Unearth Arcana - Revised Races & Resources
Preamble
Overview of New Race System
During character creation, you must choose your character’s Ancestry, which represents the physical form your character takes in the world, such as Human, Elf, Dwarf, Halfling and Gnome. Each Ancestry has a list of Ancestry Traits, which you can gain by spending Ancestry Points.
Ancestry Traits
Ancestry Traits give your character physiological properties or abilities based on your Ancestry. You can choose various combinations of Ancestry Traits to customize your character to express the type of fantasy race you want to play.
Ancestry Points
Ancestry Points can be spent to gain Ancestry Traits. Most Traits cost between 1 and 3 Points, however, some Traits have a Point value of 0 or lower: Minor Traits and Negative Traits.
Gaining Ancestry Points
When first creating your character, you have 5 Ancestry Points. You gain 2 additional Ancestry Points when you reach Level 4, and again when you reach Level 7.
Types of Ancestry Traits
Each Ancestry has 4 kinds of Ancestry Traits.
Minor Ancestry Traits
These Traits cost 0 Ancestry Points and provide minor benefits that are respective of each Ancestry’s unique abilities and origins. You can only choose 1 Minor Trait.
Negative Ancestry Traits
These are Traits that have a negative Point value due to a penalty it gives your Character. These give you additional Ancestry Points equal to the negative value of the Trait.
Example: If you choose the Negative Trait Reckless (-1), then you would gain the Trait (which reduces your PD by 1) and also gain 1 Ancestry Point (since the value of the Trait is worth -1). After this, you would technically have 6 total Ancestry Points to spend, but you would still end with a total of 5 (6 -1).
Default Ancestry Traits
These are a set of pre-defined Ancestry Traits that are worth a total 5 Ancestry Points. These include a Minor Trait and may also include a Negative Trait.
DC Tip: This is perfect for new players! They can just say, “I want to be an Elf,” and get the pre-made list of the Elf Default Traits and be done with this step of Character Creation.
Expanded Ancestry Traits
These are optional Ancestry Traits that you can choose from to customize your Character’s Ancestry for either mechanical or flavor reasons.
DC Tip: Some groups or GMs might choose to ignore these Expanded Ancestry Traits to speed up character creation (for new groups or for one shots) or to give a consistent feel to all Ancestries.
Ancestry Origins
Ancestry Flavor vs Mechanics
Player Characters are unique in this aspect, and with so many options you’re able to create a wide variety of Ancestry Origins. You can customize them and make them your own, either for mechanical reasons or flavor/lore reasons.
Ancestry Flavor
This is where you can say what your Character looks like based on their Ancestry. Maybe you choose Dwarf and Elf for your 2 Ancestries. Now you get to decide how they look, which has nothing to do with game mechanics. Maybe you’re a tall slender elf with a huge beard, maybe you’re a thick stocky dwarf with smooth hairless skin and pointy ears, or maybe you look completely like a Dwarf and all of those “Elven Traits” are more recessive and aren’t represented visually. You might have the EYES of an elf, but everything else looks Dwarvish.
DC Tip: Maybe you love the Mechanics of a Gnome, but you really want to play a Halfling. Talk to your GM about if it’s ok to completely separate the mechanics of your character from what you visually look like. Work together and brainstorm how your Halfling Character gained the mechanics of a Gnome (through magic, through practice, or etc.).
If you wanted to play a Dwarf that had a backstory of being from a long line of Dwarves, you totally can! Pick Dwarf and then ask yourself, “How else do I want to express my Character?” If you’re going to be a Cleric, then maybe look into the Angelborn Traits. If you want to play a brave Dwarf, then maybe look into the Halfling (they have a Halfling Bravery Trait). This doesn’t mean that you are that Ancestry, or that one of your parents were, it’s just a way to further express your character and let them have the Traits that best fit them.
DC Tip: If your ideal Dwarf possess Traits only included in the Giantborn Ancestry list, pick some of those Traits for your “Dwarf” so you can create the character you have in mind. You can describe your Mixed Ancestry character as being a specific kind of Dwarf or a Dwarf/Giantborn hybrid. You can express your Ancestry however you wish.
Ancestry Mechanics
This is where you choose your Ancestries based on the game mechanics of what Ancestry Traits they offer. Build out your character accordingly and then step back and see what your character would look like. I had a player make a character that just wanted to make a BIG Barbarian, so he chose Giantborn and Orc. I asked him what that looks like, and we talked about it and decided that he was going to be an “Ogre-born” which ended up being a really cool enhancement to his backstory... even though his choices were based on game mechanics.
Ancestry Appearance
The appearance of this new Ancestry is for the PC and GM to come up with together (also making sure it fits into the lore of the setting). The Ancestry could look similar to an already existing Ancestry but be magically different for other reasons. The Ancestry could be an entirely new species that you want to bring into the world, mixing and matching Traits around to get the exact right feel for your PC.
DC Tip: How I have always handled this is that the visual aspect of a character is completely up to the player, then the Ancestry Points take care of the “balance” and the mechanics of what that Ancestry can do.
Ancestry Lore & Flavor
Each Ancestry has unique biological and cultural pieces that can combine with Backgrounds to create very unique PCs.
- Unique Biology Facts
- Ancestry Quirks Table
- Names List
- Ancestries’ Cultures
This will be available at the release of the full game. The Beta is focused on the mechanics of the game, so the flavor and lore will be revealed in the future.
Ancestry Creation
Every character starts with the Base Ancestry Traits below, and their Ancestry gives them a list of additional Traits they can spend their 5 Ancestry Points on.
Base Ancestry Traits
- Size: Your Size is Medium.
- Speed: You have a Speed of 5 Spaces.
- Creature Type: Your Creature Type is Humanoid.
Choose Your Ancestry
Pick 1 or 2 Ancestries to show where your character comes from, what they look like, or how they perform mechanically. This usually represents what Ancestry your character’s parents were. When you select an Ancestry, you gain access to its Ancestry Traits List (Default and Expanded).
