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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).

Aerimpi

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)

  • Size: Small

  • Speed: 25 feet

  • Creature Type: Humanoid

  • Ability Scores:

  • +1 Dex

  • +1 Wis

  • -1 Str

Subrace Defaults (Choose One)

Sky Dancer
  • Dazzling Acrobat (2 AP): You gain proficiency in Performance, and can use Dexterity instead of Charisma when performing aerial or acrobatic displays.

  • Breeze Rider (2 AP): You gain advantage on all checks and saving throws related to balance and resisting high wind effects.

  • 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
  • Guardian of the Winds (2 AP): You gain proficiency in Perception. You have advantage on attack rolls against creatures that are flying or airborne.

  • Wind-Sense (2 AP): You have advantage on initiative rolls and cannot be surprised while flying or suspended above the ground.

  • 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)

  • Elusive (2 AP): When you take the Disengage Action, you instead gain the benefits of the Full Disengage Action.

  • Halfling Bravery (2 AP): You have advantage on saving throws against being Intimidated, Rattled, or Frightened.

  • Halfling Endurance (1 AP): You have advantage on saving throws to resist gaining Exhaustion.

  • Deft Footwork (1 AP): You can move through the space of a hostile creature one size larger as if it were difficult terrain.

  • 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.

  • 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.

  • Critter Knowledge (1 AP): You have advantage on Nature, Survival, and Animal Handling checks involving Small or smaller creatures.

  • Burst of Bravery (1 AP): Once per combat, you can end the Intimidated, Rattled, or Frightened condition on yourself for free at any time.

  • Trade Expertise (1 AP): Choose a Trade. Your Mastery Cap and Mastery Level in that Trade both increase by 1.

  • Aerial Adaptation (1 AP): You gain proficiency with air vehicles and have advantage on Acrobatics checks to maintain balance or perform aerial maneuvers.

  • Skyward Leap (2 AP): Once per short or long rest, you can double your jump distance and take no fall damage from that jump.

  • 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

  • Small-Sized (-1 AP): Your size is Small. This affects what mounts you can ride and how you interact with size-based mechanics.

  • Short-Legged (-2 AP): Your movement speed decreases by 5 feet.

  • Intellectually Naive (-1 AP): You decrease your Intelligence by 1 (minimum -2).

  • Skybound Fear (-1 AP): You have disadvantage on saving throws against fear effects when standing on solid ground.

  • Fragile Frame (-2 AP): When you take falling damage, you take 1 additional damage dice per 10 feet fallen.

Aasimar

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)

  • Size: Medium

  • Speed: 30ft

  • Creature Type: Humanoid

  • Stats:
    • Dex +1 (being graceful)
    • Cha +1 (being devined)
    • Con -1 (light can escape and more frail)

Default Traits

  • Celestial Resistance (2 AP): You have Resistance (Half) to Radiant and Necrotic damage.

  • 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:

    • Radiant Soul: Gain Flying Speed equal to your walking speed; once per turn, deal extra radiant damage equal to proficiency bonus.

    • 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.

    • 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.

    • 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.

    • Twilight Veil: You and allies within 10 feet ignore difficult terrain and have ADV on Stealth Checks.

    • 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.

    • Lunar Shield: Gain Temp HP equal to Level + Charisma modifier; chosen enemies within 10 ft have DISADV on Attacks against you.

    • Starfall: Create difficult terrain (10 ft) around you for enemies; once per turn, deal extra radiant damage equal to proficiency bonus.

    • Storm Fury: Gain Flying Speed equal to your walking speed; once per turn, deal extra lightning or thunder damage equal to proficiency bonus.

    • Earthen Guard: Gain Resistance to bludgeoning, piercing, slashing from nonmagical attacks; skin appears stone-like.

  • 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
  • Virtuous Symbol (0 AP - Minor Trait): When you use divine abilities or celestial revelation, a glowing celestial virtue symbol appears above you.

  • Celestial Grace (1 AP): Gain ADV on Saves against being Charmed or Frightened.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • Wings of Grace (2 AP): You have manifested spectral wings that grant you flight.

    • You gain a Fly Speed equal to your Movement Speed.

    • While airborne and not Incapacitated, you benefit from:

      • Controlled Falling: You take no damage from Controlled Falling.

  • Burden of Legacy (-1 AP): Your visible celestial birthmarks attract unwanted attention, imposing DISADV on Stealth Checks.

  • Divine Expectation (-1 AP): Family/community expectations weigh heavily; once per session, suffer DISADV on first Check related to defying tradition or expectation.

  • Overwhelming Radiance (-1 AP): Your aura of divine energy is hard to suppress. You cannot benefit from the Hide Action unless under magical concealment.

