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2721992-Create Your Race

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Complete Race Customization

A guide to creating custom characters to suit any setting…


Creating your Race - Compatible with One D&D
To create your unique race, choose a size, lifespan and creature type from the tables listed
below. In addition, you can choose up to 2 traits from the “Common racial traits” list and up to 2
traits from the “Unique racial traits” list. These lists have been organized according to general
location / type of origin. Any particular trait can only be taken once by a race even if multiple
options are available for that trait. E.g. a race cannot gain resistance to multiple damage types
by taking the “Resistance to one damage type from: acid, fire, cold, lightning, thunder, radiant,
necrotic” trait more than once unless a trait specifically states otherwise.

Recommended official books to supplement this character creation guide (for full suite of
thematic spells):
Player’s Handbook
Xanathar’s Guide to Everything
Elemental Evil Player’s Companion

Size
Tiny: Your creature size is Tiny, you are between 3 inches and 1 ft tall, and you have a walking
speed of 30 ft. You are only capable of wielding weapons that have the “Light” property. You
gain the trait
Hard to See: You can attempt to hide even when you are obscured only by a creature that is at
least one size larger than you.

Small: Your creature size is Small, you are between 2-4ft tall, and you have a walking speed of
30 ft. You have disadvantage on attack rolls made with weapons with the “Heavy” property.

Medium: Your creature size is Medium, you are between 5-7ft tall, and you have a walking
speed of 30 ft.

Medium+: Your creature size is Medium, you are between 7-8 ft tall, and you have a walking
speed of 30 ft. You gain the trait
Powerful Build: You count as one Size larger when determining your carrying capacity and the
weight you can push, drag, or lift.

Large: Your creature size is Large, you are between 10-12 ft tall, and you have a walking speed
of 30 ft. You gain the trait
Unusual Size: Normal equipment isn’t designed for you, double the cost of any equipment you
purchase.
Lifespan
Short Life: Your race reaches maturity by the age of 10 and typically lives no more than 30
years.

Normal Life: Your race reaches maturity around the age of 20 and typically lives 80-100 years.

Extended Life: Your race reaches maturity around the age of 30 and typically lives 200-500
years

Long Life: Your race doesn’t reach maturity until the age of 100 and typically can live up to
1000 years.

Creature Type
The vast majority of adventurers will be Humanoid. They may share some ancestry with or have
a mix of traits often associated with other creature types, but their creature type will be
Humanoid. For instance elves are Humanoids with some Fey Traits, tieflings are Humanoids
with some Fiendish Traits. Any creature that is a mix of humanoid and another creature type
would be considered a humanoid. If you choose a non-humanoid race you can choose only one
Common Racial Trait instead of two.

Only beings that are directly descended from monsters of type other than Humanoid will have a
non-Humanoid creature type. Beings of a creature type other than humanoid are visibly
non-humanoid and often speak with a voice that is clearly non-humanoid and often will emit
odours that are non-humanoid. As such other creatures will immediately be able to identify
non-humanoid creatures and are likely to react to and behave differently around a
non-humanoid character. We advise players and DMs to expect Humanoids to be less trusting
and less cooperative towards non-humanoid characters.

Humanoid: You are recognizably human-ish with two arms, two legs, a head with a face
including eyes, nose, ears, and lips. Most races are humanoid.

Aberration: You manifest strange physical traits that don’t seem to belong in this world. You
may have tentacles instead of arms, bulging eyes or an exposed brain. Your joints might bend in
the wrong direction, or your limbs may be longer or shorter than normal. You gain the trait:
Telepathy: You can speak telepathically to any creature within 60 feet of you. The creature
understands you only if the two of you share a language. You can speak telepathically in this
way to one creature at a time.

Beast: You are distinctly animalistic, you may be covered in fur, feathers, scales, or have a hard
shell, you have claws or talons instead of fingers, and a beak or long sharp teeth instead of a
humanoid mouth. You may have wings and / or a tail. You gain the trait
Natural Weapons: You have sharp claws, teeth, horns, tusks or beak that you can use to make
unarmed strikes. On a hit your natural weapons deal piercing damage equal to 1d6+ your
Strength Modifier.

Celestial: You are related to beings of the upper planes or perhaps belong there yourself. You
appear generally humanoid but with uncannily perfect symmetry to your features. In addition,
your skin or eyes may glow faintly with divine light. You may have one or more pairs of
feathered wings.
Divine Resistance: You have resistance to your choice of radiant or necrotic damage.

Construct or Undead: You are made of metal, wood, stone, glass, crystal or other inorganic
material or the remains of a dead living creature that has been animated and given sentience
through magical means by your creator or through a freak magical accident. You gain the
following traits:
Self-powered : When you take a long rest, you spend at least 6 hours in an inactive, motionless
state, instead of sleeping. In this state, you appear inert, but you remain conscious. In addition,
you do not need to eat, drink, or breathe.
Repairable : If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a
number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).

Dragon: You are a distant relative of the great dragons of this world. You have an elongated
snout, scaly skin, and a long tail. You may have a pair of dragon-like wings. You gain the trait
Natural Armour: When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier.

Elemental: You are a being made of pure raw energy of one of the four elemental planes. You
may burn with fire, drip with water, have skin made of onyx or be perpetually surrounded by
winds. You gain the trait
Elemental Cantrip: You know one cantrip of your choice from: Gust, Produce Flame, Shape
Water, Mold Earth. Your spellcasting ability for this spell is Intelligence, Wisdom or Charisma,
you choose when you select this trait

Fey: You appear generally humanoid with a more exaggerated and fantastical appearance. Your
hair, skin or eyes are likely an unusual colour such as pink, purple, vibrant green, gold, or silver.
You may have a pair of gossamer dragonfly-like wings. You gain the trait:
Fey Ancestry: You have advantage on saving throws against being charmed.

