Races of Empires

Orc Vikings (Norse, Scandinavia) 

Elven Isolationists (China, Japan) 
Halfling Riders (Mongolian) 
Warforged Empire (Russia)

Tiefling Empire (Egyptian)
Tabaxi Empire (Persian) 

Human Empire (English, British)
Firbolg Empire (Spanish)
Gnomish Empire (French)
Dragonborn Mystics (Mesoamerican, South American)
Goblin Nomads (Pirates, Polynesia) 

Goliath Icelanders (Arctic, Antarctic) 

Dragonborn

  • Genotype. Your genotype is the mechanical chassis onto which the rest of your character is built. Choose one of the three following options.
    • Prowess. Your character is naturally better at something than most people. Raise one of your ability scores by 2, and another ability score by 1. You cannot choose the same score twice. Choose an additional physical trait. 
    • Adaptable. Your character is naturally good at almost everything they try. Raise all of your ability scores by +1. Choose an additional cultural trait. 
    • Gifted. Your character is gifted at a specific task. Raise two of your ability scores by +1. Begin with a feat of your choice. 
  • Age. Young dragonborn grow quickly. They walk hours after being born and reach adulthood by 15. They live to be around 80.
  • Size. Dragonborn are tall and heavy, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. 
  • Speed. Your base walking speed is 30 feet. 
  • Physical Traits. Physical traits describe you and your people’s relationship to their environment. These traits can be obvious, like being covered in thorns, or unobvious, like having night-vision, or innate magic. Choose one physical trait.  
    • Aquatic. You can breathe underwater and have a swim speed equal to your movement speed +10. 
    • Big. You can bear weight as if you were a size category larger. 
    • Draconic Durability. Dragonborn have inherited a degree of draconic resilience. When you aren’t wearing armor, your AC is 14 + your Dexterity modifier. You can use this score to determine your AC if worn armor would leave you with a lower score. You may benefit from a shield as normal.
    • Dream Visitation. While you are sleeping, you can visit the dreams of other creatures that are also sleeping within 1 mile of you. You can only visit a single creature’s dream at a time, and you always appear in the form you are sleeping in.
    • Innate Magic. At level 3, you gain access to a 1st level spell of your choice from the sorcerer spell list and can cast it once per day. At level 5, you gain access to a 2nd level spell of your choice from the sorcerer spell list and can cast it once per day. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is the spellcasting modifier for these spells. 
    • Long-limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. 
    • Natural. Weapon You have claws, a tail, or some other natural weapon. It deals 1d4 of the most appropriate damage type, and you are proficient with it. 
    • The Other. Your creature type is humanoid, plus one other type, such as Monstrosity or Undead. Consult the Monster Manual for a complete list of creature types. You gain a property from a creature of the type you chose in the Monster Manual, with the following exceptions: it cannot be listed as an Action or as Spellcasting, and the DM must explicitly approve the property or a variant of that property. Your DM might alter the property in some way to bring it more inline with typical racial abilities. Think reasonably: Legendary Resistance is an inappropriate pick. Aggressive (from the Orc stat block), on the other hand, is a perfectly reasonable player ability. Something like Draining Kiss (from the Succubus stat block) would need its damage dice and DC adjusted to be appropriate. 
    • Resistance. Choose a type of non-physical damage. You are resistant to this type of damage. 
    • Sturdy. When you drop to 0 hit-points, you immediately regain 1 hit-point. This cannot occur again until you finish a long rest. 
  • Culture. Culture is the collective art, achievements, traditions, and language of your people. Start by picking languages, and then two cultural traits. 
    • Blessed Society. At level 3, you gain access to a 1st level spell of your choice from the cleric spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the cleric spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Wisdom is your spell-casting modifier for these spells. 
    • Deep Cultural Knowledge. Gain one skill proficiency, and a situation in which you gain advantage on checks with that skill. For example, you might be proficient in history, and have advantage on checks to know more about types gemstones. Gain an additional language. 
    • Diaspora. Your movespeed increases by 5 feet and you gain two additional languages of your choosing. Any time you arrive in a new town, the DM provides you with additional information about the area. 
    • Hardy People. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. 
    • Higher Education. Gain any two skill or tool proficiencies. You can take this trait multiple times. 
    • Inner Calm. You have spend years meditating, finding inner peace. When you are under an effect that charms or frightens you that allows you to make a save at the end of your turn, you may make a save against that effect at the start of your turn as well. If you do your movement speed is 0 until the start of your next turn.
    • Magical Schools. At level 3, you gain access to a 1st level spell of your choice from the wizard spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the wizard spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Intelligence is your spell-casting modifier for these spells. 
    • Martial Society. You are proficient with the weapon of your choosing, or with shields, or with light armor. You can take this trait multiple times. If you choose light armor, and then choose to take the trait again, you can choose medium armor. If you choose medium armor and then choose to take the trait a third time, you can choose heavy armor. You are proficient with light armor. You can take this trait multiple times. If you do take this trait again, you gain proficiency with medium armor. If you take this trait a third time, you gain proficiency with heavy armor. When determining armor proficiencies, your class is selected after your race. 
    • Rough People. Choose a simple weapon. Gain proficiency with that weapon. Your attacks with that weapon gain +1 to hit. 
    • Secret Society. Choose a skill in which you are proficient. You gain double your proficiency bonus when you make checks with this skill. Choose a language that you already speak. You can speak a coded version of this language to other members of your secret society. Only other members of your secret society understand this code. 
  • Language. You know two languages. One of them is Common, unless your DM says you can choose something else. 

Elf

  • Genotype. Your genotype is the mechanical chassis onto which the rest of your character is built. Choose one of the three following options.
    • Prowess. Your character is naturally better at something than most people. Raise one of your ability scores by 2, and another ability score by 1. You cannot choose the same score twice. Choose an additional physical trait. 
    • Adaptable. Your character is naturally good at almost everything they try. Raise all of your ability scores by +1. Choose an additional cultural trait. 
    • Gifted. Your character is gifted at a specific task. Raise two of your ability scores by +1. Begin with a feat of your choice. 
  • Age. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
  • Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet. 
  • Physical Traits. Physical traits describe you and your people’s relationship to their environment. These traits can be obvious, like being covered in thorns, or unobvious, like having night-vision, or innate magic. Choose one physical trait.  
    • Developed Over Time. Due to your lifespan, an ability score maximum of your choice is increased to 24.
    • Fey Ancestry. Thanks to your fey heritage, you have advantage on saving throws against being charmed, and magic can’t put you to sleep. 
    • Innate Magic. At level 3, you gain access to a 1st level spell of your choice from the sorcerer spell list and can cast it once per day. At level 5, you gain access to a 2nd level spell of your choice from the sorcerer spell list and can cast it once per day. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is the spellcasting modifier for these spells. 
    • Keen Senses. You have proficiency in the Perception skill. 
    • Legacy. You can cast the spell commune at will without the need for material components. When you cast this spell, instead of consulting a powerful deity, you consult the spirits of your ancestors (or the ancestors of a clan to which you belong in the event you have no ancestors). Due to their long lives and expansive histories, the collective knowledge of an entire elven line is roughly equivalent to that of a deity.
    • Lithe. You can move through a hostile creature’s space without a check. Your movement speed increases by 5. 
    • Long-limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. 
    • Many Tails of Wisdom. You have a fox-like tail, and you grow more tails as you grow in knowledge and experience: two tails at 3rd level, three tails at 5th level, four tails at 7th level, five tails at 9th level, six tails at 11th level, seven tails at 13th level, eight tails at 15th level, and nine tails at 17th level. If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your gained knowledge to gain a bonus to the roll equal to your proficiency bonus. You can use this trait a number of times equal to the number of tails you have, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
    • Nightvision. Historically 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. 
    • Slippery. You can hide when only lightly obscured, such as by foliage, a small group of people, or in dim light. If you are heavily obscured, such as by fog or darkness, you gain advantage on checks made to hide. 
    • Trance. You have inherited a trait that only a few of the elves have. You are one of the elves that don’t need to sleep. Instead, you 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. After resting in this way, you gain the same benefits that other humanoids do from 8 hours of sleep. 
  • Culture. Culture is the collective art, achievements, traditions, and language of your people. Start by picking languages, and then two cultural traits. 
    • Blessed Society. At level 3, you gain access to a 1st level spell of your choice from the cleric spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the cleric spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Wisdom is your spell-casting modifier for these spells. 
    • Casual Arcana. You know one cantrip from the Wizard spell list. Intelligence is your Spellcasting Ability for it. 
    • Cultural Savagery. Your critical strikes deal 1 additional weapon damage die. 
    • Deep Cultural Hatred. Choose a type of creature (fiends, fey, undead, etc.). You have advantage on checks related to learning about it, tracking it, and communicating with it. You gain 1d4 on rolls to damage or hit these creatures. You can choose humanoid, but must select one race of humanoid. IE, Drow, Orc, Gnoll, etc. 
    • Deep Cultural Knowledge. Gain one skill proficiency, and a situation in which you gain advantage on checks with that skill. For example, you might be proficient in history, and have advantage on checks to know more about types gemstones. Gain an additional language. 
    • Diaspora. Your movespeed increases by 5 feet and you gain two additional languages of your choosing. Any time you arrive in a new town, the DM provides you with additional information about the area. 
    • Hardy People. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. 
    • Higher Education. Gain any two skill or tool proficiencies. You can take this trait multiple times. 
    • Magical Schools. At level 3, you gain access to a 1st level spell of your choice from the wizard spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the wizard spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Intelligence is your spell-casting modifier for these spells. 
    • Martial Society. You are proficient with the weapon of your choosing, or with shields, or with light armor. You can take this trait multiple times. If you choose light armor, and then choose to take the trait again, you can choose medium armor. If you choose medium armor and then choose to take the trait a third time, you can choose heavy armor. You are proficient with light armor. You can take this trait multiple times. If you do take this trait again, you gain proficiency with medium armor. If you take this trait a third time, you gain proficiency with heavy armor. When determining armor proficiencies, your class is selected after your race. 
    • Rough People. Choose a simple weapon. Gain proficiency with that weapon. Your attacks with that weapon gain +1 to hit. 
    • Secret Society. Choose a skill in which you are proficient. You gain double your proficiency bonus when you make checks with this skill. Choose a language that you already speak. You can speak a coded version of this language to other members of your secret society. Only other members of your secret society understand this code. 
  • Language. You know two languages. One of them is Common, unless your DM says you can choose something else. 

