It's Actually Dreary Here
It's Actually Dreary Here
It's Actually Dreary Here
Fantastical Races
of the
Multiverse
To clarify to those who might’ve clicked on this. Yes, these are all of the races
you can play as from the new book, Monsters of the Multiverse. ENJOY~
● Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly,
flightless wings sprout from your back temporarily. Creatures other than your
allies within 10 feet of you that can see you must succeed on a Charisma saving
throw (DC 8 + your proficiency bonus + your Charisma modifier) or become
frightened of you until the end of your next turn. Until the transformation ends,
once on each of your turns, you can deal extra necrotic damage to one target
when you deal damage to it with an attack or a spell. The extra damage equals
your proficiency bonus.
● Radiant Consumption. Searing light temporarily radiates from your eyes and
mouth. For the duration, you shed bright light in a 10-foot radius and dim light for
an additional 10 feet, and at the end of each of your turns, each creature within
10 feet of you takes radiant damage equal to your proficiency bonus. Until the
transformation ends, once on each of your turns, you can deal extra radiant
damage to one target when you deal damage to it with an attack or a spell. The
extra damage equals your proficiency bonus.
● Radiant Soul. Two luminous, spectral wings sprout from your back temporarily.
Until the transformation ends, you have a flying speed equal to your walking
speed, and once on each of your turns, you can deal extra radiant damage to
one target when you deal damage to it with an attack or a spell. The extra
damage equals your proficiency bonus.
Bugbear
Creature Type. You are a humanoid. You are also considered a goblinoid for any
prerequisite or effect that requires you to be a goblinoid.
Size. Your size is Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the
charmed condition on yourself.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet
greater than normal.
Powerful Build. You count as one size larger when determining your carrying capacity
and the weight you can push, drag, or lift.
Sneaky. You are proficient in the Stealth skill. In addition, without squeezing, you can
move through and stop in a space large enough for a Small creature.
Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6
damage if it hasn’t taken a turn yet in the current combat.
Centaur
Creature Type. You are a Fey.
Size. Your size is Medium.
Speed. Your walking speed is 40 feet.
Charge. If you move at least 30 feet straight toward a target and then hit it with a melee
weapon attack on the same turn, you can immediately follow that attack with a bonus
action, making one attack against the target with your hooves.
Equine Build. You count as one size larger when determining your carrying capacity
and the weight you can push or drag.
In addition, any climb that requires hands and feet is especially difficult for you because
of your equine legs. When you make such a climb, each foot of movement costs you 4
extra feet instead of the normal 1 extra foot.
Hooves. You have hooves that you can use to make unarmed strikes. When you hit
with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead
of the bludgeoning damage normal for an unarmed strike.
Natural Affinity. Your fey connection to nature gives you an intuitive connection to the
natural world and the animals within it. You therefore have proficiency in one of the
following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Changeling
Creature Type. You are a Fey.
Size. you are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency
with two of the following skills of your choice: Deception, Insight, Intimidation,
Performance, or Persuasion.
Shapechanger. As an action, you change your appearance and your voice. You
determine the specifics of the changes, including your coloration, hair, length, and sex.
You can also adjust your height between Medium and Small. You can make yourself
appear as a member of another race, though none of your game statistics change. You
can’t duplicate the appearance of an individual you’ve never seen, and you must adopt
a form that has the same basic arrangement of limbs that you have. Your clothing and
equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you
die.
Deep Gnome
Creature Type. You are a Humanoid. You are also considered a gnome for any
prerequisite or effect that requires you to be a gnome.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light and
in darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Gift of the Svirfneblin. Starting at 3rd level, you can cast the disguise self spell with
this trait. Starting at 5th level, you can also cast the nondetection spell with it, without
requiring a material component. Once you cast either of these spells with this trait, you
can’t cast that spell with it again until you finish a long rest. You can also cast these
using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you
cast them with this trait (choose when you select this race).
Gnomish Magic Resistance. You have advantage on Intelligence, Wisdom, and
Charisma saving throws against spells.
Svirfneblin Camouflage. When you make a Dexterity (Stealth) check, you can make
the check with advantage. You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long rest.
Duergar
Creature Type. You are a Humanoid. You are also considered a dwarf for any
prerequisite or effect that requires you to be a dwarf.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light and
in darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Duergar Magic. Starting at 3rd level, you can cast the enlarge/reduce spell on yourself
with this trait, without requiring a material component. Starting at 5th level, you can also
cast the invisibility spell on yourself with this trait, without requiring a material
component. Once you cast either of these spells with this trait, you can’t cast that spell
with it again until you finish a long rest. You can also cast these spells using spell slots
you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you
cast them with this trait (choose when you select this race).