Fiend: You appear generally humanoid with some beastial or monstrous features. Your hair,
skin, and eyes are typically shades of red or gray and you may have small devil-ish horns,
goat-like hooves or a forked tail. You tend to smell of ash or sulfur. You may have a pair of
bat-like wings. You gain the trait:
Infernal Resistance: You have resistance to your choice of fire, cold, or necrotic damage.

Monstrosity: You combine the traits of two or more distinct animals or have traits similar to an
invertebrate such as a centipede, insect, spider, starfish or lobster. You gain the trait:
Extra Limb(s): You have one or two extra limbs, a secondary head or a prehensile tail that can
manipulate an object, open or close a door or container, pick up or set down a Tiny object, or
make unarmed strikes and initiate a grapple.

Ooze: You are made of a soft goo-y material that has gained sentience and learned to shape
itself into a vaguely humanoid shape. You gain the traits:
Amorphous: You can squeeze through a space as narrow as 1 inch wide, provided you are
wearing and carrying nothing. You have advantage on checks and saving throws to escape
non-magical restraints.

Plant: You are a tree, shrub, plant, or mushroom that has become sentient. You may be a
relative of treants or myconids, or a normal plant that has been awakened by magic. You gain
the following trait:
Vegetative: Your movement speeds are reduced by 10 ft. While you are touching natural dirt,
earth, soil or rotting plant materials you regain 1 hit point every 10 minutes.
Common Racial Traits
Common racial traits are shared among many races from diverse locations and with different
histories and natures. Choose two common racial traits for your custom race.

Bravery: You have advantage on saving throws against being frightened.

Charm Resistance: You have advantage on saving throws against being charmed.

Climber: You gain a climbing speed equal to your walking speed.

Damage Resistance: You gain resistance to one damage type of your choice from: acid, fire,
cold, lightning, thunder, radiant, necrotic, or psychic.

Darkvision: You can see in dim light within 60 feet of yourself 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.

Poison Resistance: You gain resistance to poison damage and have advantage on
Constitution saving throws against being poisoned.

Racial Spells (Cantrip) : You learn one cantrip of your choice from any spell list, your
spellcasting ability for this spell is Intelligence, Wisdom or Charisma, you choose when you
select this trait. This feature can be taken twice.

Skill / Tool Proficiency : You gain proficiency in one skill or set of tools of your choice. This
feature can be taken twice.

Swimmer: You gain a swim speed equal to your walking speed. You can hold your breath for up
to 10 minutes.
Unique Racial Traits
You can choose two unique racial traits to define your custom race. However, only one of
these traits can have come from those marked with a “*”. Note that these traits have been
organized by general flavour / theme to guide players to find appropriate traits to fit their
character concept. However, players are not constrained to pick traits only from one sublist, but
are free to mix and match any traits presented here.

We have also included tables of suggested thematic spells, damage resistances and skill
proficiencies for each theme. At the end of this document you will find some example races built
using these rules. You may substitute Common Racial Traits for Unique Racial Traits.

General Traits
While either rare or highly customizable these traits are not specifically associated with one
particular type of creature, and can easily fit with many different races.

Alert: You add your proficiency bonus to any initiative check you make.

Ferocity*: When you deal damage to a creature you can deal extra damage to the creature
equal to 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.

Natural Weapons: You have sharp claws, teeth, horns, hooves, tusks or beak that you can use
to make unarmed strikes. On a hit your natural weapons deal piercing or bludgeoning damage
equal to 1d6+ your Strength Modifier, you choose the damage type when you create your race.

Racial Spells (1st + 2nd)*: At 3rd level, you learn one 1st level of your choice from any spell
list, and at 5th level, you learn one 2nd level of your choice from any spell list, your spellcasting
ability for these spells is Intelligence, Wisdom or Charisma, you choose when you take this trait.
You can cast each of these spells once without expending a spell slot, and regain the ability to
do so after you finish a long rest. Alternatively, you can cast these spells with any spell slots you
have of the appropriate level.

Wings: While you are not wearing medium or heavy armour, you have a fly-speed equal to your
walking speed. If you fall at least 30 ft you can use your reaction to reduce the falling damage
you take to 0. Note: ask your DM before making a flying race
Humanoid Traits
These traits are associated with humans, halflings, dwarves, gnomes, and similar creatures.
Skills / Tools Any

Spells Any

Resistance Poison

Creative: You add your proficiency bonus to any skill check or attack roll to use a tool,
non-weapon item of equipment or piece of furniture as a weapon, or to use an object for an
unintended purpose.

Diverse Talents: You can increase one of your ability scores by 1, up to a maximum of 15. This
option can be taken twice.

Dwarven Toughness: Your Hit Point Maximum increases by 1, and it increases by 1 again
whenever you gain a level.

Expertise: Choose one skill that you have proficiency with, you add double your proficiency
bonus to checks made with this skill.

Gnomish Cunning*: You have advantage on Wisdom, Intelligence, and Charisma saving
throws.

Halfling Luck*: When you roll a 1 on a d20 for an attack roll, ability check or saving throw, you
can reroll that d20, you must use the new roll.

Infectious Optimism: When a creature within 30 ft of you makes an attack roll, ability check or
saving throw, you can use your reaction to give them advantage on the roll, you can use this
ability once and regain the use of it after a short or long rest.

Linguistic Cameleon: You can spend 1 hour listening to a language to pick up sufficient
knowledge to decipher and express simple ideas. You can mimic a regional accent for a
language you know after only 1 minute of hearing that accent.

