D&D 5E Character Builder


Dwarf

Stout humanoids with their feet firmly on the ground.

Ability Score Changes: +2 Constitution

Size: Medium

Speed: 25-ft

Special Senses: Dark Vision

Languages: Common, Dwarven.

Special Proficiencies:
Battle Axe, Hand Axe, Throwing Hammer, War Hammer, Smith's Tools, Brewer's Supplies, Mason's Tools.

Dwarven Resilience:
Advantage on Saving Throws against being Poisoned. You have resistance to Poison Damage.

Hill Dwarf:


Ability Score Changes: +1 Wisdom

Dwarven Toughness:
Your Maximum Hit Points are increased by 1-point.

Your HP increases by an extra 1-point every time you level-up.

Mountain Dwarf:


Ability Score Changes: +2 Strength

Dwarven Armor Training:
You are proficient with Light and Medium Armor.

Elf

Majestic humanoids who fight with grace.

Ability Score Changes: +2 Dexterity

Size: Medium

Speed: 30-ft

Special Senses: Dark Vision

Languages: Common, Elven.

Special Proficiencies:Perception

Fey Ancestry:
You have Advantage on Saving Throws against being Charmed. Magic cannot put you to sleep.

Trance:
You meditate in a state of semi-conciousness for 4-hours instead of sleeping.

High Elf:


Ability Score Changes: +1 Intelligence

Cantrip: You know 1-Wizard Cantrip. Your spellcasting ability is Intelligence.

Extra Language: Learn 1-addional language.

Elven Weapon Training:
You gain proficiency with Longswords, Shortswords, Longbows, and Shortbows.


Wood Elf:


Ability Score Changes: +1 Wisdom

Fleet of Foot: Your speed increases to 35-ft.

Mask of the Wild: You can attempt to hide while only lightly obscured when in natural environments(ex. fog, brush,etc.)

Elven Weapon Training:
You gain proficiency with Longswords, Shortswords, Longbows, and Shortbows.


Drow:


Ability Score Changes: +1 Charisma

Superior Darkvision: Your Darkvision is increased to 120-ft.

Sunlight Sensitivity: You have Disadvantage on Perception Checks and Attack Rolls on targets when they are in direct sunlight.

Drow Weapon Training:
You gain proficiency with Rapiers, Shortswords, and Hand Crossbows.

Humans

Good at everything, Great at nothing.

Ability Score Changes: +1 All Ability Scores

Size: Medium

Speed: 30-ft

Special Senses: None.

Languages: Common, Any Other Language.

Special Proficiencies:
None.

Human Variant Option:
Instead of getting a +1 Bonus to All Ability Scores, you can have a +1 to Two Ability Scores, Proficiency with One Skill, and One Feat.

Halfling

Tiny cheerful humanoids with youthful features.

Ability Score Changes: +2 Dexterity

Size: Small

Speed: 25-ft

Special Senses: None.

Languages: Common, Halfling.

Special Proficiencies:
None.

Lucky:
When you roll a Natural-1 on an attack, check, or save; you can re-roll the die but must use the new result.
Brave:
You have Advantage on Saving Throws against being Frightened.
Halfling Nimbleness:
You can move through the sq. of any larger creature.

Lightfoot Halfling:


Ability Score Changes: +1 Charisma

Naturally Stealthy:
You can attempt to hide when you are obscured by any creature larger than you.


Stout Halfling:


Ability Score Changes: +1 Constitution

Stout Resistance:
You have Advantage on Saving Throws against being Poisoned and you are Resistant to Poison Damage.

Dragonborn

Draconic humanoids with fierce personalities.

Ability Score Changes: +2 Strength, +1 Charisma

Size: Medium

Speed: 30-ft

Special Senses: None.

Languages: Common, Draconic.

Special Proficiencies:
None.

Breath Weapon:
As an action, you can breath an elemental attack based on your Draconic Ancestry. All creatures within range must make a Saving Throw(Dexterity for all elements except Poison and Cold, which use Constitution.)

Your Save DC is 8 + Con Mod + Prof. Bonus.

