ANCESTRY
Your ancestry determines a lot about your inherent biological characteristics--the size of your body, type of vision you have, your natural resistances. These characteristics are only a starting place for who your character is, though how much they influence your character development is up to you.
The ancestries available to you are determined by the GM, though most games allow the core ancestries listed below. Uncommon ancestries may be allowed by your GM, depending on the world and campaign you are playing. Adventurers who come from one of these ancestries tend to be rare in some adventures, so they might not be a good fit for what your GM has in mind.
However, playing an ancestry that is less common among adventurers can be an opportunity for challenging and exciting roleplay. If you are a goblin or orc adventurer wandering through human lands, each shop you visit and every inn you stay at may be an occasion to negotiate the challenge of dealing with people who have survived generations of goblin attacks--people who see goblins and orcs as monsters. How you handle challenges like this says a lot about who your character is. Of course, what is common or uncommon very much depends on your game and setting. In a world of hobgoblin and orc cities, it might be the human character who has to carefully negotiate these social interactions.
Playing a character from uncommon ancestry also gives you the chance to develop a rich backstory. If most bugbears are loaners who stake out a territory and spend their life ambushing travelers, why did you decide to become an adventurer instead? As a hobgoblin, why did you leave the militaristic, brutal society you grew up in to study the arcane? If it's uncommon for those of your ancestry to become adventurers, what lead you to break the mold? The answer to this question can be a driving force in who your character is.
Finally, don't forget that interesting characters don't require odd ancestries. A rich backstory or a unique personality make even the standard human adventurer a fantastic and fun character.
Below is a brief description of each ancestry.
Core Ancestries
- Dwarf - Dwarves are short, stalky folk with keen sight in darker places. They tend to be sturdy in body and mind, though some find them to be rough around the edges.
- Elf - Elves are gifted with ageless bodies. They do not sleep or die of natural causes. Many elves are born with a natural lithe dexterity and keen minds.
- Gnome - Those with gnomish ancestry can trace their lineage back to the land of faerie, though it may have been many generations since that time. As such, gnomes often have an inherited knack for the arcane, though plenty have come to enjoy tinkering with constructs of the prime plane as well. Smaller than most other humanoids, gnomes aren't always the strongest adventurers, though they often make up for this with their wits.
- Half-elf - Struck between two worlds, half-elves share both human and elvish ancestry. This dual ancestry can be a gift to some and a curse to others.
- Halfling - Halflings are smaller folk, though what they lack in strength they usually make up for in agility.
- Half-orc - Like half-elves, half-orcs often find themselves struck between two worlds. The inheritors of two racial ancestries, half-orcs often struggle with the bestial side of their inheritance, as well as a stigma encountered in human populations.
- Human - Humans are the most flexible of ancestries, finding themselves less constrained by their ancestral inheritance and more able to forge their own destinies.
Uncommon Ancestries
- Aasimar - Aasimar are humans with some sort of celestial ancestry. Sometimes these celestial traits come out later is life. Sometimes they skip a generation or two.
- Aranea - Aranea are shapechangers capable of transforming back and forth between human, hybrid, and spider form. Usually a peaceful and solitary people, aranea colonies don't often have regular contact with the outside world. Each colony typically consists of 2-6 araneas led by a matriarchal figure. Those that do take up an adventuring lifestyle often keep their spider forms a secret to avoid scorn and persecution. Many aranea are blessed with innate magical abilities, making them gifted sorcerers.
- Bugbear - Strong, ugly, and brutal, Bugbears are the largest of the goblinoid creatures. Bugbears often seem just slightly unnatural in appearance, with oversized, floppy ears, disproportionate eyes, a pig-like nose, and limbs that don't seem to match. In the wild, most bugbears are loners, brutish ambushers who look for easy prey.
- Catfolk - Catfolk are humanoids with cat-like features. Shorter than humans but slender, catfolk often have a feline-like grace to their movements. Most possess a coat of soft fur, tails, and catlike facial features. Their hands are human-like, but they often end in sharp, retractable, cat-like claws.
- Dragonborn - A race of draconic humanoids who, while human-sized, share many of the traits of dragons. There are many types of dragonborn. Some are literal dragonkin, able to trace their lineage directly back to dragons themselves. Others trace their lineage to humanoids who were gifted with draconic features by dragon gods. Regardless of the source, dragonkin share many of the characteristics of dragons themselves. Many have scales, claws, and dragon-like faces. Others are more lithe, with smooth humanoid skin and dragon-like features.
- Goblin - Short, hairless humanoids with large ears and beady eyes, goblins are often despised by other races. Many (but not all) goblins are destructive and dimwitted, though also very quick and agile. Many goblins eat just about anything, including other humanoids.
- Gnolls - Gnolls are strong hyena-like humanoids who share many of the features with their animal cousins. Strong and fierce in combat, gnolls often relish the opportunity to demonstrate physical prowess.
- Half-Giant - With both human and giant ancestry, half-giants tend to be larger than most humanoid races. They generally stand a head taller than most other humanoids and are tough, strong, but not very agile.
- Hobgoblin - Hobgoblin are burly, strong, goblinoid creatures. Most hobgoblins have gray-green skin, brightly-colored eyes, and goblinoid facial features.
- Janni - Janni are a race of humanoids with genie blood. Those with Janni ancestors often pass as humans while young, only to discover their true ancestral heritage as they reach adolescence, as elemental like powers emerge. Adult Janni are typically stronger and taller than most humans, and often carry themselves with a mysterious and uncanny air. And while they reach adulthood at about the same time, they continue to age about three times slower than humans. True Janni are as rare as they are reclusive. They are inheritors of all four elemental forces, though in weaker degrees than their other genie cousins.
- Kobold - Kobolds are reptilian humanoids with scales that come is one of the chromatic varieties (red, green, white, blue, black). Kobolds have other reptilian features as well--claws on their hands and feet, expressionless facial features, lizard-like tails.
- Lizardfolk - Fiercely territorial reptilian humanoids, lizard folk are generally large and strong. Many lizardfolk come from semi-aquatic environments--marshes, swamps, jungles--and are comfortable in and out of water.
- Merfolk - Merfolk are aquatic humanoids with the torso of a human and a fish's lower body. Merfolk are amphibious, able to breathe under and above water, though they prefer to spend little time on dry land. Most merfolk are graceful and beautiful, at least in comparison to the average human.
- Orc - Orcs are strong, well-muscled humanoids whose temperament is often cruel, prone to anger, and impatient. Orcs tend to have dull green skin, coarse hair, and tusks.
- Oread - Oreads are fey-descended humanoids with a strong connection to mountains. Their skin ranges from smooth alabaster to a grainy granite, though in most other ways their form is fairly human-like.
- Ratfolk - Rat folk are small, rat-like humanoids who share many of the characteristics of their animal cousins.
- Tiefling - Those with tiefling ancestry have both human and fiendish ancestors. The fiendish blood in a tiefling can be very unique and no two tieflings are alike. Some appear almost human except for a peculiar fiendish trait--horns, a tail, fangs, wings, or claws. Other tieflings look almost completely like their fiendish ancestor with few human traits at all.