Versatility*: You gain proficiency in any three skills or tools of your choice.
Avian Traits
These traits are associated with various bird-like races, such as owl-folk, griffins, or children of
Ra.
Skills / Tools Perception, Stealth, Acrobatics, Animal Handling

Spells Thaumaturgy, Thunderclap, Gust


Speak with Animals, Animal Friendship, Featherfall, Thunderwave
Gust of Wind, Warding Wind

Resistance

Flutter*: You can give yourself a flying speed equal to your walking speed until the end of your
current turn. If you are still aloft at the end of your turn, you fall to the ground taking falling
damage as normal. You can use this feature a number of times equal to your proficiency bonus,
and you regain all uses when you finish a long rest.

Glide: When you fall at least 20 feet above the ground, you can use your reaction to use skin
membranes or vestigial wings to glide horizontally a number of feet equal to twice the distance
you fall up to a maximum of 120 ft, and you take 0 damage from the fall. You determine the
direction of the glide.

Keen Vision: You have advantage of Wisdom (Perception) checks that rely on sight.

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

Wise*: 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.
Beastial Traits
These traits are associated with animal-like races such as lion-folk, cat-folk, descendents of
werewolves, minotaurs, centaurs, satyrs, rabbit-folk, frog-folk, monkey-folk, elephant-folk.
Skills / Tools Survival, Perception, Stealth, Acrobatics, Insight, Animal Handling,
Intimidation

Spells Primal Savagery, Acid Splash, Poison Spray


Speak with Animals, Animal Friendship
Beast Sense, Alter Self

Resistance Poison

Charge/Pounce: If you move at least 20 ft in a straight line towards a creature, you can make
one unarmed strike as a bonus action. If this attack hits then the target must make a Strength
saving throw or be knocked prone. The DC of the save equals 8 + your proficiency bonus + your
Strength modifier.

Hop*: You can jump vertically or horizontally upto a number of feet equal to 5-times your
Strength or Dexterity modifier, whichever is higher. You can Hop as a bonus action a number of
times equal to your proficiency bonus, and you regain all expended uses when you finish a long
rest.

Keen Senses: You have Advantage on Wisdom (Perception) checks that rely on smell or
hearing.

Long Limbed: Your reach with melee attacks increases by 5ft.

Prehensile Limb: You have a trunk, tail, or specialized feet that can hold and manipulate
objects. As a bonus action, you can use your prehensile limb to manipulate an object, open or
close a door or container, or pick up or set down a Tiny object or Tiny creature.

Quadruped: You can run on all fours. Your movement speed increases by 10 ft as long as you
have 4 free hands or feet.

Shell: You have a solid shell around your body that offers significant protection. You have an AC
17 and cannot wear armour. You can still gain the benefits of using a shield while benefiting
from your shell.

Sprint*: 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.

Sure-footed: You have advantage on Strength and Dexterity saving throws to resist being
knocked prone.
Celestial Traits
These traits are associated with angelic beings and humanoid descendants of gods and angels
or other creatures native to the heavenly planes or with strong ties to them such as unicorns.
Skills / Tools Religion, Persuasion

Spells Sacred Flame, Light, Dancing Lights, Guidance


Divine Favor, Cure Wounds, Guiding Bolt, Thunderous Smite, Command
Branding Smite, Lesser Restoration, Zone of Truth

Resistance Radiant, Necrotic

Divine Constitution: You are immune to disease, and effects that would magically age you.

Divine Retribution* : When you are hit by an attack, you can use your reaction to make one
weapon attack targeting the attacker. If the attack hits it deals additional radiant damage equal
to your proficiency bonus. Once you use this feature you cannot use it again until you finish a
short or long rest.

Divine Word: When you make a Charisma (Persuasion) or Charisma (Intimidation) check you
can grant yourself a bonus 1d4 to the roll.

Healing Touch: As an action, you cause one creature you are touching to regain hit points
equal to your level. Once you use this feature you cannot use it again until you finish a short or
long rest.

Magical Flight: As a bonus action, you can conjure a pair of magical wings for 1 minute. While
these wings exist, you have a flying speed equal to your movement speed and can hover. Once
you use this feature you cannot use it again until you finish a long rest.
Note: ask your DM before making a flying race

Minor Smite*: When you deal damage to a creature you can deal extra radiant or necrotic
damage to the creature equal to your proficiency bonus. You choose the damage type when you
create your race. 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.

Radiant Aura*: As an action you create an aura of radiant energy in a 10 ft radius around
yourself. Hostile creatures that start their turn in the aura take radiant damage equal to your
proficiency bonus. Once you use this feature you cannot use it again until you finish a long rest.

Terrifying Visage*: You can use a bonus action to reveal your true terrifying form. Creatures
within 10 ft of you that can hear you must succeed on a Charisma saving throw or be frightened
of you until the end of their next turn. The DC of the save equals 8 + your proficiency bonus +
your Charisma modifier. Once you use this trait, you can’t use it again until you finish a short or
long rest.

Construct Traits
These traits are associated with golems, mechanical beings, and animated/sentient objects.
Skills / Tools Any Tools, Sleight of Hand, History

Spells Mending, Shocking Grasp


Grease, Burning Hands, Fog Cloud
Alter Self, Darkvision, Enlarge/Reduce

Resistance Poison

Handy: You gain proficiency with two types of tools.

Hover*: Instead of walking, you can float up to 5 ft above the ground. You can move horizontally
at a speed equal to your walking speed.

Integrated Machine*: When you finish a long rest, you can choose upto one item for each of
your hands and integrate it into your design, and remove items you previously integrated. You
cannot be disarmed of these items. In addition, you can spend 1 hour integrating a set of
armour into your construction gaining a +1 bonus to your armour class, this armour replaces any
armour you are currently wearing or have previously integrated.

Natural Armour: You are covered in a sturdy metal casing. When you aren’t wearing armor,
your AC is 13 + your Dexterity modifier. Other bonuses including a shield can be added on top
of this armour class.

Repairable : If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a
number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).

