speed is 30.

Duplicity You gain proficiency in the Deception skill.

Shapechanger As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.

Languages Common, two other languages of your choice

Dragonborn

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in colar, sometimes ranging to scarlet, rust, gold, ar copper-green. They are tall and strongly built, often standing close to 6 feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.

Dragonborn Traits

Ability score increase Your Strength score increases by 2, your Charisma score increases by 1.
Speed Your base speed is 30.

Draconic ancestryYou have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by lhe dragon type. as shown in the table.

Draconic ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 x 30 ft. line (Dex save)
Blue Lightning 5 x 30 ft. line (Dex save)
Brass Fire 5 x 30 ft. line (Dex save)
Bronze Lightning 5 x 30 ft. line (Dex save)
Copper Acid 5 x 30 ft. line (Dex save)
Gold Fire 15 ft. cone (Dex save)
Green Poison 15 ft. cone (Dex save)
Red Fire 15 ft. cone (Dex save)
Silver Cold 15 ft. cone (Dex save)
White Cold 15 ft. cone (Dex save)

Breath weapon You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape. and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. the type of which is determined by your draconic ancestry. 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 levei. 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.

Damage resistance You have resistance to the damage type associated with your draconic ancestry.

Languages Common, Draconic

Subraces Dragonborn Revenant

Dragonborn Revenant

Ability score increase Your Strength score increases by 1, and your Charisma score increases by 1

Necrotic breath Your breath weapon deals necrotic damage.

Necrotic resistance You are resistant to necrotic damage.

Restless nature

  • If you are below half your hit point maximum at
    the start of your turn, you regain 1 hit point.
  • If you die, you return to life 24 hours after death.
    If your body is destroyed, you reform within 1
    mile of the place of your death at a spot
    determined by the DM. If your equipment was
    also destroyed, you do not regain it.
  • You know the distance and direction between
    you and any creature involved in your goal, such
    as a person you seek vengeance against or
    someone you pledged to defend. This awareness
    fails if the creature is on another plane of
    existence.
  • When your goal is complete, you finally find rest.
    You die and cannot be restored to life.

Dwarf

Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feel tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.

Dwarven skin ranges from deep brown to a paler hue tinged wilh red, but lhe most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.

dwarf traits

Abilty score increases. Your constitution score increases by 2.

Speed Your base speed is 25.

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.

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

Dwarven combat training You have proficiency with the battleaxe, hand axe, light hammer, and war hammer.

Tool proficiency You can profeciency with artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

Stonecutting 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.

Languages Common, Dwarvish

Subraces Hill dwarf, Mountain dwarf

Hill dwarf

Ability score increase Your wisdom is increased by 1. Dwarven toughness Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

mountain dwarf

Ability score increase Your strength score increases by 2. Dwarven armor training You have proficiency with light and medium armor.

duergar dwarf

Ability score increase Your strength score is increased by 1.

Superior darkvision Extends your darkvision to 120 feet.

Extra language You know Undercommon

Duergar resilience You have advantage on saving throws against illusions and against being charmed or paralyzed.

Duergar magic When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. when you. yourself once with this trait. you don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. you regain the ability to cast these spells with this trait when you finish a long rest. intelligence is your spellcasting ability for these spells.

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.

Dwarf (Kaladesh)

Dwarf traits

Ability score increase Your Constitution score increases by 2, and your Wisdom score increases by 1.

Speed Your base speed is 25 feet. Your speed is not reduced by wearing heavy armor.

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.

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

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

Artisan's expertise You gain profciency with two kinds of artisan’s tools of your choice. Your profciency bonus is doubled for any ability check you make that uses either of the chosen profciencies. In addition, whenever you make an Intelligence (History) check related to the origin of any architectural construction (including buildings, public works such as canals and aqueducts, and the massive cogwork that underlies much of the construction of Ghirapur), you are considered profcient in the History skill and add double your profciency bonus to the check, instead of your normal profciency bonus.

Languages Common, Dwarvish

Elf

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginaIly heavier than females.

elf traits

Ability score increase Your dexterity increases by 2.

Speed Your base speed is 30.

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.

Keen senses You have proficiency in the Perception skill.

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

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.