Dwarven Resilience. You have advantage on saving throws you make to avoid or end
the poisoned condition on yourself. You also have resistance to poison damage.
Psionic Fortitude. You have advantage on saving throws you make to avoid or end the
charmed or stunned condition on yourself.
Eladrin
Creature Type. You are a Humanoid. You are also considered an elf for any
prerequisite or effect that requires you to be an elf.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light and
in darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the
charmed condition on yourself.
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied
space you can see. You can use this trait a number of times equal to your proficiency
bonus, and you regain all expended uses when you finish a long rest.
When you reach 3rd level, your Fey Step gain an additional effect based on your
season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus
+ your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
● Autumn. Immediately after you use your Fey Step, up to two creatures of your
choice that you can see within 10 feet of you must succeed on a Wisdom saving
throw or be charmed by you for 1 minute, or until you or your companions deal
any damage to the creatures.
● Winter. When you use your Fey Step, one creature of your choice that you can
see within 5 feet of you before you teleport must succeed on a Wisdom saving
throw or be frightened of you until the end of your next turn.
● Spring. When you use your Fey Step, you can touch one willing creature within 5
feet of you. That creature then teleports instead of you, appearing in an
unoccupied space of your choice that you can see within 30 feet of you.
● Summer. Immediately after you use your Fey Step, each creature of your choice
that you can see within 5 feet of you takes fire damage equal to your proficiency
damage.
Keen Senses. You have proficiency in the Perception skill.
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a
long rest in 4 hours if you spend those hours in a trancelike medication, during which
you retain consciousness.
Whenever you finish this trance, you can change your season, and you can gain two
proficiencies that you don’t have, each one with a weapon or a tool of your choice
selected from the Player’s Handbook. You mystically acquire these proficiencies by
drawing them from shared elven memory, and you retain them until you finish your next
long rest.
Fairy
Creature Type. You are a Fey.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Fairy Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the
faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce
spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can’t
cast that spell with it again until you finish a long rest. You can also cast either of those
spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you
cast them with this trait (choose when you select this race).
Flight. Because of your wings, you have a flying speed equal to your walking speed.
You can’t use this flying speed if you’re wearing medium or heavy armor.
Firbolg
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Firbolg Magic. You can cast detect magic and disguise self spells with this trait. When
you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once
you cast either of these spells with this trait, you can’t cast that spell with it again until
you finish a long rest. You can also cast these spells using any spell slots you have.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you
cast them with this trait (choose when you select this race).
Hidden Step. As a bonus action, you can magically turn invisible until the start of your
next turn or until you attack, make a damage roll, or force someone to make a saving
throw. You can use this trait a number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.
Powerful Build. You count as one size larger when determining your carrying capacity
and the weight you can push, drag, or lift.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner
with Beasts, Plants, and vegetation. They can understand the meaning of your words,
though you have no special ability to understand them in return. You have advantage on
all Charisma checks you make to influence them.
Genasi, Air
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 35 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Lightning Resistance. You have resistance to lightning damage.
Mingle with the Wind. You know the shocking grasp cantrip. Starting at 3rd level, you
can cast the feather fall spell with this trait, without requiring a material component.
Starting 5th level, you can also cast the levitate spell with this trait, without requiring a
material component. Once you cast feather fall or levitate with this trait, you can’t cast
that spell with it again until you finish a long rest. You can also cast either of those
spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you
cast them with this trait (choose when you select this race).
Genasi, Earth
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Earth Walk. You can move across difficult terrain without expending extra movement if
you are using your walking speed on the ground or a floor.
Merge with Stone. You know the blade ward cantrip. You can cast it as normal, and
you can also cast it as a bonus action a number of times equal to your proficiency
bonus, regaining all expended uses when you finish a long rest.
Starting at 5th level, you can cast the pass without trace spell with this trait, without
requiring a material component. Once you cast that spell with this trait, you can’t do so
again until you finish a long rest. You can also cast it using any spell slots you have of
2nd level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you
cast them with this trait (choose when you select this race).
Genasi, Fire
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Fire Resistance. You have resistance to fire damage.
Reach to the Blaze. You know the produce flame cantrip. Starting at 3rd level, you can
cast the burning hands spell with this trait. Starting at 5th level, you can also cast the
flame blade spell with this trait, without a material component. Once you cast burning
hands or flame blade with this trait, you can’t cast that spell with it again until you finish
a long rest. You can also cast either of those spells using any spell slots you have of the
appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you
cast them with this trait (choose when you select this race).
Genasi, Water
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your
walking speed.
