The Races
The major races include Humans, Halflings, Dwarves, Gnomes, and Elves. Each of these races lays claim to a significant area of land, which the other major races (more or less) respect. The table below lists each major race and some details about them. Though they hold no land, Tieflings, Aasimar, and Genasi are also listed below by virtue of being descendents of the major races. Hybrid races, such as half-Orcs and half-Elves (though more exist), are not listed. Note that "foes" are to be killed on sight; less intense feuds, such as that between Dwarves and Elves, are not considered.
Major Race | Native Land | Native Language | Friends | Foes |
---|---|---|---|---|
Human | Ata | several | Halflings | Orcs |
Orc | Ata | Orcish | — | Enemy orcs |
Halfling | The Pyrmies | Hobbitish | Humans | — |
Halfling, cave | Ata | Hobbitish | — | Cave soraska |
Dwarf | Gabroria | Dwarvish | Gnomes | Goblins |
Gnome | Gabroria | Gnomish | Dwarves | Goblins |
Elf | Verdania | Elvish | — | Sea soraska |
Dracaskan | Dragon Island | Draconic | — | Enemy dracaska |
Soraskan, cave | Ata | Cave Soraskan | — | Cave halfling |
Soraskan, sea | Verdania | Sea Soraskan | — | Elves |
All other races are considered minor races. They either are nomadic or settled on land claimed by a more powerful race. The table below lists all the minor races.
Minor Race | Native Land | Native Language | Friends | Foes |
---|---|---|---|---|
Goblin | Gabroria | Goblish, Deep Goblish | — | Dwarves, Gnomes |
Ixilit | deep sea | Ixian | — | — |
Salamander | Gabroria | — | — | — |
Goliath | Gabroria | Goliath | — | Aarakocra |
Firbolg | Verdania | Elvish, Sylvan | — | — |
Warforged | — | Gnomish | Gnomes | Goblins |
There are more races, including Gith, Pixies, Sprites, Satyrs, Lizardfolk, Yuan-ti, Grung, Bugbears, and Shifters. These races are either too isolated, too few in number, or too timid to have any impact beyond their immediate territory (if any). Some of these races have yet to be discovered.
History
Much of Human and Halfling history has been forgotten due to the destruction caused by the Primordials. Dwarves and Gnomes retained more thanks to their long lifespans and strong oral traditions. Elves, being unaging and also great storytellers, remember most of their history. Their records go back to nearly 18,000 years ago. It is believed all the other major races have similarly long, if forgotten, histories.
Game Mechanics
Below is a list of all races.
Dracaskan
Size
Varies
Varies
Speeds
Walk 30 ft.
Walk 30 ft.
Old Age Threshold
Varies
Varies
Traits
Fire Conversion. You have resistance to fire damage, and you partially absorb its power and accumulate the energy within yourself. This energy is represented by fire charges, which you can expend to fuel other features. You have a number of fire charges equal to your level.
You automatically gain or lose fire charges in the ways listed below. There is no upper limit to the number of charges you can have.
- You gain 1 fire charge at the end of your turn if the number of charges you have subceeds your level and you haven't spent any fire charges since the end of your last turn.
- You lose 1 fire charge at the end of your turn if the number of charges you have exceeds your level.
- When you take fire damage, you gain a number of fire charges equal to half the damage you took.
- When you take cold damage, you lose a number of fire charges equal to half the damage you took (to a minimum of 0 charges).
Subraces
Select one of the subraces below.
Lesser Dracaskan
Small Size. Your size is Small.
Short Lifespan. Your old age threshold is 30 years.
Diminutive. Your particularly small stature enables you to move through the space of any creature that is at least one size larger than you (instead of the usual two sizes). You also have advantage on ability checks made to free yourself from being restrained while stuck.
Explosive Fervor. After you make an attack roll, ability check, or saving throw—but before you know the outcome—you can expend all of your fire charges, and add half the number of charges expended (rounded up) to the check. When you do so, you can also cause each creature within 5 feet of you to take fire damage equal to the number of charges expended. Once you use this feature, you stop gaining fire charges at the ends of your turns until you finish a short or long rest.
Burning Haste. You can galvanize yourself with your inner heat. When you take the Dash action, you can expend a number of fire charges up to your proficiency bonus. If you do so, you can immediately move a number of feet equal to 5 times the number of charges expended. The extra movement from this feature doesn't provoke opportunity attacks.
Greater Dracaskan
Medium Size. Your size is Medium.
Typical Lifespan. Your old age threshold is 70 years.