Firbolg

  • Genotype. Your genotype is the mechanical chassis onto which the rest of your character is built. Choose one of the three following options.
    • Prowess. Your character is naturally better at something than most people. Raise one of your ability scores by 2, and another ability score by 1. You cannot choose the same score twice. Choose an additional physical trait. 
    • Adaptable. Your character is naturally good at almost everything they try. Raise all of your ability scores by +1. Choose an additional cultural trait. 
    • Gifted. Your character is gifted at a specific task. Raise two of your ability scores by +1. Begin with a feat of your choice. 
  • Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100. Elves are essentially immortal provided that they take care of themselves both physically and mentally.
  • Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet. 
  • Physical Traits. Physical traits describe you and your people’s relationship to their environment. These traits can be obvious, like being covered in thorns, or unobvious, like having night-vision, or innate magic. Choose one physical trait.  
    • Big. You can bear weight as if you were a size category larger. 
    • Green Magic. When you cast a spell that affects an area, you can choose to make any number of plants or beasts in the area immune to the effects of the spell. Additionally, when you assume the form of another creature, you can choose to always retain your Intelligence, Wisdom, and Charisma ability scores instead of those of the new form.
    • Innate Magic. At level 3, you gain access to a 1st level spell of your choice from the sorcerer spell list and can cast it once per day. At level 5, you gain access to a 2nd level spell of your choice from the sorcerer spell list and can cast it once per day. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is the spellcasting modifier for these spells. 
    • Lithe. You can move through a hostile creature’s space without a check. Your movement speed increases by 5. 
    • Long-limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. 
    • Lucky. When you roll a 1 on a d20 roll, you can immediately re-roll the d20. You must take the second die roll regardless of its result. 
    • Natural. Weapon You have claws, a tail, or some other natural weapon. It deals 1d4 of the most appropriate damage type, and you are proficient with it. 
    • Nightvision. 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. 
    • The Other. Your creature type is humanoid, plus one other type, such as Monstrosity or Undead. Consult the Monster Manual for a complete list of creature types. You gain a property from a creature of the type you chose in the Monster Manual, with the following exceptions: it cannot be listed as an Action or as Spellcasting, and the DM must explicitly approve the property or a variant of that property. Your DM might alter the property in some way to bring it more inline with typical racial abilities. Think reasonably: Legendary Resistance is an inappropriate pick. Aggressive (from the Orc stat block), on the other hand, is a perfectly reasonable player ability. Something like Draining Kiss (from the Succubus stat block) would need its damage dice and DC adjusted to be appropriate. 
    • Sturdy. When you drop to 0 hit-points, you immediately regain 1 hit-point. This cannot occur again until you finish a long rest. 
    • Treespeak. You have a special connection to plants. You know the druidcraft cantrip. You can cast speak with plants with this trait. You regain the ability to cast this spell in this way when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you pick this race).
  • Culture. Culture is the collective art, achievements, traditions, and language of your people. Start by picking languages, and then two cultural traits. 
    • Blessed Society. At level 3, you gain access to a 1st level spell of your choice from the cleric spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the cleric spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Wisdom is your spell-casting modifier for these spells. 
    • Casual Arcana. You know one cantrip from the Wizard spell list. Intelligence is your Spellcasting Ability for it. 
    • Cultural Savagery. Your critical strikes deal 1 additional weapon damage die. Deep 
    • Cultural Hatred. Choose a type of creature (fiends, fey, undead, etc.). You have advantage on checks related to learning about it, tracking it, and communicating with it. You gain 1d4 on rolls to damage or hit these creatures. You can choose humanoid, but must select one race of humanoid. IE, Drow, Orc, Gnoll, etc. 
    • Deep Cultural Knowledge. Gain one skill proficiency, and a situation in which you gain advantage on checks with that skill. For example, you might be proficient in history, and have advantage on checks to know more about types gemstones. Gain an additional language. 
    • Diaspora. Your movespeed increases by 5 feet and you gain two additional languages of your choosing. Any time you arrive in a new town, the DM provides you with additional information about the area. 
    • Hardy People. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. 
    • Higher Education. Gain any two skill or tool proficiencies. You can take this trait multiple times. 
    • Magical Schools. At level 3, you gain access to a 1st level spell of your choice from the wizard spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the wizard spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Intelligence is your spell-casting modifier for these spells. 
    • Martial Society. You are proficient with the weapon of your choosing, or with shields, or with light armor. You can take this trait multiple times. If you choose light armor, and then choose to take the trait again, you can choose medium armor. If you choose medium armor and then choose to take the trait a third time, you can choose heavy armor. You are proficient with light armor. You can take this trait multiple times. If you do take this trait again, you gain proficiency with medium armor. If you take this trait a third time, you gain proficiency with heavy armor. When determining armor proficiencies, your class is selected after your race. 
    • Rough People. Choose a simple weapon. Gain proficiency with that weapon. Your attacks with that weapon gain +1 to hit. 
    • Secret Society. Choose a skill in which you are proficient. You gain double your proficiency bonus when you make checks with this skill. Choose a language that you already speak. You can speak a coded version of this language to other members of your secret society. Only other members of your secret society understand this code. 
  • Language. You know two languages. One of them is Common, unless your DM says you can choose something else. 

