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Compendium

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7 categories

Races

106 of 106 entries · Showing 1–50

Aarakocra

Size

Medium

Speed

30

Traits

Description

Description

A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air—and were imbued with a measure of their masters' power over winds. Their descendants still command echoes of that power.

From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 6

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Creature Type

Description

You are a Humanoid.

Mordenkainen Presents: Monsters of the Multiverse p. 6

Age

Description

Aarakocra reach maturity by age 3. Compared to humans, aarakocra don't usually live longer than 30 years.

Source: Elemental Evil Player's Companion p. 5

Life Span

Description

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race in this book can live longer than a century, that fact is mentioned in the race's description.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 6

Size

Description

Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Source: Elemental Evil Player's Companion p. 5, Mordenkainen Presents: Monsters of the Multiverse p. 6

Flight

Description

Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 6

Talons

Description

You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 6

Wind Caller

Description

Starting at 3rd level, you can cast the gust of wind spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for it when you cast gust of wind with this trait (choose when you select this race).

Source: Mordenkainen Presents: Monsters of the Multiverse p. 6

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Aasimar

Size

Medium

Speed

30

Spellcasting Ability

Charisma

Traits

Description

Description

Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens.

Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasimar Celestial Features table has examples you can choose or use as inspiration to create your own.

d6 | Celestial Feature

1 | A dusting of metallic, white, or charcoal freckles

2 | Metallic, luminous, or dark eyes

3 | Starkly colored hair

4 | An unusual hue tinting your shadow

5 | A ghostly halo crowning your head

6 | Rainbows gleaming on your skin

Source: Mordenkainen Presents: Monsters of the Multiverse p. 7

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Creature Type

Description

You are a Humanoid.

Mordenkainen Presents: Monsters of the Multiverse p. 7

Age

Description

Aasimar mature at the same rate as humans, but they can live up to 160 years.

Source: Volo's Guide to Monsters p. 104

Life Span

Description

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race in this book can live longer than a century, that fact is mentioned in the race's description.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 6

Size

Description

You are Medium or Small. You choose the size when you select this race.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 7

Celestial Resistance

Description

You have resistance to necrotic damage and radiant damage.

Source: Volo's Guide to Monsters p. 105, Mordenkainen Presents: Monsters of the Multiverse p. 7

Darkvision

Description

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Source: Volo's Guide to Monsters p. 105, Mordenkainen Presents: Monsters of the Multiverse p. 7

Healing Hands

Description

As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 7

Light Bearer

Description

You know the light cantrip. Charisma is your spellcasting ability for it.

Source: Volo's Guide to Monsters p. 105, Mordenkainen Presents: Monsters of the Multiverse p. 7

Celestial Revelation

Description

When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest:

Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 7

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Aasimar (Variant)

Size

Medium

Speed

30

Ability Score Increase

Cha 2, Wis 1

Spellcasting Ability

Charisma

Traits

Description

Description

Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of celestial beings. These folk generally appear as glorious humans with lustrous hair, flawless skin, and piercing eyes. Aasimar often attempt to pass as humans in order to right wrongs and defend goodness on the Material Plane without drawing undue attention to their celestial heritage. They strive to fit into society, although they usually rise to the top, becoming revered leaders and honorable heroes.

Source: Dungeon Master's Guide p. 286

Age

Description

Aasimar mature at the same rate as humans but live a few years longer.

Source: Dungeon Master's Guide p. 287

Size

Description

Aasimar are built like well-proportioned humans. Your size is Medium.

Source: Dungeon Master's Guide p. 287

Darkvision

Description

Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Dungeon Master's Guide p. 287

Celestial Resistance

Description

You have resistance to necrotic damage and radiant damage.

Source: Dungeon Master's Guide p. 287

Celestial Legacy

Description

You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Source: Dungeon Master's Guide p. 287

Languages

Description

You can speak, read, and write Common and Celestial.

Source: Dungeon Master's Guide p. 287

Astral Elf

Size

Medium

Speed

30

Proficiencies

Perception

Traits

Description

Description

Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf's eyes.

Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don't dwell on the Astral Plane can live to be more than 750 years old.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 10

Ability Score Increases

Description

When determining your character's ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The "Quick Build" section for your character's class offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Life Span

Description

Astral elves who don't dwell on the Astral Plane can live to be over 750 years old.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Height and Weight

Description

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you'd like to determine your character's height or weight randomly, consult the Random Height and Weight table in the Player's Handbook, and choose the row in the table that best represents the build you imagine for your character.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Creature Type

Description

You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 10

Astral Fire

Description

You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 10

Darkvision

Description

You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 10

Fey Ancestry

Description

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 10

Keen Senses

Description

You have proficiency in the Perception skill.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 10

Starlight Step

Description

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 10

Astral Trance

Description

You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.

Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 10

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Autognome

Size

Small

Speed

30

Traits

Description

Description

Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.

An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome's manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.

Roll on the Autognome History table or choose an entry that you like to identify what event set you on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character.

Like gnomes, autognomes can live for centuries, typically up to 500 years.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 11

Autognome History

Description

d6 | Story

1 | Your creator gave you autonomy and urged you to follow your dreams.

2 | Your creator died, leaving you to fend for yourself.

3 | A glitch caused you to forget your original programming. You don't remember who made you or where you came from.

4 | You didn't like how you were being treated by your creator, so you ran away from home.

5 | You were built to complete a special mission.

6 | You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 11

Ability Score Increases

Description

When determining your character's ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The "Quick Build" section for your character's class offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Life Span

Description

Like gnomes, autognomes can live for centuries, up to 500 years.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Height and Weight

Description

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you'd like to determine your character's height or weight randomly, consult the Random Height and Weight table in the Player's Handbook, and choose the row in the table that best represents the build you imagine for your character.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Creature Type

Description

You are a Construct.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 11

Armored Casing

Description

You are encased in thin metal or some other durable material. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 11

Modifier

unarmored armor class +3

Category

bonus

Built for Success

Description

You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 11

Healing Machine

Description

If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).

In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 11

Mechanical Nature

Description

You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 11

Sentry's Rest

Description

When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 11

Specialized Design

Description

You gain two tool proficiencies of your choice, selected from the Player's Handbook.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 11

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Bugbear

Size

Medium

Speed

30

Proficiencies

Stealth

Traits

Description

Description

Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for lurking just out of sight, and many of them have sneaked away from that god's influence.

They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their formidable build, bugbears are quiet skulkers, thanks to a fey magic that allows them to hide in spaces seemingly too small for them.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 8

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Creature Type

Description

You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 8

Age

Description

Bugbears reach adulthood at age 16 and live up to 80 years.

Source: Volo's Guide to Monsters p. 120

Life Span

Description

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race in this book can live longer than a century, that fact is mentioned in the race's description.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 6

Size

Description

Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.

Source: Volo's Guide to Monsters p. 120, Mordenkainen Presents: Monsters of the Multiverse p. 8

Darkvision

Description

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Volo's Guide to Monsters p. 120, Mordenkainen Presents: Monsters of the Multiverse p. 8

Fey Ancestry

Description

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 8

Long-Limbed

Description

When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Source: Volo's Guide to Monsters p. 120, Mordenkainen Presents: Monsters of the Multiverse p. 8

Powerful Build

Description

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Source: Volo's Guide to Monsters p. 120, Mordenkainen Presents: Monsters of the Multiverse p. 8

Special

powerful build

Sneaky

Description

You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.

Source: Volo's Guide to Monsters p. 120, Mordenkainen Presents: Monsters of the Multiverse p. 8

Surprise Attack

Description

If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 8

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Centaur

Size

Medium

Speed

40

Traits

Description

Description

Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the waist up, they resemble elves, displaying all the elf varieties of skin tone. From the waist down, they have the bodies of horses.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 9

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Life Span

Description

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race in this book can live longer than a century, that fact is mentioned in the race's description.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 6

Creature Type

Description

You are a Fey.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 9

Size

Description

Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.

Source: Guildmasters' Guide to Ravnica p. 16, Mythic Odysseys of Theros p. 19, Mordenkainen Presents: Monsters of the Multiverse p. 9

Charge

Description

If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Source: Guildmasters' Guide to Ravnica p. 16, Mythic Odysseys of Theros p. 19, Mordenkainen Presents: Monsters of the Multiverse p. 9

Equine Build

Description

You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Source: Guildmasters' Guide to Ravnica p. 16, Mythic Odysseys of Theros p. 19, Mordenkainen Presents: Monsters of the Multiverse p. 9

Special

powerful build

Hooves

Description

You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 9

Natural Affinity

Description

Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.

Source: Guildmasters' Guide to Ravnica p. 16, Mythic Odysseys of Theros p. 19, Mordenkainen Presents: Monsters of the Multiverse p. 9

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Changeling

Size

Medium

Speed

30

Traits

Description

Description

With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul.