Self-powered : When you take a long rest, you spend at least 6 hours in an inactive, motionless
state, instead of sleeping. In this state, you appear inert, but you remain conscious. In addition,
you do not need to eat, drink, or breathe.
Draconic Traits
These traits are associated with the various descendants of humanoids and dragons, as well as
various lesser dragon lineages as well as some reptilian races.
Skills / Tools None

Spells Produce Flame, Acid Splash, Thaumaturgy, Firebolt, Ray of Frost, Poison
Spray
Cause Fear, Chromatic Orb, Burning Hands, Thunderwave
Dragon’s Breath, See Invisibility, Gust of Wind, Acid Arrow

Resistance Fire, cold, lightning, poison, acid

Breath Weapon* : You can use an action to exhale a cone of destructive energy. The damage
type of this breath can be fire, cold, lightning, thunder, poison or acid, you choose when you
select this feature. Creatures in a 30ft cone must make a Dexterity saving throw. The DC of the
save equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d8
damage on a failed save, and half as much damage on a successful one. The damage
increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level. You can use this feature a
number of times equal to your proficiency bonus, you regain all uses when you finish a long
rest.

Distracting Scream*: As an action, you let out a cry at your enemies within 10 feet of you. Until
the start of your next turn, 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.

Kin Speech: You innately know the language of dragons. You learn Draconic, and you have
Advantage on Charisma checks when interacting with creatures with the dragon type.

Natural Armour: When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier.

Roar*: You can use a bonus action to roar. Creatures within 10 ft of you that can hear you must
succeed on a Wisdom saving throw or be frightened of you until the end of their next turn. The
DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use
this trait, you can’t use it again until you finish a short or long rest.

Trap Maker : You gain proficiency in Tinker’s Tools and can use them to create or disarm traps.
In addition, You have advantage on Intelligence (Investigation) checks to identify, understand, or
locate traps.
Elemental Traits
These traits are associated with being with strong ties to the elemental planes as well as those
adapted to extremely hostile environments.
Skills / Tools Arcana, Nature

Spells Produce Flame, Gust, Mold Earth, Shape Water, Control Flames
Burning Hands, Earth Tremor, Featherfall, Thunderwave, Create or Destroy
Water
Gust of Wind, Levitate, Scorching Ray, Earthbind, Flaming Sphere, Earthen
Grasp, Pass without Trace

Resistance Cold, fire, acid, lightning, thunder

Amorphous: You can squeeze through a space as narrow as 1 inch wide, provided you are
wearing and carrying nothing. You have advantage on checks and saving throws to escape
non-magical restraints.

Earth Glide*: As a bonus action, you can sink into the ground, you can move through the
ground without disturbing the earth as easily as you can walk. At the end of your turn you are
shunted out of the earth via the shortest route. 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.

Endless Breath: You can hold your breath indefinitely as long as you are conscious.

Internal Heat*: Your skin is hot to the touch, you can use an action to ignite a flammable object,
that is not being worn or carried, and that you can touch. When you roll fire damage you can
add your proficiency bonus to the roll, you add this extra damage only once and regain the
ability to do so when you finish a long rest.

Natural Armour: While not wearing armour your AC=13+your Dexterity modifier. You can use a
shield on top of this armour.

Aquatic: You can breathe in air and water, you gain a swim speed equal to your walking speed.
Fey Traits
These traits are associated with elves and their related races, and beings originating in the Fey
Wilds such as satyrs, centaurs, hags, and fairies.
Skills / Tools Acrobatics, Deception, Arcana, Sleight of Hand, Forgery kit, Disguise kit

Spells Friends, Minor Illusion, Dancing Lights, Druidcraft,


Hex, Charm Person, Disguise Self, Faerie Fire, Guiding Bolt, Sleep,
Detect Magic, Bane
Enlarge/Reduce, Invisibility, Misty Step, Silence, Pass without Trace

Resistance None

Fey Step*: As a bonus action, you can teleport upto 30ft to a location you can see. You can use
this feature a number of times equal to your proficiency bonus, and you regain all expended
uses when you finish a long rest.

Hidden Form*: 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.

Magical Flight : As a bonus action, you can conjure a pair of magical wings for 1 minute. While
these wings exist, you have a flying speed equal to your movement speed and can hover. Once
you use this feature you cannot use it again until you finish a long rest.
Note: ask your DM before making a flying race

Shadow Step*: As a bonus action, you can teleport upto 60ft to a location you can see. Both
the location you leave and the location you arrive at must be in dim light or darkness. You can
use this feature a number of times equal to your proficiency bonus, and you regain all expended
uses when you finish a long rest.

Trance : You don’t need to sleep, and can achieve the benefits of a long rest after only 4 hours
in a semi-conscious trance. Magic can’t put you to sleep.

Voice of Nature: You have the ability to communicate in a limited manner with Beasts, Plants,
and vegetation. They can understand the meaning of your words, and you can understand
one-word ideas expressed by them. You have advantage on all Charisma checks you make to
influence them.

Weapons of the Wilds: You gain proficiency with shortswords, shortbows, longswords and
longbows.
Goblinoid Traits
These traits are associated with goblins and their kin.
Skills / Tools Deception, Acrobatics, Athletics, Intimidation, Thieves' tools

Spells Longstrider, Jump


Aid, Find Traps, Warding Bond

Resistance

Ambush: You deal an extra 2d6 damage on the first attack you make in combat that hits a
target.

Determination*: When you fail an attack roll, ability check, or saving throw that you have
proficiency in, you can find determination to not let down your friends. You gain a bonus to the
roll equal to the number of allies within 30 ft of you (maximum +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.

Resourceful: As part of a short rest, you can use scrap material or remains of a monster's
corpse to craft one simple weapon, a shield or 10 pieces of ammunition.