Gnome

  • Genotype. Your genotype is the mechanical chassis onto which the rest of your character is built. Choose one of the three following options.
    • Prowess. Your character is naturally better at something than most people. Raise one of your ability scores by 2, and another ability score by 1. You cannot choose the same score twice. Choose an additional physical trait. 
    • Adaptable. Your character is naturally good at almost everything they try. Raise all of your ability scores by +1. Choose an additional cultural trait. 
    • Gifted. Your character is gifted at a specific task. Raise two of your ability scores by +1. Begin with a feat of your choice. 
  • Age. Gnomes are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. 
  • Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. 
  • Speed. Your base walking speed is 25 feet. 
  • Physical Traits. Physical traits describe you and your people’s relationship to their environment. These traits can be obvious, like being covered in thorns, or unobvious, like having night-vision, or innate magic. Choose one physical trait.  
    • Aerial You have a flying speed equal to your movement speed. 
    • Aquatic. You can breathe underwater and have a swim speed equal to your movement speed +10. 
    • Big. You can bear weight as if you were a size category larger. 
    • Eidetic Memory. You can perfectly recall everything you have experienced, read, or heard with perfect precision. Additionally, your memories cannot be altered by non-Deific sources.
    • Innate Magic. At level 3, you gain access to a 1st level spell of your choice from the sorcerer spell list and can cast it once per day. At level 5, you gain access to a 2nd level spell of your choice from the sorcerer spell list and can cast it once per day. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is the spellcasting modifier for these spells. 
    • Lithe. You can move through a hostile creature’s space without a check. Your movement speed increases by 5. 
    • Long-limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. 
    • Lucky. When you roll a 1 on a d20 roll, you can immediately re-roll the d20. You must take the second die roll regardless of its result. 
    • Natural. Weapon You have claws, a tail, or some other natural weapon. It deals 1d4 of the most appropriate damage type, and you are proficient with it. 
    • Nightvision. 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. 
    • The Other. Your creature type is humanoid, plus one other type, such as Monstrosity or Undead. Consult the Monster Manual for a complete list of creature types. You gain a property from a creature of the type you chose in the Monster Manual, with the following exceptions: it cannot be listed as an Action or as Spellcasting, and the DM must explicitly approve the property or a variant of that property. Your DM might alter the property in some way to bring it more inline with typical racial abilities. Think reasonably: Legendary Resistance is an inappropriate pick. Aggressive (from the Orc stat block), on the other hand, is a perfectly reasonable player ability. Something like Draining Kiss (from the Succubus stat block) would need its damage dice and DC adjusted to be appropriate. 
    • Technopathy. You can “speak” to machines and other complex devices, and you have advantage on ability checks to interact with, repair, and design magical or mechanical objects.
  • Culture. Culture is the collective art, achievements, traditions, and language of your people. Start by picking languages, and then two cultural traits. 
    • Blessed Society. At level 3, you gain access to a 1st level spell of your choice from the cleric spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the cleric spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Wisdom is your spell-casting modifier for these spells. 
    • Casual Arcana. You know one cantrip from the Wizard spell list. Intelligence is your Spellcasting Ability for it. 
    • Deep Cultural Knowledge. Gain one skill proficiency, and a situation in which you gain advantage on checks with that skill. For example, you might be proficient in history, and have advantage on checks to know more about types gemstones. Gain an additional language. 
    • Diaspora. You know an additional 4 languages as you have studied the ways merchants communicate with other people all over the world. Any time you arrive in a new town, the DM provides you with additional information about the area. 
    • Hardy People. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. 
    • Higher Education. Gain any two skill or tool proficiencies. You can take this trait multiple times. 
    • Magical Schools. At level 3, you gain access to a 1st level spell of your choice from the wizard spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the wizard spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Intelligence is your spell-casting modifier for these spells. 
    • Prodige. If your Intelligence, Wisdom, or Charisma ability scores are lower than 15, they are instead 15.
    • Secret Society. Choose a skill in which you are proficient. You gain double your proficiency bonus when you make checks with this skill. Choose a language that you already speak. You can speak a coded version of this language to other members of your secret society. Only other members of your secret society understand this code. 
  • Language. You know two languages. One of them is Common, unless your DM says you can choose something else. 

Goblin

  • Genotype. Your genotype is the mechanical chassis onto which the rest of your character is built. Choose one of the three following options.
    • Prowess. Your character is naturally better at something than most people. Raise one of your ability scores by 2, and another ability score by 1. You cannot choose the same score twice. Choose an additional physical trait. 
    • Adaptable. Your character is naturally good at almost everything they try. Raise all of your ability scores by +1. Choose an additional cultural trait. 
    • Gifted. Your character is gifted at a specific task. Raise two of your ability scores by +1. Begin with a feat of your choice. 
  • Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100. Elves are essentially immortal provided that they take care of themselves both physically and mentally.
  • Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet. 
  • Physical Traits. Physical traits describe you and your people’s relationship to their environment. These traits can be obvious, like being covered in thorns, or unobvious, like having night-vision, or innate magic. Choose one physical trait.  
    • Ascended - Divinity. At level 3, you gain access to a 1st level spell of your choice from the cleric spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the cleric spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Wisdom is your spell-casting modifier for these spells. 
    • Ascended - Giant. When you reach 3rd level, you can cast the enlarge/reduce spell on yourself with this trait, with the duration of the spell increased to an hour, without concentration needed, without expending a spell slot, and using only the spell's enlarge option. You can use your special enlarge/reduce spell a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You don't need material components for this spell. Constitution is your spellcasting ability for the spell. At 10th level, you can use your action to unleash divine energy to unleash the divine energy within yourself, setting your eyes ablaze with fury as your towering from swells. The instant you transform, your size is doubled in all dimensions, and your weight is multiplied by eight. Theis growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Your weapons also grow to match your new size. While your weapons are enlarged, your attacks with them deal 1d4 extra damage. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have advantage on Strength checks as well as Strength and Constitution saving throws. In addition, once on each of your turns, you can deal extra radiant or necrotic damage (depending on your morality) to one target when you deal damage to it with an attack or a spell. The extra damage equals half your level (rounded up). Once you use this trait you can't use it again until you finish a long rest.
    • Ascended - Hunter. You have a natural weapon that deals 1d6 plus your Strength modifer bludgeoning, piercing, or slashing damage. Additionally, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve sight, smell, or sound. Lastly, you can alter the color of your skin and can blend into your environment. You gain advantage on Stealth checks made to hide as long as you are not moving. If you are wearing no armor and are not encumbered, you may attempt to hide even if you have no cover or concealment. You can't use this ability to hide from a creature that is directly observing you. You can hide when lightly obscured, such as by foliage, a small group of people, or in dim light. If you are heavily obscured, such as by fog or darkness, you gain advantage on checks made to hide. 
    • Ascended - Sorcery. At level 3, you gain access to a cantrip, and a 1st level spell of your choice from the druid, sorcerer, or wizard spell list and can cast it once per day. At level 5, you gain access to a 2nd level spell of your choice from the druid, sorcerer, or wizard spell list and can cast it once per day. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells. 
    • Ascended - Spectre. Starting at 3rd level, you can use your action to dissolve your physical body into the ephemeral stuff of spirits. You become translucent and devoid of color, and the air around you grows cold. 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 with the ability to hover, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t made with silvered weapons. In addition, you have advantage on ability checks and saving throws made to escape a grapple or against being restrained, and you can move through creatures and solid objects as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage. Once you use this trait, you can’t use it again until you finish a long rest. Also, you are a humanoid, but your partial transition into undeath makes you susceptible to effects that target undead. Though you can regain hit points from spells like cure wounds, you can also be affected by game effects that specifically target undead, such as a cleric’s Turn Undead feature. Game effects that raise a creature from the dead work on you as normal, but they return you to life as a shade. A true resurrection or wish spell can restore you to life as a fully living member of your original race. With this, spells that don't work on undead do not work against you too.
    • Ascended - Vitality. You have advantage on saving throws against poison and disease, and you have resistance against poison damage, triggered by something you have eaten or drunk. Additionally, choose a type of non-physical damage. You are resistant to this type of damage. Also, when you drop to 0 hit-points, you immediately regain 1 hit-point. This cannot occur again until you finish a long rest. Lastly, while you are conscious and not incapacitated, you can use a bonus action to regain hitpoints equal to 1d8 + your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after you finish a long rest. 
    • Ascended - Water. While you are completely submerged in water, you have advantage on attack rolls, as well as Strength, Dexterity, and Constitution saving throws. Additionally, you have a swim speed equal to your movement speed +10. Also, you can breathe air and water.
    • Lithe. You can move through a hostile creature’s space without a check. Your movement speed increases by 5. 
    • Long-limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. 
    • Nightvision. 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.
    • The Other. Your creature type is humanoid, plus one other type, such as Monstrosity or Undead. Consult the Monster Manual for a complete list of creature types. You gain a property from a creature of the type you chose in the Monster Manual, with the following exceptions: it cannot be listed as an Action or as Spellcasting, and the DM must explicitly approve the property or a variant of that property. Your DM might alter the property in some way to bring it more inline with typical racial abilities. Think reasonably: Legendary Resistance is an inappropriate pick. Aggressive (from the Orc stat block), on the other hand, is a perfectly reasonable player ability. Something like Draining Kiss (from the Succubus stat block) would need its damage dice and DC adjusted to be appropriate. 
  • Culture. Culture is the collective art, achievements, traditions, and language of your people. Start by picking languages, and then two cultural traits. 
    • Deep Cultural Knowledge. Gain one skill proficiency, and a situation in which you gain advantage on checks with that skill.Whenever you make an Intelligence (Investigation) check related to the seaworthiness or quality of craftsmanship of a sailing vessel, you are considered proficient in the Investigation skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Gain an additional language. 
    • Diaspora. Your movespeed increases by 5 feet and you gain two additional languages of your choosing. Any time you arrive in a new town, the DM provides you with additional information about the area. 
    • Gift of the Sea. You have resistance to cold damage and you know the light and shape water cantrip.
    • Hardy People. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Also, you have advantage on saving throws against non-magical poison and diseases.
    • Higher Education. Gain any two skill or tool proficiencies. You can take this trait multiple times. 
    • Sea-Wise. You have an innate sense of the weather. You know what the weather will be at your location for the next 24 hours and when the weather is about to change. Also, you are taught the ways of the sea from an early age. Whenever you make an Intelligence (Nature) or Wisdom (Survival) check related to the sea, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
    • Swimmer. You have a swimming speed of 30 feet.
    • Windsea Intuition. You gain proficiency with the carpenter's tools, navigator's tools, woodcarver's tools, and water vehicles (including Wisdom (Animal Handling) checks in relation to water vehicles). When you make a Dexterity (Acrobatics) check or any ability check involving navigator's tools, you can roll a d4 and add the number rolled to the ability check. 
  • Language. You know two languages. One of them is Common, unless your DM says you can choose something else. 