- Triton> - Tritons are aquatic humanoids whose ancestors originated in the elemental plane of water. Unlike merfolk, tritons have legs instead of tails, though oddly enough triton communities are more often found in the ocean depths, rather than on the surface. Tritons are a proud people who come from a long history of self-sacrifice and defense of other races. Tritons have skin and hair colored in blues, greens, and silver.
Ancestral Stats
Each ancestry has a natural predisposition to certain attributes. The size of your character is also determined by their ancestry. Medium creatures are about human-sized. Small creatures tend to be half that in height, and usually have a slower movement speed. The speed listed below represents the number of feet you can move in a combat round and still have time to act (see Combat). Finally, your ancestry determines the type of vision you are born with. Humans see in standard vision. Others have darkvision allows, which allows your character to see 60' in the dark without a light source. Low-Light vision means your character can see twice as far as a human could in low-light conditions.
Core Ancestries |
Ancestry | Size | Speed | Vision | Natural Armor | Adult Age | Height Range | Avg. Weight |
Dwarf | Medium | 20 ft. | Darkvision | -- | 50 years | 4 to 5 ft. | 150 lbs. |
Elf | Medium | 30 ft. | Low-Light | -- | 110 years | 5 to 7 ft. | 150 lbs. |
Gnome | Small | 20 ft. | Low-Light | -- | 40 years | 3 to 4 ft. | 40 lbs. |
Half-elf | Medium | 30 ft. | Low-Light | -- | 20 years | 5 to 6 ft. | 150 lbs. |
Halfling | Small | 20 ft. | Low-Light | -- | 33 years | 3 ft. | 40 lbs. |
Half-orc | Medium | 30 ft. | Darkvision | -- | 14 years | 5 to 7 ft. | 190 lbs. |
Human | Medium | 30 ft. | Standard | -- | 18 years | 5 to 7 ft. | 170 lbs. |
Uncommon Ancestries |
Ancestry | Size | Speed | Vision | Natural Armor | Adult Age | Height Range | Avg. Weight |
Aasimar | Medium | 30 ft. | Darkvision | -- | 18 years | 5 to 7 ft. | 170 lbs. |
Aranea | Medium | 30 ft. | Darkvision | -- | 18 years | 5 to 7 ft. | 140 lbs. |
Bugbear | Medium | 30 ft | Darkvision | 3 | 12 years | 7 ft. | 400 lbs. |
Catfolk | Medium | 30 ft. | Low-Light | -- | 15 years | 4 to 5 ft. | 140 lbs. |
Dragonborn | Medium | 30 ft. | Standard | -- | 15 years | 6 to 7 ft. | 250 lbs. |
Goblin | Small | 30 ft. | Darkvision | -- | 12 years | 3 ft. | 35 lbs. |
Gnoll | Medium | 30 ft. | Darkvision | 1 | 15 years | 5 to 7 ft. | 225 lbs. |
Half-giant | Medium | 30 ft. | Low-Light | -- | 20 years | 7 to 8 ft. | 300 lbs. |
Hobgoblin | Medium | 30 ft. | Darkvision | -- | 15 years | 5 ft. | 190 lbs. |
Janni | Medium | 30 ft. | Darkvision | -- | 20 years | 6-7 ft. | 200 lbs. |
Kobold | Small | 30 ft. | Darkvision | -- | 12 years | 3 ft. | 30 lbs. |
Lizardfolk | Medium | 30 ft., Swim 30 | Darkvision | 5 | 15 years | 6 to 7 ft. | 225 lbs. |
Merfolk | Medium | 5 ft., Swim 50 | Low-Light | -- | 15 years | 6 to 8 ft. | 200 lbs. |
Orc | Medium | 30 ft. | Darkvision | -- | 12 years | 5 to 7 ft. | 250 lbs. |
Oread | Medium | 30 ft. | Darkvision | +5 | 18 years | 5 to 7 ft. | 180 lbs. |
Ratfolk | Small | 20 ft. | Darkvision, Scent | -- | 12 years | 3 to 4 ft. | 60 lbs. |
Tiefling | Medium | 30 ft. | Darkvision | -- | 60 years | 5 to 7 ft. | 170 lbs. |
Triton | Medium | 5 ft., Swim 30 | Darkvision, Low-Light | +2 | 30 years | 5 to 7 ft. | 180 lbs. |
Core Ancestries |
Ancestry | Size | Speed | Vision |
Dwarf | Medium | 20 ft. | Darkvision |
Elf | Medium | 30 ft. | Low-Light |
Gnome | Small | 20 ft. | Low-Light |
Half-elf | Medium | 30 ft. | Low-Light |
Halfling | Small | 20 ft. | Low-Light |
Half-orc | Medium | 30 ft. | Darkvision |
Human | Medium | 30 ft. | Standard |
Uncommon Ancestries |
Ancestry | Size | Speed | Vision |
Aasimar | Medium | 30 ft. | Darkvision |
Aranea | Medium | 30 ft. | Darkvision |
Bugbear | Medium | 30 ft | Darkvision |
Catfolk | Medium | 30 ft. | Low-Light |
Dragonborn | Medium | 30 ft. | Standard |
Goblin | Small | 30 ft. | Darkvision |
Gnoll | Medium | 30 ft. | Darkvision |
Half-giant | Medium | 30 ft. | Low-Light |
Hobgoblin | Medium | 30 ft. | Darkvision |
Janni | Medium | 30 ft. | Darkvision |
Kobold | Small | 30 ft. | Darkvision |
Lizardfolk | Medium | 30 ft., Swim 30 | Darkvision |
Merfolk | Medium | 5 ft., Swim 50 | Low-Light |
Orc | Medium | 30 ft. | Darkvision |
Oread | Medium | 30 ft. | Darkvision |
Ratfolk | Small | 20 ft. | Darkvision, Scent |
Tiefling | Medium | 30 ft. | Darkvision |
Triton | Medium | 5 ft., Swim 30 | Darkvision, Low-Light |
Core Ancestries |
Ancestry | Natural Armor | Adult Age | Height Range | Avg. Weight |
Dwarf | -- | 50 years | 4 to 5 ft. | 150 lbs. |
Elf | -- | 110 years | 5 to 7 ft. | 150 lbs. |
Gnome | -- | 40 years | 3 to 4 ft. | 40 lbs. |
Half-elf | -- | 20 years | 5 to 6 ft. | 150 lbs. |
Halfling | -- | 33 years | 3 ft. | 40 lbs. |
Half-orc | -- | 14 years | 5 to 7 ft. | 190 lbs. |
Human | -- | 18 years | 5 to 7 ft. | 170 lbs. |
Uncommon Ancestries |
Ancestry | Natural Armor | Adult Age | Height Range | Avg. Weight |
Aasimar | -- | 18 years | 5 to 7 ft. | 170 lbs. |
Aranea | -- | 18 years | 5 to 7 ft. | 140 lbs. |
Bugbear | 3 | 12 years | 7 ft. | 400 lbs. |
Catfolk | -- | 15 years | 4 to 5 ft. | 140 lbs. |
Dragonborn | -- | 15 years | 6 to 7 ft. | 250 lbs. |
Goblin | -- | 12 years | 3 ft. | 35 lbs. |
Gnoll | 1 | 15 years | 5 to 7 ft. | 225 lbs. |
Half-giant | -- | 20 years | 7 to 8 ft. | 300 lbs. |
Hobgoblin | -- | 15 years | 5 ft. | 190 lbs. |
Janni | -- | 20 years | 6-7 ft. | 200 lbs. |
Kobold | -- | 12 years | 3 ft. | 30 lbs. |
Lizardfolk | 5 | 15 years | 6 to 7 ft. | 225 lbs. |
Merfolk | -- | 15 years | 6 to 8 ft. | 200 lbs. |
Orc | -- | 12 years | 5 to 7 ft. | 250 lbs. |
Oread | +5 | 18 years | 5 to 7 ft. | 180 lbs. |
Ratfolk | -- | 12 years | 3 to 4 ft. | 60 lbs. |
Tiefling | -- | 60 years | 5 to 7 ft. | 170 lbs. |
Triton | +2 | 30 years | 5 to 7 ft. | 180 lbs. |
Traits - Core Ancestries
Your ancestry also grants you certain abilities and aptitudes that come naturally to you. Some of these are inherent to all creatures of your ancestry. Others you are free to choose as they manifest themselves differently in each individual. Abilities that you choose also have an inherent bonus to one or more of your ability scores, as seen in parentheses below.