Sneaky: You can take the Hide action as a bonus action.

Teamwork: You can take the Help action as a bonus action.


Fiendish Traits
These traits are associated with devils, demons and other fiends from the evil-aligned outer
planes, as well as their blood descendents among humanoids.
Skills / Tools Deception, Arcana, History, Poisoner’s kit, Calligrapher’s tools

Spells Fire bolt, Friends, Thaumaturgy, Vicious Mockery, Ray of Frost, Chill Touch
Burning Hands, Hellish Rebuke, Detect Magic, Charm Person, Ray of
Sickness, Illusory Script
Darkness, Scorching Ray, Crown of Madness, Flame Blade,
Blindness/Deafness, Enthrall, Invisibility

Resistance Fire, Cold, Poison

Contract Bond: You make a contract with up to a number of willing creatures equal to your
proficiency bonus. You can communicate telepathically with the creature as long as you share a
language. As an action you can determine the exact location of one of the bonded creatures
relative to you, provided you are on the same plane of existence. This bond lasts until you
create a new bond or you choose to release the bond.

Devil’s Sight*: As a bonus action, you give yourself the ability to see through nonmagical and
magical darkness up to a distance of 60 feet until the start of your next turn. 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.

Fires of Damnation: When you are reduced to 0 hit points your body bursts with flames.
Creatures within 10 ft of you must make a Dexterity saving throw taking 2d6 fire damage on a
failed save or half as much on a successful one. The DC for this save is 8+your Charisma
bonus + your proficiency bonus.

Magic Resistance*: You have advantage on saving throws against spells.


Monstrosity Traits
These traits are associated with various monstrosities including bug / spider-like beings,
medusas, chimeras. Monstrosities often share many traits with their beastial components. We
recommend choosing traits from this list as well as those from the Beastial and Avian Trait lists.

Skills / Tools Athletics, Survival, Medicine, Perception, Herbalism kit, Poisoner’s kit

Spells Druidcraft, Create Bonfire, Frostbite, Infestation


Speak with Animals, Entangle, Dissonant Whispers, Featherfall, Jump, Ray
of Sickness
Animal Messenger, Web, Spider Climb, Acid Arrow, Darkvision

Resistance Poison

Grappling Strikes*: When you hit a creature with an unarmed strike that deals damage, you can also
grapple them as part of the attack. You can use this ability a number of times equal to your
proficiency bonus, regaining all uses when you finish a long rest.

Extra Limb(s): You have one or two extra limbs, a secondary head or a prehensile tail that can
manipulate an object, open or close a door or container, pick up or set down a Tiny object, or
make unarmed strikes and initiate a grapple.

Multiple Heads: You have advantage on saving throws to resist being blinded or stunned.

Natural Camouflage: You can use an action to change colour to match your surroundings
allowing you to take the Hide action when only lightly obscured and granting advantage on
(Dexterity) Stealth checks as long as you are not moving.

Spider Climb: You gain the ability to move up, down, and across vertical surfaces and upside down
along ceilings, while leaving your hands free
Ooze Traits
These traits are associated with oozes and other amorphous beings such as doppelgangers.
Skills / Tools Acrobatics, Sleight of Hand,

Spells Prestidigitation, Shape Water, Acid Splash


Grease, Create or Destroy Water,
Enlarge/Reduce, Alter Self, Acid Arrow

Resistance Poison

Amphibious: You can breathe in air and water.

Amorphous: You can squeeze through a space as narrow as 1 inch wide, provided you are
wearing and carrying nothing. You have advantage on checks and saving throws to escape
non-magical restraints.

Nimble : You can Disengage as a bonus action, you can move through the space of any
creature that is at least one size larger than you.

Pseudopod: You can form your body into an additional limb that can manipulate objects and
grapple other creatures. As a bonus action, you can use your prehensile limb to manipulate an
object, open or close a door or container, or pick up or set down a Tiny object or Tiny creature.

Shapechanger : You can use an action to transform your body into that of any humanoid form
that you can imagine, however you will be easily distinguished from the original unless you’ve
seen the other person. Your clothing and equipment does not change with your body.

Sticky: You can climb up walls and move upside down on ceilings while leaving your hands
free.
Orcish / Giant Traits
These traits are associated with orcs, giants and other very large strong races.
Skills / Tools Athletics, Acrobatics, Intimidation, Smith's tools, Leatherworking tools

Spells Thunderclap
Jump, Longstrider, Earth Tremor, Thunderwave
Enlarge / Reduce, Aid

Resistance Cold

Powerful Strikes: When you score a critical hit with a melee weapon attack, you can roll one of
the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Relentless: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit
point instead. You can’t use this feature again until you finish a long rest.

Resilient*: You can focus yourself to occasionally shrug off injury. 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.

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.
Plant Traits
These traits are associated with plant-like beings such as some dryads, treants,
mushroom-people and awakened plants.
Skills / Tools Nature, Perception, Stealth, Herbalism kit

Spells Druidcraft, Poison Spray


Entangle, Ensnaring Strike, Goodberry, Hail of Thorns
Spike Growth, Barkskin, Pass without Trace, Protection from Poison

Resistance Poison

Alluring Scent*: As a bonus action you can release an alluring scent in a 10ft radius around
yourself. Creatures of your choice in the area must succeed on a Wisdom saving throw or be
charmed by you until the end of your next turn. The DC of the save equals 8 + your proficiency
bonus + your Constitution modifier. Creatures are not aware you attempted to charm them in
this way. Once you use this trait, you can’t use it again until you finish a short or long rest.

Bark: You’re covered in thick bark. While you are not wearing armour, you have an AC of 17.
You can still gain the benefits of using a shield while benefiting from your bark.

Rooted: You have advantage on Strength and Constitution saving throws to resist being moved
while standing on a solid surface.