Powerful Build. You have the Powerful Build trait.
Dragon's Breath. You can unleash your reserves of elemental power with your breath. As a minor action, you can expend a number of fire charges up to your proficiency bonus and force each creature in a 15-foot cone to make a Constitution saving throw. The DC is 8 + your proficiency bonus + your Strength or Constitution score (your choice). A target takes 1d6 fire damage per charge expended on a failed save, or half as much on a success.
Dwarf
Size
Medium
Medium
Speeds
Walk 25 ft.
Walk 25 ft.
Old Age Threshold
200 years
200 years
Traits
Dwarven Fortitude. You have advantage on saving throws against being poisoned, and you have resistance to poison damage. Furthermore, your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Unencumberable. You ignore the cumbersome property of armor and shields. Furthermore, you have advantage on saving throws against being pushed or knocked prone.
Subrace. Choose Cinder, Deep, Fjord, Hill, or Mountain Dwarf as your subrace.
Subraces
Select one of the subraces below.
Fjord Dwarf
Ice Diver. Naturally more buoyant than other dwarves and adapted to freezing water, you have resistance to cold damage and a swim speed equal to your walking speed.
Mountain Dwarf
Ore Taster. As a standard action, you can taste a rock or alloy to identify its composition. You learn what minerals or metals are present, and in what quantities.
Crag Climber. Your tough nails and strong hands allow you to climb stone with ease, granting you a climb equal to your walking speed. You also have resistance to damage from falling.
Hill Dwarf
Powerful Build. You have the Powerful Build trait.
Unbreakable Bones. Bludgeoning damage you take is reduced by 1. This reduction is applied after any resistances and vulnerabilities.
Deep Dwarf
Cave Senses. Your ancestors rarely left the safety of their cavern homes. Your darkvision has a range of 120 feet instead of 60 feet. You also have blindsight (10 ft.), and you always know the grade of the ground you stand on.
Cinder Dwarf
Volcano Dweller. As a descendant of dwarves who lived on the slopes of active volcanoes, you have resistance to fire damage and immunity to the effects of low doses of volcanic gas.
Elf
Size
Medium
Medium
Speeds
Walk 35 ft.
Walk 35 ft.
Old Age Threshold
70 years
70 years
Languages
Varies
Varies
Senses
Darkvision 60 ft.
Darkvision 60 ft.
Aging Rate
5 years
5 years
Traits
Enhanced Darkvision. Your innate darkvision allows you to see in starlight as if it were bright light regardless of the actual light level, but distances beyond 60 feet are lightly obscured as if by mist. Most things take on shades of gray under starlight, but certain plants, animals, and minerals exhibit spectacular colors that only elves can see.
Trance. Elves don't sleep, and are immune to falling unconscious by magic (physical trauma, such as being reduced to 0 hit points, can still knock you unconscious). You must enter a state of meditation called a trance to gain the usual benefits of sleep. Each hour of a trance counts as two hours of sleep.
It takes you 1 minute to enter a trance. While in a trance, you are incapacitated and have disadvantage on Perception checks, but you remain partially aware of your surroundings. You can end your trance at any time (no action required), but it takes a moment to collect your bearings; after you end your trance, you are dazed until the end of your next turn.
Subraces
Select one of the subraces below.
Blessed Elf
Languages. You are proficient in Elvish and one human language of your choice. Most blessed elves know Sonnern, the language used for most arcane study and the basis for the modern Elvish alphabet. You can also read and write the Old Script, in which each glyph is topologically unique.
Blessed. The ancient Blessing of your kind ever protects you from senescence. You are immune to the effects of old age, and your old age threshold and aging rate are both infinity.
Mystic Trance. You can replenish your magical reserves by spending 1 hour in your trance, which may be during a short rest. You regain one 1st-level spell slot. Once you use this feature, you can't use it again until you finish a long rest.
Sea Elf
Languages. You are proficient in one dialect of Marese, the native language of sea elves.
The King's Wish. You have a swim speed equal to your walk speed, and you can breathe air and water.
Sirenic Voice. Your voice carries the weight and depth of the sea itself. You know the siren's song spell and can cast it once with this feature. You regain the ability to do so when you finish a long rest.
Deep Elf
Languages. You are proficient in Malese. Malese is the native language of the deep elves and is closely related to Marese.
The King's Wish. You have a swim speed equal to your walk speed, and you can breathe air and water.