  • Marked by Destiny (-1 AP): Your fate feels predetermined. You have DISADV on the first Death Save you make each session.

  • 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.

  • 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

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)

  • Size: Medium

  • Speed: 30 feet

  • Creature Type: Humanoid

  • Stat:
    • +1 any two stat
    • -1 any one stat

Default Traits (Total 5 AP)

  • Attribute Increase (2 AP): Choose one ability score. It increases by 2 (to a maximum of 20).

  • Human Determination (1 AP): Once per long rest, you can give yourself or anyone in the party 1d4 to their roll (this can stack).

  • (0) can sense magic is near.
  • Undying (2 AP): When rolling death saving throws an 9 or higher is considered a success.

Expanded Traits

General Traits
  • Versatile Training (1 AP): You gain proficiency in one skill, one tool, and one weapon of your choice.

  • 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.

  • Quick Learner (1 AP): You gain one additional proficiency of your choice in a skill or tool.

  • Cultural Memory (1 AP): You learn two additional languages of your choice.

  • 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.

  • Arcane Curiosity (1 AP): Learn one cantrip from the Wizard spell list. Charisma is your spellcasting ability for this spell.

  • 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.

  • 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.

  • 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
  • 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.

  • Impetuous (-1 AP): You have disadvantage on initiative rolls.

  • Cultural Disregard (-1 AP): You have disadvantage on Insight or Influence checks involving non-human cultures unless you share a language with them.

Elf

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)

  • Size: Medium (typically 5–6.5 feet tall)

  • Speed: 30 feet

  • Creature Type: Humanoid

  • Stat:
    • +1 Int
    • +1 Wis
    • -1 St

Wood Elf
  • Forest Dweller (1 AP): You have a Climb Speed equal to your walking speed.

  • 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.

  • 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)
  • Born in the Sun (2 AP): You lose Darkvision but gain the Light cantrip. This cantrip counts as sunlight.

  • Fisher-Folk (2 AP): You gain proficiency with nets. When wielding a spear, you may treat it as if it has the finesse property.

  • Multi-Lingual (1 AP): You know one additional language of your choice.

Snow Elf (Arctic Elf)
  • 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.

  • 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.

  • 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
  • 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.

  • Superior Darkvision (2 AP): You have Darkvision out to 120 feet.

Low Drow
  • Infravision (2 AP): You can see heat signatures within 60 feet, even through 1-inch thick objects. Heat signatures linger for brief tracking.

  • Easily Missed (2 AP): You gain advantage on Dexterity (Stealth) checks made to move silently in natural or underground terrain.

  • 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
  • Dwellers in Darkness (2 AP): You lose normal vision and Darkvision. You gain Blindsight out to 60 feet.

  • Sunlight Sensitivity (-1 AP): You have disadvantage on attack rolls and Wisdom (Perception) checks relying on sight while in direct sunlight.

  • Aggressive (2 AP): As a bonus action, you may move up to your speed toward a hostile creature you can see.

  • 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
  • Wings (2 AP): You gain a flying speed of 30 feet, but only while not wearing medium or heavy armor.

  • 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.

  • Mystic Ties (2 AP): You gain proficiency in Arcana and one additional language of your choice.

Sea Elf
  • Child of the Sea (2 AP): You have a swimming speed of 30 feet and can breathe both air and water.

  • 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.

  • 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)
  • Elven Will (1 AP): You have advantage on checks and saving throws against being Charmed or magically put to sleep.

  • Nimble (2 AP): When you take the Dodge Action, you instead gain the benefits of the Full Dodge Action.

  • Agile Explorer (2 AP): You're not affected by non-magical difficult terrain.

  • Peerless Sight (1 AP): You do not suffer disadvantage on long-range weapon attacks.

  • Plant Knowledge (1 AP): In forests, jungles, or swamps, you have advantage on Survival checks and on Nature checks to recall information about plants.

  • Climb Speed (1 AP): You gain a Climb Speed equal to your walking speed.

  • Speed Increase (2 AP): Your walking speed increases by 5 feet.

  • Trade Expertise (1 AP): Choose a Trade. Your Mastery Cap and Mastery Level in that trade both increase by 1.

  • Silent Step (1 AP): You can move at full speed while Stealthing without penalty in natural terrain.

  • Fey Mind (1 AP): You gain proficiency in Arcana, and you learn the Prestidigitation cantrip. Intelligence is your spellcasting ability.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • Wild Intuition (1 AP): You may use Wisdom in place of Intelligence for Arcana or Nature checks.

  • 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.

  • 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.

  • 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.

  • 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
  • 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).

  • Might Decrease (-1 AP): Your Strength score decreases by 2.