Dwarf
As a character with dwarven ancestry, you may choose two of the following traits.
- Ancient Clan (+1 Any): Some clans trace their lineage back to ancient dwarves who survived strong primordial magics. Those who share this lineage are naturally resistant to magic. You gain spell resistance equal to 7 + your character level.
- Arctic Dwarves (+1 Con): Descended from a race of cold-dwelling dwarves, you are naturally resistant to cold. You have 5 points of Cold resistance and are immune to the environmental effects of cold temperatures.
- Deep Dwarf (+1 Any): Some dwarven clans spend years underground, rarely finding their way to the surface. Dwarves with this trait increase the range of their darkvision to 120 feet.
- Desert Clan (+1 any): Certain dwarven clans are desert dwellers and have a natural heartiness to extreme temperatures. Dwarves with this trait have fire resistance 5 and are immune to the effects of hot temperatures.
- Disease Resistant (+1 Con): Your natural heartiness makes it easier for you to shake off disease. You gain advantage on saves against disease.
- Gray Dwarves (+1 Wis, -2 Cha): Some dwarves are descended from a race of cave-dwelling clans known as the Gray Dwarves. Through long isolation from other dwarven clans, the Gray Dwarves have developed both a hostility to outsiders and a relentless persistence for whatever task they undertake. Gray Dwarves are immune to poison. They can cast Enlarge Person and Invisibility on themselves, each once per long rest. They have darkvision 120 but take disadvantage on perception checks and attacks when in normal daylight (or the equivalent).
- Mountain Clan (+1 Str): You are descended from a formidable group of mountain-dwelling dwarves, and as such, your body is naturally developed to negotiating rocky terrain. You ignore difficult terrain created by rubble, broken ground, or steep stairs. You are also able to climb at half speed, instead of quarter speed.
- Nomadic Clan (+1 Con): Some dwarven clans spend their lifetime wandering the world. You gain the Endurance common ability.
- Poison Resistant (+1 Con): Your natural heartiness makes it easier for you to shake off poisons. You gain advantage on saves against poison.
- Steady (+1 Con): Your body is accustomed to carrying heavy burdens and your travel speed is never affected by encumbrance.
- Tough (+1 Con): Your body is naturally resilient to damage. You gain the Toughness common ability.
Elf
All elves start with the following abilities.
- Sleepless: Elves do not sleep, though they often meditate during a long rest instead. Likewise, elves are immune to any spell that causes a sleep effect.
- Resistant to Enchantment: Elves are naturally resistant to any enchantment effect. You gain advantage on saves made to prevent these types of spells.
In addition, you may choose one of the following traits.
- Aquatic Elf (+2 any): You are descended from a long line of sea-dwelling elves. You are able to breathe water as well as air and have a swim speed of 30.
- Arctic Elf (+2 Con): Your lineage can be traced back to a group of elves native to cold regions. This gives you cold resistance 5. You are also able to meld into the snow or ice once per long rest as a spell-like ability. This functions like meld into stone.
- Aberrant Lineage (+2 Int, +2 Dex, Cha -2): Perhaps due to distant relationship to a creature of aberrant lineage, your elvish features are more off-putting than most elves, evoking an unnatural or alien impression. Your limbs might be unnaturally long, your fingers slender and spiderlike, your eyes and ears disproportionately large.
- Desert Elf (+2 Con): You come from a lineage that thrives in deep desert. You gain advantage on Con checks and saves related to hot or cold environments (thirst, fatigue, starvation, endurance checks, etc.).
- Deep Elves (+2 any): You are descended from a line of cave-dwelling elves. In normal daylight (or the equivalent) you gain disadvantage on attacks and perception checks. However, you are also blessed with natural spell resistance equal to 6 + character level. You may also cast dancing lights, darkness, and faerie fire as spell-like abilities, once per long rest each. Your vision also is darkvision, instead of low-light vision.
- Detect Thoughts (+2 Int): You have inherited the ability to closely attune to those around you. You can use detect thoughts as a spell-like ability once per long rest.
- Fey-Sighted (+2 Cha or +2 Wis): You have a strong connection to magical energy, perhaps due to a fey lineage. You have the ability to detect magic. This functions as a constant spell-like ability.
- Fleet (+2 Dex): More than even most elves, you are very fast. You gain the Fleet ability.
- Night Elf (+2 any): Some elves share a special connection with the night itself. You have darkvision instead of low-light vision. You also make stealth checks at advantage during the nighttime
- Slender (+2 Dex): Some elves are very lithe and slender. Elves with this trait gain advantage on checks made to escape grapples or to escape bonds.
- Tower Elf (+2 Int): Your lineage is especially steeped in magic. You gain advantage on concentration checks.
- Wood Elf (+2 Wis or +2 Dex): Your ancestry can trace itself to wood elves, a reclusive race who are at home in the forest. When in the forest, you have advantage on Nature and Stealth checks.
Gnome
All gnomes share the following traits
- Illusionist: Due to your fey ancestry, you have some innate magical ability. Choose three of the following cantrips, which you can use whenever you want: alter appearance, amplify voice, clean, flavor, minor illusion, or rumble.
- Illusion Resistance: You have advantage on saves against illusion spells
- Due to their small stature, all gnomes start out with a -2 to their Strength ability score.
In addition, you may choose one of the following traits.
- Arcane Lineage (+2 Cha, +2 Int): Your connection to fey magic gives you a strong aptitude in one school of magic. You are able to cast spells from this school as if they were one caster level and one spell level higher (see Enhanced Spells).
- Darkvision (+2 Wis, +2 Con): Some gnomes have lived in the underground depths for so long they have gained darkvision with a range of 60 feet.
- Enduring Vitality (+3 Con, +1 Cha): You recover 50% more hit points (minimum 1) from rest or magical healing (not fast healing).
- Fey Connection (+2 Cha, +2 Wis): Some gnomes still have a strong connection to the fey. You receive advantage on Perception, Insight, and Knowledge checks against fey. You also gain advantage on saving throws against the spells and abilities of fey.