Goliath

  • Genotype. Your genotype is the mechanical chassis onto which the rest of your character is built. Choose one of the three following options.
    • Prowess. Your character is naturally better at something than most people. Raise one of your ability scores by 2, and another ability score by 1. You cannot choose the same score twice. Choose an additional physical trait. 
    • Adaptable. Your character is naturally good at almost everything they try. Raise all of your ability scores by +1. Choose an additional cultural trait. 
    • Gifted. Your character is gifted at a specific task. Raise two of your ability scores by +1. Begin with a feat of your choice. 
  • Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100. Elves are essentially immortal provided that they take care of themselves both physically and mentally.
  • Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet. 
  • Physical Traits. Physical traits describe you and your people’s relationship to their environment. These traits can be obvious, like being covered in thorns, or unobvious, like having night-vision, or innate magic. Choose one physical trait.  
    • Big. You can bear weight as if you were a size category larger. 
    • Built Different. When you attempt a Strength, Dexterity, or Constitution ability check, you may add a +10 bonus to the result of the roll. If the ability check fails, you must finish a long rest before you can use this feature again.
    • Fast Healing. Those who have binded to the aberrants exhibit remarkable healing abilities. Once an hour when not in combat, you may roll one hit die to recover hit points. This does not deduct from your current number of hit dice.
    • God Blood. If your strength score is lower than 17, it is instead 17.
    • Icelander. You are immune to the effects of nonmagical extreme cold.
    • Lithe. You can move through a hostile creature’s space without a check. Your movement speed increases by 5. 
    • Long-limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. 
    • Nightvision. 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. 
    • The Other. Your creature type is humanoid, plus one other type, such as Monstrosity or Undead. Consult the Monster Manual for a complete list of creature types. You gain a property from a creature of the type you chose in the Monster Manual, with the following exceptions: it cannot be listed as an Action or as Spellcasting, and the DM must explicitly approve the property or a variant of that property. Your DM might alter the property in some way to bring it more inline with typical racial abilities. Think reasonably: Legendary Resistance is an inappropriate pick. Aggressive (from the Orc stat block), on the other hand, is a perfectly reasonable player ability. Something like Draining Kiss (from the Succubus stat block) would need its damage dice and DC adjusted to be appropriate. 
    • Pack Instincts. You gain advantage on attacks that another creature friendly to you has successfully attacked this round. If an ally you can see is reduced to 0 Hit-Points, you can use your reaction to make an attack against the creature that damaged your ally. 
    • Punishing. You are physically difficult to hold onto. Creatures that grapple you take 1d4 damage. Decide on the type of damage when you create your character. 
    • Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage, most likely a feature of your ancestors’ diet.
    • Resistance. Choose a type of non-physical damage. You are resistant to this type of damage. 
    • Sturdy. When you drop to 0 hit-points, you immediately regain 1 hit-point. This cannot occur again until you finish a long rest. 
    • Symbiotic Fortitude. You don’t need to breathe. In addition, you have resistance to acid damage and are immune to disease. You only need to sleep for a short time each day. Even while sleeping, you remain aware of your immediate surroundings thanks to your limited blindsight of 5 feet present when asleep. After sleeping for 4 hours, you gain the same benefit that other races do from 8 hours of sleep.
  • Culture. Culture is the collective art, achievements, traditions, and language of your people. Start by picking languages, and then two cultural traits. 
    • Blessed Society. At level 3, you gain access to a 1st level spell of your choice from the cleric spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the cleric spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Wisdom is your spell-casting modifier for these spells. 
    • Casual Arcana. You know one cantrip from the Wizard spell list. Intelligence is your Spellcasting Ability for it. 
    • Deep Cultural Knowledge. Gain one skill proficiency, and a situation in which you gain advantage on checks with that skill. For example, you might be proficient in history, and have advantage on checks to know more about types gemstones. Gain an additional language. 
    • Diaspora. Your movespeed increases by 5 feet and you gain two additional languages of your choosing. Any time you arrive in a new town, the DM provides you with additional information about the area. 
    • Hardy. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Difficult terrain composed of snow or ice doesn’t cost you extra movement.
    • Heroic Conviction. The beliefs and practices of paragon communities endow its members with bravery and fortitude. You have advantage on saving throws against being frightened.
    • Higher Education. Gain any two skill or tool proficiencies. You can take this trait multiple times. 
    • Ice Crafting. You can magically form an item from nearby water, ice, or snow. The crafting takes 1 minute, and you can form any nonmagical object without moving parts weighing up to 10 pounds. Though made of ice, the object functions as a similar item made of standard materials. The object has AC 13, hit points equal to a resilient object of appropriate size, and is immune to cold damage but vulnerable to fire damage. If the ambient temperature is warmer than freezing, the object lasts 1 minute. As long as the ambient temperature remains at freezing or colder, the object lasts for 24 hours or until destroyed. Once you have crafted an object using this trait, you can’t do so again until you have completed a short or long rest.
    • Martial Society. You are proficient with the weapon of your choosing, or with shields, or with light armor. You can take this trait multiple times. If you choose light armor, and then choose to take the trait again, you can choose medium armor. If you choose medium armor and then choose to take the trait a third time, you can choose heavy armor. You are proficient with light armor. You can take this trait multiple times. If you do take this trait again, you gain proficiency with medium armor. If you take this trait a third time, you gain proficiency with heavy armor. When determining armor proficiencies, your class is selected after your race. 
  • Language. You know two languages. One of them is Common, unless your DM says you can choose something else. 