Languages Common, Elvish

Subraces High elves, Wood elves, Dark elves

high elf

Ability score increase Your intelligenct score increases by 1. Elf weapon training You have proficiency with long sword, short sword, long bow, short bow.

Cantrip You now one cantrip of your choice from the wizard spell list, Intelligence is your spell casting modifier for it.

Extra language You know one extra language

wood elf

Ability score increase Your Wisdom score is increased by 1. Elf weapon training You have proficiency with long sword, short sword, long bow, short bow.

Fleet of foot Your base speed increases to 35.

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.

dark elf (drow)

Ability score increase Your Charisma score increases by 1. Superior darkvision Extends your darkvision to 120 feet. 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.

Drow magic You know the dancing lights cantrip. when you reach 3rd level, you can cast the faerie fire spell once per long rest. when you reach 5th level, you can also cast the darkness spell once per long rest. charisma is your spellcasting ability for these spells.

Drow weapon training You have proficiency with rapiers, short swords, and hand crossbows.

Eladrin

Ability score increase Your Intelligence score increases by 1.

Elf weaopn training you have proficiency with long sword, short sword, long bow, short bow.

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.

Elf (Zendikar)

Speed Your base speed is 30.

Languages Common, Elvish

Subraces Tajuru, Joraga, Mul Daya

Tajuru

Ability score increase Your Wisdom score increases by 2, your Charisma score increases by 1, your Dexterity score decreases by 2.

Skill versatility You gain profciency in any combination of two skills or tools of your choice.

Joraga

Ability score increase Your Wisdom score increases by 2, your Dexterity score decreases by 1.

Fleet of foot Your base speed increases to 35.

Elf weapon training you have proficiency with long sword, short sword, long bow, short bow.

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.

Mul Daya

Ability score increase Your Strength score increases by 1, your Wisdom score increases by 2, your Dexterity score decreases by 2.

Superior darkvision Extends your darkvision to 120 feet.

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.

Elf weapon training you have proficiency with long sword, short sword, long bow, short bow.

Mul Daya magic You know the chill touch cantrip. When you reach 3rd level, you can cast the hex spell once with this trait and regain the ability to do so when you fnish 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 fnish a long rest. Wisdom is your spellcasting ability for these spells

Elf (Kaladesh)

Elf Traits

Ability score increase Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Speed Your base speed is 30 feet.

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen senses You have proficiency with the Perception skill.

Elf weapon training you have proficiency with long sword, short sword, long bow, short bow.

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

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.

Languages Common, Elvish

Elf cultures Bistahar and Tirahar, Vahadar

Bistahar and Tirahar

Fleet of foot Your base speed increases to 35.

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.

Vahadar

Cantrip You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

Extra language You know one extra language of your choice.

Firbolg

Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.

Firbolg traits

Ability score increase Your Strength increases by 1, your Wisdom increases by 2.

Speed Your speed is 30.

Firbolg magic You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves

Hidden Step As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

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

Speech of beast and leaf You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Languages Common, Elvish, Giant

Genasi

Genies sometimes can adopt mortal guise and travel incognito. During these visits, a mortal might catch a genie’s eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations

Genasi traits

Ability score increase Your Constitution score increases by 2.

Speed Your base speed is 30.

LanguagesCommon, Primordial

SubracesAir Genasi, Earth Genasi, Fire Genasi, Water Genasi

Air Genasi

Ability score increase Your Dexterity score increases by 1.

Unending breath You can hold your breath indefnitely while you’re not incapacitated.

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 fnish a long rest. Constitution is your spellcasting ability for this spell.

Earth Genasi

Ability score increase Your Strength score increases by 1.

Earth walk You can move across difcult terrain made of earth or stone without expending extra movement.

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 fnish a long rest. Constitution is your spellcasting ability for this spell.

Fire Genasi

Ability score increase Your Intelligence score increases by 1.

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.

Fire Resistance You have resistance to fire damage.

Reach to the blaze You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you fnish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi

Ability score increase Your Wisdom score increases by 1.

Acid resistance You have resistance to acid damage.

Amphibious You can breathe air and water.

Swim You have swimming speed of 30.

Call to the wave You know the shape water cantrip (see chapter 2). 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 fnish a long rest. Constitution is your spellcasting ability for these spells.