Starting with 1 Ancestry
You gain access to its Ancestry List. You can choose a second Ancestry any time you gain additional Ancestry Points.
DC Tip: This does give you less options during Character Creation, but gives you more flexibility to choose a second Ancestry at a later time as the direction you take your character evolves.
Starting with 2 Ancestries
You gain access to both Ancestry Lists of each chosen Ancestry
DC Tip: This gives you more options during character creation, but somewhat less flexibility at higher levels when you gain additional Ancestry Points.
Spend Your Ancestry Points
You have 5 Ancestry Points to spend on any Ancestry Traits from among our Ancestry Trait Lists. Your Ancestry needs to have a total of 5 Ancestry Points worth of Traits (including negative Traits). You can choose multiple Negative Traits, but you can only choose 1 Minor Trait. You must spend all your Ancestry points during character creation (you can’t save them for later).
Gaining & Losing Negative Traits
You can’t gain more than 2 Ancestry Points total from your Negative Ancestry Traits. You can remove Negative Ancestry Traits at higher Levels by spending 1 Ancestry Point if their cost is (-1) or 2 Ancestry Points if their cost is (-2).
Duplicate Ancestry Traits
You can’t choose a Trait of the same name multiple times, unless it says otherwise.
Example: A PC chooses Dwarf and Giantborn as their 2 Ancestries. The Tough Ancestry Trait is available to both Ancestries. The PC could only choose the Tough Ancestry Trait once, even though it’s available to both Ancestries.
Ancestry Trait Requirements
If an Ancestry Trait has a requirement, such as a Level requirement, then you must meet that requirement to choose that Ancestry Trait.
Attribute & Mastery Increases
Certain Ancestry Traits grant increases to Attributes, Skills, and Trades. These Ancestry Traits can’t exceed the Attribute Limit, Skill Mastery Limit, or Trade Mastery Limit, unless they say otherwise.
Refunding Ancestry Traits
If you gain a Talent or Feature that grants you a benefit that’s identical to (or a better version of) an Ancestry Trait you have, you can choose to immediately replace that Ancestry Trait with 1 or more other Ancestry Traits available to you that are worth the same amount of Ancestry Points.
Example 1: A Dwarf with the Natural Combatant Ancestry Trait (grants Mastery with Heavy Armor and all Shields) uses their 2nd Level Talent to pick the Martial Expansion Talent (grants Mastery with all Weapons, Armors, and Shields), then the Dwarf would be refunded the Ancestry Points they spent to gain Natural Combatant and would need to immediately use those Points to gain a different Ancestry Trait available to them.
Example 2: If you have an Ancestry Trait that grants you Water Breathing and Swim Speed, then later you gain a Class Feature that ONLY grants a Swim Speed (but not Water Breathing), that would NOT count and you wouldn’t get any Ancestry Points refunded to you (you would keep both). If you later get another feature that ONLY grants Water Breathing, you could then get a refund for the Ancestry Trait since you would have other Features or Talents granting you the exact same (or better) abilities.
DC Tip: There might be a scenario where a Minor Trait is replaced by a Feature or Talent. In this case a GM could allow a Player to pick another Minor Trait from another Ancestry (if it would make sense for that PC).
Attribute Increase Traits (choose one, max 1 per character)
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Charisma Increase (2 AP): Your Charisma increases by 2.
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Wisdom Increase (2 AP): Your Wisdom increases by 2.
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Constitution Increase (2 AP): Your Constitution increases by 2.
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Strength Increase (2 AP): Your Strength increases by 2.
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Dexterity Increase (2 AP): Your Dexterity increases by 2.
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Intelligence Increase (2 AP): Your Intelligence increases by 2.
Aerimpi (Halfling Equivalent)
The Aerimpi are a small but agile people who have adapted to life in the skies. Nestled within the Ravine—a sprawling web of cliffs, wind tunnels, and sky-bridges—they live on suspended platforms and travel in flying gondolas. Their society is built on lightness, motion, and balance—values that influence everything from their architecture to their art.
Base Ancestry Traits (All Aerimpi)
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Size: Small
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Speed: 25 feet
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Creature Type: Humanoid
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Ability Scores:
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+1 Dex
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+1 Wis
- -1 Str
Subrace Defaults (Choose One)
Sky Dancer
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Dazzling Acrobat (2 AP): You gain proficiency in Performance, and can use Dexterity instead of Charisma when performing aerial or acrobatic displays.
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Breeze Rider (2 AP): You gain advantage on all checks and saving throws related to balance and resisting high wind effects.
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Light on Your Feet (1 AP): You can move through the space of any creature larger than you as if it were difficult terrain.
Wind Warden
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Guardian of the Winds (2 AP): You gain proficiency in Perception. You have advantage on attack rolls against creatures that are flying or airborne.
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Wind-Sense (2 AP): You have advantage on initiative rolls and cannot be surprised while flying or suspended above the ground.
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Anchor Stance (1 AP): While standing on rope bridges, platforms, or other narrow surfaces, you cannot be knocked prone or forcibly moved unless you are unconscious.
Hillhome Aerimpi
These Aerimpi live in gently sloping ledges and carved terraces along the more stable, sunlit edges of the Ravine. Known for their love of hearth, harvest, and hearty food, Hillhome Aerimpi are unassuming but courageous when pressed.
- Hearthbound Fortitude (2 AP): You have advantage on saving throws against being Frightened or Exhausted.
- Well-Fed (2 AP): During a short rest, if you consume a meal or snack you prepared yourself, you may reroll one of your hit dice and take the higher result.
- Friendly Face (1 AP): You gain proficiency in Persuasion. Once per long rest, when making a Persuasion check, you can roll a d4 and add it to the result.
Glimmergrove Aerimpi
Nestled in leafy cliffside groves and suspended gardens, Glimmergrove Aerimpi tend to the wild things and know every creature’s path and every breeze’s whisper. Peaceful by nature, they are deeply in tune with their environment.