Halfling

  • Genotype. Your genotype is the mechanical chassis onto which the rest of your character is built. Choose one of the three following options.
    • Prowess. Your character is naturally better at something than most people. Raise one of your ability scores by 2, and another ability score by 1. You cannot choose the same score twice. Choose an additional physical trait. 
    • Adaptable. Your character is naturally good at almost everything they try. Raise all of your ability scores by +1. Choose an additional cultural trait. 
    • Gifted. Your character is gifted at a specific task. Raise two of your ability scores by +1. Begin with a feat of your choice. 
  • Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of their second century.
  • Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. 
  • Speed. Your base walking speed is 25 feet. 
  • Physical Traits. Physical traits describe you and your people’s relationship to their environment. These traits can be obvious, like being covered in thorns, or unobvious, like having night-vision, or innate magic. Choose one physical trait.  
    • Innate Magic. At level 3, you gain access to a 1st level spell of your choice from the sorcerer spell list and can cast it once per day. At level 5, you gain access to a 2nd level spell of your choice from the sorcerer spell list and can cast it once per day. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is the spellcasting modifier for these spells. 
    • Lithe. You can move through a hostile creature’s space without a check. Your movement speed increases by 5. 
    • 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. 
    • Pack Instincts. You gain advantage on attacks that another creature friendly to you has successfully attacked this round. If an ally you can see is reduced to 0 Hit-Points, you can use your reaction to make an attack against the creature that damaged your ally. 
    • Slippery. You can hide when only lightly obscured, such as by foliage, a small group of people, or in dim light. If you are heavily obscured, such as by fog or darkness, you gain advantage on checks made to hide. 
    • Tamersoul. You can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells. Starting at 3rd level, you can target a beast or monstrosity when you cast animal friendship or speak with animals, provided the creature's Intelligence score is 3 or lower.
  • Culture. Culture is the collective art, achievements, traditions, and language of your people. Start by picking languages, and then two cultural traits. 
    • Blessed Society. At level 3, you gain access to a 1st level spell of your choice from the cleric spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the cleric spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Wisdom is your spell-casting modifier for these spells. 
    • Cultural Savagery. Your critical strikes deal 1 additional weapon damage die.
    • Deep Taming Knowledge. You gain proficiency in Wisdom (Animal Handling) checks. When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check. You learn the Beastspeak language. You can speak with any beast, relying on both verbal sounds, and a form of limited empathy that conveys feelings and emotions. Most beasts lack sufficient intelligence for complex interactions, but basic concepts can be relayed. This ability conveys no specific influence over animals but does offer the ability to use Charisma skills such as Deception, Persuasion, and Intimidation when communicating with beasts. 
    • Desertchild. Your people accommodate themselves to the extreme temperatures of the environment. You have resistance to fire damage. You face the daily danger of heat and thirst. As such, all members learn how to navigate these threats. You have proficiency in Survival. Furthermore, whenever you make a check to find food or water, or to protect yourself from the heat and sun, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. Lastly, difficult terrain comprised of sand or similar desert environs doesn’t cost you extra movement.
    • Diaspora. Your movespeed increases by 5 feet and you gain two additional languages of your choosing. Any time you arrive in a new town, the DM provides you with additional information about the area. 
    • Hardy People. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. 
    • Heroic Conviction. The beliefs and practices of paragon communities endow its members with bravery and fortitude. You have advantage on saving throws against being frightened.
    • Martial Society. You are proficient with the weapon of your choosing, or with shields, or with light armor. You can take this trait multiple times. If you choose light armor, and then choose to take the trait again, you can choose medium armor. If you choose medium armor and then choose to take the trait a third time, you can choose heavy armor. You are proficient with light armor. You can take this trait multiple times. If you do take this trait again, you gain proficiency with medium armor. If you take this trait a third time, you gain proficiency with heavy armor. When determining armor proficiencies, your class is selected after your race. 
    • Secret Society. Choose a skill in which you are proficient. You gain double your proficiency bonus when you make checks with this skill. Choose a language that you already speak. You can speak a coded version of this language to other members of your secret society. Only other members of your secret society understand this code. 
    • Swimmer. You have a swimming speed of 25 feet.
    • Sidhe Sign. You can “speak” a special kind of sign language called sidhe sign, which involves complex gestures with interlocking hands. Sidhe sign requires two free hands in order to “speak” it.
  • Language. You know two languages. One of them is Common, unless your DM says you can choose something else. 

Human

  • Genotype. Your genotype is the mechanical chassis onto which the rest of your character is built. Choose one of the three following options.
    • Prowess. Your character is naturally better at something than most people. Raise one of your ability scores by 2, and another ability score by 1. You cannot choose the same score twice. Choose an additional physical trait. 
    • Adaptable. Your character is naturally good at almost everything they try. Raise all of your ability scores by +1. Choose an additional cultural trait. 
    • Gifted. Your character is gifted at a specific task. Raise two of your ability scores by +1. Begin with a feat of your choice. 
  • Age. Dwarves are considered young until they reach the age of 50. On average, they live up to about 350 years. 
  • Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. .
  • Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. 
  • Physical Traits. Physical traits describe you and your people’s relationship to their environment. These traits can be obvious, like being covered in thorns, or unobvious, like having night-vision, or innate magic. Choose one physical trait.  
    • Big. You can bear weight as if you were a size category larger. 
    • Lithe. You can move through a hostile creature’s space without a check. Your movement speed increases by 5. 
    • Stroke of Genius. When you attempt an Intelligence ability check, you can choose to add +20 to the result of the roll. Once you have used this feature, you cannot use it again until a week has passed.
    • Sturdy. When you drop to 0 hit-points, you immediately regain 1 hit-point. This cannot occur again until you finish a long rest. 
    • Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level, due in large part to the long history of difficult labor required to survive underground for generations. 
  • Culture. Culture is the collective art, achievements, traditions, and language of your people. Start by picking languages, and then two cultural traits. 
    • Blessed Society. At level 3, you gain access to a 1st level spell of your choice from the cleric spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the cleric spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Wisdom is your spell-casting modifier for these spells. 
    • Casual Arcana. You know one cantrip from the Wizard spell list. Intelligence is your Spellcasting Ability for it. 
    • Diaspora. Your movespeed increases by 5 feet and you gain two additional languages of your choosing. Any time you arrive in a new town, the DM provides you with additional information about the area. 
    • Engineer’s Mind. Students in these communities widely study chemistry and engineering. You have proficiency with Alchemist’s Supplies and Tinker’s Tools. What’s more, you know the recipe to make gunpowder and the methods with which to make a flintlock weapon.
    • Hardy People. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. 
    • Higher Education. Gain any two skill or tool proficiencies. You can take this trait multiple times. 
    • Magical Schools. At level 3, you gain access to a 1st level spell of your choice from the wizard spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the wizard spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Intelligence is your spell-casting modifier for these spells. 
    • Martial Society. You are proficient with the weapon of your choosing, or with shields, or with light armor. You can take this trait multiple times. If you choose light armor, and then choose to take the trait again, you can choose medium armor. If you choose medium armor and then choose to take the trait a third time, you can choose heavy armor. You are proficient with light armor. You can take this trait multiple times. If you do take this trait again, you gain proficiency with medium armor. If you take this trait a third time, you gain proficiency with heavy armor. When determining armor proficiencies, your class is selected after your race. 
    • Rough People. Choose a simple weapon. Gain proficiency with that weapon. Your attacks with that weapon gain +1 to hit. 
    • Secret Society. Choose a skill in which you are proficient. You gain double your proficiency bonus when you make checks with this skill. Choose a language that you already speak. You can speak a coded version of this language to other members of your secret society. Only other members of your secret society understand this code. 
    • Spellsmith. You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.
  • Language. You know two languages. One of them is Common, unless your DM says you can choose something else. 