Spores: As an action you can infect one creature you can see within 30ft of you with harmless
spores. These spores last for a number of hours equal to your proficiency bonus. You and the
infected creature can communicate telepathically as long as you are within 1 mile of each other.
Once you use the ability you cannot use it again until you finish a long rest.

Thorns*: Creatures grappling you, or that you are grappling take 1d6 piercing damage at the
start of their turn.

Vegetative: Your movement speeds are reduced by 10 ft. While you are touching natural dirt,
earth, soil or rotting plant materials you regain 1 hit point every 10 minutes.
Underdark / Aberration Traits
These traits are associated with creatures of the underdark or those that live almost entirely
underground as well as aberrations from other planes.
Skills / Tools Stealth, History, Intimidation, Smith’s Tools, Mason’s Tools, Brewer’s Tools

Spells Chill Touch, Dancing Lights, Light, Mind Sliver, Mage Hand
Colour Spray, Shield, Jump, Arms of Hadar, Inflict Wounds
Darkness, Invisibility, Detect Thoughts, Shadowblade

Resistance Psychic

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.

Mental Fortitude : You have advantage on Wisdom saving throws.

Rapid Regeneration: When you roll a 1 or 2 on any Hit Die to heal yourself, you can reroll the
die and must use the new roll.

Superior Darkvision: You can see normally in non-magical dim light and darkness within 120
feet of yourself.

Telepathy: You can speak telepathically to any creature within 60 feet of you. The creature
understands you only if the two of you share a language. You can speak telepathically in this
way to one creature at a time.

Tentacles: You have one or more tentacles that can hold and manipulate objects weighing up to
10 lbs or grapple another creature.

Tremorsense*: As a bonus action, you gain Tremorsense with a range of 60 feet for 10
minutes, you must be standing on the ground to use this trait. 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.
Example Races

Abyssal Gnome
Size: Small
Lifespan: Extended
Type: Humanoid
Movement: 30ft

Racial Cantrip: Produce Flame, your spellcasting ability for this spell is Intelligence, Wisdom
or Charisma, you choose when you select this trait.

Poison Resistance: You gain resistance to poison damage and have advantage on
Constitution saving throws against being poisoned.

Superior Darkvision: You can see normally in non-magical dim light and darkness within 120
feet of yourself.

Gnomish Cunning*: You have advantage on Wisdom, Intelligence, and Charisma saving
throws.

Arctic Goblin
Size: Small
Lifespan: Short
Type: Humanoid
Movement: 30ft

Damage Resistance: Cold

Sneaky: You can take the Hide action as a bonus action.

Racial Spells (Cantrip) : You learn ray of frost, your spellcasting ability for this spell is
Intelligence, Wisdom or Charisma, you choose when you select this trait.

Ferocity*: When you deal damage to a creature you can deal extra damage to the creature
equal to 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.
Astral Orc
Size: Medium+
Lifespan: Normal
Type: Humanoid
Movement: 30ft

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

Darkvision: You can see in dim light within 60 feet of yourself 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.

Racial Spells (Cantrip) : Sacred Flame, your spellcasting ability for this spell is Intelligence,
Wisdom or Charisma, you choose when you select this trait.

Ambush: You deal an extra 2d6 damage on the first attack you make in combat that hits a
target.

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.

Awakened Rat
Size: Tiny
Lifespan: Short
Type: Beast
Movement: 40ft

Hard to See: You can attempt to hide even when you are obscured only by a creature that is at
least one size larger than you.

Natural Weapons: You have sharp claws, teeth, horns, tusks or beak that you can use to make
unarmed strikes. On a hit your natural weapons deal piercing damage equal to 1d6+ your
Strength Modifier.

Darkvision: You can see in dim light within 60 feet of yourself 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.

Keen Senses: You have Advantage on Wisdom (Perception) checks that rely on smell or
hearing.
Quadruped: You can run on all fours. Your movement speed increases by 10 ft as long as you
have 4 free hands or feet.

Coastal Dwarf
Size: Medium
Lifespan: Extended
Type: Humanoid
Movement: 30ft

Poison Resistance: You gain resistance to poison damage and have advantage on
Constitution saving throws against being poisoned.

Swimmer: You gain a swim speed equal to your walking speed. You can hold your breath for up
to 10 minutes.

Diverse Talents: You can increase your Strength, Wisdom, or Constitution scores by 1, up to a
maximum of 15.

Dwarven Toughness: Your Hit Point Maximum increases by 1, and it increases by 1 again
whenever you gain a level.

Dog-kin
Size: Medium
Lifespan: Short
Type: Humanoid
Movement: 30 ft

Skill Proficiency : Perception and Survival.

Keen Senses: You have Advantage on Wisdom (Perception) checks that rely on smell or
hearing.

Teamwork: You can take the Help action as a bonus action.

Dragonling
Size: Small
Lifespan: Short
Type: Humanoid
Movement: 30 ft

Bravery: You have advantage on saving throws against being frightened.


Darkvision: You can see in dim light within 60 feet of yourself 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.

Natural Armour: When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier.

Breath Weapon* : You can use an action to exhale a cone of destructive energy. The damage
type of this breath can be fire, cold, lightning, thunder, poison or acid, you choose when you
select this feature. Creatures in a 30ft cone must make a Dexterity saving throw. The DC of the
save equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d8
damage on a failed save, and half as much damage on a successful one. The damage
increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level. You can use this feature a
number of times equal to your proficiency bonus, you regain all uses when you finish a long
rest.

Flying Pig
Size: Medium
Lifespan: Short
Type: Celestial
Movement: 40 ft

Racial Spells (Cantrip) : You learn Guidance, your spellcasting ability for this spell is
Intelligence, Wisdom or Charisma, you choose when you select this trait.