  • Aloof (-1 AP): You have disadvantage on Charisma (Persuasion) checks when interacting with non-elves.

  • Fragile Focus (-1 AP): You have disadvantage on Constitution saving throws to maintain concentration on spells.

  • Prideful (-1 AP): If you fail a saving throw, you cannot benefit from the Help action on your next turn.

  • Ethereal Disconnect (-1 AP): You have disadvantage on saving throws against being Banished or Teleported against your will.

  • 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.

  • Arcane Fragility (-1 AP): You have disadvantage on saving throws against spells that deal psychic or force damage.

  • 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.

  • Lone Tradition (-1 AP): You may not benefit from an ally’s Help action on Arcana or Insight checks.

  • Fey Aversion (-1 AP): Beasts, Fey, and Celestials are unnerved by your presence. You have disadvantage on Animal Handling or Influence checks with them.

  • 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.

  • 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.

Dragonborn

Dragonborn
  • Creature Type: Humanoid
  • Size: Medium (about 5–7 ft tall)
  • Speed: 30 ft
  • Life Span: 80 years on average
  • Stat Increases:
    • +1 Str
    • +1 Cha
    • -1 Con

Draconic Ancestry: Choose one damage type from the Draconic Origin list (Elemental or Mystic). This choice affects your breath weapon, damage resistance, and other features.

Dragon Type

Heritage

Damage Type

Shape

Black

Chromatic

Acid

Line

Blue

Chromatic

Lightning

Line

Green

Chromatic

Poison

Cone

Red

Chromatic

Fire

Cone

White

Chromatic

Cold

Cone

Brass

Metallic

Fire

Cone

Bronze

Metallic

Lightning

Line

Copper

Metallic

Acid

Line

Gold

Metallic

Fire

Cone

Silver

Metallic

Cold

Cone

Platinum

Metallic

Radiant

Cone

Mercury

Metallic

Psychic

Cone

Iron

Metallic

Slashing

Line

Steel

Metallic

Poison

Line

Titanium

Metallic

Force

Line

Zinc

Metallic

Radiant

Cone

Tin

Metallic

Psychic

Cone

Lead

Metallic

Necrotic

Cone

DEFAULT TRAITS

  • Draconic Resistance  (2 AP): You gain resistance to the damage type associated with your Draconic Ancestry.

  • Draconic Breath Weapon  (2 AP): You can use your Breath Weapon as part of the Attack action, replacing one attack. The shape and damage type are based on your dragon type.

    • Area: 15 ft cone or 30 ft line (5 ft wide)

    • Save DC: 8 + CON modifier + Proficiency Bonus

    • Damage:

      • 1st level: 1d10

      • 5th level: 2d10

      • 11th level: 3d10

      • 17th level: 4d10

    • Uses: Equal to Proficiency Bonus per long rest

  • Draconic Ancestry (0 AP): Tied to your subrace’s dragon type Choose either Chromatic or Metallic heritage. Your breath weapon, damage resistance, and subrace-specific traits all derive from this choice. Your exact dragon type (e.g., red, silver, bronze) determines the damage type and breath shape (cone or line).

EXPANDED TRAITS

  • Thick-Skinned (2 AP): When not wearing armor your AC is +1.

  • Second Breath (1 AP): Gain an extra use of your Breath Weapon per short rest.

  • Concussive Breath (1 AP): Your breath weapon pushes creatures back on a failed save.

  • Draconic Affinity (2 AP): After taking your associated damage type, your next Breath Weapon deals 1 dice of extra damage.

  • Dying Breath (1 AP): When you enter Death's Door, regain and use your Breath Weapon immediately as a Reaction.

  • Draconic Ward (1 AP): When you fall on countious, gain HP equal to your proficiency modifier once per short rest.

  • Draconic Protection (1 AP): When an ally enters Death's Door within 100 ft, they gain +5 PD and MD for the rest of combat.

  • Guardian's Bond (-1): Once per short rest when you fall on continuous and are doing death saving through you automatically fail a roll.

  • Draconic Flight (2 AP): You manifest wings of draconic energy. You gain a Fly Speed equal to your movement speedYou must not be wearing heavy armor to use this trait unless otherwise noted.

Dwarf

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.

Base Ancestry Traits (All Dwarves)

  • Size: Medium (typically 4–5 feet tall, 150+ lbs)

  • Speed: 20 feet

  • Creature Type: Humanoid

  • Encumbered Speed: Your speed 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.

  • Toxic Fortitude (2 AP): You have resistance to poison damage and advantage on saving throws against being poisoned.

  • Physically Sturdy (2 AP): You have advantage on saving throws against being Impaired, Deafened, or Petrified.