- Forest Gnome (+2 Wis, +2 Dex): You are descended from forest gnomes, a secretive race that prefers the company of animals. You are able to cast speak with animals at will as a spell-like ability.
- Inquisitive (+2 Int, +2 Wis): You have a knack for learning new things. You gain a two bonus points for skill checks from one knowledge skill of your choice. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Resilient (+2 Wis, +2 Cha): Your connection to fey makes you more resistant to fear-inducing effects. You have advantage on saves to prevent fear from magical or supernatural sources.
- River Gnome (+2 Dex, +2 Con): Your ancestry can be traced back to a race of gnomes that spend their lives on the banks of rivers. You have a swim speed of 30, the ability to hold your breath twice as long as normal, and advantage when saving against water-based spells.
- Spriggen (+2 Dex, +2 Con): Spriggan are ugly, feral-looking gnomes whose ancestors struggled to transition from the fey to the material worlds. Many spriggen dwell on violence and malice instead of the joy and happiness found in their new homes. Spriggen can also cast Enlarge Self, at will, as a spell-like ability. Instead of a -2 to strength, Spriggen take a -2 to Charisma.
- Strong Life Force (+3 Con, +1 Cha): You have a strong connection to living things. You gain advantage on saves to resist death effects.
- The Unseen (+2 Dex, +2 Wis): You belong to a race of whisper gnomes, a strongly reclusive and secretive people, ones that are regarded with suspicion by other races. You gain a -2 to charisma instead of a -2 to strength. You also have advantage on either Disguise or Stealth, your choice. Instead of dancing lights, once per long rest you can cast silence as a spell-like ability.
Half-elf
All half-elves have the following traits.
- Sleepless: Elves do not sleep, though they often meditate during a long rest instead. Likewise, elves are immune to any spell that causes a sleep effect.
- Resistant to Enchantment: Elves are naturally resistant to any enchantment effect. You gain advantage on saves made to prevent these types of spells.
- Diverse: You get two cultural traits instead of 1.
- You can increase an ability score of your choice by +1.
Halfling
All halflings have the following traits
- Due to their small stature, all halflings start out with a -2 to their Strength ability score.
As a character with halfling ancestry, you may also choose two of the following traits.
- Danger Sense (+2 to Wis or Dex): Over the years, many halfling races have developed an innate sense of danger around them. You begin with the danger sense ability.
- Fearless (+2 Wis): Halflings sometimes have an innate reservoir of courage that even they aren't aware of. You get advantage against saving throws against fear effects.
- Irrepressible (+2 to Cha or Wis): Many halflings are born with a strong sense of self. You get advantage on saves to resist attempts to control you through dominate, possession, or enchantment.
- Jungle Tribe (+1 Wis, +1 Con): You are from a tribe of halfling that lives in jungle terrain. With this ancestry you gain advantage on nature checks when in wooded terrain of any sort. Generations of dealing with poisonous plants in the jungle have also gifted you with a natural resistance to poison, granting you advantage on saves against poisons that come from plants or animals.
- Luck (+2 any): Many halflings seem born with a supernatural sense of luck. Three times per long rest, you may roll an extra 1d4 and add it to an ability check, attack roll, saving throw, or skill check. You must announce that you are using this bonus before you roll, though you may choose to do so afterward by taking a +1 bonus instead.
- Nomadic (+2 Con): You are descended from a race of nomadic halflings and gain the Endurance common ability.
- Quick Footed (+2 Dex): You are quicker than most halflings. You have a base speed of 30 feet.
- Resourceful (+2 Wis): You have experience making do with whatever weapons you have on hand. You gain improvised weapon proficiency.
- Stout: Your halfling ancestry also includes dwarven blood, making you stouter than most. You don't take the -2 penalty to your Strength Score. In addition, you also gain the toughness common ability.
- Sure-Footed (+2 Dex): Many halflings are naturally sure-footed. You get advantage on checks made to balance and climb.
- Tall Fellow (+2 Cha): Your halfling ancestry is mixed with a bit of elvish blood as well. Not only are you about a foot taller than most halflings, you also have some elven qualities as well, including advantage on saving throws against enchantment effects.
Half-orc
All half-orcs have the following traits.
- Die Hard: Once per long rest, when your hit points drop to 0, you remain conscious but staggered even through you are dying. You still sustain Con damage as usual until you are stable. The next time your hit points drop to 0 or destabilize, you fall unconscious, as usual.
- Intimidating: You've inherited an intimidating visage from your orc ancestors. You gain four bonus ranks in your Intimidation skill. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by four.
- Diverse: you get two cultural traits instead of 1.
Human
All humans have the following Traits
- Skilled: Humans get one extra skill rank at each level.
- Trained: At first level, humans start with two technique slots.
- Diverse: you get two cultural traits instead of 1.
Traits - Uncommon Ancestries
Aasimar
As a character with aasimar ancestry, you have the following traits
- Charismatic: Your good looks, naturally impressive physique, or strong personality is influenced by your celestial ancestry. Increase your Charisma score by +2 and your Wisdom by +1.
You may choose one of the following traits that you were born with. You may choose to select a second ancestry trait instead of gaining the benefits from your cultural trait.
- Angelic Voice (+1 Int): You learn a new language each time you gain a rank in Linguistics.
- Celestial Resistance (+1 Con): Your ancestry grants you acid resistance 2, cold resistance 2, and electricity resistance 2.
- Crusader (+1 Wis): It is your destiny to combat evil. You gain a +1 bonus to attack and damage when fighting evil creatures.
- Daylight (+1 Wis): You can cast light (level 0) at will as a spell-like ability. Once per long rest, you can cast light at a level 3.
- Detect Evil (+1 Wis): Your outsider ancestry allows you to intuitively detect evil, as per the spell though it is continually in effect.
- Halo (+1 Wis): You can manifest a halo at will as a free action. This light centers on your head, casting light as per the light spell. When using your halo, you gain advantage on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.
- Healing Hands (+1 Wis): Once per short rest, you can touch a creature and heal it a number of points equal to your level.
- Heaven-born (+1 Int): Born in the celestial realms, you have an innate knowledge of the planes and gain two bonus ranks in your Planes skill. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Immortal (+1 Con): You have inherited immortality from one of your celestial ancestors. Like elves, you will not die of old age, though you can be killed by other means. Effects that rely on aging are useless against you.
- Life Bond (+1 Wis): Your aasimar blood makes you particularly resistant to death. You gain advantage on saving throws against death effects, life drain, and necrotic damage.
- Magic Resistance (+1 Int): You gain spell resistance (SR) equal to 5 + your level against spells and spell-like abilities cast by evil creatures.
- Wings (+1 Dex): Your celestial ancestry allows you to unleash two incorporeal wings from your side as a bonus action. The wings give you a fly speed of 30. They last for 1 minute, after which you fall to the earth as if under the effect of feather fall. This feather fall effect lasts for 1 minute or until you land. You can use your wings once per short rest.
Aranea
All aranea have the following traits.
- Change Shape (spider): As a standard action, you can change into a medium-sized spider (medium sized). As a spider, all of your gear, weapons, and armor meld into your new form and are no longer useful. You retain your current ability scores, hit points, skills, and saved. You gain:
- +7 natural armor bonus
- a combat bonus equal to your character level
- a movement of 50 and a climb speed of 30.