Divine Resistance: You have resistance to your choice of radiant or necrotic damage.

Magical Flight: As a bonus action, you can conjure a pair of magical wings for 1 minute. While
these wings exist, you have a flying speed equal to your movement speed and can hover. Once
you use this feature you cannot use it again until you finish a long rest.

Quadruped: You can run on all fours. Your movement speed increases by 10 ft as long as you
have 4 free hands or feet.

Greenbeard Dwarf
Size: Medium
Lifespan: Extended
Type: Humanoid
Movement: 30ft

Poison Resistance: You gain resistance to poison damage and have advantage on
Constitution saving throws against being poisoned.
Racial Spells (Cantrip) : You learn druidcraft, your spellcasting ability for this spell is
Intelligence, Wisdom or Charisma, you choose when you select this trait.

Tremorsense*: As a bonus action, you gain Tremorsense with a range of 60 feet for 10
minutes, you must be standing on the ground to use this trait. 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.

Voice of Nature: You have the ability to communicate in a limited manner with Beasts, Plants,
and vegetation. They can understand the meaning of your words, and you can understand
one-word ideas expressed by them. You have advantage on all Charisma checks you make to
influence them.

Half-Giant (Cloud)
Size: Large
Lifespan: Normal
Type: Humanoid
Movement: 30ft

Unusual Size: Normal equipment isn’t designed for you, double the cost of any equipment you
purchase.

Skill Proficiencies : Athletics, Deception

Creative: You add your proficiency bonus to any skill check or attack roll to use a tool,
non-weapon item of equipment or piece of furniture as a weapon, or to use an object for an
unintended purpose.

Racial Spells (1st + 2nd)*: At 3rd level, you learn Fog Cloud, and at 5th level, you learn
Suggestion, your spellcasting ability for these spells is Intelligence, Wisdom or Charisma, you
choose when you take this trait. You can cast each of these spells once without expending a
spell slot, and regain the ability to do so after you finish a long rest. Alternatively, you can cast
these spells with any spell slots you have of the appropriate level.

Half-Giant (Fire)
Size: Large
Lifespan: Normal
Type: Humanoid
Movement: 30ft
Unusual Size: Normal equipment isn’t designed for you, double the cost of any equipment you
purchase.

Skill / Tools Proficiencies : Athletics, Smith’s Tools

Damage Resistance: Fire

Internal Heat*: Your skin is hot to the touch, you can use an action to ignite a flammable object,
that is not being worn or carried, and that you can touch. When you roll fire damage you can
add your proficiency bonus to the roll, you add this extra damage only once and regain the
ability to do so when you finish a long rest.

Half-Giant (Frost)
Size: Large
Lifespan: Normal
Type: Humanoid
Movement: 30ft

Unusual Size: Normal equipment isn’t designed for you, double the cost of any equipment you
purchase.

Skill / Tools Proficiencies : Athletics

Damage Resistance: Cold

Ambush: You deal an extra 2d6 damage on the first attack you make in combat that hits a
target.

Ferocity*: When you deal damage to a creature you can deal extra damage to the creature
equal to 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.

Half-Giant (Hill)
Size: Large
Lifespan: Normal
Type: Humanoid
Movement: 30ft

Unusual Size: Normal equipment isn’t designed for you, double the cost of any equipment you
purchase.
Skill Proficiencies : Athletics

Darkvision: You can see in dim light within 60 feet of yourself 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 Strikes: When you score a critical hit with a melee weapon attack, you can roll one of
the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Ferocity*: When you deal damage to a creature you can deal extra damage to the creature
equal to 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.

Half-Giant (Stone)
Size: Large
Lifespan: Normal
Type: Humanoid
Movement: 30ft

Unusual Size: Normal equipment isn’t designed for you, double the cost of any equipment you
purchase.

Skill / Tools Proficiencies : Athletics

Darkvision: You can see in dim light within 60 feet of yourself 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.

Creative: You add your proficiency bonus to any skill check or attack roll to use a tool,
non-weapon item of equipment or piece of furniture as a weapon, or to use an object for an
unintended purpose.

Resilient*: You can focus yourself to occasionally shrug off injury. 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.

Half-Giant (Storm)
Size: Large
Lifespan: Normal
Type: Humanoid
Movement: 30ft
Unusual Size: Normal equipment isn’t designed for you, double the cost of any equipment you
purchase.

Skill Proficiency : Athletics

Damage Resistance: Thunder.

Powerful Strikes: When you score a critical hit with a melee weapon attack, you can roll one of
the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Racial Spells (1st + 2nd)*: At 3rd level, you learn Thunderwave, and at 5th level, you learn
Shatter, your spellcasting ability for these spells is Intelligence, Wisdom or Charisma, you
choose when you take this trait. You can cast each of these spells once without expending a
spell slot, and regain the ability to do so after you finish a long rest. Alternatively, you can cast
these spells with any spell slots you have of the appropriate level.

Infernal Orc
Size: Medium+
Lifespan: Normal
Type: Humanoid
Movement: 30ft

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

Darkvision: You can see in dim light within 60 feet of yourself 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.

Skill Proficiency: Intimidation

Powerful Strikes: When you score a critical hit with a melee weapon attack, you can roll one of
the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Racial Spells (1st + 2nd)*: At 3rd level, you learn Hellish Rebuke, and at 5th level, you learn
Darkness, your spellcasting ability for these spells is Intelligence, Wisdom or Charisma, you
choose when you take this trait. You can cast each of these spells once without expending a
spell slot, and regain the ability to do so after you finish a long rest. Alternatively, you can cast
these spells with any spell slots you have of the appropriate level.

Jaguar-kin
Size: Medium
Lifespan: Normal
Type: Humanoid
Movement: 30ft (30ft climb)

Climber: You gain a climbing speed equal to your walking speed.