  • Iron Stomach (0 AP - Minor Trait): You have advantage on saving throws against effects that come from consuming food or drink.

Expanded Traits

  • Thick-Skinned (1 AP): Your Physical Defense increases by 1 while you're not wearing Heavy Armor.

  • Natural Combatant (1 AP): You gain Combat Training with Heavy Armor and all Shields.

  • Stone Blood (1 AP): You have advantage on saving throws against Bleeding. You may spend 1 AP to end the Bleeding condition on yourself.

  • Minor Tremorsense (1 AP): You have Tremorsense out to 15 feet.

  • Stubborn (2 AP): You have advantage on saving throws against being Taunted or forcibly moved.

  • Trade Expertise (1 AP): Choose a Crafting or Services Trade. Your Mastery Cap and Mastery Level in the chosen Trade both increase by 1.

  • Earthen Knowledge (1 AP): While underground or in mountainous terrain, you have advantage on Survival checks, and Nature checks related to rocks, crystals, or minerals.

Negative Traits

  • Charisma Decrease (-1 AP): Your Charisma score decreases by 1 (to a minimum of -2).

  • Short-Legged (-2 AP): Your speed decreases by 5 feet.

  • Tunnel Vision (-1 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
  • Rock Stepper (2 AP): You ignore difficult terrain caused by rubble, stone, or broken ground.

  • 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.

  • Weapon Mastery (1 AP): You gain proficiency with a weapon of your choice.

Auroran Dwarf
  • Deep Delver (2 AP): Advantage on identifying or saving against Aberrations.

  • Intense Focus (2 AP): Advantage on Constitution saving throws to maintain spell concentration.

  • 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
  • Stonecunning (1 AP): Double your proficiency bonus for History checks related to stonework.

  • Mountaineer (2 AP): Gain 10 ft Climb Speed, advantage on balance/falling saves, and always know which way is north.

  • Stout Defender (2 AP): Gain the Protection Fighting Style.

Hill Dwarf
  • Dwarven Toughness (3 AP): Your HP maximum increases by 1d4 per level.

  • Mercantile Mindset (2 AP): Gain proficiency in Persuasion and Insight.

Cave Dwarf
  • 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.

  • Barren Acclimation (1 AP): You require half as much food/water. Advantage on Survival checks to find food in the wild.

  • Underground Combatant (2 AP): When surrounded by walls on two or more sides, enemies have disadvantage on attack rolls against you.

  • Sunlight Sensitivity (-1 AP): You have disadvantage on attack rolls and sight-based Perception checks in direct sunlight.

Magma Dwarf
  • Lavawalking (2 AP): You have resistance to fire damage and can walk across lava/magma as if it were solid ground.

  • Craftsman (2 AP): Gain proficiency with two artisan’s tools. Once per rest, you may gain advantage on a check with one of them.

  • Molten Memory (1 AP): You can identify any known forged item by touch alone, even broken or partially melted objects.

Gnome

Gnome

Gnomes are clever, curious, and crafty folk whose size belies the depth of their ingenuity. Standing 2.5 to 4 feet tall and weighing around 40 pounds, they age at the same rate as humans but tend to stop showing signs of aging around 60, living to about 100 years on average.

Gnomes are defined by their insatiable curiosity, natural magical talent, and cultural diversity. Whether raised in deep caverns, crystalline sanctuaries, snowy wastes, or bustling cities, gnomes bring a mix of mischief and mastery to the world around them.

Base Ancestry Traits (All Gnomes)

  • Size: Small

  • Speed: 30 feet

  • Creature Type: Humanoid

  • Languages: Common, Gnomish, and GSL (Gnomish Sign Language)

  • Ability Scores:

    • +1 Dex
    • +1 Int

    • -1 Con

Forest Gnome
  • Nature Whisperer (2 AP): You have advantage on checks to interact with or identify plants and animals. You can detect afflictions on a successful check.

  • Innate Spells (1 AP): Minor Illusion (at-will), Speak with Animals (3rd level, 1/rest), Speak with Plants (5th level, 1/long rest)

  • Woodcarver's Tool Proficiency (1 AP)

  • Forest Camouflage (1 AP): You have advantage on Stealth checks while in forest or natural undergrowth environments.

Rock Gnome
  • Tinker (1 AP): You can build up to 3 Tiny devices with 1 hour of work and 10 gp materials. See Clockwork Toy, Fire Starter, and Music Box options.

  • Skilled Merchant (2 AP): When selling goods or services you created, you add your proficiency bonus again on Persuasion, Deception, or Performance checks, using Int/Wis/Cha.