- Nature’s Friend (2 AP): You can communicate simple ideas with Beasts and gain advantage on Animal Handling checks with small or flying animals.
- Blend with the Boughs (2 AP): You can attempt to Hide even when only lightly obscured by natural features (leaves, mist, etc.). You also have advantage on Stealth checks made outdoors in natural terrain.
- Watcher on the Wind (1 AP): You gain proficiency in Perception, and you cannot be surprised while in natural environments.
Expanded Traits (Available to All Aerimpi)
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Elusive (2 AP): When you take the Disengage Action, you instead gain the benefits of the Full Disengage Action.
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Halfling Bravery (2 AP): You have advantage on saving throws against being Intimidated, Rattled, or Frightened.
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Halfling Endurance (1 AP): You have advantage on saving throws to resist gaining Exhaustion.
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Deft Footwork (1 AP): You can move through the space of a hostile creature one size larger as if it were difficult terrain.
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Beast Whisperer (0 AP - Minor Trait): You can speak to Beasts in a limited manner. They can understand the meaning of simple words, concepts, or emotions.
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Beast Insight (1 AP): You can understand the meaning of a Beast's sounds and body language. You do not gain the ability to speak with them.
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Critter Knowledge (1 AP): You have advantage on Nature, Survival, and Animal Handling checks involving Small or smaller creatures.
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Burst of Bravery (1 AP): Once per combat, you can end the Intimidated, Rattled, or Frightened condition on yourself for free at any time.
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Trade Expertise (1 AP): Choose a Trade. Your Mastery Cap and Mastery Level in that Trade both increase by 1.
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Aerial Adaptation (1 AP): You gain proficiency with air vehicles and have advantage on Acrobatics checks to maintain balance or perform aerial maneuvers.
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Skyward Leap (2 AP): Once per short or long rest, you can double your jump distance and take no fall damage from that jump.
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Cloudcraft (2 AP): You know the Gust cantrip. At 3rd level, you can cast Levitate once per long rest. Intelligence is your spellcasting ability for these spells.
Negative Traits
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Small-Sized (-1 AP): Your size is Small. This affects what mounts you can ride and how you interact with size-based mechanics.
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Short-Legged (-2 AP): Your movement speed decreases by 5 feet.
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Intellectually Naive (-1 AP): You decrease your Intelligence by 1 (minimum -2).
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Skybound Fear (-1 AP): You have disadvantage on saving throws against fear effects when standing on solid ground.
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Fragile Frame (-2 AP): When you take falling damage, you take 1 additional damage dice per 10 feet fallen.
Asimar
Aasimar descend from mortals infused with divine power during the celestial conflict between Pythia and Malchor. Their divine heritage manifests through glowing birthmarks and a symbol of celestial virtue appearing during moments of divine expression.
Base Ancestry Traits (All Aasimar)
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Size: Medium
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Speed: 30ft
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Creature Type: Humanoid
- Stats:
- Dex +1 (being graceful)
- Cha +1 (being devined)
- Con -1 (light can escape and more frail)
Default Traits
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Celestial Resistance (2 AP): You have Resistance (Half) to Radiant and Necrotic damage.
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Celestial Revelation (1 AP): Once per Long Rest, as a bonus action, undergo a celestial transformation lasting 1 minute. Choose one specific Revelation trait below when selecting this trait (cannot change later): Revelation Traits:
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Radiant Soul: Gain Flying Speed equal to your walking speed; once per turn, deal extra radiant damage equal to proficiency bonus.
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Radiant Consumption: Emit bright light (10 ft), dim light (20 more feet). Creatures within 10 Spaces take radiant damage equal to your proficiency bonus at end of your turn; once per turn, deal extra radiant damage equal to proficiency bonus.
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Necrotic Shroud: Creatures within 10 ft make Charisma Save or become Frightened (DC = 8 + Proficiency + Charisma modifier); once per turn, deal extra necrotic damage equal to proficiency bonus.
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Dawn's Light: Emit bright light (20 ft), dim light (20 more feet); allies starting turn within bright light gain Temp HP equal to proficiency bonus.
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Twilight Veil: You and allies within 10 feet ignore difficult terrain and have ADV on Stealth Checks.
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Solar Flare: Creatures within 10 feet make Constitution Save or become Blinded (DC = 8 + Proficiency + Charisma modifier); once per turn, deal extra radiant damage equal to proficiency bonus.
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Lunar Shield: Gain Temp HP equal to Level + Charisma modifier; chosen enemies within 10 ft have DISADV on Attacks against you.
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Starfall: Create difficult terrain (10 ft) around you for enemies; once per turn, deal extra radiant damage equal to proficiency bonus.
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Storm Fury: Gain Flying Speed equal to your walking speed; once per turn, deal extra lightning or thunder damage equal to proficiency bonus.
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Earthen Guard: Gain Resistance to bludgeoning, piercing, slashing from nonmagical attacks; skin appears stone-like.
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Darkvision (1 AP): You have dark vision (60ft).
- Divine Presence (1 AP): Gain ADV on Influence Checks to interact positively with those respectful of divine beings.
- Healing Hands (0 AP): Once per Long Rest, you can spend an action to touch a creature, restoring HP equal to your level plus your con modifier.
Expanded Traits
General Traits
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Virtuous Symbol (0 AP - Minor Trait): When you use divine abilities or celestial revelation, a glowing celestial virtue symbol appears above you.
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Celestial Grace (1 AP): Gain ADV on Saves against being Charmed or Frightened.
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Radiant Pulse (1 AP): Once per Combat, when you are reduced to 0 HP but not killed outright, you may release a burst of radiant energy. All creatures of your choice within 2 Spaces regain 1 HP. You then fall Unconscious.
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Virtue of Mercy (1 AP): When you successfully Stabilize a creature, they also regain HP equal to half your level. Once per Long Rest, you can Stabilize a creature as a Free Action when adjacent.