Twisting of the Deep. The crushing influence of Lolugo, aberrant overlords, and the sea itself has warped the bodies of deep elves. Pick one of the abyssal mutations from the table below, or roll a d10 to randomly determine it (not recommended). Deep elves can be afflicted with innumerable other mutations, but these are the prevalent ones that affect game mechanics.
Abyssal Mutations
d10 | Mutation |
---|---|
1 | Angler's Lure. A bioluminescent lure hangs above your brow. You can turn it on or off as a free action. It sheds light (10/20 ft.) while on. The light winks off if you die. |
2 | Crab Claw. In place of one of your hands is a massive crab claw. When used to make an unarmed strike, the claw does 1d6 piercing damage on a hit. When used to make a grapple attack, the claw does 1d4 bludgeoning damage on a hit, and you can use a minor action to deal 1d4 bludgeoning damage to a creature grappled by the claw. |
3 | Enlarged Eyes. Your huge eyes make up half your face. The range of your darkvision is 300 feet. |
4 | Fish Fins. You have fins in place of feet, and a fish tail. You have no walk speed, but your swim speed is 50 feet. |
5 | Mucosal Skin. Your skin protects itself with a thick layer of slime. You automatically succeed on ability checks made to escape being grappled, and whenever you succeed on a saving throw made to resist being moved by a grapple, you also escape the grapple. |
6 | Spiny Bones. Dozens of spiny bone spurs, short and long, protrude from your skin. You gain two benefits while not wearing armor. First, you can calculate your base AC as 12 + your Dexterity score. Second, each time a creature hits you with an unarmed attack, the attacker takes 1d4 piercing damage. |
7 | Sunlight Sensitivity. Comfortable only in the darkness of the sea, you have the Sunlight Sensitivity trait. |
8 | Tentacle Arm. In place of one of your hands is a long tentacle. Unarmed attacks made with the tentacle have the reach (10 ft.) property. |
9 | Transparent Flesh. Your skin and muscles are transparent, and even your bones and organs let some light through. You can remain hidden from a creature even when you aren't heavily obscured or behind cover relative to it. |
10 | Vestigial Lungs. You can't breathe air for longer than 10 minutes at a time. |
Fey Elf
Languages. You are proficient in Sylvan and High Sylvan. High Sylvan branched off from Elvish long before the Blessing and is spoken only by the aristocracy of the Feywild, including most fey elves. Sylvan is the vulgar form of High Sylvan and is spoken by common denizens of the Feywild.
Glamour. As a standard action, you can create an illusion to make yourself look different. The illusion lasts until you use a standard action to end it or to make a new illusion. The illusion doesn't affect your clothing or equipment and you can't change your height or body shape, but otherwise the extent of the illusion is up to you.
The illusion fails to hold up to physical inspection. For example, if you use this feature to add horns to your head, objects pass through the horns, and anyone who touches them would feel nothing or would feel your head and hair.
To discern that you are disguised, a creature can use the Search action to inspect your appearance and make an Investigation check. The DC is equal to 8 + your proficiency bonus + your Charisma score.
Fey Step. As a minor action, you can teleport up to 30 feet to an unoccupied space you can see. Once you use this feature, you can't use it again until you finish a short or long rest.
Feybound. Your soul is tied to the Feywild, which is your native plane. You age half as quickly in the Feywild and can sense a creature's karma, but you can't cast spells or use magic outside of it.
Ending the Bond
Some individuals have found ways of severing their tie and restoring their ability to use magic. One way (but not the only way) you can accomplish this is with the Severed Bonds feat.
Gnome
Size
Small
Small
Speeds
Walk 25 ft.
Walk 25 ft.
Old Age Threshold
60 years
60 years
Languages
Varies
Varies
Senses
—
—
Aging Rate
10 years
10 years
Traits
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Creative Spark. When you make an ability check, you can attempt to do so in an unconventional way. Make the check and roll a d6. If the result of the d6 is even, add it to the check; otherwise, subtract it.
Subraces
Select one of the subraces below.
Rock (Tinker) Gnome
Language. You are proficient in one dialect of Gabrorian Gnomish. Gabrorian Gnomish has many dialects–more than one per city–and some are only barely mutually intelligible.
Powerful Build. You have the Powerful Build trait.
Alert to Magic. You know the identify spell and can cast it as a standard action without material components a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Rot Gnome
Language. You are proficient in the Tiris Vale dialect of Gabrorian Gnomish. This dialect is extreme and incorporates lisps into some words, as Rot Gnomes often have speech impediments.
Darkvision. Your undead nature grants you darkvision (60 ft.).