- advantage on athletics checks made for climbing
- a dex-based bite attack that deals 1d6 piercing damage (plus Dex bonus) and a poison (1d6 STR/2 STR Damage per round until saved).
- webs (range 20/40/60) that can be fired at a target as a standard action. Targets that are hit are grappled by the webs and must make a strength check or attack to free themselves. The webs have hardness equal to 5 + 1/4 your level.
- Change Shape (hybrid form): As a standard action, you can turn into half-human-half-spider form with a humanoid shape but spider-like features (facial features, fangs, spinneret). In this form you:
- retain your weapons, armor, equipment, combat bonus, AC, and movement.
- gain the bite ability (with poison) and webs
- You can increase an ability score of your choice by 2.
Bugbear
All bugbears have the following traits.
- Ambusher: If you surprise a creature and hit it with an attack during the first round of combat, the target takes an extra 1d6 damage from the attack.
- Intimidating: Your size and brute strength make you intimidating, granting you four bonus ranks in your Intimidation skill. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by four.
- Physical: As a bugbear, the first thing most people notice is your body. You are large and strong, but your overwhelming presence sometimes makes it hard to connect with people, and your immense bulk inhibits your agility. Your base ability scores are modified as follows: +4 Str, +2 Con, -2 Dex, -2 Cha.
Catfolk
As a character with catfolk ancestry, you may choose two of the following traits that you were born with.
- Acrobatic (+1 Dex): You get two bonus ranks in Acrobatics. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Claws (+1 Dex): You have claws that you can use to make attacks. These function as natural weapons that deal 1d6 points of damage.
- Climber (+1 Dex): You have a climb speed of 20 feet and may use Acrobatics instead of Athletics on climbing checks.
- Curiosity (+2 Int, -1 Wis): You gain two bonus ranks in Investigation and Regional Knowledge checks. The maximum number of ranks you can have in these skills (usually equal to your character level) also increases by two.
- Darkvision (+1 Wis): You have darkvision instead of low-light vision.
- Luck (+1 Wis): Once per long rest, you may take advantage on a Dexterity saving throw. You must decide to use this ability before the saving throw is attempted.
- Nimble (+1 Dex): You automatically succeed on Acrobatics checks made to mitigate the effects of falling. This means you always land on your feet (even if you take damage), and your damage is always 5 points less than usual.
- Pounce (+1 Dex): You may make a full attack when you charge instead of gaining advantage on your attack rolls.
- Scent (+1 Wis): You gain the scent ability.
- Sprinter (+1 Dex): You gain a 10-foot racial bonus to your speed when using the charge, run, or withdraw actions.
- Stalker (+1 Dex): You can attempt to hide when there is only light cover around, and you get two bonus ranks in your Stealth score. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Tracker (+1 Wis): You gain the tracker proficiency.
Dragonborn
The draconic ancestor or event that defines you was probably many generations ago. True half-dragons--those with a draconic parent--are rare. They often find life difficult, as half-dragons aren't always accepted into humanoid communities. It's also likely that their dragon parent was aloof or inaccessible. For most dragonborn, however, their draconic ancestor was in the distant past. If your ancestors since then have lived primarily with other humanoids, you may have a very humanoid look, albeit with a few very distinct dragon-like features. If you come from a predominantly dragonborn society, your draconic features may be more prominent.
Dragons rarely intermingle with humanoids, and the birth of a human-dragon pairing is very rare, especially among the evil chromatic dragons (blue, green, red, silver, white). Good metallic dragons are more likely to form relationships with humanoids, though still, these pairings are rare. Far more likely is decadency from one of the god-touched dragonkin, those who, in times of crisis, were either raised as champions of all things good by benevolent dragon gods, or corrupted and twisted into servants of evil dragons. Many dragonborn societies can trace their lineage back to the host of god-touched dragonborn--or at least, so the stories tell.
Choose one of the following draconic heritages from which you descend.
- Black Dragon Ancestry: One of your ancestors was a black dragon, a dragon of the swamps and wetlands. Black dragons are cruel but cunning. They breathe water as well as air and spit acid as a breath weapon.
- Blue Dragon Ancestry: One of your ancestors was a blue dragon. These dragons live in vast caverns in the desert. They love to burrow in the sand, to fly through the hot, desert air, and to collect gems and other valuables. Blue dragons breathe electricity as their breath weapons.
- Brass Dragon Ancestry: Natives to arid regions, Brass Dragons prefer talking to fighting. They are avid conversationalists, chatting with anyone who passes their way--friend or foe. Their breath weapon is a line of fire.
- Bronze Dragon Ancestry: Bronze dragons typically make their lairs on the coast, preferring the salty sea air and access to civilized lands. Bronze dragons have a strong sense of justice, seeking to stamp out cruelty wherever they find it. They also have a propensity to taking human form so they can travel among people. They breathe a line of electricity for their breath weapon.
- Copper Dragon Ancestry: Copper dragons are very playful and sociable. They enjoy good jokes (and bad ones) as well as the occasional prank. They love bards, storytellers, and good company. Their breath weapon is a line of acid.
- God-born: Your draconic ancestry is descended from humanoids blessed with the power of good dragons by the dragon gods. After devoting their life to the service to a good dragon god, they were gifted with the blessing of humanoid dragon form.
- God-cursed: You are descended from a progenitor who was born of a dragon egg corrupted by evil gods. Upon hatching, your ancestor became a humanoid dragonborn creature instead, destined to serve the will of the gods.
- Gold Dragon Ancestry: Gold dragons are the most noble of all dragons, seeking to defend good and stamp out evil. While they live alone, often in human form, Gold Dragons form well-structured hierarchical networks with each other. They often feel a deep sense of responsibility and justice and seek to defeat evil where possible. Gold Dragons breath a cone of fire.
- Green Dragon Ancestry: One of your ancestors was a green dragon. Green dragons are vicious hunters of who enjoy stalking prey in the heart of deep forests. They have quick tempers but also take a keen interest in learning what they can from humanoids who pass through their domain. Green dragons spit a breath weapon of poisonous gas.
- Red Dragon Ancestry: One of your ancestors was a red dragon, the most domineering and commanding of chromatic dragons. Red dragons seek to rule others with cruelty and strength, amassing immense fortunes from those they dominate. Red dragons breathe fire for their breath weapons.
- Silver Dragon Ancestry: Silver dragons often form friendships with humanoids, preferring to spend much of their lives in human form. They are fierce defenders of those they love, though often don't go out of their way to pick fights with evil doers. Silver dragons breathe a cone of cold.
- White Dragon Ancestry: You have a white dragon ancestor. White dragons live in the cold wastelands, snowy mountaintops, and ice caves. They are the most feral and ferocious of the dragons, spitting a cone of cold as their breath weapon.
Choose two of the following physical traits you have inherited.
- Breath Weapon (+1 Str): You've inherited the ability to breathe destructive energy from your draconic ancestor. Your breath weapon deals 2d6 damage (Dex save for half). If you are descended from a particular dragon type, your breath weapon will match theirs, though with a smaller range. Acid and lightning breath weapons deal damage in a 30 ft. line. Fire, poison, and cold breath weapons deal damage in a 15-foot cone. After you use your breath weapon, it takes 1d4 rounds to recharge. If you are descended from a god-touched lineage, you can choose your breath weapon type.