  • Innate Spells (1 AP): Mending (at-will), Identify (3rd level, 1/rest), Meld into Stone (5th level, 1/long rest)

  • Mason’s Tool Proficiency (1 AP)

Deep Gnome (Svirfneblin)
  • Superior Darkvision (2 AP): You can see in dim light within 120 feet as if bright light.

  • Sunlight Sensitivity (-1 AP): You have disadvantage on attack rolls and sight-based Perception checks in direct sunlight.

  • Stone Sense (1 AP): You can tell the quality of stone and some properties.
  • Innate Spells (1 AP): Message (at-will), Disguise Self (3rd level, 1/rest), Nondetection (5th level, 1/long rest)

  • Stone Sense (2 AP): You gain tremorsense out to 10 feet while standing on stone or underground terrain.

Desert/Beach Gnome
  • No Stranger to the Sun (2 AP): You have fire resistance and ignore environmental effects caused by heat or sand.

  • Flame-Hardened Skin (2 AP): When you take fire damage, your skin hardens. You gain your PB as bonus to your AC until the start of your next turn.

  • Innate Spells (1 AP): Mold Earth (at-will), Earth Tremor (3rd level, 1/rest), Wall of Sand (5th level, 1/long rest)

Arctic Gnome (Snowme)
  • Snow Born (2 AP): You have resistance to cold damage and ignore cold climate penalties.

  • Snow Burrow (2 AP): While in 1 ft of snow, you may burrow as a bonus action. Gain 30 ft burrow speed in snow.

  • Sunlight Sensitivity (-1 AP)

  • Innate Spells (1 AP): Shape Water (snow only, at-will), Armor of Agathys (3rd level, 1/rest), Sleet Storm (5th level, 1/long rest)

  • Frozen Footing (1 AP): You ignore nonmagical difficult terrain caused by snow and ice, and have advantage on saves to avoid being knocked prone on slippery surfaces.

Crystal Gnome
  • Crystal Clear Vision (2 AP): You have truesight out to 5 ft. You have advantage on checks and saves to see through illusions or transmutations.

  • Resonance Crystal (2 AP): You possess a personal spellcasting focus crystal. Based on gem type (GM discretion), it grants unique effects a number of times equal to your PB per long rest.

  • Innate Spells (1 AP): Light (at-will, controllable radius), Color Spray (3rd level, 1/rest), Daylight (5th level, 1/long rest)

Expanded Traits

  • Escape Artist (2 AP): You have advantage on checks and saves to avoid or escape being Grappled or Restrained.

  • Magnified Vision (1 AP): You have advantage on Investigation checks involving something you're holding or closely examining.

  • Mental Clarity (2 AP): You have advantage on saves against being Dazed or Stunned.

  • Strong-Minded (1 AP): Your Mental Defense increases by 1.

  • Predict Weather (0 AP - Minor Trait): You can always sense the upcoming hour's weather within 1 mile. Weather never imposes disadvantage on you.

  • Mana Increase (1 AP): Your MP maximum increases by 1.

  • Trapper (1 AP): You gain advantage on Investigation checks to detect traps and on Trickery checks to conceal them.

  • Lightning Insulation (2 AP): You have resistance to lightning damage and can't be struck by natural lightning.

  • Trade Expertise (1 AP): Choose a Crafting or Subterfuge trade. Your Mastery Cap and Mastery Level both increase by 1.

  • Storm Knowledge (1 AP): You have advantage on Survival and Knowledge checks related to storms, rain, or snow.

Negative Traits

  • Small-Sized (-1 AP): Your size is Small.

  • Short-Legged (-2 AP): Your speed is reduced by 5 feet.

  • Agility Decrease (-1 AP): Your Agility score is decreased by 1 (min -2).

  • Elemental Vulnerability (-1 AP): Choose Fire, Cold, or Lightning. You have vulnerability (1) to that damage type.

  • Oblivious (-1 AP): You have disadvantage on Perception checks made to detect hidden creatures or objects.

Goliath

Goliath
  • Creature Type: Humanoid
  • Size: Medium (typically 7–8 feet tall)
  • Speed: 35 ft
  • Lifespan: 80 years on average
  • Languages: Common, Giant
  • Ability Score Increase:
    • +1 Str
    • +1 Con
    • -1 Int

Goliaths hail from the mountain peaks of Becc, descended from the mythic Beccarack, a half-giant warlord whose legacy lives on in their might and endurance. All Goliaths share a deep-rooted connection to the elemental and physical power of the giants, and this ancestry manifests in powerful traits tied to the primal forces of the world.

Base Goliath Traits

  • Powerful Build ( 1 AP): You count as one Size larger when determining your carrying capacity and the weight you can push, drag, or lift. You have advantage on Strength (Athletics) checks to escape grapples.
  • Unstoppable (1 AP): You have advantage on saving throws against being Slowed or Stunned.
  • Giant Ancestry (Choose One 2 AP): Each Goliath reflects one of six elemental or physical giant bloodlines.