Dead Flesh. Some of your body is decayed and unfeeling. Whenever you take damage of a type other than radiant or psychic, reduce that damage by 1 after applying any resistances and vulnerabilities. However, your hit point maximum decreases by 1, and it decreases by 1 every time you gain a level. This can't reduce your hit point maximum below 1.
Sand Gnome
Language. You are proficient in Sand Gnomish. Sand Gnomish is a close cousin to standard Gabrorian Gnomish but lacks Dwarvish influence.
Illusion Sense. Illusion magic leaves a distinctive impression on your mind. You have advantage on Perception and Investigation checks to identify magical illusions as such.
This ability allows you to faintly see magically invisible things within 5 feet of you. You have disadvantage on Perception checks to see them, however.
Calloused Mind. You have resistance to psychic damage.
Fey Gnome
Languages. You are proficient in Fey Gnomish and Sylvan. Sylvan is the common language of the Feywild and shares some vocabulary with Fey Gnomish.
Slip Away. When a creature you can see is about to attack you, you can use a reaction to turn invisible until the end of your next turn, potentially causing the attack roll to have disadvantage. The invisibility ends early if you attack or cast a spell. You can use this feature once, regaining the ability to do so after a short or long rest.
Born Prankster. You know the prestidigitation cantrip. Fey Gnomes are known to use this spell to great effect in practical jokes.
Feybound. Your soul is tied to the Feywild. You age half as quickly in the Feywild and can sense a creature's karma, but you can't cast spells or use magic outside of it.
Ending the Bond
Some individuals have found ways of severing their tie and restoring their ability to use magic. One way (but not the only way) you can accomplish this is with the Severed Bonds feat.
Forest Gnome
Language. You are proficient in either Verdanian Gnomish or a unique dialect of Fey Gnomish depending on whether you grew up in Verdania or Gabroria, respectively. Like Fey Gnomish, Verdanian Gnomish has many words in common with Sylvan.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. You have advantage on Animal Handling checks made on such beasts.
Natural Illusionist. You know the minor illusion cantrip and can cast it without material components. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).
Human
Size
Medium
Medium
Speeds
Walk 30 ft.
Walk 30 ft.
Old Age Threshold
70 years
70 years
Languages
Any two languages of your choice, at least one of which must be a human language
Any two languages of your choice, at least one of which must be a human language
Senses
—
—
Aging Rate
5 years
5 years
Subraces
Select one of the subraces below.
Common Human
Personal Calling. Humans are known for dedicating themselves to a skill or trade and perfecting it. You gain expertise in one skill or tool of your choice.
Perfected Skill. Before making an ability check that the expertise granted by your Personal Calling applies to, you can opt to not roll the d20. If you do, treat the check as if you had rolled a 15. If the roll would have been made with advantage or disadvantage, instead treat the check as if you had rolled a 20 or 10, respectively.
Once you use this feature, you can't use it again until you finish a long rest.
Adaptable Talent. Pick an ability score for each of the following categories: saving throws, attack rolls, and ability checks. You gain a +1 bonus to a d20 roll if it uses the ability score you chose for its category.
Each time you level up, or by training for 40 hours over the course of 5 days, you can change the chosen ability score of one category.
Ogof
Darkvision. Your unusually large eyes confer darkvision (60 ft.).
Sunlight Sensitivity. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Soulsight. You can sense the presence and location of magic within 30 feet of you when you are not incapacitated. This ability can't penetrate through 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
As a standard action, you can focus your attention on magic you can sense in this way. If you do so, you magically see a faint aura outlining the shape of the creature, object, or area bearing the magic, and you learn its school of magic, if any. You can use this action a number of times equal to your proficiency bonus, regaining expended uses after a long rest.
Heightened Casting. When you cast a spell of 1st to 5th level, you can can increase the level of the spell by 1. The resulting spell level can't exceed half your level (rounded up). You can't use this feature again until you finish a short or long rest.
Goliath
Size
Medium
Medium
Speeds
Walk 35 ft.
Walk 35 ft.
Old Age Threshold
150 years
150 years
Traits
Powerful Build. You have the Powerful Build trait.
Mountain Born. You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.
Natural Thrower. Like stone giants, goliaths can hurl rocks to great effect. You are proficient with improvised thrown weapons.
Stone's Endurance. Blows occasionally glance off your stone-like body. When you take damage other than psychic damage, you can use a reaction to reduce that damage by 1d12 plus your Constitution score.
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.
Unflinching. If you are concentrating and you take damage, you do not have to make a Constitution saving throw to maintain concentration unless the damage exceeds your level.