- Darkvision (+1 Wis): You have darkvision 60.
- Draconic Resistance (+1 Str): You gain resistance 5 to the damage type associated with your draconic heritage.
- Dragon Immunities (+1 Int): You've inherited a dragon's immunities to sleep and paralysis effects.
- Innate Magic (+1 Int or +1 Cha): Like most dragons you've inherited an innate knack for magic. If you are an intuitive magic user (bard, inquisitor, sorcerer) your total number of spells known increases by 1. Furthermore, once per day you can cast a spell at any level except for your highest without using a spell slot.
- Magic Resistance (+1 any): You've inherited a dragon's resistance to magic. You gain spell resistance (SR) of 5 + your level.
- Natural Attacks (+1 Str): You have two claws (1d6+Str) that function as normal natural attacks. You also gain a special bite attack (1d4+str), which can be made as a bonus action.
- Roar (+1 Cha): You were born with an intimidating roar. As a standard action, you can roar causing all enemies within 30 feet to make a Wisdom save or take one level of fear for a round. You may use this once per encounter.
- Scales (+1 Con): While not as hard as dragonhide, you have scales that are harder than most, granting you +6 natural armor bonus.
- Treasure Sense (+1 Int): You've developed a 6th sense for locating treasure. Once per day, you can cast detect treasure, which functions like a typical detect spell except that it detects any valuable items or groups of coins worth more than 50 gp. While it doesn't apprise the exact value of the item, the intensity of the aura detected by the spell increases as the item's value increases.
- Wings (+1 Dex): While not fully functional, you have a pair of dragon-like wings. These give you a +10 to jump checks and allow you to glide when falling, as per the feather fall spell except that you must continue to move as you descend.
Goblin
As a character with goblin ancestry, you have the following trait
- Due to their small stature, all goblins start out with a -2 to their Strength ability score.
- Quick Footed: Goblins are incredibly fast for their size. Your speed is 30, even though you are small.
You may also choose two of the following traits that you were born with.
- Boggart (+1 Dex): You are descended from a race of marsh-dwelling goblins. You have a swim speed of 20 and can hold your breath twice as long as usual.
- Cave Dweller (+1 Dex): You were raised among cave-dwelling goblins. You gain a climb speed of 10 feet and advantage on checks made to climb. However, your base movement is reduced to 20.
- Large Ears (+1 Dex, +1 Wis, -1 Cha): You get two bonus ranks in your Perception skill. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Omnivorous Scavenger (+1 Con): You were born with a hearty constitution and the ability to eat almost anything. You gain advantage to any checks made to forage for food. You also gain advantage on saves meant to prevent nausea, sickness, or disease caused by ingestion.
- Razor Teeth (+2 Dex, -1 Cha): Goblins with this trait gain a special bite attack (bonus action) that deals 1d4+str points of damage.
- Sneaky (+1 Dex): You gain two bonus ranks in Stealth. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Tinker (+1 Dex, +1 Int, -1 Cha): Many goblins like to tinker and fiddle with homemade creations. You've inherited this knack and get two free bonus ranks in one Craft skill. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Tree Runner (+1 Dex): You are descended from a race of goblins that lives in trees. You get advantage on checks made when climbing, as well as two bonus ranks in Acrobatics. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
Gnoll
As a character with gnollish ancestry, you may also choose one of the following traits that you were born with.
- Savage Bite (+2 Str, +2 Con): You've inherited the powerful jaws of a hyena that deal 1d4+strength damage. This is a special attack which can be used as a bonus action.
- Carrion Scavenger (+2 Con, +2 Wis): Gnolls have a natural ability to find and scavenge meat. You gain the scent ability, though you can only detect targets that have been wounded.
- Feral (+2 Str, +1 Dex, +1 Con, -2 Int): Gnolls with this trait give in to their animal natures at the expense of their intellects. You gain four bonus ranks in both perception and stealth. The maximum number of ranks you can have in those skills (usually equal to your character level) also increases by four.
- Desert Pack (+2 Str, +2 Con): You are descended from a gnoll pack acclimated to living in desert climates. You gain the environmental endurance ability.
- Hyena Friend (+2 Str, +1 Con, +1 Cha): Gnolls and hyenas have a mutual respect for one another, and some gnolls truly embrace the bond between the two creatures. You may make Animal checks on hyenas and do so at advantage.
- Agile (+2 Con, +4 Dex): Some gnolls are light and proportionately weaker but more agile.
- Sprinter (+2 Str, +2 Dex): You are one of the quickest members of your pack, though maybe not as well protected. You gain a +10 bonus to your base speed and you gain another +10 bonus when charging or withdrawing. This replaces your natural armor bonus.
Half-Giant
All Half-giants have the following traits
- Large Build: Half-giants are treated as large creatures when advantageous, such as for the purpose of grappling. However, they still count as medium creatures when a larger size is disadvantageous, such as for spells with size restrictions.
As a character with half-giant ancestry, you may also choose one of the following traits that you were born with.
- Ash Giant Blood (+1 Str, +1 Con): Once of your ancestors is an ash giant. Your skin is a pale, ashy color, and while you avoided your progenitor's deformed and diseased body, you did inherit an immunity to disease.
- Cave Giant Blood (+1 Str, +1 Wis): Your ancestors were cave giants and you've inherited the ability to adapt to dark conditions. You gain darkvision 120 instead of low-light vision.
- Cyclops Blood (+1 Str, +1 Wis): At least one of your giant ancestors was a cyclops. Not only have you inherited a single eye, but you are also able to use it to gain a flash of insight once per long rest. Activating a flash of insight takes a bonus action, but after you do so, you can make one roll within the next hour at advantage.
- Cliff Giant Ancestry (+1 Str, +1 Wis): You're descended from a noble race of majestic cliff-dwelling giants with reddish skin and stoic demeanor. You gain tremorsense 30.
- Cloud Giant Ancestry (+1 Str, +1 Cha): Your ancestors were cloud giants with smooth skin, bold features, and whispy hair. You've inherited the ability to either levitate or create a cloud of fog (as per the spells)--your choice when you create your character. You can cast this once per long rest as a spell-like ability.
- Desert Giant (+1 Str, +1 Con): Your giant folk were a race of lanky desert dwellers with sand-colored skin. You can walk across sand freely ignoring rough terrain and leaving no trail. In addition, once per long rest as a spell-like ability, you can control sand, as per the spell control water only with sand instead.
- Fire Giant Blood (+2 Str): You've inherited fire giant features, including short stumpy legs and powerful arms. Your hair is the color of fire. As a bonus action, you can superheat a rock that you can hold in your hand. If thrown, the rock does an extra 1d6 fire damage to any target it hits. In addition, you also gain fire resistance 3.
- Frost Giant Blood (+2 Str): You have the icy, white features of your frost giant ancestors. You have cold resistance 5.
- Hill Giant (+2 Str): Like most half-giants, your ancestors were likely hill giants. You inherited a natural propensity for rock throwing and catching. You can throw hand-sized rocks as if from a sling (1d4+str damage, range 20/40/60). Once per round, when you would normally be hit by a thrown object, you can make a Dex save (DC 15) to catch it instead.