    • Cloud’s Jaunt: As a bonus action, you can magically teleport up to 30 ft to an unoccupied space you can see. You can use this ability a number of times equal to your proficiency bonus per long rest. You also gain resistance to force damage.
    • Fire’s Burn: When you hit a target with an attack roll, you can deal an additional 1d10 fire damage. This increases to 2d10 at 11th level. You can use this a number of times equal to your proficiency bonus per long rest. You gain resistance to fire damage.
    • Frost’s Chill: When you hit a target with an attack roll, you can deal 1d6 cold damage and reduce their speed by 10 ft until the start of your next turn. Increases to 2d6 at 11th level. You have resistance to cold damage.

    • Hill’s Tumble: When you hit a Large or smaller creature with an attack roll, you may force it to make a Strength saving throw (DC = 8 + your proficiency + Strength modifier) or fall prone. You have resistance to bludgeoning damage.
    • Stone’s Endurance: When you take damage, you can use your reaction to reduce the damage by 1d12 + your Constitution modifier. You can use this ability a number of times equal to your proficiency bonus per long rest. You have resistance to the first level of exhaustion’s effects.

    • Storm’s Thunder: When a creature within 60 ft deals damage to you, you can use your reaction to deal 1d8 thunder damage to it. This increases to 2d8 at 11th level. You have resistance to thunder damage.

Expanded Traits

  • Giant’s Fortitude (2 AP): (Requires Giant’s Resolve) You also benefit from Giant’s Resolve while Bloodied.
  • Strong Body (2 AP): Once per combat, when you take damage targeting your PD, reduce the damage by your Strength or Dexterity modifier (your choice).
  • Mighty Leap (1 AP): Use Strength instead of Dexterity to determine your jump distance and fall damage.
  • Brute (1 AP): Your proficiency modifier amount of times per short rest, you can take the Shove or Grapple action as a bonus action.
  • Titanic Toss (1 AP): You have advantage on checks made to throw creatures and don’t suffer disadvantage on thrown attacks at long range.
  • Clumsiness (-2): You have disadvantage on all Dexterity checks.
  • Heavy Riser (-1): You must spend 20ft of movement to stand from prone.

Kobold

Kobold
  • Creature Type: Humanoid
  • Size: Small (2–4 ft tall)
  • Speed: 30 ft
  • Lifespan: Up to 80 years (matures at 6)
  • Languages: Common, Draconic
  • Ability Score Increases:
    • +1 Dex
    • +1 Int
    • –1 Str

DEFAULT TRAITS

  • Skittering Sprint (1 AP): When you use the Disengage action, you may move an additional 15 feet in a straight, unbroken line.
  • Draconic Spirit (2 AP): You gain one less HP per level (this cannot lower max HP retroactively). When you would take damage that reduces you to 0 HP, you may make a Dexterity saving throw equal to the damage dealt. On a success, you instead drop to 1 HP. Usable a number of times equal to your Proficiency Bonus – 1 per long rest.
  • Alone-United (1 AP): If you would have Advantage on a roll from any source, you may instead choose to roll normally and use the Help action as a Bonus Action on your turn.
  • Tribal Split (1 AP): Choose a Kobold Tribe (Green, Red, Blue, or Yellow). You gain the features of that tribe. This replaces a traditional subrace.

TRIBAL OPTIONS

Green Tribe
  • Mind for Scraps (1 AP): You can make Tool-based checks without having the required tools, as you improvise from scavenged materials. You may also use ball bearings, caltrops, and spikes up to your Proficiency Bonus per long rest without needing to own them.
  • Shared Space (1 AP): You can occupy the same space as another Small ally. If they are also Green Tribe, you have Advantage on Draconic Spirit saves as they help you scurry away.
  • Clever Kin (1 AP): You gain +1 to either Intelligence or Wisdom.
Red Tribe
  • Burning Blood (2 AP): You can cast burning hands a number of times per long rest equal to your Proficiency Bonus. Use Wisdom or your primary spellcasting modifier for its DC.
  • Pack Offense (1 AP): When you attack a creature that is within 5 ft of an ally and you do not have Disadvantage, you gain Advantage.
  • Instinct of Fire (1 AP): You gain +1 to either Strength or Wisdom.
  • Brash Momentum (1 AP): When you reduce a creature to 0 HP, you may move up to 10 feet without provoking opportunity attacks. (Optional flavorful extra to make 5 AP).
Blue Tribe
  • Improvised Brutality (1 AP): You are proficient with improvised weapons smaller than you. They are finesse weapons and deal 1d6 damage.
  • Gutter Tough (1 AP): You gain +1 to either Constitution or Strength.
  • Muzzle Snap (1 AP): You have Advantage on Intimidation checks against creatures one size larger than you.
Yellow Tribe
  • Cursed Rebirth (2 AP): If you die (including failing death saves), your soul reincarnates into a new Yellow Tribe Kobold from your home tribe. You are immune to resurrection magic, and you may only use this ability once per long rest. This continues until your tribe is extinct.
  • Charm of the Doomed (2 AP): You may cast charm person up to your Proficiency Bonus per long rest. Use Charisma for the DC.
  • Gifted Performer (1 AP): You are proficient in both Performance and Persuasion. (Optional RP effect: You radiate a slightly eerie presence, often mistaken for divine providence or a curse.)