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Celestial Tongue (1 AP): You can communicate with Celestials and comprehend Celestial script. Additionally, you have ADV on Lore Checks involving divine beings or planar creatures.
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Aura of Warmth (1 AP): Allies within 10 feet of you gain ADV on Saves made to resist the effects of extreme cold, fear, and similar effects.
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Sacred Legacy (1 AP): You may choose one 1st-level spell from the Cleric or Palaidin Spell List. You can cast it once per Long Rest. Your spellcasting ability for this is Charisma.
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Seraphic Endurance (1 AP): You have ADV on Saves to avoid Exhaustion. You recover 1 level of Exhaustion automatically at the end of a Short Rest.
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Beacon of Hope (1 AP): Once per Long Rest, you may cause an ally within 25 feet to reroll a failed Save. They must use the new result.
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Luminous Recovery (1 AP): The first time you recover HP from a spell, effect, or class feature during a Combat, you also gain Temp HP equal to your level plus your Con modifier.
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Wings of Grace (2 AP): You have manifested spectral wings that grant you flight.
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You gain a Fly Speed equal to your Movement Speed.
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While airborne and not Incapacitated, you benefit from:
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Controlled Falling: You take no damage from Controlled Falling.
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Negative Traits
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Burden of Legacy (-1 AP): Your visible celestial birthmarks attract unwanted attention, imposing DISADV on Stealth Checks.
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Divine Expectation (-1 AP): Family/community expectations weigh heavily; once per session, suffer DISADV on first Check related to defying tradition or expectation.
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Overwhelming Radiance (-1 AP): Your aura of divine energy is hard to suppress. You cannot benefit from the Hide Action unless under magical concealment.
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Marked by Destiny (-1 AP): Your fate feels predetermined. You have DISADV on the first Death Save you make each session.
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Celestial Isolation (-1 AP): Your presence unnerves others. You have DISADV on Influence Checks with non-religious NPCs unless you succeed a DC 10 Insight Check first.
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Heaven’s Burden (-1 AP): Your divine energy is taxing. You must rest at least 6 uninterrupted hours to gain the full benefits of a Long Rest.
Human
Humans are the most adaptable and widespread people in the world. With no singular defining trait beyond their boundless ambition, humans thrive in every corner of the world through sheer determination, curiosity, and flexibility. While their god Arcana may have created them as a "basic design," their potential and cultural variety have made them a cornerstone of history.
Base Ancestry Traits (All Humans)
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Size: Medium
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Speed: 30 feet
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Creature Type: Humanoid
- Stat:
- +1 any one stat
Default Traits (Total 5 AP)
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Attribute Increase (2 AP): Choose one ability score. It increases by 2 (to a maximum of 20).
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Resilience (2 AP): Choose one ability score. You gain Save Mastery with that ability.
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Human Determination (1 AP): Once per long rest, you can give yourself or anyone in the party 1d4 to their roll (this can stack).
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Undying (0 AP - Minor Trait): When rolling death saving throws an 9 or higher is considered a success.
Expanded Traits
General Traits
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Versatile Training (1 AP): You gain proficiency in one skill, one tool, and one weapon of your choice.
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Unbreakable (2 AP): You have advantage on death saving throws and when you come back you regain your level plus your proficiency modifier in HP.
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Quick Learner (1 AP): You gain one additional proficiency of your choice in a skill or tool.
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Cultural Memory (1 AP): You learn two additional languages of your choice.
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Explorer’s Tenacity (1 AP): You ignore the effects of non-magical difficult terrain, and you have advantage on Constitution saving throws made to resist fatigue from forced marches or environmental travel hazards.
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Arcane Curiosity (1 AP): Learn one cantrip from the Wizard spell list. Charisma is your spellcasting ability for this spell.
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Spell Dabbler (2 AP): Learn one 1st-level spell from the Wizard spell list. You can cast it once per long rest without spending resources. Charisma is your spellcasting ability.
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Channel Spark (1 AP): Once per long rest, when you cast a spell, you can roll a d4 and add it to the attack roll or spell check.
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Counter-Instinct (1 AP): Gain advantage on one saving throw against a spell or magical effect per short rest.
- Multi Magical (3 AP): You can select one more spells for your limiter, eg cleric can have one more spell prepared and wizard can learn another.
- Magical Mimicery (3 AP): You can declare another spell list as avlible and every other level you can pull from that list.
Negative Traits
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Overconfident (-1 AP): When you roll a natural 1 on an attack or skill check, you have disadvantage on your next roll of the same type.
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Impetuous (-1 AP): You have disadvantage on initiative rolls.
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Cultural Disregard (-1 AP): You have disadvantage on Insight or Influence checks involving non-human cultures unless you share a language with them.
Elf
Elves are a diverse and ancient people, known for their grace, martial discipline, and deep cultural traditions. Elves mature slightly faster than humans but live far longer, giving them a reputation for wisdom, refinement, and often aloofness. Whether hidden among the trees, beneath the waves, or in subterranean cities, each elven culture reflects its environment.
Base Ancestry Traits (All Elves)
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Size: Medium (typically 5–6.5 feet tall)
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Speed: 30 feet
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Creature Type: Humanoid
- Stat:
- +1 Int
- +1 Wis
- -1 St
Wood Elf
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Forest Dweller (1 AP): You have a Climb Speed equal to your walking speed.
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Ambush Predator (2 AP): You gain proficiency in the blowgun. You can apply poison to darts as a bonus action without risk of poisoning yourself. You can treat up to 3 darts at once.
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Mask of the Wild (2 AP): You can attempt to Hide when lightly obscured by natural phenomena such as foliage, rain, snow, or mist.
Sun Elf (Tropical Elf)
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Born in the Sun (2 AP): You lose Darkvision but gain the Light cantrip. This cantrip counts as sunlight.