Orc

  • Genotype. Your genotype is the mechanical chassis onto which the rest of your character is built. Choose one of the three following options.
    • Prowess. Your character is naturally better at something than most people. Raise one of your ability scores by 2, and another ability score by 1. You cannot choose the same score twice. Choose an additional physical trait. 
    • Adaptable. Your character is naturally good at almost everything they try. Raise all of your ability scores by +1. Choose an additional cultural trait. 
    • Gifted. Your character is gifted at a specific task. Raise two of your ability scores by +1. Begin with a feat of your choice. 
  • Age. Age. Orcs mature to adulthood around age 14. They live to be about 75. 
  • Size. Orcs are bulkier than most races, and they range from 5 to well over 6 feet tall. Your size is Medium. 
  • Speed. Your base walking speed is 30 feet. 
  • Physical Traits. Physical traits describe you and your people’s relationship to their environment. These traits can be obvious, like being covered in thorns, or unobvious, like having night-vision, or innate magic. Choose one physical trait.  
    • Big. You can bear weight as if you were a size category larger. This means that you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
    • Halo. A shimmering golden halo of light hovers just above your head, regardless of what form you take. As a bonus action you can cause the halo to vanish until you choose to have it reappear, though you must concentrate to maintain this effect (as though you were concentrating on a spell). While the halo is above your head, creatures that can see the halo have disadvantage on Charisma ability checks against you, and you have advantage on Charisma saving throws and ability checks against them.
    • Innate Magic. At level 3, you gain access to a 1st level spell of your choice from the sorcerer spell list and can cast it once per day. At level 5, you gain access to a 2nd level spell of your choice from the sorcerer spell list and can cast it once per day. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is the spellcasting modifier for these spells. 
    • Long-limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. 
    • Nightvision. 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. 
    • The Other. Your creature type is humanoid, plus one other type, such as Monstrosity or Undead. Consult the Monster Manual for a complete list of creature types. You gain a property from a creature of the type you chose in the Monster Manual, with the following exceptions: it cannot be listed as an Action or as Spellcasting, and the DM must explicitly approve the property or a variant of that property. Your DM might alter the property in some way to bring it more inline with typical racial abilities. Think reasonably: Legendary Resistance is an inappropriate pick. Aggressive (from the Orc stat block), on the other hand, is a perfectly reasonable player ability. Something like Draining Kiss (from the Succubus stat block) would need its damage dice and DC adjusted to be appropriate. 
    • Pack Instincts. You gain advantage on attacks that another creature friendly to you has successfully attacked this round. If an ally you can see is reduced to 0 Hit-Points, you can use your reaction to make an attack against the creature that damaged your ally. 
    • Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage, most likely a feature of your ancestors’ diet.
    • Sturdy. 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. 
  • Culture. Culture is the collective art, achievements, traditions, and language of your people. Start by picking languages, and then two cultural traits. 
    • Blessed Society. At level 3, you gain access to a 1st level spell of your choice from the cleric spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the cleric spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Wisdom is your spell-casting modifier for these spells. 
    • Casual Shamanism. You know one cantrip from the Druid or Wizard spell list. Intelligence is your Spellcasting Ability for it. 
    • Cultural Savagery. Your critical strikes deal 1 additional weapon damage die. 
    • Deep Cultural Knowledge. Gain one skill proficiency, and a situation in which you gain advantage on checks with that skill. For example, you might be proficient in history, and have advantage on checks to know more about types gemstones. Gain an additional language. 
    • Diaspora. Your movespeed increases by 5 feet and you gain two additional languages of your choosing. Any time you arrive in a new town, the DM provides you with additional information about the area. 
    • Hardy People. You have spent your life surviving in the cold and wild places of the world. You recover from all levels of exhaustion at the end of a long rest, and you have advantage on saving throws against the effects of being in a cold environment, such as frostbite or hypothermia Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. 
    • Heroic Conviction. The beliefs and practices of paragon communities endow its members with bravery and fortitude. You have advantage on saving throws against being frightened. You gain proficiency in the Intimidation skill. 
    • Higher Education. Gain any two skill or tool proficiencies. You can take this trait multiple times. 
    • Martial Society. You are proficient with the weapon of your choosing, or with shields, or with light armor. You can take this trait multiple times. If you choose light armor, and then choose to take the trait again, you can choose medium armor. If you choose medium armor and then choose to take the trait a third time, you can choose heavy armor. You are proficient with light armor. You can take this trait multiple times. If you do take this trait again, you gain proficiency with medium armor. If you take this trait a third time, you gain proficiency with heavy armor. When determining armor proficiencies, your class is selected after your race. 
    • Mountainchild. Mountain life makes for strong, fit folk. You have proficiency in the Athletics skill. When making an Athletics check to navigate mountainous or rocky terrain, you make the check with advantage. Whenever you make an Intelligence (Nature) check related to geology, such as rocks, stonework, mountains, or gems, you are considered proficient in the Nature skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Whenever you make an Intelligence (History) or Wisdom (Survival) check related to the mountains, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
    • Old Soul. You have a deep connection with the ancient gods and spirits of the world. You can use your Wisdom modifier instead of Intelligence when making History and Religion checks.
    • Rough People. Choose a simple weapon. Gain proficiency with that weapon. Your attacks with that weapon gain +1 to hit. 
  • Language. You know two languages. One of them is Common, unless your DM says you can choose something else. 

Tabaxi

  • Genotype. Your genotype is the mechanical chassis onto which the rest of your character is built. Choose one of the three following options.
    • Prowess. Your character is naturally better at something than most people. Raise one of your ability scores by 2, and another ability score by 1. You cannot choose the same score twice. Choose an additional physical trait. 
    • Adaptable. Your character is naturally good at almost everything they try. Raise all of your ability scores by +1. Choose an additional cultural trait. 
    • Gifted. Your character is gifted at a specific task. Raise two of your ability scores by +1. Begin with a feat of your choice. 
  • Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100. Elves are essentially immortal provided that they take care of themselves both physically and mentally.
  • Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet. 
  • Physical Traits. Physical traits describe you and your people’s relationship to their environment. These traits can be obvious, like being covered in thorns, or unobvious, like having night-vision, or innate magic. Choose one physical trait.  
    • Big. You can bear weight as if you were a size category larger. 
    • Blue Eyes. On each of your turns you can take the Search action as a bonus action. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
    • Jumpy. Immediately after you take a reaction, you may move up to your speed.
    • Lithe. You can move through a hostile creature’s space without a check. Your movement speed increases by 5. 
    • Long-limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. 
    • Natural. Weapon You have claws, a tail, or some other natural weapon. It deals 1d4 of the most appropriate damage type, and you are proficient with it. 
    • Nightvision. 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. 
    • The Other. Your creature type is humanoid, plus one other type, such as Monstrosity or Undead. Consult the Monster Manual for a complete list of creature types. You gain a property from a creature of the type you chose in the Monster Manual, with the following exceptions: it cannot be listed as an Action or as Spellcasting, and the DM must explicitly approve the property or a variant of that property. Your DM might alter the property in some way to bring it more inline with typical racial abilities. Think reasonably: Legendary Resistance is an inappropriate pick. Aggressive (from the Orc stat block), on the other hand, is a perfectly reasonable player ability. Something like Draining Kiss (from the Succubus stat block) would need its damage dice and DC adjusted to be appropriate. 
    • Sturdy. When you drop to 0 hit-points, you immediately regain 1 hit-point. This cannot occur again until you finish a long rest. 
    • War Runner. When you take the Dash action, you gain extra movement equal to double your speed instead of the usual benefits.
  • Culture. Culture is the collective art, achievements, traditions, and language of your people. Start by picking languages, and then two cultural traits. 
    • Blessed Society. At level 3, you gain access to a 1st level spell of your choice from the cleric spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the cleric spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Wisdom is your spell-casting modifier for these spells. 
    • Casual Arcana. You know one cantrip from the Wizard spell list. Intelligence is your Spellcasting Ability for it. 
    • Cultural Savagery. Your critical strikes deal 1 additional weapon damage die. Deep 
    • Cultural Hatred. Choose a type of creature (fiends, fey, undead, etc.). You have advantage on checks related to learning about it, tracking it, and communicating with it. You gain 1d4 on rolls to damage or hit these creatures. You can choose humanoid, but must select one race of humanoid. IE, Drow, Orc, Gnoll, etc. 
    • Deep Cultural Knowledge. Gain one skill proficiency, and a situation in which you gain advantage on checks with that skill. For example, you might be proficient in history, and have advantage on checks to know more about types gemstones. Gain an additional language. 
    • Desertchild. Your people accommodate themselves to the extreme temperatures of the environment. You have resistance to fire damage. You face the daily danger of heat and thirst. As such, all members learn how to navigate these threats. You have proficiency in Survival. Furthermore, whenever you make a check to find food or water, or to protect yourself from the heat and sun, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. Lastly, difficult terrain comprised of sand or similar desert environs doesn’t cost you extra movement.
    • Diaspora. Your movespeed increases by 5 feet and you gain two additional languages of your choosing. Any time you arrive in a new town, the DM provides you with additional information about the area. 
    • Hardy People. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. 
    • Heroic Conviction. The beliefs and practices of paragon communities endow its members with bravery and fortitude. You have advantage on saving throws against being frightened.
    • Higher Education. Gain any two skill or tool proficiencies. You can take this trait multiple times. 
    • Magical Schools. At level 3, you gain access to a 1st level spell of your choice from the wizard spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the wizard spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Intelligence is your spell-casting modifier for these spells. 
    • Martial Society. You are proficient with the weapon of your choosing, or with shields, or with light armor. You can take this trait multiple times. If you choose light armor, and then choose to take the trait again, you can choose medium armor. If you choose medium armor and then choose to take the trait a third time, you can choose heavy armor. You are proficient with light armor. You can take this trait multiple times. If you do take this trait again, you gain proficiency with medium armor. If you take this trait a third time, you gain proficiency with heavy armor. When determining armor proficiencies, your class is selected after your race. 
    • Martial Training, Advanced. Your speed is not reduced by wearing armor.
    • Rough People. Choose a simple weapon. Gain proficiency with that weapon. Your attacks with that weapon gain +1 to hit. 
    • Secret Society. Choose a skill in which you are proficient. You gain double your proficiency bonus when you make checks with this skill. Choose a language that you already speak. You can speak a coded version of this language to other members of your secret society. Only other members of your secret society understand this code. 
  • Language. You know two languages. One of them is Common, unless your DM says you can choose something else. 