Tiefiling

Tiefling
  • Creature Type: Humanoid
  • Size: Medium
  • Speed: 30 ft
  • Life Span: Around 100 years on average
  • Languages: Common, Infernal
  • Ability Score Increases:
    • +1 Cha
    • +1 Con
    • -1 Wis

DEFAULT TRAITS

  • Fiendish Resistance (2 AP): You have Resistance (Half) to your Fiendish damage type (typically fire unless modified by your Subrace).
  • Fiendish Magic (2 AP): You know one 1st-level spell from the Destruction or Enchantment schools (Arcane Spell List) that matches your Fiendish damage type. You can cast this spell once per Long Rest without spending MP, and it costs 1 less MP when you do spend (minimum 0). Total MP cost can’t exceed your Mana Spend Limit.

SUBRACE OPTIONS

Each Sin or Origin adds a unique 5 AP trait bundle. These replace your default Infernal Legacy.

Pride
  • Superiority Aura (1 AP): You have ADV on saves against being Charmed.
  • Commanding Presence (2 AP): You can cast command once per Long Rest.
  • Noble Bearing (2 AP): You have ADV on Influence checks made to establish authority or command respect.
Greed
  • Sticky Fingers (1 AP): Sleight of Hand proficiency
  • Find that is Valuable (3 AP):You can cast locate object once per Long Rest.
  • Gold Sense (2 AP): You have ADV on Investigation checks to detect or appraise valuables, gems, and metals.
Lust
  • Hot Bringing (1 AP): Deception proficiency
  • Seductive Spell (2 AP): You can cast enthrall once per Long Rest.

  • Allure (2 AP): You have advantage on Performance or Persuasion checks made during social interactions or attempts at seduction.

Envy
  • Watchful Mind (1 AP): You gain proficiency in the Insight skill.

  • Covetous Reading (2 AP): You can cast detect thoughts once per Long Rest.

  • Mimic Talent (2 AP): Once per day, after seeing a creature make a Skill Check, you can use your Reaction to gain proficiency in that Skill for 1 hour.

Gluttony
  • Resilient Gut (1 AP): You have advantage on saving throws against poison and resistance to disease.

  • Enfeebling Ray (3 AP): You can cast ray of enfeeblement once per Long Rest.

  • Consumption Drive (1 AP): When you consume a ration or complete a rest with access to food and drink, you gain 2 temporary HP per point of your Proficiency Bonus.

Wrath
  • Fiendish Fury (1 AP): Intimidation proficiency
  • Infernal Retaliation (2 AP): You can cast hellish rebuke once per Long Rest (no stacking with Fiendish Magic).
  • Frenzied Blow (2 AP): Once per Combat, when you’re Bloodied, you can add your Charisma modifier to one weapon damage roll.
Sloth
  • Sleep Spell (2 AP): You can cast sleep once per Long Rest.

  • Apathy Shield (2 AP): When you take damage, you can use your Reaction to halve the damage. Once per Short or Long Rest.

  • Lethargic Endurance (1 AP): You have advantage on saving throws against Exhaustion.

Lilith
  • Arcane Heritage (1 AP): You gain proficiency in the Arcana skill and can sense when magic is near.