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Fisher-Folk (2 AP): You gain proficiency with nets. When wielding a spear, you may treat it as if it has the finesse property.
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Multi-Lingual (1 AP): You know one additional language of your choice.
Snow Elf (Arctic Elf)
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Resilient Senses (2 AP): You lose Darkvision but can see clearly through natural visual phenomena (e.g., blizzards, heavy mist), and have advantage on saves against being Blinded or Deafened.
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Snow-born (1 AP): You have advantage on Constitution saving throws to resist cold. You can tolerate exposure to frigid temperatures twice as long before needing to roll saves.
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Rime-Wielder (2 AP): You have resistance to cold damage. After taking cold damage, your next attack deals an additional 1d6 cold damage.
High Drow
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Drow Magic (3 AP): You know the Dancing Lights cantrip. At 3rd level, you can cast Faerie Fire once per day. At 5th level, you can cast Darkness once per day. Charisma is your spellcasting ability.
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Superior Darkvision (2 AP): You have Darkvision out to 120 feet.
Low Drow
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Infravision (2 AP): You can see heat signatures within 60 feet, even through 1-inch thick objects. Heat signatures linger for brief tracking.
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Easily Missed (2 AP): You gain advantage on Dexterity (Stealth) checks made to move silently in natural or underground terrain.
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Nimble Evasion (1 AP): Once per short rest, when a creature misses you with an attack, you can move 10 feet without provoking opportunity attacks.
Deep Drow
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Dwellers in Darkness (2 AP): You lose normal vision and Darkvision. You gain Blindsight out to 60 feet.
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Sunlight Sensitivity (-1 AP): You have disadvantage on attack rolls and Wisdom (Perception) checks relying on sight while in direct sunlight.
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Aggressive (2 AP): As a bonus action, you may move up to your speed toward a hostile creature you can see.
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Echo Sense (1 AP): You can detect creatures behind full cover or thin barriers if they make sound within 30 feet. Gain advantage on Perception checks relying on hearing.
Moon Elf
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Wings (2 AP): You gain a flying speed of 30 feet, but only while not wearing medium or heavy armor.
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Earthen Song (1 AP): Once per long rest, while standing on earth, stone, or metal, you may use an action to gain advantage on your next ability check within 1 minute.
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Mystic Ties (2 AP): You gain proficiency in Arcana and one additional language of your choice.
Sea Elf
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Child of the Sea (2 AP): You have a swimming speed of 30 feet and can breathe both air and water.
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Friend of the Sea (1 AP): You can communicate simple ideas to beasts with a swimming speed. They can understand you, though you cannot understand them in return.
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Aquatic Fighter (2 AP): You are proficient with tridents. When attacking with a trident, you add your proficiency bonus to the attack roll twice.
Traits
General Expanded Traits (Available to All Elves)
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Elven Will (1 AP): You have advantage on checks and saving throws against being Charmed or magically put to sleep.
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Nimble (2 AP): When you take the Dodge Action, you instead gain the benefits of the Full Dodge Action.
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Agile Explorer (2 AP): You're not affected by non-magical difficult terrain.
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Peerless Sight (1 AP): You do not suffer disadvantage on long-range weapon attacks.
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Plant Knowledge (1 AP): In forests, jungles, or swamps, you have advantage on Survival checks and on Nature checks to recall information about plants.
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Climb Speed (1 AP): You gain a Climb Speed equal to your walking speed.
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Speed Increase (2 AP): Your walking speed increases by 5 feet.
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Trade Expertise (1 AP): Choose a Trade. Your Mastery Cap and Mastery Level in that trade both increase by 1.
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Silent Step (1 AP): You can move at full speed while Stealthing without penalty in natural terrain.
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Fey Mind (1 AP): You gain proficiency in Arcana, and you learn the Prestidigitation cantrip. Intelligence is your spellcasting ability.
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Elven Accuracy (2 AP): When you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you may reroll one of the dice once.
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Ancient Tongue (1 AP): You learn two additional languages, one of which must be an ancient or rare dialect (GM’s discretion). You also have advantage on Intelligence (History) checks involving elven artifacts or lore.
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Meditative Focus (1 AP): Once per long rest, after completing a short rest, you can choose to regain a used Superiority die or regain one expended 1st-level spell slot.
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Fey Step (2 AP): Once per long rest, as a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. You leave behind a brief shimmer of natural energy.
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Spirit-Touched (1 AP): You can communicate with spirits of beasts, fey, or the dead during rituals or in places of deep natural magic. Gain advantage on Arcana or Nature checks related to fey and ancestral spirits.
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Wild Intuition (1 AP): You may use Wisdom in place of Intelligence for Arcana or Nature checks.
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Graceful Fall (1 AP): When you fall, you can use your reaction to reduce fall damage by an amount equal to five times your proficiency bonus.
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Refined Duelist (1 AP): You gain proficiency with rapiers and may add +1 to your AC while wielding a single melee weapon and no shield.
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Trance Knowledge (4 AP): During a long rest, you can gain temporary proficiency in one skill or tool until your next rest, reflecting what you rehearsed during your meditative trance.
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Arcane Reflexes (1 AP): When you roll initiative, you can cast a cantrip as a reaction if the target is within range.
Elven Negative Traits
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Frail (-1 AP): Your hit point maximum is reduced by 1d4 per level (you can not die from a result of this and your HP is rounded up).
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Might Decrease (-1 AP): Your Strength score decreases by 2.
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Aloof (-1 AP): You have disadvantage on Charisma (Persuasion) checks when interacting with non-elves.
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Fragile Focus (-1 AP): You have disadvantage on Constitution saving throws to maintain concentration on spells.
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Prideful (-1 AP): If you fail a saving throw, you cannot benefit from the Help action on your next turn.
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Ethereal Disconnect (-1 AP): You have disadvantage on saving throws against being Banished or Teleported against your will.
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Arrogant Legacy (-1 AP): When you fail a skill check contested by a non-elf, you must subtract 1d4 from your next check using the same skill before the end of your next turn.