Tiefling

  • Genotype. Your genotype is the mechanical chassis onto which the rest of your character is built. Choose one of the three following options.
    • Prowess. Your character is naturally better at something than most people. Raise one of your ability scores by 2, and another ability score by 1. You cannot choose the same score twice. Choose an additional physical trait. 
    • Adaptable. Your character is naturally good at almost everything they try. Raise all of your ability scores by +1. Choose an additional cultural trait. 
    • Gifted. Your character is gifted at a specific task. Raise two of your ability scores by +1. Begin with a feat of your choice. 
  • Age. Tieflings reach adulthood in their late teens and a little more than a century. 
  • Size. Tieflings vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. 
  • Speed. Your base walking speed is 30 feet. 
  • Physical Traits. Physical traits describe you and your people’s relationship to their environment. These traits can be obvious, like being covered in thorns, or unobvious, like having night-vision, or innate magic. Choose one physical trait.  
    • Big. You can bear weight as if you were a size category larger. 
    • Goldblood. You can’t be affected or detected by cantrips. You also have advantage on saving throws against spells of 2nd level or lower.
    • Innate Magic. At level 3, you gain access to a 1st level spell of your choice from the sorcerer spell list and can cast it once per day. At level 5, you gain access to a 2nd level spell of your choice from the sorcerer spell list and can cast it once per day. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is the spellcasting modifier for these spells. 
    • Lithe. You can move through a hostile creature’s space without a check. Your movement speed increases by 5. 
    • Natural. Weapon You have claws, a tail, or some other natural weapon. It deals 1d4 of the most appropriate damage type, and you are proficient with it. 
    • Nightvision. Thanks to your infernal ancestry, 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. 
    • Prehensile Tail. Your tail is prehensile and can be used to hold objects or assist in casting spells with somatic components as though it were a free hand.
    • The Other. Your creature type is humanoid, plus one other type, such as Monstrosity or Undead. Consult the Monster Manual for a complete list of creature types. You gain a property from a creature of the type you chose in the Monster Manual, with the following exceptions: it cannot be listed as an Action or as Spellcasting, and the DM must explicitly approve the property or a variant of that property. Your DM might alter the property in some way to bring it more inline with typical racial abilities. Think reasonably: Legendary Resistance is an inappropriate pick. Aggressive (from the Orc stat block), on the other hand, is a perfectly reasonable player ability. Something like Draining Kiss (from the Succubus stat block) would need its damage dice and DC adjusted to be appropriate. 
    • Resistance. Choose a type of non-physical damage. You are resistant to this type of damage. 
  • Culture. Culture is the collective art, achievements, traditions, and language of your people. Start by picking languages, and then two cultural traits. 
    • Blessed Society. At level 3, you gain access to a 1st level spell of your choice from the cleric spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the cleric spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Wisdom is your spell-casting modifier for these spells. 
    • Casual Arcana. You know one cantrip from the Wizard spell list. Intelligence is your Spellcasting Ability for it. 
    • Deep Cultural Knowledge. Gain one skill proficiency, and a situation in which you gain advantage on checks with that skill. For example, you might be proficient in history, and have advantage on checks to know more about types gemstones. Gain an additional language. 
    • Desertchild. Your people accommodate themselves to the extreme temperatures of the environment. You have resistance to fire damage. You face the daily danger of heat and thirst. As such, all members learn how to navigate these threats. You have proficiency in Survival. Furthermore, whenever you make a check to find food or water, or to protect yourself from the heat and sun, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. Lastly, difficult terrain comprised of sand or similar desert environs doesn’t cost you extra movement.
    • Diaspora. Your movespeed increases by 5 feet and you gain two additional languages of your choosing. Any time you arrive in a new town, the DM provides you with additional information about the area. 
    • Higher Education. Gain any two skill or tool proficiencies. You can take this trait multiple times. 
    • Magical Schools. At level 3, you gain access to a 1st level spell of your choice from the wizard spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the wizard spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Intelligence is your spell-casting modifier for these spells. 
    • Permanent Goldink. Tiefling receive a goldink tattoo to mark significant events in their lives, such as reaching adulthood. Choose one of the following tattoos. At 3rd level, choose another. At 5th, choose a third. 
      • Auric Shield. Your tattoo grants you the ability to cast mage armor once a day. 
      • Borrowed Beast Tongue. Your tattoo grants you the ability to speak with small beasts. 
      • Deepbreathing. Your tattoo grants you the ability to breathe underwater. 
      • Eyes of Night. Your tattoo grants you Darkvision to 60’. 
      • Fell Resilience. Your tattoo grants you resistance to one damage type of your choice. 
      • Golden God. You can cast the augury spell once per long rest.
      • Natural Magic. Your tattoo allows you to cast one cantrip of your choice. 
      • Secret Wisdom. Your tattoo grants you proficiency in one skill of your choice. 
      • Swift Shadow. Your tattoo grants you an additional 5 feet of movement to your base walking speed. 
      • Vicious Blade. Your tattoo grants you the ability to conjure a golden dagger as an action. The dagger functions as a normal dagger. If it leaves your hand, it dissipates into wisps of gold magic. The dagger lasts for one minute.
    • Secret Society. Choose a skill in which you are proficient. You gain double your proficiency bonus when you make checks with this skill. Choose a language that you already speak. You can speak a coded version of this language to other members of your secret society. Only other members of your secret society understand this code. 
  • Language. You know two languages. One of them is Common, unless your DM says you can choose something else. 