Your Damage is 2D6 and a successful Saving Throw results in 1/2 Damage. You can only use this ability once between short or long rests.

Damage Increases:Lv6 - 3D6, Lv11 - 4D6, Lv16 - 5D6.

Draconic Ancestry: Black(acid,) Blue(lightning,) Brass(fire,) Bronze(lightning,) and Copper(acid) Dragons deal damage in a 5x30-ft Line.

Gold(fire,) Green(poison,) Red(fire,) Silver(cold,) and White(cold) Dragons deal damage in a 15-ft Cone

Gnome

Tiny humanoids with mystical features.

Ability Score Changes: +2 Intelligence

Size: Small

Speed: 25-ft

Special Senses: Darkvision

Languages: Common, Gnomish.

Special Proficiencies:
None.

Gnomish Cunning::
You have Advantage on all Intelligence, Wisdom, and Charisma Saving Throws against Magic.


Forest Gnome:


Ability Score Changes: +1 Dexterity

Natural Illusionist:You know the Minor Illusion Cantrip. Your Spellcasting Ability is Intelligence.

Speak with Small Beasts: You can communicate with small creatures.


Rock Gnome:


Ability Score Changes: +1 Constitution

Artificer's Lore:When you make a History Check on Magic Items, Alchemical Ingredients, or Technology, you can add your Prof. Bonus twice.

Tinker::You gain Proficiency with Artisan's Tools.
You can spend 1-Hr and 10G to create a small clockwork device. It stops working after 24-hours unless you spend an hour to repair it. It has AC-5 and HP-1.

Clockwork Toy: Resembles a small creature and has a speed of 5-ft. It makes the noises based on the creature you chose.

Fire Starter: Creates a small flame. Similar to a Match or Lighter.

Music Box: Plays a song for a few moments, then stops. The music stops if the box is closed.

Half Elf

An elegant cross between humans and elves.

Ability Score Changes: +2 Charisma, +1 Two Other Abilities.

Size: Medium

Speed: 30-ft

Special Senses: Darkvision

Languages: Common, Elven, Any Other Language.

Special Proficiencies:
Gain Proficiency with any two skills of your choice.

Fey Ancestry: Advantage on Saving Throws against being charmed. Magic cannot put you to sleep.

Half Orc

A furious combination of human and orcish blood.

Ability Score Changes: +2 Strength, +1 Constitution.

Size: Medium

Speed: 30-ft

Special Senses: Darkvision

Languages: Common, Orc.

Special Proficiencies:
Intimidation.

Relentless Endurance: When you are reduced to 0-HP, but are not killed, you instead drop to 1-HP. You can only do this once between long rests.

Savage Attacks: On a Critical Hit with a Melee Weapon, you can roll one of the weapon's damage dice again and add it to the total damage.

Tiefling

Humanoids tainted by the fiendish planes.

Ability Score Changes: +2 Charisma, +1 Intelligence.

Size: Medium

Speed: 30-ft

Special Senses: Darkvision

Languages: Common, Infernal.

Special Proficiencies:
None.

Hellish Resistance: You are Resistant to Fire Damage.

Infernal Legacy: You know the Thaumaturgy Cantrip. At Lv3, you can cast Hellish Rebuke once a day as a Lv2 Spell. At Lv5, You can also cast Darkness once a day. You use your Charisma for these spells.

Warforged

Mechanical humanoids who require no food or sleep.

Ability Score Changes: +2 Constitution

Size: Medium

Speed: 30-ft

Special Senses: None.

Languages: Common, One other Language.

Special Proficiencies: One Martial Weapon.

Living Construct:
  • Immune to poison, sleep, paralysis, and disease.
  • You don't need to eat, drink, sleep, or breath.
  • You only get 1/2 HP from recovery dice during a short/long rest and healing spells.

Rest of the Sleepless:
Instead of sleep, you remain inert for 8-hours and gain the benefits of a long-rest.

Body of War: Your body plating takes the place of armor and cannot be worn with armor(counts as Light armor.) Add your proficiency to AC, even while unarmored.

Artificial Anatomy: Advantage on Death Saving Throws.

Aarakocra

Aarakocra are bird-like humanoids that dwell in the high mountains.