  • Lilith’s Grasp (2 AP): You can cast hex and suggestion once per Long Rest each.
  • Fiendish Magnetism (2 AP): Fiendish Magnetism: You have ADV on Charisma (Intimidation) and (Persuasion) checks when interacting with fiends or those influenced by them.
Deceiver
  • Silver Veil (1 AP): Deception proficiency
  • Minor Trickery (1 AP): You know the minor illusion cantrip.
  • Master of Disguise (2 AP): You can cast disguise self (3rd level) and invisibility (5th level) once per Long Rest.
  • Illusive Edge (1 AP): ADV on Deception checks when using illusions.
Elemental
  • Elemental Cantrip (1 AP): Elemental Cantrip (Choose: fire bolt, ray of frost, gust, or mold earth)
  • Elemental Resistance (2 AP): You gain resistance to the associated element: Fire, Cold, Thunder, or Acid.
  • Elemental Surge (2 AP): Elemental Surge: Once per Long Rest, you can cast burning hands, thunderwave, earth tremor, or ice knife (depending on element).
Shadow
  • Shadow Walker (1 AP): Stealth proficiency
  • Blade of Gloom (2 AP): You can cast shadow blade once per Long Rest.
  • Fade into Darkness (2 AP): Fade into Shadows: ADV on Stealth checks in dim light or darkness.
Celestial
  • Healing Light (1 AP): You can cast cure wounds once per Long Rest.
  • Radiant Strike (2 AP): Once per turn, add 1d6 radiant damage to a weapon attack. You can do this a number of times equal to your Proficiency Bonus per Short Rest.
  • Blessed Will (2 AP): ADV on saves against being Frightened or Charmed.
Beast Touched
  • Natural Weapon (2 AP): Choose a natural weapon:

    • Claws (1d4 → 1d10 Finesse, scaling with level)

    • Fangs (1d6 → 1d12 Finesse, only usable when Grappling)

  • Primal Instinct (1 AP): Enhanced Senses (ADV on Perception using smell/hearing) or Animal Communication
  • Wild Magic (2 AP): You gain a 1st-level spell related to your beast type (jump, speak with animals, etc.) usable once per Long Rest.
Chaos
  • Chaos Bolt (1 AP): You know chaos bolt
  • Confused Magic (2 AP): You can cast confusion once per Long Rest.
  • Wild Effect (2 AP): Once per Long Rest, roll a d8 on a minor wild surge table when you cast a spell. Results include effects like glowing eyes, harmless illusions, or minor terrain warping.

OPTIONAL TRAIT

  • Infernal Wings (2 AP): As a Bonus Action, you sprout fiendish wings and gain a flying speed of 30 ft. You can’t wear armor or clothing that isn’t tailored to accommodate your wings. You can dismiss or summon your wings as a Bonus Action. If you manifest wings while wearing incompatible gear, it is destroyed.
  • Infernal Eyes (1 AP): You have advantage on Perception checks made to see in dim light or darkness, as your eyes shimmer with a hellish glow.

  • Silver Tongue (1 AP): Once per Long Rest, you can gain advantage on one Charisma (Deception or Persuasion) check.

  • Hell’s Endurance (2 AP): You gain advantage on Constitution saving throws made to resist Exhaustion or to maintain concentration on spells.

  • Fiendish Memory (1 AP): You have advantage on Intelligence checks to recall information about fiends, infernal pacts, or forbidden lore.

  • Burning Step (1 AP): When you take the Dash action, you can leave behind a faint trail of flame. Creatures that move through the space you left take 1 fire damage (once per creature per turn).

  • Blood of Fire (2 AP): When you are reduced to 0 HP but not killed outright, creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 fire damage as your blood ignites.

  • Wicked Insight (1 AP): You have advantage on Insight checks to detect lies, secrets, or emotional manipulation.

  • Charred Resistance (1 AP): You gain resistance to non-magical bludgeoning damage while bloodied, as your skin toughens like burnt hide.

  • Hexbrand (1 AP): As a bonus action, you can mark a target within 30 feet. The next time you deal damage to them within 1 minute, add your proficiency bonus as bonus damage. Usable once per Long Rest.

  • Fearsome Legacy (1 AP): When you reduce a creature to 0 HP, creatures of your choice within 10 feet must make a Wisdom saving throw or be frightened until the end of your next turn. Usable once per Long Rest.

  • Radiant Weakness (-1 AP): You have vulnerability to radiant damage.

  • Divine Dampening (-1 AP): You regain 1 fewer HP whenever healed by divine magic.

  • Cursed Bloodline (-1 AP): You automatically fail the first death saving throw you make in a combat encounter.

  • Unwelcome Presence (-1 AP): You have disadvantage on Persuasion checks made with celestials or lawful good-aligned NPCs.

  • Brittle Ego (-1 AP): When you are affected by the Frightened condition, you also lose your reaction until the end of your next turn.

  • Shadowmark (-1 AP): Your infernal aura is obvious to divination magic. You have disadvantage on Stealth checks against creatures using Detect Magic, See Invisibility, or similar effects.

  • Unholy Temper (-1 AP): When bloodied, you have disadvantage on saving throws against being taunted or provoked.

  • Abyssal Itch (-1 AP): You have disadvantage on saves to resist sleep or magical slowness (such as slow spells or fey enchantments).