Warforged

  • Genotype. Your genotype is the mechanical chassis onto which the rest of your character is built. Choose one of the three following options.
    • Prowess. Your character is naturally better at something than most people. Raise one of your ability scores by 2, and another ability score by 1. You cannot choose the same score twice. Choose an additional physical trait. 
    • Adaptable. Your character is naturally good at almost everything they try. Raise all of your ability scores by +1. Choose an additional cultural trait. 
    • Gifted. Your character is gifted at a specific task. Raise two of your ability scores by +1. Begin with a feat of your choice. 
  • Age. Each soul of a votomat lasts about 40 years, but if a soul died peacefully or was in acceptance of its use as a battery after death, a soul can instead last up to 100 years. A typical votomat has gone through one or two souls; a soulfueled has no maximum lifespan. You are immune to magical aging effects.
  • Size. Your size is determined by your creators. You are either small or medium.
  • Speed. Your base walking speed is 30 feet. 
  • Votomat Components. The range of votomat anatomy in all its variants is remarkable, but all gearforged share some common parts. 
    • Everwound Springs. These magical springs provide energy over long periods, effectively acting as the power sources for most of the votomat’s moving parts. A broken everwound spring results in the loss of function in that digit or limb, much like a damaged joint or ligaments in a flesh-and-blood creature. 
    • Soul Gem. The mind of a votomat creature is as sharp as that of any flesh-and-blood soul, but it is more portable. The animating, vital principle of a votomat—its will, its personality, its mind—are retained in a soul gem. The destruction of this gem means the death of that votomat. 
    • Memory Gears. These delicate constructions are scroll-like ribbons pierced with thousands of pin holes and wound about with tiny enchantments of great complexity. The memory of a votomat for all the days after its creation lives in the memory gears. Older votomat have many such gears, and the material component for the magic to create them requires one new gear for every 10 years of life. Installing a new memory gear requires one day’s work and 2,000 gp. Other votomat can read memory gears salvaged from a dead votomat, but it’s a complex, time-consuming process. It’s also viewed with some alarm by most votomat, since it is akin to peering into the most private details of a creature’s life. When a used memory gear is installed in a new or existing votomat, the process takes three days’ work to avoid damaging the memories in the gear, and it takes one week before the recipient can fully interpret and understand the memories.
  • Construct Anatomy. You gain the following traits.
    • Your body is constructed, which frees you from some of the limits of flesh-and-blood creatures. You have resistance to poison damage, you are immune to disease, and you have advantage on saving throws against being poisoned.
    • You don’t need to eat, drink, or breathe, and you don’t sleep the way most creatures do. Instead, you enter a dormant state where you resemble a statue and remain semiconscious for 6 hours a day. During this time, the magic in your soul gem and everwound springs slowly repairs the day’s damage to your mechanical body. While in this dormant state, you have disadvantage on Wisdom (Perception) checks. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
    • Your consciousness and soul reside within a soul gem to animate your mechanical body. As such, you are a living creature with some of the benefits and drawbacks of a construct. Though you can regain hit points from spells like cure wounds, you can also be affected by game effects that specifically target constructs, such as the shatter spell. As long as your soul gem remains intact, game effects that raise a creature from the dead work on you as normal, repairing the damaged pieces of your mechanical body (restoring lost sections only if the spell normally restores lost limbs) and returning you to life as a votomat. Alternatively, if your body is destroyed but your soul gem and memory gears are intact, they can be installed into a new body with a ritual that takes one day and 10,000 gp worth of materials. If your soul gem is destroyed, only a wish spell can restore you to life, and you return as a fully living member of your original race.
  • Physical Traits. Physical traits describe you and your people’s relationship to their environment. These traits can be obvious, like being covered in thorns, or unobvious, like having night-vision, or innate magic. Choose one physical trait.  
    • Arcane Circuitry. Your body is latticed with fine circuitry meant to conduct arcane energies. When you are targeted by a spell of 1st level or higher, you absorb some of its magic to magically regain hit points. You regain 1d6 hit points for a 1st-level spell, plus an additional 1d6 for each spell level after 1st.
    • Artifice Integration. When you wear a piece of equipment, you can choose to integrate it into your body by mechanical means. When you do so, the item in question slowly merges into your body, becoming a part of you over the course of 1 hour. While integrated in this manner, an item cannot be removed unless the part of your body to which it is attached is also removed. You can voluntarily remove an integrated item, but doing so takes 1 hour of strenuous activity.
    • Chassis. Choose from one of the following below.
      • Big. You can bear weight as if you were a size category larger. 
      • Lithe. You can move through a hostile creature’s space without a check. Your movement speed increases by 5. 
      • Long-limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
      • Natural. Weapon You have claws, a tail, or some other natural weapon. It deals 1d4 of the most appropriate damage type, and you are proficient with it.  
      • Nightvision. 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. 
    • Execute Order 99. As an action you can activate a protocol wired into your psyche that transforms you into a deadly killing machine for 1 minute. While in this state you gain the following benefits. 
      • Your speed cannot be reduced, and you are immune to the charmed, frightened, paralyzed, restrained, and stunned conditions. Additionally, your form cannot be changed into that of another creature. 
      • You always roll the maximum possible value on any damage dice you roll. 
      • All other creatures are your enemies, and you must do everything in your power to kill every creature in sight. You prioritize creatures attacking you, otherwise you always attempt to kill the closest creature to you. If there are no creatures in sight you seek out creatures to kill by the most expedient means available to you. 

Once you have used this feature, if you use it again before 24 hours have passed its duration changes to 1 hour. If you use it again before 24 hours has passed, its duration become permanent.
    • Innate Magic. At level 3, you gain access to a 1st level spell of your choice from the sorcerer spell list and can cast it once per day. At level 5, you gain access to a 2nd level spell of your choice from the sorcerer spell list and can cast it once per day. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is the spellcasting modifier for these spells. 
    • Modular Armor. As an action you can touch a piece of magical armor to which you are attuned, transferring its properties to yourself. When you do so, your body gains the magical effects of the armor as though you were wearing it, and the armor becomes nonmagical. This effect lasts until you finish a long rest, at which point the magical properties are restored to the armor.
    • The Other. Your creature type is humanoid, plus one other type, such as Monstrosity or Undead. Consult the Monster Manual for a complete list of creature types. You gain a property from a creature of the type you chose in the Monster Manual, with the following exceptions: it cannot be listed as an Action or as Spellcasting, and the DM must explicitly approve the property or a variant of that property. Your DM might alter the property in some way to bring it more inline with typical racial abilities. Think reasonably: Legendary Resistance is an inappropriate pick. Aggressive (from the Orc stat block), on the other hand, is a perfectly reasonable player ability. Something like Draining Kiss (from the Succubus stat block) would need its damage dice and DC adjusted to be appropriate. 
    • Sturdy. When you drop to 0 hit-points, you immediately regain 1 hit-point. This cannot occur again until you finish a long rest. 
    • Supercharged. When you would take a long rest, you can choose to gain no benefit from that rest and instead spend that time supercharging your body with arcane energy. After you finish the long rest, you gain the following benefits for 24 hours or until you finish a long rest, whichever comes first. 
      • When you roll a 17–20 on an attack roll, saving throw, or ability check, you instead roll a 20. 
      • When you spend movement, you can choose to magically teleport to an unoccupied space no farther than the amount of movement you expended. 
      • You cannot gain the benefits of a short rest.
  • Culture. Culture is the collective art, achievements, traditions, and language of your people. Start by picking languages, and then two cultural traits. 
    • Blessed Society. At level 3, you gain access to a 1st level spell of your choice from the cleric spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the cleric spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Wisdom is your spell-casting modifier for these spells. 
    • Casual Arcana. You know one cantrip from the Wizard spell list. Intelligence is your Spellcasting Ability for it. 
    • Cultural Savagery. Your critical strikes deal 1 additional weapon damage die. Deep 
    • Cultural Hatred. Choose a type of creature (fiends, fey, undead, etc.). You have advantage on checks related to learning about it, tracking it, and communicating with it. You gain 1d4 on rolls to damage or hit these creatures. You can choose humanoid, but must select one race of humanoid. IE, Drow, Orc, Gnoll, etc. 
    • Deep Cultural Knowledge. Gain one skill proficiency, and a situation in which you gain advantage on checks with that skill. For example, you might be proficient in history, and have advantage on checks to know more about types gemstones. Gain an additional language. 
    • Diaspora. Your movespeed increases by 5 feet and you gain two additional languages of your choosing. Any time you arrive in a new town, the DM provides you with additional information about the area. 
    • Hardy People. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. 
    • Higher Education. Gain any two skill or tool proficiencies. You can take this trait multiple times. 
    • Magical Schools. At level 3, you gain access to a 1st level spell of your choice from the wizard spell list. You can this spell as if it were a second level spell. At level 5, you gain access to a 2nd level spell of your choice from the wizard spell list. You can cast these spells once with this trait and regain the ability to do so when you finish a Long Rest. Intelligence is your spell-casting modifier for these spells. 
    • Remembered Training. You are proficient with the weapon of your choosing, or with shields, or with light armor. You can take this trait multiple times. If you choose light armor, and then choose to take the trait again, you can choose medium armor. If you choose medium armor and then choose to take the trait a third time, you can choose heavy armor. You are proficient with light armor. You can take this trait multiple times. If you do take this trait again, you gain proficiency with medium armor. If you take this trait a third time, you gain proficiency with heavy armor. When determining armor proficiencies, your class is selected after your race. 
    • Rough People. Choose a simple weapon. Gain proficiency with that weapon. Your attacks with that weapon gain +1 to hit. 
    • Secret Society. Choose a skill in which you are proficient. You gain double your proficiency bonus when you make checks with this skill. Choose a language that you already speak. You can speak a coded version of this language to other members of your secret society. Only other members of your secret society understand this code. 
  • Language. You know two languages. One of them is Common, unless your DM says you can choose something else.