Ability Score Changes: +2 Dexterity, +1 Wisdom.

Size: Medium

Speed: 25-ft

Flight: 50-ft (Cannot be wearing Medium or Heavy Armor.)

Special Senses: None.

Languages: Common, Aarakocra, and Auran.

Special Proficiencies: None.

Deep Gnomes

Also known as Svirfneblin

Ability Score Changes: +1 Dexterity, +2 Intelligence.

Size: Small

Speed: 25-ft

Special Senses: Superior Darkvision(120-ft)

Languages: Common, Gnomish, Undercommon.

Special Proficiencies: None.

Gnome Cunning: Advantage on all INT, WIS, and CHA Saving Throws against Magic.

Stone Camouflage: Advantage on Stealth checks to hide in rocky terrain.


Optional Feat: Svirfneblin Magic

You can cast Nondetection on yourself at will, without material components. You can also cast Blindness/Deafness, Blur, and Disguise Self once each between long rests.

Air Genasi:


Ability Score Changes: +2 Constitution, +1 Dexterity.

Size: Medium

Speed: 30-ft

Special Senses: None.

Languages: Common, Primordial.

Special Proficiencies: None.

Unending Breath: You can hold your breath indefinitely with no penalty.

Mingle with the Wind: You may cast Levitate once, with no components. You regain this after a long rest. Use CON for spellcasting.


Fire Genasi:


Ability Score Changes: +2 Constitution, +1 Intelligence.

Size: Medium

Speed: 30-ft

Special Senses: Darkvision(60-ft)(Shades of Red)

Languages: Common, Primordial.

Special Proficiencies: None.

Fire Resistance: You resist Fire Damage.

Reach to the Blaze: You know the Produce Flame cantrip. At 3rd Level, you can cast Burning Hands once as a first level spell. You regain this ability after a long rest. Use CON for spellcasting.


Water Genasi:


Ability Score Changes: +2 Constitution, +1 Wisdom.

Size: Medium

Speed: 30-ft

Swim: 30-ft.

Special Senses: None.

Languages: Common, Primordial.

Special Proficiencies: None.

Acid Resistance: You resist Acid Damage.

Amphibious: You can breath air and water.

Call to the Wave: You know the Shape Water cantrip. At 3rd Level, you can cast Create or Destroy Water once as a second level spell. You regain this ability after a long rest. Use CON for spellcasting.


Earth Genasi:


Ability Score Changes: +2 Constitution, +1 Strength.

Size: Medium

Speed: 30-ft

Special Senses: None.

Languages: Common, Primordial.

Special Proficiencies: None.

Earth Walk: You can move across difficult terrain made of earth and stone without expending extra movement.

Merge with Stone: You can cast Pass Without Trace once, with no components. You regain this after a long rest. Use CON for Spellcasting.


Goliath

Massive humanoids with powerful muscles.

Ability Score Changes: +2 Strength, +1 Constitution.

Size: Medium

Speed: 30-ft

Special Senses: None.

Languages: Common, Giant.

Special Proficiencies: None.

Natural Athlete: You gain Proficiency with the Athletics Skill.

Stone's Endurance: When you take damage, you can roll a D12 and add your CON Modifier to the result. Reduce your damage by that total. You can only use this trait once between rests.

Minotaur

Giant muscular humanoids with fur covered bodies and bull-like heads.

Ability Score Changes: +1 Strength

Conqueror's Virtue: +1 Strength, Wisdom, or Intelligence.

Size: Medium

Speed: 30-ft

Special Senses: None.

Languages: Common.

Special Proficiencies: None.

Horns: You are never unarmed. Your horns are a melee weapon(and you are proficient,) dealing 1D10 Piercing damage. You have advantage on checks made to shove a creature, but not to avoid being shoved.

Goring Rush: When you use the Dash Action, you can make a melee attack with your horns as a bonus action.

Hammering Horns: When you use the attack action to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove to attempt to knock a creature prone.

Labyrinthine Recall: You can perfectly recall any path you've traveled.

Sea Reaver: You gain proficiency wth navigator's tools and water vehicles.