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Arcane Fragility (-1 AP): You have disadvantage on saving throws against spells that deal psychic or force damage.
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Blood of Starlight (-1 AP): You emit faint magical energy. You have disadvantage on Stealth checks made to hide from creatures with blindsight or tremorsense.
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Lone Tradition (-1 AP): You may not benefit from an ally’s Help action on Arcana or Insight checks.
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Fey Aversion (-1 AP): Beasts, Fey, and Celestials are unnerved by your presence. You have disadvantage on Animal Handling or Influence checks with them.
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Vulnerable Roots (-1 AP): Once per long rest, if you are reduced to 0 HP in natural terrain, you suffer an failed save by default as your spirit feels the break of ancient ties.
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Entitled Duelist (-1 AP): When an enemy you’re engaged with targets an ally instead of you, you have disadvantage on your next attack against that creature.
Dwarf
Dwarves are a hardy and deeply traditional people, forged in stone and strengthened by the weight of legacy. Short and stocky, their resilience and craftsmanship are legendary across the realms. Most dwarves live within mountain holds or deep cave cities where stone, metal, and tradition reign supreme. Each dwarf carries the weight of their clan’s honor on their shoulders, and many seek to prove their worth through acts of skill, bravery, or endurance.
DEFAULTBase TRAITSAncestry Traits (All Dwarves)
-
Size: Medium (
1)typicallyTough:4–5 feet tall, 150+ lbs) -
Speed: 20 feet
-
Creature Type: Humanoid
-
Encumbered Speed: Your
HPspeed is not reduced by wearing Heavy Armor or by the first level of encumbrance. -
Ability Scores:
-
+1 Con
- +1 Str
- -1 Cha
-
Default Dwarf Traits (Iron Mountain Style)
-
Tough (1 AP): Your hit point maximum increases by 1.
(2)Toxic
Fortitude:Fortitude (2 AP): You havePoisonresistanceResistanceto(Half)poison damage andADVadvantage onSavessaving throws against beingPoisoned.poisoned.(2)Physically
Sturdy:Sturdy (2 AP): You haveADVadvantage onSavessaving throws against being Impaired, Deafened, or Petrified.(0)Iron
Stomach:Stomach (0 AP - Minor Trait): You haveADVadvantage onSavessaving throws against effects that come from consuming food orliquids.drink.
EXPANDEDExpanded TRAITSTraits
-
Thick-Skinned (
1)1Thick-Skinned:AP): YourPDPhysical Defense increases by 1 while you're not wearing Heavy Armor. (1)Natural
Combatant:Combatant (1 AP): You gain Combat Training with Heavy Armor andAllall Shields.(1)Stone
Blood:Blood (1 AP): You haveADVadvantage onSavessaving throws against Bleeding.Additionally,Youyou canmay spend 1 AP to end the BleedingConditioncondition on yourself.(1)Minor
Tremorsense:Tremorsense (1 AP): You have Tremorsense3outSpaces.to 15 feet.-
Stubborn (
2)2Stubborn:AP): You haveADVadvantage onSavessaving throws against being Tauntedand against beingor forcibly moved. (1)Trade
Expertise:Expertise (1 AP): Choose a Crafting or ServicesTrade.Your Mastery Cap and Mastery Level in the chosen Trade both increase by 1.(1) Earthen Knowledge: While within mountainous and subterranean environments, you have ADV on Survival Checks. Additionally, you have ADV on Nature Checks made to recall information about rocks, soil, crystals, and gems.(-1) Charisma Attribute Decrease: You decrease your Charisma by 1 (to a minimum of -2).(-2) Short-Legged: Your Speed decreases by 1 Space.
Halfling
DEFAULT TRAITS
(-1) Small-Sized: Your Size is considered Small.(2) Elusive: When you take the Disengage Action, you instead gain the benefits of the Full Disengage Action.(2) Halfling Bravery: You have ADV on Saves against being Intimidated, Rattled, or Frightened(1) Halfling Endurance: You have ADV on Saves made to resist gaining Exhaustion.(1) Deft Footwork: You can move through the space of a hostile creature 1 size larger than you as if it were Difficult Terrain.(0) Beast Whisperer: You can speak to Beasts in a limited manner. They can understand the meanings of simple words, concepts, or states of emotion. You don't have a special ability to understand them in return.
EXPANDED TRAITS
(1) Beast Insight: You can understand Beasts in a limited manner. You can understand the meaning of their noises and behaviors, though they have no special ability to understand you in return.(1) Burst of Bravery: Once per Combat, you can end the Intimidated, Rattled, or Frightened Condition on yourself for free at any time.(1) Trade Expertise: Choose aTrade. Your Mastery Cap and Mastery Level in the chosen Trade both increase by
1.You can only benefit from 1 Feature that increases your Trade Mastery Limit at a time.-
Earthen Knowledge (
1)1CritterAP):Knowledge:WhileYouunderground or in mountainous terrain, you haveADVadvantage onNature,SurvivalSurvival,checks, andAnimalNatureCheckschecksinvolvingrelatedSmalltosizerocks,creaturescrystals,andorsmaller.minerals.
Negative Traits
-
Charisma Decrease (-
1)1IntelligenceAP):AttributeYourDecrease:CharismaYouscoredecrease your Intelligencedecreases by 1 (to a minimum of -2). -
Short-Legged (-
2)2Short-Legged:AP): YourSpeedspeed decreases by 5 feet. -
Tunnel Vision (-1
Space.AP): You have disadvantage on Perception checks related to sound or movement coming from behind or above you. -
Grudgebearer (-1 AP): When you are wronged (attacked, deceived, or slighted), you have disadvantage on Insight and Persuasion and similar checks involving that creature until the end of the day.
-
Ancestral Pressure (-1 AP): You have disadvantage on saving throws against Fear when isolated or when no allies are within 15 feet.