Acid Resistance. You have resistance to acid damage.
Amphibious. You breathe air and water.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast
the create or destroy water spell with this trait. Starting at 5th level, you can also cast
the water walk spell with this trait, without requiring a material component. Once you
cast create or destroy water or water walk with this trait, you can’t cast that spell with it
again until you finish a long rest. You can also cast either of those spells using any spell
slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you
cast them with this trait (choose when you select this race).
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Githyanki
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Astral Knowledge. You can mystically access a reservoir of experiences of entities
connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in
one skill of your choice and with one weapon or tool of your choice, selected from the
Player’s Handbook, as you momentarily project your consciousness into the Astral
Plane. These proficiencies last until the end of your next long rest.
Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when
you cast the cantrip with this trait.
Starting at 3rd level, you can cast the jump spell with this trait. Starting at 5th level, you
can also cast misty step with it. Once you cast jump or misty step with this trait, you
can’t cast that spell with it again until you finish a long rest. You can also cast either of
those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you
cast them with this trait (choose when you select this race). None of these spells require
spell components when you cast them with this trait.
Psychic Resilience. You have resistance to psychic damage.
Githzerai
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Githzerai Psionics. You know the mage hand cantrip, and the hand is invisible when
you cast the cantrip with this trait.
Starting at 3rd level, you can cast the shield spell with this trait. Starting at 5th level, you
can also cast the detect thoughts spell with it. Once you cast shield or detect thoughts
spell with this trait, you can’t cast that spell with it again until you finish a long rest. You
can also cast either of those spells using any spell slots you have of the appropriate
level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you
cast them with this trait (choose when you select this race). None of these spells require
spell components when you cast them with this trait.
Mental Discipline. Your innate psychic defenses grant you advantage on saving throws
you make to avoid or end the charmed and frightened conditions on yourself.
Psychic Resilience. You have resistance to psychic damage.
Goblin
Creature Type. You are a Humanoid. You are also considered a goblinoid for any
prerequisite or effect that requires you to be a goblinoid.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
darkness as if it were in dim light. You discern colors in that darkness only as shades of
gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the
charmed condition on yourself.
Fury of the Small. When you damage a creature with an attack or a spell and the
creature’s size is larger than yours, you can cause the attack or spell to deal extra
damage to the creature. The extra damage equals your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, regaining all
expended uses when you finish a long rest, and you can use it no more than once per
turn.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each
of your turns.
Goliath
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Little Giant. You have proficiency in the Athletics skill, and you count as one size larger
when determining your carrying weight and the weight you can push, drag, or lift.
Mountain Born. You have resistance to cold damage. You also naturally acclimate to
high altitudes, even if you’ve never been to one. This includes elevations above 20,000
feet.
Stone’s Endurance. You can supernaturally draw on unyielding stone to shrug off
harm. When you take damage, you can use your reaction to roll a d12. Add your
Constitution modifier to the number rolled and reduce the damage by that total.
You can use this trait a number of times equal to your proficiency bonus, and you regain
all expended uses when you finish a long rest.
Harengon
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Hare-Trigger. You can add your proficiency bonus to your initiative rolls.
Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to
roll a d4 and add it to the save, potentially turning the failure into a success. You can’t
use this reaction if you’re prone or your speed is 0.
Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your
proficiency bonus, without provoking opportunity attacks. You can use this trait only if
your speed is greater than 0. You can use it a number of times equal to your proficiency
bonus, and you regain all expended uses when you finish a long rest.
Hobgoblin
Creature Type. You are a Humanoid.You are also considered a goblinoid for any
prerequisite or effect that requires you to be a goblinoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the
charmed condition on yourself.
Fey Gift. You can use this trait to take the Help action as a bonus action, and you can
do so a number of times equal to your proficiency bonus. You regain all expended uses
when you finish a long rest.
Starting at 3rd level, choose one of the options below each time you take the Help
action with this trait:
● Hospitality. You and the creature you help each gain a number of temporary hit
points equal to 1d6 plus your proficiency bonus.
● Passage. You and the creature you help each increase your walking speeds by
10 feet until the start of your next turn.
● Spite. Until the start of your next turn, the first time the creature you help hits a
target with an attack roll, that target has disadvantage on the next attack roll it
makes within the next minute.
Fortune from the Many. If you miss with an attack roll or fail an ability check or a
saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal
to the number of allies you can see within 30 feet of you (maximum bonus of +3). You
can use this trait a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Kenku
Creature Type. You are a Humanoid.
Size. Your size is Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Expert Duplication. When you copy writing or craftwork produced by yourself or
someone else, you have advantage on any ability checks you make to produce an exact
duplicate.
Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two
skills of your choice.
Moreover, when you make an ability check using any skill in which you have proficiency,
you can give yourself advantage on the check before rolling the d20. You can give
yourself advantage in this way a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest.
Mimicry. You can accurately mimic sounds you have heard, including voices. A
creature that hears the sounds you make can tell they are imitations only with a
successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your
Charisma modifier.
Kobold
Creature Type. You are a Humanoid.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were in dim light. You discern colors in that darkness only as shades of
gray.
Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of
you. Until the start of your next turn, you and your allies have advantage on attack rolls
against any of those enemies who could hear you. You can use this trait a number of
times equal to your proficiency bonus, and you regain all expended uses when you
finish a long rest.
Kobold Legacy. Kobold’s connections to dragons can manifest in unpredictable ways
in an individual kobold. Choose one of the following legacy options for your kobold.
● Craftiness. You have proficiency in one of the following skills of your choice:
Arcana, Investigation, Medicine, Sleight of Hand, or Survival.
● Defiance. You have advantage on saving throws to avoid or end the frightened
condition on yourself.
● Draconic Sorcery. You know one crantrip of your choice from the sorcerer spell
list. Intelligence, Wisdom, or Charisma is your spellcasting for that cantrip
(choose when you select this race).
Lizardfolk
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your
walking speed.
Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit
with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the
bludgeoning damage normal for an unarmed strike.
Hold Breath.You can hold your breath for up to 15 minutes at a time.
Hungry Jaws. You can throw yourself into a feeding frenzy. As a bonus action, you can
make a special attack with your Bite. If the attack hits, it deals its normal damage, and
you gain temporary hit points equal to your proficiency bonus. You can use this trait a
number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.
Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your base
AC is 13 + Dexterity modifier. You can use your natural armor to determine your aC if
the armor you wear would leave you with a lower AC. A shield’s benefits apply as
normal while you use your natural armor.
Nature’s Intuition. Thanks to your mystical connection to nature, you gain proficiency
with two of the following skills of your choice: Animal Handling, Medicine, Nature,
Perception, Stealth, or Survival.
Minotaur
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Horns. You have horns that you can use to make unarmed strikes. When you hit with
them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the
bludgeoning damage normal for an unarmed strike.
Goring Rush. Immediately after you take the Dash action on your turn and move at
least 20 feet, you can make one melee attack with your Horns as a bonus action.
Hammering Horns. Immediately after you hit a creature with a melee attack as part of
the Attack action on your turn, you can use a bonus action to attempt to push that target
with your horns. The target must be within 5 feet of you and no more than one size
larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8
+ your proficiency bonus + your Strength modifier, you can push it up to 10 feet away
from you.
Labyrinthine Recall. You always know which direction is north, and you have
advantage on any Wisdom (Survival) check you make to navigate or track.
Orc
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Adrenaline Rush. You can take the Dash action as a bonus action. You can use this
trait a number of times equal to your proficiency bonus, and you regain all expended
uses when you finish a long rest.
Whenever you use this trait, you gain a number of temporary hit points equal to your
proficiency bonus.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Powerful Build. You count as one size larger when determining your carrying capacity
and the weight you can push, drag, or lift.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright,
you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until
you finish a long rest.
Satyr
Creature Type. You are a Fey.
Size. You are Medium.
Speed. Your walking speed is 35 feet.
Ram. You can use your head and horns to make unarmed strikes. When you hit with
them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the
bludgeoning damage normal for an unarmed strike.
Magic Resistance. You have advantage on saving throws against spells.
Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and
add the number rolled to the number of feet you cover, even when making a standing
jump. This extra distance costs movement as usual.
Reveler. As an embodiment of revelry, you have proficiency in the Performance and
Persuasion skills, and you have proficiency with one musical instrument of your choice.
Sea Elf
Creature Type. You are a Humanoid. You are also considered an elf for any
prerequisite or effect that requires you to be an elf.
Size. You are Medium.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your
walking speed.
Child of the Sea. You can breathe air and water, and you have a resistance to cold
damage.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light and
in darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the
charmed condition on yourself.
Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You
can communicate simple ideas to any Beast that has a swimming speed. It can
understand your words, though you have no special ability to understand it in return.
Keen Senses. You have proficiency in the Perception skill.
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a
long rest in 4 hours if you spend those hours in a trancelike medication, during which
you retain consciousness.
Whenever you finish this trance, you can change your season, and you can gain two
proficiencies that you don’t have, each one with a weapon or a tool of your choice
selected from the Player’s Handbook. You mystically acquire these proficiencies by
drawing them from shared elven memory, and you retain them until you finish your next
long rest.