Orc
Size
Medium
Medium
Speeds
Walk 30 ft.
Walk 30 ft.
Old Age Threshold
65 years
65 years
Traits
Relentless Endurance. When you would be 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.
Protective Instincts. When an ally you can see takes damage, you can use a reaction to gain temporary hit points equal to 1d8 + your Constitution score and move up to your speed towards a space within 5 feet of that ally.
Once you use this feature, you can use neither it nor Aggressive Instincts until you finish a short or long rest.
Aggressive Instincts. When a creature you can see takes damage, you can use a reaction to move up to your speed towards that creature and make a melee weapon attack against it. If the attack hits, it deals extra damage equal to your level.
Once you use this feature, you can use neither it nor Protective Instincts until you finish a short or long rest.
Subraces
Select one of the subraces below.
Cave Orc
Darkvision. You have darkvision (60 ft.).
Ice Orc
Cold Resistance. You have resistance to cold damage.
Wood Orc
Forest Camouflage. You have advantage on Stealth checks made to Hide in vegetation, and you only need to be lightly obscured to do so.
Keen Smell. You have supersmell (5 ft.).
Great Orc
Powerful Build. You have the Powerful Build trait.
Siegebreaker. Your unarmed strike deals 1d8 bludgeoning damage, or 1d12 bludgeoning damage against a target that is at least one size larger than you. Your melee weapon attacks do double damage to objects and structures.
Goblin
Size
Medium
Medium
Speeds
Walk 30 ft.
Walk 30 ft.
Old Age Threshold
30 years
30 years
Languages
Varies
Varies
Senses
—
—
Aging Rate
2 years
2 years
Traits
Nimble Escape. You can take the Disengage or Hide action as a minor action on each of your turns.
Subraces
Select one of the subraces below.
Common Goblin
Language. You are proficient in your clan's dialect of Goblish.
Darkvision. You have darkvision (60 ft.).
Resilient to Disease. You have advantage on saving throws against becoming diseased, and being diseased doesn't cause you to have disadvantage on Constitution saving throws.
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest. You can use this trait no more than once per turn.
Dark Goblin
Language. You are proficient in Dark Goblish.
Superior Darkvision. You have darkvision (120 ft.).
Sunlight Sensitivity. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Inured to Horrors. You have advantage on saving throws against being frightened.
Ungoblin
Aberrant Body. Your creature type is Humanoid, but you also register as an Aberration to abilities that detect aberrations.
Eyeless. You are have no sense of sight, as you lack eyes. You have blindsight (10 ft.).
Bendable Bones. Your bones are malleable. You can squeeze through a space as narrow as 2 inches wide.
Long Fingers. You have a climb speed of 20 feet.
Touch of Minds. You have mindsense (60 ft.). This mindsense can detect creatures with a Intelligence of -6 or higher, even ones that lack a language.
Additionally, you can communicate telepathically with any creature within 60 feet of you that you can see (by sensing its mind, for instance). You can transmit and receive words, images, sounds, and other sensory messages, allowing communication whether or not you share a common language. You can speak telepathically in this way to only one creature at a time.
Insidious Assault. You know the mind sliver cantrip and can cast it without components. Your spellcasting ability score for the spell is Intelligence. When you target a creature with this spell that's still affected by the last time you cast this spell against that creature, the target is dazed until the end of your next turn in addition to the spell's usual effects on a failed save.
Salamander
Size
Medium or Small
Medium or Small
Speeds
Walk 25 ft. (20 ft. below 0°F; 30 ft. above 100°F)
Walk 25 ft. (20 ft. below 0°F; 30 ft. above 100°F)
Old Age Threshold
?
?
Traits
Water Susceptability. When you are doused in at least 1 gallon of water (or acid), you take 1d4 cold damage and some of the water boils away. This damage ignores resistance and immunity. Once you take this damage, you can't take it again until the start of your next turn.
Magmatic Glow. You shed bright light in a 5-foot radius and dim light for an additional 5 feet.
Superheated Body. When a creature comes into direct contact with your body, it takes 1d4 fire damage. It can't take this damage again until the start of your next turn. Additionally, you ignite any flammable object you touch for more than 6 seconds.
Elemental Nature. You don't need to eat, drink, breathe, or sleep.
Ixilit
Size
Small
Small
Speeds
Swim 20 ft.
Swim 20 ft.
Old Age Threshold
150 years
150 years
Traits
Alien Influence. Your creature type is Humanoid, but you also register as an Aberration to abilities that detect aberrations.
Hold Breath. While out of water, you can hold your breath for 10 minutes.