Gnome

A gnome's energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around

Gnome Traits

Ability score increase Your Intelligence score increases by 2.

Speed Your base speed is 25.

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.

Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Languages Common, Gnomish

Subraces Deep Gnome, Forest Gnome, Rock Gnome

Deep Gnome

Ability score increase Your Dexterity score increases by 1.

Superior darkvision Extends your darkvision to 120 feet.

Stone camouflage You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Gnome cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Extra languages Undercommon

Forest Gnome

Ability score increase Your Dexterity score increases by 1.

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

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

Rock Gnome

Ability score increase Your Constitution score increases by 1.

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.

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 c1ockwork 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 c1ockwork 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, ar 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 c1osed.

Goblin

Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status—for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin

Goblin traits

Ability score increase Your Dexterity score increases by 2, your Constitution score increases by 1.

SpeedYour base speed is 30.

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.

Fury of the small When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

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

Languages Common, Goblin

Goblin (Zendikar)

Ability score increase Your Constitution score is increased by 2.

Speed Your base speed is 25

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.

Grit You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifer.

Languages Common, Goblin

Subraces Grotag, Lavastep, Tuktuk

Grotag

Grotag tamer You have proficiency in the Animal Handling skill.

Lavastep

Lavastep grit You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments.

Tuktuk

TukTuk cunning You have proficiency with thieve's tools.

Goliath

At the highest mountain peaks-far above the slopes where trees grow and where the air is thin and the frigid winds howl-dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with one. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying

goliath traits

Ability score increase Your Strength score is incrased by 2, your Constitution score is increased by 1.

Speed Your base speed is 30.

Natural Athlete You have proficiency in the Athletics skill.

Stone's endurance You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a dl2. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

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

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

Languages Common, Giant

halfling

The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear re1atively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.

Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors

halfling traits

Ability score increase Your dexterity score increases by 2.

Speed Your speed is 25.

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.

Brave You have advantage on saving throws against being frightened.

Halfling nimbleness You can move through the space of any creature that is of a size larger than yours.

Languages Common, Halfling

Subrace Lightfoot, Stout, Ghostwise

lightfoot

Ability score increase Your Charisma score increases by 1.

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.

stout

Ability score increase Your constitution score increases by 1.

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

Ghostwise

Ability score increase Your Wisdom score increases by 1.

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.

Half-Elf

To humans, half-elves look Iike elves, and to elves, they look humano In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range fram under 5 feet to about 6 feet ta lI, and from 100 to 180 pounds, with men only slightly talIer and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus sh'ow a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents

Half-Elf traits

Ability score increase Your Charisma score increases by 2 and two other ability scores of your choice increase by 1.

Speed Your base speed is 30.

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.

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

Skill versatility You gain proficiency in two skilIs of your choice.

Languages Common, Elvish, one extra language of your choice

Subraces Half Wood Elf, Half Moon/Sun Elf, Half Drow, Half Aquatic Elf

Half Wood Elf

Skill versatility instead of skill versatility you may choose one of the following: Elf weapon training, Fleet of foot, Keen sense, or Mask of the wild.

Half Moon/Sun Elf

Skill versatility instead of skill versatility you may choose one of the following: Elf weapon training, Keen sense or Cantrip.

Half Drow

Skill versatility instead of skill versatility you may choose one of the following: Drow magic or Keen sense.

Half Aquatic Elf

Skill versatility instead of skill versatility you may choose one of the following: Keen sense or swimming speed of 30 feet.

Half Orc

Half-ores' grayish pigmenlation, sloping foreheads, juttingjaws, prominenl leelh, and lowering builds make their orcish herilage plain for ali lo see. Half-ores sland belween 6 and 7 feel lall and usually weigh belween 180 and 250 pounds

Half Orc traits

Ability score increase Your Strength score increases by 2, your Constitution score increases by 1.

Speed Your base speed is 30.

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.

Menacing You gain proficieney in the Intimidation skill

Relentless endurance When you are reduced to O hit points but not killed outright. you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Savage attacks When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Languages Common, Orc

Hobgoblin

Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.

Hobgoblin traits

Ability score increase Your Constitution score increases by 2, and your Intelligence score increases by 1.

Speed Your base speed is 30.