- Ocean Giant Ancestors (+1 Str, +1 Con): Your ancestors were blue-skinned aquatic giants. You have a swim speed of 40. Once per long rest, you can cast water breathing as a spell-like ability.
- Stone Giant (+1 Str, +1 Con): You are descended from muscular stone giants. Once per short rest, you can reduce damage from a single attack by 1d12+your Con bonus.
- Storm Giant (+1 Str, +1 Cha): You are descended from a storm giant, the most noble of giant races. Most storm giants have bronze skin, muscular physique, dark hair, and green eyes. You have electricity resistance 3. Once per long rest, you can call down a bolt of lightning that deals 2d6 points of damage (Dex save halves the damage).
Hobgoblin
As a character with hobgoblin ancestry, you may choose one of the following traits that you were born with.
- Bow-Legged (+2 Str, +2 Con): You have incredibly bowed legs. These make riding and climbing easier, granting advantage on each. You also receive a +2 bonus on grapple checks, though your base speed is reduced to 20 feet.
- Brawler (+2 Str, +2 Dex): You are a born grappler. You automatically have unarmed combat proficiency.
- Fearsome (+2 Dex, +2 Cha): You gain two bonus ranks to Intimidation. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Deformed (+2 Dex, +3 Con, -1 Cha): Like many hobgoblins, your body is mildly deformed and covered with horny scars, granting you a +4 natural armor bonus.
- Filthy (+2 Dex, +3 Con, -1 Cha): You are covered with a healthy natural coat of dirt and grime, granting you advantage saves against disease. You also gain two bonus ranks to Nature. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Sneaky (+2 Con, +2 Dex): you gain two bonus ranks to Stealth. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Tough (+1 Dex, +3 Con): you're the product of generations of militaristic survival of the fitness. You have the toughness ability.
Janni
All Janni have the following traits.
- Planar Travelers: Once per week, janni can travel to the elemental planes and back, carrying up to four willing people with them at a time. This functions as per plane shift
- Elemental Endurance: Every 24 hours you spend on one of the elemental planes you take 2 points of Con damage. You continue to take this damage until you return to the Prime Material plane.
- Impressive Physique: Compared to your average human, janni are taller, more physically strong, and more powerfully built. Your ability scores are adjusted as follows: +2 Str, +2 Con.
As a character with Janni ancestry, you may choose one of the following traits. While not recommended for player characters, true Janni have all of the following.
- Change Size: twice per day you can magically change your size as per the enlarge / reduce person spell.
- Elemental Assault: Once per day, as a bonus action, you can encase your arm in elemental energy (fire, cold, acid, electricity). This energy deals an extra 1d6 points of damage to unarmed strikes.
- Elemental Resistance: you gain resistance 10 to fire, cold, or electricity.
- Fly: You gain a fly speed of 20.
- Invisibility: three times per day you can cast invisibility (level 2) as a spell-like ability.
- Telepathy: you gain telepathy up to 100 feet.
Kobold
As a character with kobold ancestry, you have the following.
- Due to their small stature, all kobolds start out with a -2 to their Strength ability score.
- Quick Footed: Kobolds are incredibly fast for their size. Your speed is 30, even though you are small.
You may also choose two of the following traits that you were hatched with.
- Bite (+1 Dex): You've inherited a small dragon-like bite. You gain a special bite attack that deals 1d4 points of damage as a bonus action. Once per long rest, you can deal 1d6 points of additional energy damage with your bite attack. The damage type depends on your scale color: acid for black or green; electricity for blue; fire for red; cold for white. If you have a different scale color, you still gain a bite attack, but cannot deal the additional energy damage.
- Crafty (+1 Dex or +1 Int): You were hatched with a natural affinity for mechanical objects. You have the trapper proficiency. In addition, you gain two bonus ranks to engineering. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Dragon Horns (+1 Cha): Your horns are particularly impressive, like a dragon's. Choose either Persuasion or Intimidation. You gain 4 bonus ranks in that skill. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by four.
- Dragon Scales (+1 Con): You are hatched with dragon-colored scales, granting you dragon-like resistance. Pick a scale color. Black-scaled and green-scaled kobolds have acid resistance 5. Blue-scaled kobolds with this trait gain electricity resistance 5. Red-scaled kobolds with this trait gain fire resistance 5. White-scaled kobolds with this trait gain cold resistance 5.
- Prehensile Tail (+1 Dex): Your tail is capable of grasping and holding items, though not attacking with them. The tail also grants you the quick draw ability.
- Traceless (+1 Dex or Wis): Twice per long rest, you can move through natural surroundings without leaving a trail for 1 minute, increasing the DC of any attempts to track you by 10.
- Wings (+1 Dex): You have wings that, while too weak for actual flying, do allow you to glide. You can make a DC 15 Athletics check to fall safely from any height without taking falling damage, as if using feather fall.
Lizardfolk
All lizardfolk have the following traits.
- Natural Swimmer: As a lizardfolk, you have advantage on athletics checks made when swimming.
- Natural Attacks: You have two claws (1d6+str) that function as normal natural weapons. You also gain a special bite attack (1d4+str) which can be used as a bonus action.
- Physical: Your strong, reptilians features make you a formidable foe but they also can be off putting to many people. Your ability scores are adjusted as follows: +2 Str, +2 Con, -2 Cha.
Merfolk
All merfolk have the following trait.
- Water Breathing:you can breathe water as easily as you can breathe air.
As a character with merfolk ancestry, you may choose one of the following traits that you were born with.
- Darkvision (+2 Cha, +1 Dex, +1 Wis): You were raised in the depths of the sea. You have darkvision with a range of 60 feet but take disadvantage on attacks and perception checks when in normal light.
- Exquisite Voice (+2 Cha, +2 Dex): Like many merfolk, you were born with a legendary voice. You have the performer proficiency. When making a Performance check, roll an extra 1d4 and add it to the result.
- Innate Magic (+2 Cha, +2 Dex): You were born with innate magical powers. Your swim speed is reduced to 40, but you gain the following spell like abilities. At will -- speak with animals (aquatic animals only); 1/day — hydraulic push.
- Walking (+2 Dex, +1 Str, +1 Cha): Unlike many merfolk, you can walk on land. You have a land speed of 15, but a swim speed of 30.
Orc
All orcs have the following traits.
- Die Hard: Once per long rest, when your hit points drop to 0, you remain conscious but staggered even through you are dying. You still sustain Con damage as usual until you are stable. The next time your hit points drop to 0 or destabilize, you fall unconscious, as usual.
- Intimidating: You've inherited an intimidating visage from your orc ancestors. You gain four bonus ranks to Intimidation. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by four.
- The Good and the Bad: There are trade-offs to being an orc. You can increase any ability score by +2, but you must also decrease another ability score by -2.
As a character with orc ancestry, you may also choose one of the following traits that you were born with.
- Acute Darkvision: Some orcs have exceptionally sharp darkvision, gaining darkvision 120 feet.
- Bestial: Your orc blood manifests in the form of particularly bestial appearance and improving your already keen senses. You gain four bonus point to Perception. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by four.
- Bite: Your tusks are large and sharp, granting a bite attack. This is a special attack that deals 1d4+str points of piercing damage as a bonus action.