Subraces (Alt Default Builds)
Ironbash Dwarf
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Rock Stepper (2 AP): You ignore difficult terrain caused by rubble, stone, or broken ground.
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Reactive Skin (2 AP): The first time you take nonmagical B/P/S damage after a long rest, you gain resistance to that type until your next long rest.
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Weapon Mastery (1 AP): You gain proficiency with a weapon of your choice.
Auroran Dwarf
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Deep Delver (2 AP): Advantage on identifying or saving against Aberrations.
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Intense Focus (2 AP): Advantage on Constitution saving throws to maintain spell concentration.
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Mental Adaptations (1 AP): Learn the Message cantrip. At 3rd level, cast Dissonant Whispers once/day; at 5th, cast Detect Thoughts once/day (Wisdom is your spellcasting ability).
Mountain Dwarf
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Stonecunning (1 AP): Double your proficiency bonus for History checks related to stonework.
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Mountaineer (2 AP): Gain 10 ft Climb Speed, advantage on balance/falling saves, and always know which way is north.
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Stout Defender (2 AP): Gain the Protection Fighting Style.
Hill Dwarf
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Dwarven Toughness (3 AP): Your HP maximum increases by 1d4 per level.
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Mercantile Mindset (2 AP): Gain proficiency in Persuasion and Insight.
Cave Dwarf
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Superior Darkvision (2 AP): You can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light.
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Barren Acclimation (1 AP): You require half as much food/water. Advantage on Survival checks to find food in the wild.
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Underground Combatant (2 AP): When surrounded by walls on two or more sides, enemies have disadvantage on attack rolls against you.
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Sunlight Sensitivity (-1 AP): You have disadvantage on attack rolls and sight-based Perception checks in direct sunlight.
Magma Dwarf
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Lavawalking (2 AP): You have resistance to fire damage and can walk across lava/magma as if it were solid ground.
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Craftsman (2 AP): Gain proficiency with two artisan’s tools. Once per rest, you may gain advantage on a check with one of them.
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Molten Memory (1 AP): You can identify any known forged item by touch alone, even broken or partially melted objects.
Gnome
DEFAULT TRAITS
- (-1) Small-Sized: Your Size is considered Small.
- (2) Escape Artist: You have ADV on Checks and Saves to avoid or escape being Grappled or Restrained.
- (1) Magnified Vision: You have ADV on Investigation Checks made on something you're holding or touching.
- (2) Mental Clarity: You have ADV on Saves against being Dazed or Stunned.
- (1) Strong-Minded: Your MD increases by 1.
- (0) Predict Weather: You can naturally tell what the weather is going to be in the next hour in the area within 1 mile of you. You don't have DisADV on Checks or Saves as a result of naturally occurring weather.
EXPANDED TRAITS
- (1) Mana Increase: Your MP maximum increases by 1.
- (1) Trapper: You have ADV on Investigation Checks to spot Traps and on Trickery Checks to Hide Traps.
- (2) Lightning Insulation: You have Lightning Resistance (Half) and can't be struck by natural lightning.
- (1) Trade Expertise: Choose a Crafting or Subterfuge Trade. Your Mastery Cap and Mastery Level in the chosen Trade both increase by 1.
- (1) Storm Knowledge: While within rainy, snowy, or stormy environments, you have ADV on Survival Checks.
Additionally, you have ADV on Knowledge Checks made to recall information about rain, snow, and storms. - (-1) Agility Attribute Decrease: You decrease your Agility by 1 (to a minimum of -2).
- (-2) Short-Legged: Your Speed decreases by 1 Space.
Dragonborn
Choose a Draconic Origin from the list below. All future choices within this Ancestry must use the chosen Draconic Origin. The type of damage associated with your Draconic Origin is your Draconic damage.
- Elemental Origin: Cold, Corrosion, Fire, Lightning, or Poison.
- Mystic Origin: Psychic, Radiant, Sonic, or Umbral.
DEFAULT TRAITS
- (1) Darkvision: You have Darkvision 10 Spaces.
- (2) Draconic Resistance: You gain Resistance (Half) to your Draconic damage type.
- (2) Draconic Breath Weapon: You gain a Breath Weapon based on your Draconic Origin. You can Spend 2 AP to exhale in a 3 Space Cone or a 6 Space Line. Alternatively, you can choose to make an Attack against a single target within 6 Spaces, increasing the damage by 1. You can use this ability once between Long Rests. When you Roll for Initiative, or meet some other unique criteria at the GM's discretion, this ability recharges.
- Elemental Breath Weapon: Make a Spell Check against every target's PD within the area. Hit: The target takes
2 Draconic damage. Before you make your Spell Check, you can spend 1 SP to increase the damage by 1, or 1 MP to increase it by 2. - Mystic Breath Weapon: Make a Spell Check against every target's MD within the area. Hit: The target takes
1 Draconic damage. Before you make your Spell Check, you can spend 1 SP to increase the damage by 1, or 1 MP to increase it by 2.
- Elemental Breath Weapon: Make a Spell Check against every target's PD within the area. Hit: The target takes
- (0) Reptilian Superiority: You have ADV on Intimidation Checks against reptilian creatures of Medium Size and smaller (not including other Dragonborn).
EXPANDED TRAITS
- (1) Mana Increase: Your MP maximum increases by 1.
- (1) Thick-Skinned: Your PD increases by 1 while you're not wearing Heavy Armor.
- (1) Second Breath: (requires Draconic Breath Weapon) You can now use your Draconic Breath Weapon twice per Combat. Additionally, whenever you use your Draconic Breath Weapon, you can spend 2 uses to increase its damage by 1.
- (1) Concussive Breath: (requires Draconic Breath Weapon) When you use your Draconic Breath Weapon, you can force all targets to make a Physical Save. Save Failure: The target is pushed 1 Space away +1 additional Space for every 5 it fails its Save by.
- (1) Draconic Affinity: When you take damage of the same type as your Draconic damage, your next Draconic Breath Weapon deals +1 bonus damage.