Water Breathing. You can breathe only underwater.
Dormant State. Instead of falling unconscious when you sleep, you go into a dormant state. In this state, you are incapacitated, are vulnerable to psychic damage, and your only sense is mindsense (30 ft.). You can end the dormant state at the end of your turn (no action required).
Telepathy. You can communicate telepathically with creatures you can see out to a range of 60 feet. This telepathy is two-way, but requires a common language.
Empath. You are very sensitive to the psychic energy given off by strong emotion. You have advantage on Insight checks against creatures that are within range of your Telepathy trait. Additionally, you can cast detect thoughts once with this trait without components, using Intelligence as your spellcasting ability. You regain the ability to cast the spell in this way again when you finish a long rest.
Psychic Arms. You don't have arms, but you can manipulate objects with your mind as if you had three arms. Each arm can do anything a normal hand can do within a range of 30 feet, including receiving tactile input. You can't move an object more than 30 feet at once with the Interact action.
You don't drop something you're holding with a psychic arm unless an effect specifically says you do. For example, being incapacitated doesn't cause you to drop something, but being unconscious does.
Your psychic arms don't make physical contact, so they can't be used to deliver spells with a range of touch or similar effects. You can use a fin for such effects. You also can't use a psychic arm to make an opportunity attack, unless the arm is holding a weapon and a creature leaves the weapon's reach.
When you use a psychic arm to perform a task that would normally require a Strength- or Dexterity-based ability check or attack roll, use your Intelligence instead. Your Intelligence score is capped at 3 for this purpose. If you use two psychic arms for the task, your Intelligence score is capped at 4 instead, and if you use three psychic arms, your Intelligence score isn't capped.
Water Bubble. You can use one of your Psychic Arms to maintain a bubble of water around your head, allowing you to breathe in air.
Levitation. At the start of each of your turns, you can use one of your psychic arms to give yourself a hover speed of 20 feet until the start of your next turn. This hover speed has an altitude limit of 5 feet. If your altitude exceeds 5 feet while using this hover speed, you fall at a rate of 60 feet per round until your altitude is 5 feet unless you have another means of staying aloft.
Soraskan
Size
Medium
Medium
Speeds
Walk 30 ft.
Walk 30 ft.
Old Age Threshold
50 years
50 years
Languages
Varies
Varies
Senses
Supersmell 10 ft.
Supersmell 10 ft.
Aging Rate
20 years
20 years
Traits
Poison Conversion. You have resistance to poison damage and advantage on saving throws against being poisoned. Additionally, you accumulate partially-neutralized toxins within yourself. These toxins are represented by poison charges, which you can expend to power other features. You have a number of poison charges equal to your level.
You automatically gain or lose poison charges in the ways listed below. There is no upper limit to the number of charges you can have. - You gain 1 poison charge at the end of your turn if the number of charges you have subceeds your level and you haven't spent any poison charges since the end of your last turn. - You lose 1 poison charge at the end of your turn if the number of charges you have exceeds your level. - When you take poison damage, you gain a number of poison charges equal to half the damage you took. - When you succeed on a saving throw against being poisoned, you gain 1 poison charge.
Venomous Claw. One claw on each of your hands can inject venom. When you hit a creature with an unarmed strike using your claws, you can expend a number of poison charges up to your proficiency bonus. The target takes 1d4 poison damage per charge expended.
Subraces
Select one of the subraces below.
Cave Soraskan
Language. You are proficient in Cave Soraskan.
Darkvision. Your eyes are adapted for caves. You have darkvision (60 ft.).
Prehensile Tail. Your tail and claws are built for climbing. You have a climb speed of 30 feet.
Quick Claws. When used to make an unarmed strike, your claws deal 1d6 slashing damage and have the light and finesse properties.
Sea Soraskan
Language. You are proficient in Sea Soraskan.
Hold Breath. You can hold your breath for up to 10 minutes.
Tail Fin. Using your finned tail and webbed hands and feet, you have a swim speed of 30 feet.
Long Claws. When used to make an unarmed strike, your claws deal 1d10 slashing damage and have the heavy property.
Dash
Dash
Cost: 2 AP (repeatable)
Add your speed to the movement pool of your Move action. You can then take the Move action.
Move
Move
Cost: 0 AP (repeatable)
You move up to your speed. This action uses a special pool of movement that resets at the start of each of your turns.