Skill Proficiency : Stealth

Sprint*: 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.

Pounce: If you move at least 20 ft in a straight line towards a creature, you can make one
unarmed strike as a bonus action. If this attack hits then the target must make a Strength saving
throw or be knocked prone. The DC of the save equals 8 + your proficiency bonus + your
Strength modifier.

Jungle Halfling
Size: Small
Lifespan: Extended
Type: Humanoid
Movement: 30ft

Climber: You gain a climbing speed equal to your walking speed.

Skill Proficiency : You gain proficiency in the Stealth skill.

Halfling Luck*: When you roll a 1 on a d20 for an attack roll, ability check or saving throw, you
can reroll that d20, you must use the new roll.

Alert: You add your proficiency bonus to any initiative check you make.

Half-Orc x Half-Goblin
Size: Medium
Lifespan: Normal
Type: Humanoid
Movement: 30ft

Darkvision: You can see in dim light within 60 feet of yourself 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.

Skill Proficiency: Intimidation


Relentless: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit
point instead. You can’t use this feature again until you finish a long rest.

Determination*: When you fail an attack roll, ability check, or saving throw that you have
proficiency in, you can find determination to not let down your friends. You gain a bonus to the
roll equal to the number of allies within 30 ft of you (maximum +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.

Medusa
Size: Medium
Lifespan: Normal
Type: Monstrosity
Movement: 30ft

Multiple Heads: You have advantage on saving throws to resist being blinded or stunned.

Extra Limb(s): You have a prehensile snake-like tail that can manipulate an object, open or
close a door or container, pick up or set down a Tiny object, or make unarmed strikes and
initiate a grapple.

Poison Resistance: You gain resistance to poison damage and have advantage on
Constitution saving throws against being poisoned.

Racial Spells (1st + 2nd)*: At 3rd level, you learn Charm Person, and at 5th level, you learn
Hold Person, your spellcasting ability for these spells is Intelligence, Wisdom or Charisma, you
choose when you take this trait. You can cast each of these spells once without expending a
spell slot, and regain the ability to do so after you finish a long rest. Alternatively, you can cast
these spells with any spell slots you have of the appropriate level.

Northern Halfling
Size: Small
Lifespan: Extended
Type: Humanoid
Movement: 30ft

Bravery: You have advantage on saving throws against being frightened.

Damage Resistance: You gain resistance to cold damage.

Halfling Luck*: When you roll a 1 on a d20 for an attack roll, ability check or saving throw, you
can reroll that d20, you must use the new roll.
Racial Spells (Cantrip) : You learn druidcraft, your spellcasting ability for this spell is
Intelligence, Wisdom or Charisma, you choose when you select this trait.

Phoenix
Size: Medium
Lifespan: Long Life
Type: Elemental
Movement: 30ft (30ft fly)

Elemental Cantrip: You know Produce Flame.

Damage Resistance: You gain resistance to fire damage.

Fires of Damnation: When you are reduced to 0 hit points your body bursts with flames.
Creatures within 10 ft of you must make a Dexterity saving throw taking 2d6 fire damage on a
failed save or half as much on a successful one. The DC for this save is 8+your Charisma
bonus + your proficiency bonus.

Wings: While you are not wearing medium or heavy armour, you have a fly-speed equal to your
walking speed. If you fall at least 30 ft you can use your reaction to reduce the falling damage
you take to 0. Note: ask your DM before using a flying race

River Dryad
Size: Medium
Lifespan: Normal
Type: Fey
Movement: 30ft

Racial Spells (Cantrip) : You learn druidcraft, your spellcasting ability for this spell is
Intelligence, Wisdom or Charisma, you choose when you select this trait.

Fey Ancestry: You have advantage on saving throws against being charmed.

Aquatic: You can breathe in air and water, you gain a swim speed equal to your walking speed.

Racial Spells (1st + 2nd)*: At 3rd level, you learn Fog Cloud, and at 5th level, you learn
Healing Spirit, your spellcasting ability for these spells is Intelligence, Wisdom or Charisma,
you choose when you take this trait. You can cast each of these spells once without expending
a spell slot, and regain the ability to do so after you finish a long rest. Alternatively, you can cast
these spells with any spell slots you have of the appropriate level.
Snow Elf
Size: Medium
Lifespan: Long Life
Type: Humanoid
Movement: 30ft

Charm Resistance: You have advantage on saving throws against being charmed.

Trance : You don’t need to sleep, and can achieve the benefits of a long rest after only 4 hours
in a semi-conscious trance. Magic can’t put you to sleep.

Racial Spells (Cantrip) : You learn Ray of Frost, your spellcasting ability for this spell is
Intelligence, Wisdom or Charisma, you choose when you select this trait.

Racial Spells (1st + 2nd)*: At 3rd level, you learn Ice Knife, and at 5th level, you learn Hold
Person, your spellcasting ability for these spells is Intelligence, Wisdom or Charisma, you
choose when you take this trait. You can cast each of these spells once without expending a
spell slot, and regain the ability to do so after you finish a long rest. Alternatively, you can cast
these spells with any spell slots you have of the appropriate level.

Treant
Size: Large
Lifespan: Long Life
Type: Plant
Movement: 20ft

Unusual Size: Normal equipment isn’t designed for you, double the cost of any equipment you
purchase.

Vegetative: Your movement speeds are reduced by 10 ft. While you are touching natural dirt,
earth, soil or rotting plant materials you regain 1 hit point every 10 minutes.

Poison Resistance: You gain resistance to poison damage and have advantage on
Constitution saving throws against being poisoned.

Bark: You’re covered in thick bark. While you are not wearing armour, you have an AC of 17.
You can still gain the benefits of using a shield while benefiting from your bark.

Long Limbed: Your reach with melee attacks increases by 5ft.

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