- Cave Orc: Your orc ancestry is descended from tribes of cave-dwellers. You gain four bonus point to Dungeoneering. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by four.
- Feral: You were raised without a community of orc kin. As a feral orc, you gain advantage on any checks made to scavenge food. You also become ferocious near death. When wounded and with 10 hit points or less, your attack rolls are made at advantage. If your intelligence score is 10 points or less, you can only communicate with grunts and gestures.
- Forest Orc: Your orcish ancestors were a forest-dwelling tribe and you've also inherited some of their adaptations. You are able to stride through wooded terrain without hindrance. You have low-light vision instead of darkvision. You also gain advantage on nature and climbing checks in forests.
- Mountain Orc: You are descended from a race of mountain-dwelling orcs. They gain advantage on checks made to climb or balance.
- Scent: Orcs with this trait gain a limited scent ability with half the normal range.
- Stoic: In order to fight your orcish nature, you've learned to suppress strong emotions, granting you advantage on saving throws against emotion and fear effects. Enemies also get disadvantage when attempting to intimidate you.
Oread
All oreads have the following traits.
- Mountain Sense: You have an intuitive connection to mountains, granting you advantage on checks made to navigate, climb, track, or survive while in that terrain.
- Mountain Affinity: Any unnatural devastation caused to nearby mountains or rock formations cause you physical pain, inflicting 2 points of fatigue.
As a character with oread ancestry, you may also choose two of the following traits.
- Crystalline Skin (+1 Cha): Your skin is slightly crystalline in nature, potentially causing rays and light-based effects to bounce off. Spell attacks rolled for these types of attacks are made at disadvantage. You also gain advantage on saves against any light-based effect that directly targets you.
- Energy Resistance (+1 Con): Your tough skin grants you acid resistance 10.
- Granite Skin (+1 Con): Your natural armor is 8 instead of 5.
- Meld into Stone (+1 Con): Once per day, you can cast meld into stone as a spell-like ability.
- Soften Stone (+1 Wis): Once per short rest, you can cast soften earth and stone as a spell-like ability.
- Stone Fists (+1 Str): Your unarmed strikes deal 1d8+str bonus points of bludgeoning damage. When striking an object with an unarmed strike, treat its hardness as 6 points less than usual (minimum 1).
- Stone Throwing (+1 Str): You have an intuitive ability to throw fist-sized rocks (range 40/80/120), dealing 1d8+dex bonus damage. You are considered proficient when throwing rocks, even without improvised weapon proficiency. Also, once per round, as a reaction, you can catch any similarly-sized rock successfully thrown at you, preventing any damage it would have done.
- Stone Shield (+1 Wis): Once per short rest, you can cast stone shield as a spell-like ability.
Ratfolk
All ratfolk have the following traits.
- Swarm: Like their animal cousins, Ratfolk are adept at fighting in swarms. Two ratfolk can fight in a single 5-foot square. Any time two or more ratfolk attack the same target, they both can roll an extra 1d4 and add it to their attack rolls.
- Rodent Empathy: You gain advantage on Animal checks when dealing with rodents.
- Tinker: Ratfolk are particularly adept at figuring out how items work. Choose appraisal, magic items, or a craft skill. You gain four bonus ranks for that skill. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by four.
- Diverse: You can increase an ability score of your choice by 1, and you get two cultural traits instead of 1.
- Due to their small stature, all ratfolk start out with a -2 to their Strength ability score.
Tiefling
As a character with tiefling ancestry you gain the following.
- Infernal Immunity: Tieflings are immune to fire damage.
- You can increase an ability score of your choice by 1.
You may also choose one of the following traits. You may choose to select an extra ancestry trait instead of gaining the benefits from your cultural trait.
- Arcane Resistance (+1 Int): You gain spell resistance (SR) equal to 5 + your level against spells and spell-like abilities with the good descriptor, as well as any spells and spell-like abilities cast by good outsiders.
- Claw (+1 Str or Dex): You've inherited claws from your fiendish ancestor. Each claw counts as a natural weapon and deals 1d6+str damage each.
- Darkness (+1 Int or Wis): You were born with the innate ability to create supernatural darkness. You can cast darkness once per long rest as a spell-like ability.
- Detect Good (+1 Wis): Your fiendish ancestry allows you to intuitively detect good, as per the spell though continually in effect.
- Fiendish Resistance (+1 Con): You have cold resistance 2, electricity resistance 2, and acid resistance 2.
- Fiendish Sprinter (+1 Dex): Your feet are more bestial than human. You gain a 10-foot bonus to your speed when charging, withdrawing, or running.
- Passable (+1 Cha): Your tiefling characteristics are subtle enough you are able to pass as human without making a disguise check, though other tieflings may immediately recognize you. You may not select claw, prehensile tail, scaled skin, or vestigial wings as your other tiefling trait.
- Prehensile Tail (+1 Dex): Your tail is especially flexible and strong and capable of grasping and holding items, though not attacking with them. The tail also grants you the quick draw ability.
- Scaled Skin (+1 Con): You have scales that grant you a +4 natural armor bonus.
- Soul Seer (+1 Wis): You have a rare gift of sight that allows you to see the strength of the life force in creatures around you. You instantly know whether they are dead, healthy, undead, dying, stabilized, or non-living (like a construct). You also know when a creature is in a fragile condition with less than 5 hit points.
- Wings (+1 Dex): You have a pair of stunted wings. While too weak for actual flying, these wings do allow you to fall at a very slow and safe pace. By making a DC 15 Athletics check you can fall safely from any height without taking falling damage, as if using feather fall.
Triton
All tritons have the following traits.
- Exotic Weapon Proficiency: You gain the use of a single exotic weapon of your choice. This ancestral weapon was handed down from generation to generation and given to you upon reaching adulthood. You are not subject to restrictions for underwater fighting when using this weapon.
- Cold Resistance: Tritons are adapted to deep water and are naturally resistant to colder temperatures. They are unaffected by temperature conditions above freezing and have cold resistance 5.
- Water Breathing: you can breathe water as easily as you can breathe air.
As a character with triton ancestry, you may also choose one of the following traits.
- Beguiling Aura (+1 Cha): Although rare, one of your ancestors was a nereid, and you have inherited her beguiling aura. Once per day, you can cause non-hostile creatures within 30 feet to make a charisma save or become fascinated by your presence. Affected creatures will remain fascinated as long as you maintain concentration or until they are attacked or targeted with a spell.
- Deep diver (+1 Wis): Most tritons are adapted for deep sea conditions, but your kin in particular come from the deepest, darkest parts of the ocean, and so your darkvision extends out to 120 feet instead of 60.
- Geothermal Adaptation (+1 Con): Your people have spent generations adapting to life around underwater geothermal vents. Through this you've inherited a resistance to poisoning from heavy metals and other substances in the water. You gain advantage on poison checks.
- Ocean traveler (+1 Wis or Int): You've spent your life traveling the oceans and have developed a sixth sense for navigation and weather, granting advantage on checks made for these while in the water.
- Summon Nature's Ally (+1 Cha): You can cast Summon Animals or Summon Elemental once per day to summon either a Small water elemental or 1d3 dolphins.
- Transparency (+1 Dex): Your skin is particularly shaded to blend with the color of the ocean around you. When unmoving, you gain advantage on stealth checks in the water.