Dwarf
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
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
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
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
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
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
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
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
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
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
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
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
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
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.