Shadar-Kai
Creature Type. You are a Humanoid. You are also considered an elf for any
prerequisite or effect that requires you to be an elf.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30
feet to an unoccupied space you can see. You can use this trait a number of times
equal to your proficiency bonus, and you regain all expended uses when you finish a
long rest.
Start at 3rd level, you also gain resistance to all damage when you teleport using this
trait. The resistance lasts until the start of your next turn. During that time, you appear
ghostly and translucent.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light and
in darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the
charmed condition on yourself.
Keen Senses. You have proficiency in the Perception skill.
Necrotic Resistance. You have resistance to necrotic damage.
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a
long rest in 4 hours if you spend those hours in a trancelike medication, during which
you retain consciousness.
Whenever you finish this trance, you can change your season, and you can gain two
proficiencies that you don’t have, each one with a weapon or a tool of your choice
selected from the Player’s Handbook. You mystically acquire these proficiencies by
drawing them from shared elven memory, and you retain them until you finish your next
long rest.
Shifter
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Bestial Insincts. Channeling the beast within, you have proficiency in one of the
following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were in dim light. You discern colors in that darkness only as shades of
gray.
Shifting. As a bonus action, you can assume a more bestial appearnace. This
transformation lasts for 1 minute, until you die, or until you revert to your normal
appearance as a bonus action. When you shift, you gain temporary hit points equal to 2
* your proficiency bonus, and you regain all expended uses when you finish a long rest.
Whenever you shift, you gain an additional benefit based on one of the following options
(choose when you select this race):
● Beasthide. You gain 1d6 additional temporary hit points. While shifted, you have
a +1 bonus to your Armor Class.
● Longtooth. When you shift and as a bonus action on your other turns while
shifted, you can use your elongated fangs to make an unarmed strike. If you hit
with your fangs, you can deal piercing damage equal to 1d6 + your Strength
modifier, instead of the bludgeoning damage normal for an unarmed strike.
● Swiftstride. While shifted, your walking speed increases by 10 feet. Additionally,
you can move up to 10 feet as a reaction when a creature ends its turn within 5
feet of you. This reactive movement doesn’t provoke opportunity attacks.
● Wildhunt. While shifted, you have advantage on Wisdom checks, and no
creature within 30 feet of you can make an attack roll with advantage against you
unless you’re incapacitated.
Tabaxi
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your
walking speed.
Cat’s Claws. You can use your claws to make unarmed strikes. When you hit with
them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the
bludgeoning damage normal for an unarmed strike.
Cat’s Talent. You have proficiency in the Perception and Stealth skills.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light and
in darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When
you move on your turn in combat, you can double your speed until the end of the turn.
Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Tortle
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Claws. You have claws that you can use to make unarmed strikes. When you hit with
them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the
bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour.
Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier
doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are
using a shield, you can apply the shield’s bonus as normal.
Nature’s Intuition. Thanks to your mystical connection to nature, you gain proficiency
with one of the following skills of your choice: Animal Handling, Medicine, Nature,
Perception, Stealth, or Survival.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you
gain a +4 bonus to your AC, and you have advantage on Strength and Constitution
saving throws. While in your shell, you are prone, your speed is 0 and can’t increase,
you have disadvantage on Dexterity saving throws, you can’t take reactions, and the
only action you can take is a bonus action to emerge from your shell.
Triton
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your
walking speed.
Amphibious. You can breathe air and water.
Claws. You have claws that you can use to make unarmed strikes. When you hit with
them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the
bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour.
Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you
can cast the gust of wind spell with this trait. Starting at 5th level, you can also cast the
water walk spell with it. Once you cast any of these spells with this trait, you can’t cast
that spell with it again until you finish a long rest. You can also cast these spells using
any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you
cast them with this trait (choose when you select this race).
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Emissary of the Sea. You can communicate simple ideas to any Beast, Elemental, or
Monstrosity that has a swimming speed. It can understand your words, though you have
no special ability to understand it in return.
Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to
cold damage.
Yuan-Ti
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
darkness as if it were dim light. You discern colors in that darkness only as shades of
gray.
Magic Resistance. You have advantage on saving throws against spells.
Poison Resilience. You have advantage on saving throws you make to avoid or end
the poisoned condition on yourself. You also have resistance to poison damage.
Serpentine Spellcasting. You know the poison spray cantrip. You can cast animal
friendship an unlimited number of times with this trait, but you can only target only
snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once
you cast it, you can’t do so again until you finish a long rest. You can also cast it using
any spell slots you have of 2nd level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you
cast them with this trait (choose when you select this race).