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.

Martial training You are proficient with two martial weapons ofyour choice and with light armor.

Saving face Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Languages Common, Goblin

Human

With their penchant for migration and conquest. humans are more physically diverse than other common races. There is no typical humano An individual can stand from 5 feet to a little over 6 feet tall and weigh fram 125 to 250 pounds. Human skin shades range fram nearly black to very pale. and hair colors from black to blond (curly. kinky. or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood. revealing hints of elf. ore, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

Human traits

Ability score increase All of your scores increase by 1.

Speed your base speed is 30.

Languages Common, one extra language of your choice Subrace Revenant, Variant Human

Variant human

Ability score increase Two of your ability scores increase by 1.

Skills You gain proficiency in a skill of your choice.

Feat You gain one feat of your choice.

Revenant

Ability score increase Two different ability scores of your choice increase by 1, your Constitution score increases by 1.

Relentless nature

  • If you are below half your hit point maximum at
    the start of your turn, you regain 1 hit point.
  • If you die, you return to life 24 hours after death.
    If your body is destroyed, you reform within 1
    mile of the place of your death at a spot
    determined by the DM. If your equipment was
    also destroyed, you do not regain it.
  • You know the distance and direction between
    you and any creature involved in your goal, such
    as a person you seek vengeance against or
    someone you pledged to defend. This awareness
    fails if the creature is on another plane of
    existence.
  • When your goal is complete, you finally find rest. You die and cannot be restored to life.

Human (Innistrad)

Human traits

Speed Your base speed is 30 feet.

Languages Common, one extra language of your choice

Provincial origin Choose one of the four provinces of Innistrad as the place of origin for your character.

Gavony

Ability score increase Your ability scores each increase by 1.

Kessig

Ability score increase Your Dexterity and Wisdom scores both increase by 1.

Forest folk You have proficiency in the Survival skill.

Fleet of foot Your base walking speed is 40 feet.

Sure-Footed When you use the Dash action, diffcult terrain doesn’t cost you extra movement on that turn.

Spring attack When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.

Nephalia

Ability score increase Your Intelligence and Charisma scores each increase by 1.

Breadth of knowledge You gain profciency in any combination of four skills or with four tools of your choice.

Stensia

Ability score increase Your Strength and Constitution scores each increase by 1.

Daunting You have profciency in the Intimidation skill.

Tough Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.

Kenku

Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies

Kenku traits

Ability score increase Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Speed Your base speed is 30.

Expert forgery You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

Kenku training You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.

Mimicry You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages Common, Auran

Kobold

Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds are egg-laying creatures. They mature quickly and can live to be "great wyrms" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side

Kobold traits

Ability score increase Your Dexterity score increases by 2, and your Strength score is reduced by 2.

Speed your base speed is 30.

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.

Grovel, Cower, and Beg As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Pack Tactics You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

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.

Languages Common, Kobold

Kor

Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies, suggestive of the shapes and design of the hedrons that appear across Zendikar. Their clothing tends to leave their arms and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists

Kor traits

Ability score increase Your Dexterity increases by 2, and your Wisdom score increases by 1.

Speed Your base speed is 30 feet. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.

Kor Climbing You have profciency in the Athletics and Acrobatics skills.

Lucky When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave You have advantage on saving throws against being frightened.

Languages Common, Kor silent speech

Lizardfolk

Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater

Lizardfolk traits

Ability score increase Your Constitution score increases by 2, and your Wisdom score increases by 1.

Speed Your base speed is 30 feet, and you have a swimming speed of 30 feet.

Bite Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cunning Artisan As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or ld4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

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

Hunter's Lore You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Natural Armor You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Hungry Jaws In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Languages Common, Draconic

Merfolk

Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fns extend from the backs of their forearms and calves, and their fngers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fne seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.

Merfolks traits

Ability score increase Your Charisma score increases by 1.

Speed Your base speed is 30 feet, you also have a swimming speed of 30 feet.

Amphibious You can breathe both air and water.

Languages Common, Merfolk, and one extra language of your choice

Subraces Merfolk creeds- Emeria, Ula, Cosi

Emeria

Ability score increase Your Wisdom score increases by 2.

Wind creed manipulation You have profciency in the Deception and Persuasion skills.