○
×
Walk
Walk
Natural Movement Modes: Jumping, walking
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
If you don't have a walk speed, you are prone while on the ground. If you have a walk speed of at least 5 feet, you can spend half of it as part of a move to stand up from prone.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Walking
Walking
Walking lets you move in any direction across a non-vertical surface. There is no mechanical distinction between walking and running. If you are on land and lack a walk speed, you fall prone.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Swimming
Swimming
Swimming lets you travel in any direction through a liquid. While swimming, you don't sink and are immune to the prone condition.
Darkvision
Darkvision
Base sense: sight
Within a specified range, a creature with darkvision can see in dim light as if it were bright light, and in darkness as if it were dim light. The creature can't discern color in darkness, only shades of gray.
Light
Light
There are three categories of illumination: bright light, dim light, and darkness.
A source of light typically emits bright light in a small radius and dim light in a larger radius; these distances are given in parentheses. For example, a fire that sheds light (20/40 ft.) produces bright light within 20 feet and dim light for another 20 feet beyond that.
Bright Light
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim Light
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Swim
Swim
Natural Movement Modes: Jumping, swimming
Other Movement Modes (+1 Cost): Crawling, sneaking
Other Movement Modes (+1 Cost): Crawling, sneaking
When you have a swim speed, your unarmed weapons have the hydrodynamic property.
Hydrodynamic
Hydrodynamic
A hydrodynamic weapon functions normally underwater.
Climb
Climb
Natural Movement Modes: Climbing, jumping
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a climb speed to climb, you have advantage on any ability checks made to avoid falling.
Blindsight
Blindsight
Base sense: varies
If you have blindsight, you can sense physical shapes within a specified range, allowing you to effectively see creatures and objects within that range. Blindsight doesn't go around cover, nor can it detect color or intangible things. Thus, blindsight enables you to effectively see invisible things, but you can't use it to detect an illusory object created by a spell such as minor illusion.
The base sense of blindsight varies. A common base sense is hearing, in which case blindsight can often be interpreted as echolocation. Some creatures have no base sense for their blindsight; this represents a fundamentally distinct sense, such as a shark's electroreception. When a base sense is present, it is usually given in parentheses after this sense's listing.
Incapacitated
Incapacitated
Effects of This Condition
- You can't take actions or reactions.
- You can't maintain concentration.
- You can't speak.
Dazed
Dazed
Effects of This Condition
- On each of your turns, you have one less action point.
- Your Move action movement pool resets to 0 instead of your speed at the start of each of your turns. You can still benefit from the Dash action and similar effects as normal.
- You can't take reactions.
- You have disadvantage on saving throws you make to maintain concentration (including on the saving throw triggered by the effect that dazed you, if it triggered such a save).
Siren's Song
Siren's Song
1st-level enchantment
Components
V
V
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet, or 90 feet underwater
30 feet, or 90 feet underwater
Weaving currents of power into your voice, you attempt to lull a creature of your choice within range into complacency. If it can hear you, the target must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or one of your companions harms the target or one of its companions, the spell ends.
A Beast that has a swim speed or the ability to breathe underwater has disadvantage on its saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Charmed
Charmed
Effects of This Condition
- You can't deliberately harm the charmer.
- The charmer has advantage on any ability check to interact socially with you.
Unarmed Strike
Unarmed Strike
Simple melee weapon
Cost: —
Damage: 1d1 (type varies)
Weight: —
Properties: unarmed
Damage: 1d1 (type varies)
Weight: —
Properties: unarmed
You punch, kick, or otherwise strike at an opponent with your body. On a hit, you deal bludgeoning, piercing, or slashing damage as appropriate.
An unarmed strike that you make with an empty hand also has the light property.
Light
Light
A light weapon is small enough to be easily wielded in one hand. Each time you spend at least 2 AP to take the Attack action and use a light weapon for the attack, you can take the Attack action once later that turn as a minor action. The secondary attack—called an offhand attack—must be made with a different light weapon, and it deals half damage.
Attack
Unarmed
Unarmed
When you use your own body as a weapon, such as when you punch or kick, the body part you use counts as a weapon with the "unarmed" property.
Grapple
Grapple
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to grab an opponent with an empty hand or other suitable appendage. On a hit, the target is grappled by you, with you as the grappling creature.
Grappled
Grappled
Grappling is an act that requires two creatures. One creature, the "grappler," has the grappling condition, while the other has this condition (grappled).
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
You can attempt to escape the grapple by taking the Disengage action.
Causes of This Condition
This condition is typically inflicted by the grapple attack.
Grappling
Grappling
Grappling is an act that requires two creatures. One creature, the "grappler," has this condition (grappling), while the other has the grappled condition.
