Species
Aasimar
Mortals touched by celestial power who heal with a touch and can reveal a heavenly or dreadful form.
Size medium, small, speed 30 ft.
- Celestial Resistance. Resistance to Necrotic and Radiant damage.
- Darkvision. See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- Healing Hands. Magic action, once per Long Rest: touch a creature and it regains Hit Points equal to PB d4s rolled.
- Light Bearer. You know the Light cantrip; Charisma is your spellcasting ability for it.
- Celestial Revelation. From level 3, once per Long Rest: transform for 1 minute (wings, radiance or shroud) and add PB damage.
Dhampir
Mortals touched by vampirism who climb like spiders and feed on the vitality of those they bite.
Size medium, small, speed 35 ft.
- Darkvision. See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- Spider Climb. A Climb Speed equal to your Speed; from level 3 you can move along walls and ceilings with your hands free.
- Trace of Undeath. Resistance to Necrotic damage.
- Vampiric Bite. Unarmed Strike bite: 1d4 + Constitution modifier Piercing. On a hit, PB times per Long Rest, heal the damage dealt or add it to your next attack roll or ability check.
Dragonborn
Wingless draconic folk with a breath weapon and resistance from their dragon ancestor; spectral wings at level 5.
Size medium, speed 30 ft.
- Draconic Ancestry. Pick a dragon ancestor; it sets the damage type of your Breath Weapon and your Damage Resistance.
- Breath Weapon. Swap one attack of the Attack action for a 15-ft Cone or 30-ft Line: Dex save, 1d10 (scales). PB/Long Rest.
- Damage Resistance. Resistance to the damage type of your Draconic Ancestry.
- Darkvision. See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- Draconic Flight. From level 5, once per Long Rest: Bonus Action to grow spectral wings, Fly Speed = Speed for 10 minutes.
Dwarf
Stout folk of stone and forge with 120-ft Darkvision, poison resilience, extra Hit Points and Tremorsense.
Size medium, speed 30 ft.
- Darkvision. See in Dim Light within 120 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- Dwarven Resilience. Resistance to Poison damage and Advantage on saves to avoid or end the Poisoned condition.
- Dwarven Toughness. Your Hit Point maximum increases by 1 per character level.
- Stonecunning. Bonus Action, PB times per Long Rest: Tremorsense 60 ft for 10 minutes while on or touching stone.
Elf
Long-lived Feywild folk who trance instead of sleeping and gain lineage magic as they rise in level.
Size medium, speed 30 ft.
- Darkvision. See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- Elven Lineage. Choose Drow, High Elf or Wood Elf: a level 1 benefit, then a free-cast spell at levels 3 and 5.
- Fey Ancestry. Advantage on saving throws to avoid or end the Charmed condition.
- Keen Senses. Gain proficiency in Insight, Perception or Survival (your choice).
- Trance. You don't sleep and magic can't put you to sleep; a Long Rest takes 4 hours of conscious meditation.
Gnome
Small, clever folk with Advantage on mental saving throws and forest or rock gnome magic.
Size small, speed 30 ft.
- Darkvision. See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- Gnomish Cunning. Advantage on Intelligence, Wisdom and Charisma saving throws.
- Gnomish Lineage. Choose Forest Gnome or Rock Gnome magic; Int, Wis or Cha is the spellcasting ability for it.
Goliath
Towering giant-descended folk with a giant's boon, Powerful Build, and Large Form from level 5.
Size medium, speed 35 ft.
- Giant Ancestry. Choose a giant's boon (cloud, fire, frost, hill, stone or storm); use it PB times per Long Rest.
- Large Form. From level 5, once per Long Rest: Bonus Action to become Large for 10 minutes (Adv. on Str checks, +10 ft Speed).
- Powerful Build. Advantage on checks to end the Grappled condition; count as one size larger for carrying capacity.
Halfling
Small, lucky folk who resist fear, reroll natural 1s and slip past larger creatures.
Size small, speed 30 ft.
- Brave. Advantage on saving throws to avoid or end the Frightened condition.
- Halfling Nimbleness. Move through the space of any creature a size larger than you, but you can't stop in that space.
- Luck. When you roll a 1 on the d20 of a D20 Test, reroll it and use the new roll.
- Naturally Stealthy. You can take the Hide action while obscured only by a creature at least one size larger than you.
Hexblood
Folk bound to hags by magic or bargain, who carry witch-craft in their blood and can watch through tokens of themselves.
Size medium, small, speed 30 ft.
- Darkvision. See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- Eerie Token. Bonus Action, once per Long Rest: make a token of yourself; send it 25-word telepathic messages or see and hear through it from up to 10 miles.
- Hex Magic. Disguise Self and Hex always prepared; each free once per Long Rest (Intelligence, Wisdom or Charisma).
Human
Adaptable folk who gain Heroic Inspiration each Long Rest, an extra skill and an Origin feat.
Size medium, small, speed 30 ft.
- Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
- Skillful. Gain proficiency in one skill of your choice.
- Versatile. Gain an Origin feat of your choice (Skilled is recommended).
Lupin
Towering hybrids caught halfway between folk and wolf, with killer claws and a howl that saps the nerve of anyone near.
Size medium, small, speed 30 ft.
- Darkvision. See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- Feral Pounce. Slashing Unarmed Strikes; once per turn an Attack-action Unarmed Strike hit both damages and Shoves.
- Howl. Bonus Action: creatures you choose within 15 feet make a Wisdom save (DC 8 + Con + PB) or have Disadvantage on attack rolls and saves until your next turn. PB uses per Long Rest.
- Werewolf Instincts. Proficiency in Perception, Stealth or Survival.
Orc
Tireless wanderers with 120-ft Darkvision who dash with a rush of vigor and refuse to fall at 0 HP.
Size medium, speed 30 ft.
- Adrenaline Rush. Bonus Action Dash and gain Temporary Hit Points equal to PB; PB uses per Short or Long Rest.
- Darkvision. See in Dim Light within 120 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- Relentless Endurance. Once per Long Rest, when reduced to 0 Hit Points but not killed outright, drop to 1 Hit Point instead.
Reborn
People who died and came back (stitched together, raised or simply unwilling to stay dead) with flashes of memories from a life before.
Size medium, small, speed 30 ft.
- Strange Endurance. Resistance to Cold, Necrotic or Poison damage (your choice).
- Escaped Death. Advantage on Death Saving Throws.
- Everlasting. No Exhaustion from thirst, hunger or suffocation; no sleep, and magic can't put you to sleep; a Long Rest is 4 hours of inactivity.
- Knowledge from a Past Life. A skill proficiency; when you fail an ability check, add 1d6 to it (PB times per Long Rest).
Tiefling
Folk with fiendish blood whose legacy grants a Resistance and spells, plus the Thaumaturgy cantrip.
Size medium, small, speed 30 ft.
- Darkvision. See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- Fiendish Legacy. Choose Abyssal, Chthonic or Infernal: a Resistance and cantrip, then a free-cast spell at levels 3 and 5.
- Otherworldly Presence. You know Thaumaturgy, cast with the same ability as your Fiendish Legacy.