Cantrip You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

Ula

Ability score increase Your Intelligence score increases by 2.

Water creed navigation You have profciency with navigator’s tools and in the Survival skill.

Cantrip You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Cosi

Ability score increase Your Charisma score increases by an additional 1 and your Intelligence score increases by 1.

Creed of the trickster You have profciency in the Sleight of Hand and Stealth skills.

Cantrip You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.

Minotaur

A minotaur's roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the hunt. Their brown or black fur is stained with the blood of fallen foes, and they carry the stench of death.

Minotaur traits

Ability score increase Your Strength score
increases by 1.

Conqueror’s Virtue From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score
increases by 1.

Speed Your base speed is 30 feet.

Horns You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.

Goring Rush When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.

Hammering Horns When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.

Labyrinthine Recall You can perfectly recall
any path you have traveled.

Sea Reaver You gain proficiency with
navigator’s tools and vehicles (water).

Languages Common

Orc

Orcs are savage raiders and pillagers with stooped postures low foreheads, and piggish faces with prominent lower canines that resemble tusks

Orc traits

Ability score increase Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 2.

Speed your base speed is 30

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.

Aggressive As a bonus action, you can move up to your speed toward an enemy ofyour choice that you can see or hear. You must end this move closer to the enemy than you started.

Menacing You are trained in the Intimidation skill.

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

Languages Common, Orc

Shifter

Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting

Shifter traits

Ability score increase Your Dexterity score increases by 1.

Speed Your base speed is 30 feet.

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Shifting On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below. You must finish a short or long rest before you can shift again.

Languages Common, Sylvan

Subrace Beasthide, Cliffwalk, Longstride, Longtooth, Razorclaw, Wildhunt

Beasthide

Ability Score Increase Your Constitution score increases by 1.

Shifting Feature While shifting, you gain a +1 bonus to AC.

Cliffwalk

Ability Score Increase Your Dexterity score increases by 1.

Shifting Feature While shifting, you gain a climb speed of 30 feet.

Longstride

Ability Score Increase Your Dexterity score increases by 1.

Shifting Feature While shifting, you can use the Dash action as a bonus action.

Longtooth

Ability Score Increase Your Strength score increases by 1.

Shifting Feature While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.

Razorclaw

Ability Score Increase Your Dexterity score increases by 1.

Shifting Feature While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.

Wildhunt

Ability Score Increase Your Wisdom score increases by 1.

Shifting Feature While shifting, you gain advantage on all Wisdom-based checks and saving throws.

Tabaxi

Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

Tabaxi traits

Ability Score Increase Your Dexterity score increases by 2, and your Charisma score increases by 1.

Speed Your base speed is 30.

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.

Feline Agility Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.

Cat's Claws Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talent You have proficiency in the Perception and Stealth skills.

Languages Common and one other language of your choice

Tiefling

Tieflings are derived fram human bloodlines, and in the broadest possible sense, they stilllook humano However, their infernal heritage has left a elear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to tive feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors-black, red, white, silver, or gold-with no visible selera or pupil. Their skin tones cover the full range of human coloration, but also inelude various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple

Tiefling traits

Ability Seore Inerease Your Charisma score increases by 2.

Speed Your base speed is 30.

Darkvision You can see in dim Iight within 60 feet of you as if it were bright 1ight. and in darkness as if it were dim light. You can't discern color in darkness. only shades of gray.

Languages Common

Subraces Abyssal, Infernal, Variant, Revenant

Infernal

Ability Score Increase Your Intelligence score increases by 1.

Hellish Resistance You have resistance to fire damage. Infernal Legacy You know the thaumatuqJy cantrip. Once you reach 3rd levei, you can cast the hellish rebuke spell once per day as a 2nd-levei spell. Once you reach 5th levei, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spclls.

Languages Infernal

Variant

Appearance Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose l d4 + l of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; 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.

Feral Your Intelligence score increases by l , and your Dexterity score increases by 2. This trait replaces the Ability Score Increase trait.

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.

Hellfire Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.

Winged You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.

Abyssal

Ability Score Increase Your Constitution score
increases by 1.

Abyssal Arcana Each time you finish a long rest,
you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell. You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of
2nd level are cast as if using a 2nd-level slot. At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each
cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.