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
You can end the grapple at any time, no action required. The grapple also ends if you become incapacitated or if the target is no longer within your reach.
Causes of This Condition
Disengage
Disengage
Cost: 2 AP
When you take the Disengage action, you attempt to escape from your foes. Your movement doesn't provoke opportunity attacks for the rest of the turn. Additionally, if you are grappled, you can make an Athletics or Acrobatics check (your choice) against the passive Athletics score of each creature grappling you. You escape that grapple on a success.
○
×
Sunlight Sensitivity
You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Reach
Reach
The reach of a melee weapon with the "reach" property is given in parentheses after the property's listing.
Hide
Hide
Cost: 2 AP (repeatable)
The Hide action allows you to attempt to become hidden from one or more creatures. Make a Stealth check. If you are heavily obscured or behind at least three-quarters cover relative to a creature, and your check equals or exceeds its passive Perception score, you become hidden from it. The result of the check also becomes your Hide DC, as described in the condition.
Cover
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Teleporting
Teleporting
Teleporting lets you instantaneously travel from one location to another without going through the intervening space. You don't provoke opportunity attacks when you teleport.
When you teleport, all the equipment you are wearing and carrying teleports with you. If you are touching another creature when you teleport, that creature doesn't teleport with you unless otherwise specified.
If the destination space of your teleportation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice.
Unless otherwise specified, you must see your destination when you teleport.
Identify
Identify
1st-level divination
Components
V, S, M (a pearl worth at least 100 gp and an owl feather)
V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration
Instantaneous
Instantaneous
Casting Time
1 minute
1 minute
Range
Touch
Touch
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Invisible
Invisible
Effects of This Condition
You can't be seen without specialized aid, such as magic or blindsight. Any equipment you are wearing or carrying similarly can't be seen.
You can take the Hide action once as a free action on the same turn that you become invisible.
Prestidigitation
Prestidigitation
Transmutation cantrip
Components
V, S
V, S
Duration
1 hour
1 hour
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as a standard action.
Minor Illusion
Minor Illusion
Illusion cantrip
Components
S, M (a bit of fleece)
S, M (a bit of fleece)
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as a standard action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
A creature can use the Study action to inspect the sound or image, making an Investigation check against your spell save DC. On a success, the creature discovers that the sound or image is illusory. If a creature discerns the illusion for what it is, the illusion becomes translucent (if visible) or faint (if auditory) to that creature.
Supersmell
Supersmell
Base sense: smell
A creature with supersmell automatically detects the presence—but not the location—of creatures within a specified range. Supersmell goes around cover but can't penetrate barriers, including going from air to water or vice versa. Additionally, having supersmell of any range grants a creature advantage on Perception checks that rely on smell.
Mindsense
Mindsense
Base sense: none
If you have mindsense, you know the location of thinking creatures within a specified range. A creature can be detected in this way if it knows at least one language, has an Intelligence score of at least -3, or is maintaining concentration. You can also sense whether each detected creature is maintaining concentration. Mindsense doesn't count as a form of sight, however.
Mindsense can penetrate most barriers, but it is blocked by a thin sheet of lead, 1 inch of any other metal, 1 foot of stone, or 3 feet of wood.
Mind Sliver
Mind Sliver
Enchantment cantrip
Components
V
V
Duration
1 round
1 round
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, it takes 1d6 psychic damage and subtracts 1d4 from the next saving throw it makes before the end of your next turn. On a successful save, it takes half as much damage and suffers no other effect.
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Detect Thoughts
Detect Thoughts
2nd-level divination
Components
V, S, M (a copper piece)
V, S, M (a copper piece)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
You gain mindsense (30 ft.) for the duration.
When you cast the spell and as a standard action on each turn until the spell ends, you can focus your mind on a particular creature that you can sense with mindsense to learn its surface thoughts (what is most on its mind at that moment). As a subsequent standard action, you can attempt to probe deeper into that creature's mind. If you probe deeper, the target must make an Intelligence saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use a standard action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
Hover
Hover
Natural Movement Modes: Flying
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you have a hover speed, you are immune to the prone condition.
Flying
Flying
Flying lets you move through the air. If you are knocked prone while flying, you fall.
Finesse
Finesse
Finesse weapons are designed for speed and precision. When you make a melee attack with a finesse weapon, you can use use Dexterity instead of Strength for the attack and damage rolls.
Heavy
Heavy
Due to their weight distribution, Small creaturesExcept those with the Powerful Build trait have disadvantage on attack rolls with heavy weapons.