- (1) Dying Breath: (requires Draconic Breath Weapon) Once per Combat when you enter Death's Door, you regain a use of your Draconic Breath Weapon and can immediately use it as a Reaction for free (0 AP).
- (1) Draconic Ward: Once per Combat when you enter Death's Door, you gain 2 Temp HP. Whenever you're Hit by a Melee Attack while you have this Temp HP, your Attacker takes 1 Draconic damage.
- (1) Draconic Protection: Once per Combat when an ally within 20 Spaces is on Death's Door, you begin to surge with an ancient power. While they remain on Death's Door, until Combat ends, their PD and MD increases by 5.
- (2) Glide Speed: You have a set of wings that you can use to horizontally glide and slow your descent. Provided you aren't Incapacitated, you gain the following benefits while in the air:
- Controlled Falling: You suffer no damage from Controlled
Falling. - Altitude Drop: If you end your turn midair, you Controlled Fall 4 Spaces.
- Glide Speed: You can use your movement to glide horizontally.
- Controlled Falling: You suffer no damage from Controlled
- (-1) Guardian's Bond: Once per Combat when an ally enters Death's Door within 20 Spaces of you, you take an amount of True damage equal to your Prime Modifier.
Goliath
DEFAULT TRAITS
- (1) Tough: Your HP maximum increases by 1.
- (2) Powerful Build: You increase by 1 Size, but you occupy the Space of a creature 1 Size smaller.
(1) Unstoppable: You have ADV on Saves against being Slowed or Stunned
(1) Giant's Resolve: While on Death's Door, you reduce all damage taken by 1.
(0) Unyielding Movement: You're immune to being Slowed 2 (or higher).
EXPANDED TRAITS
- (2) Giant's Fortitude: (requires Giant's Resolve) You also gain the benefits of your Giant's Resolve Trait while Well-Bloodied.
- (2) Strong Body: Once per Combat when you take damage that targets your PD, you can reduce the damage taken by an amount equal to your Might or Agility (your choice).
- (1) Mighty Hurl: You throw creatures 1 Space farther than normal, and objects (including Weapons) 5 Spaces farther than normal.
- (1) Titanic Toss: You have ADV on Checks made to throw creatures. Additionally, you don't have DisADV as a result of making an Attack with a Weapon with the Toss or Thrown Property at Long Range.
- (1) Mighty Leap: You can use your Might instead of Agility to determine your Jump Distance and the damage you take from Falling.
- (1) Brute: Once per Combat, you can take the Shove or Grapple Action as a Minor Action.
- (-1) Heavy Riser: You have to spend 4 Spaces of movement to stand up from Prone.
- (-1) Clumsiness: You have DisADV on Agility Checks.
- (-1) Intelligence Attribute Decrease: You decrease your Intelligence by 1 (to a minimum of - 2).
Tiefling
Choose a Fiendish Origin from the following list: Cold, Corrosion, Fire, Poison, and Umbral. All future choices within this Ancestry must use the chosen Fiendish Origin.
The type of damage associated with your Fiendish Origin is your Fiendish damage.
FIENDBORN REDEMPTION
If you choose to play a Fiendborn and go down a path of redemption, you can choose to be a Redeemed Fiendborn.
This can happen at character creation from good acts done from your backstory, or this can happen mid-campaign after a large change in your character.
You gain the following Ancestry Trait:
- (0) Redeemed: You can now spend your Ancestry Points on Angelborn Traits.
DC Tip: You aren't considered to be an Angelborn, you just gain access to its Traits. You can only have one "o Point" Ancestry Trait when creating your character, so if you want to start the game with this feature you can't take Light's Bane.
DEFAULT TRAITS
- (2) Fiendish Resistance: You gain Resistance (Half) to your Fiendish damage type.
- (2) Fiendish Magic: You learn 1 Spell of your choice from the Arcane Spell List from the Destruction or Enchantment Spell Schools. If the Spell deals damage, it must be the same damage type as your Fiendish damage. Once per Long Rest, you can cast the chosen Spell spending 1 less MP than normal (minimum of 0 MP). The Spells total MP cost (before all reductions) still can't exceed your Mana Spend Limit.
- (1) Darkvision: You have a Darkvision of 10 Spaces.
- (0) Light's Bane: You can spend 1 AP to snuff out a mundane light source within 5 Spaces of you.
EXPANDED TRAITS
- (1) Mana Increase: Your MP maximum increases by 1.
- (1) Silver-Tongued: Once per Long Rest you can grant yourself ADV on an Influence Check when trying to deceive someone.
- (1) Fiendish Aura: You learn the Sorcery Cantrip, but you must choose the type of energy that's the same as your Fiendish Origin.
- (1) Superior Darkvision (requires Darkvision): Your Darkvision increases to 20 Spaces.
- (1) Infernal Bravery: You have ADV on Saves against being Intimidated.
- (1) Intimidator: Once per Combat you can take the Intimidate Action as a Minor Action.
- (1) Charming Gaze: You can spend 1 AP to gaze upon a creature you can see within 10 Spaces that can also see you. Make a Spell Check contested by the target's Repeated Charisma Save. Success: The creature becomes Charmed by you for 1 minute. You can use this ability once per Long Rest, and when you roll for Initiative, or meet some other unique criteria at the GM's discretion, this ability recharges.
- (2) Glide Speed: You have a set of wings that you can use to horizontally glide and slow your descent. Provided you aren't Incapacitated, you gain the following benefits while in the air:
- Controlled Falling: You suffer no damage from Controlled
Falling. - Altitude Drop: If you end your turn midair, you Controlled Fall 4 Spaces.
- Glide Speed: You can use your movement to glide horizontally.
- Controlled Falling: You suffer no damage from Controlled
- (-1) Radiant Weakness: You have Radiant Vulnerability (1).
- (-1) Divine Dampening: You recover 1 less HP when healed from divine sources.