Abyssal arcane spells
D6 1st level 3rd level 5th level
1 Dancing lights Burning hands Alter self
2 True strike Charm person Darkness
3 Light Magic missle Invisibility
4 Message Cure wounds Levitate
5 Spare the dying Tasha's hideous laughter Mirror image
6 Presidgitation Thunderwave Spider climb

Abyssal Fortitude Your hit point maximum
increases by half your level (minimum 1).

Languages Abyssal

Revenant

Ability score increase Your constitution increases by 1. Relentless nature

  • If you are below half your hit point maximum at
    the start of your turn, you regain 1 hit point.
  • If you die, you return to life 24 hours after death.
    If your body is destroyed, you reform within 1
    mile of the place of your death at a spot
    determined by the DM. If your equipment was
    also destroyed, you do not regain it.
  • You know the distance and direction between
    you and any creature involved in your goal, such
    as a person you seek vengeance against or
    someone you pledged to defend. This awareness
    fails if the creature is on another plane of
    existence.
  • When your goal is complete, you finally find rest.
    You die and cannot be restored to life.

Triton

Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane.

triton traits

Ability Score Increase Your Strength, Constitution, and Charisma scores each increase by 1.

Speed Your base speed is is 30 feet, and you have a swimming speed of 30 feet.

Amphibious You can breathe air and water.

Control Air and Water A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it (see the spell in the sidebar). Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Emissary of the Sea Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Guardians ofthe Depths Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

Languages Common, Primordial

Vampire

The vampires of Zendikar are not undead. Rather, their unique nature comes from an eldritch disease that turns their flesh cold, makes their gray or purple skin feel dead to the touch, and enables them to drain concentrated magical energy from the blood of other living creatures. They are tall and slender, with long, elegant necks and broad shoulders. Bony horns protrude from their shoulders and elbows, often augmented by the layered plates of their armor and clothing. Their canine teeth are slightly elongated, but not enough to protrude between their closed lips.

Vampire traits

Ability score increase Your Intelligence score increases by 1, and your Charisma score increases by 2.

Speed Your base speed is 30 feet.

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Vampiric resistance You have resistance to necrotic damage.

Blood thirst You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target fnishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null (see “A Zendikar Bestiary”).

Languages Common, Vampire

Vedalken

Vedalken have an unusual view of progress. They believe that nothing is perfect, nor can it ever be perfect— and they rejoice in this. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never actually be reached. Thus, pointing out imperfection is hardly an insult—which leads vedalken to note flaws and problems with an enthusiasm that members of other races sometimes fnd exasperating

Vedalken traits

Ability score increase Your Intelligence score increases by 2 and your Wisdom score increases by 1.

Speed Your base speed is 30.

Vedalken cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Aether lore Whenever you make an Intelligence (History) check related to magic items or aether-powered technological devices, you can add twice your profciency bonus, instead of any proficiency bonus you normally apply.

Languages Common, Vedalken

Warforged

The warforged were made as the ideal soldiers to serve in the devastating Last War. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls.

Warforged traits

Ability Score Increase Your Strength and Constitution scores increase by 1.

Speed Your base speed is 30 feet.

Composite Plating Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.

Living Construct Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Languages Common and one other language of your choice

Yuan-Ti Pureblood

Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.

Yuan-Ti pureblood traits

Ability Score Increase Your Charisma score increases by 2, and your Intelligence score increases by 1.

Speed Your base speed is 30 feet.

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Innate Spellcasting You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Masic Resistance You have advantage on saving throws against spells and other magical effects.

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

Languages Common, Abyssal, and Draconic

Revenant

Ability score increase Your constitution increases by 1. Relentless nature

  • If you are below half your hit point maximum at
    the start of your turn, you regain 1 hit point.
  • If you die, you return to life 24 hours after death.
    If your body is destroyed, you reform within 1
    mile of the place of your death at a spot
    determined by the DM. If your equipment was
    also destroyed, you do not regain it.
  • You know the distance and direction between
    you and any creature involved in your goal, such
    as a person you seek vengeance against or
    someone you pledged to defend. This awareness
    fails if the creature is on another plane of
    existence.
  • When your goal is complete, you finally find rest.
    You die and cannot be restored to life.