The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden.

In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.

Personas can be shared by multiple changelings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona's previous users.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 10

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Age

Description

Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.

Source: Eberron: Rising from the Last War p. 18

Life Span

Description

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race in this book can live longer than a century, that fact is mentioned in the race's description.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 6

Creature Type

Description

You are a Fey.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 10

Size

Description

You are Medium or Small. You choose the size when you select this race.

Size modifier = 2d4

Height = 5 feet + 1 inch + your size modifier in inches

Weight in pounds = 115 + (2d4 x your size modifier)

Source: Eberron: Rising from the Last War p. 18, Mordenkainen Presents: Monsters of the Multiverse p. 10

Changeling Instincts

Description

Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 10

Shapechanger

Description

As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.

You stay in the new form until you use an action to revert to your true form or until you die.

Source: Eberron: Rising from the Last War p. 18, Mordenkainen Presents: Monsters of the Multiverse p. 10

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Chromatic Dragonborn

Size

Medium

Speed

30

Spellcasting Ability

Constitution

Traits

Description

Description

Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in those dragonborn's scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive.

Source: Fizban's Treasury of Dragons p. 10

Ability Score Increases

Description

When determining your character's ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The "Quick Build" section for your character's class offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Source: Fizban's Treasury of Dragons p. 10

Chromatic Ancestry

Description

You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.

Chromatic Ancestry

Dragon | Damage Type

Black | Acid

Blue | Lightning

Green | Poison

Red | Fire

White | Cold

Source: Fizban's Treasury of Dragons p. 10

Breath Weapon

Description

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Fizban's Treasury of Dragons p. 10

Draconic Resistance

Description

You have resistance to the damage type associated with your Chromatic Ancestry.

Source: Fizban's Treasury of Dragons p. 10

Chromatic Warding

Description

Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.

Source: Fizban's Treasury of Dragons p. 10

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Source: Fizban's Treasury of Dragons p. 10

Custom Lineage

Size

Medium

Speed

30

Traits

Description

Description

Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them. Your race is considered to be a Custom Lineage for any game feature that requires a certain race, such as elf or dwarf.

Source: Tasha's Cauldron of Everything p. 8

Creature Type

Description

You are a humanoid. You determine your appearance and whether you resemble any of your kin.

Source: Tasha's Cauldron of Everything p. 8

Size

Description

You are Small or Medium (your choice).

Source: Tasha's Cauldron of Everything p. 8

Speed

Description

Your base walking speed is 30 feet.

Source: Tasha's Cauldron of Everything p. 8

Ability Score Increase

Description

One ability score of your choice increases by 2.

Source: Tasha's Cauldron of Everything p. 8

Feat

Description

You gain one feat of your choice for which you qualify.

Source: Tasha's Cauldron of Everything p. 8

Variable Trait

Description

You gain one of the following options of your choice: (a) darkvision with a range of 60 feet or (b) proficiency in one skill of your choice.

Source: Tasha's Cauldron of Everything p. 8

Languages

Description

You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Source: Tasha's Cauldron of Everything p. 8

Dhampir

Size

Medium

Speed

35

Traits

Description

Description

Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire's deathless prowess in the form of increased speed, darkvision, and a life-draining bite.

With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who'd tempt their hunger.

Source: Van Richten's Guide to Ravenloft p. 16

Dhampir Hungers

Description

Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.

While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.

d6 | Hunger

1 | Blood

2 | Flesh or raw meat

3 | Cerebral spinal fluid

4 | Psychic energy

5 | Dreams

6 | Life energy

Source: Van Richten's Guide to Ravenloft p. 16

Dhampir Origins

Description

Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.

d8 | Origin

1 | You are the reincarnation of an ancestor who was a vampiric tyrant.

2 | Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger.

3 | You survived being attacked by a vampire but were forever changed.

4 | A parasite lives inside you. You indulge its hunger.

5 | Tragedy interrupted your transformation into an immortal.

6 | You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal.

7 | One of your parents was a vampire.

8 | A radical experiment changed your body, making you reliant on others for vital fluids.

Source: Van Richten's Guide to Ravenloft p. 16

Dhampirs in the Domains of Dread

Description

When creating a dhampir, ask your DM if it makes sense for your character to have ties to one of the following Domains of Dread (detailed in chapter 3):

Barovia. In the shadow of Castle Ravenloft, tales flourish of those who love or descend from vampires. You might have such a connection, but dread what would happen if others in your insular community found out.

Darkon. The Kargat, this shattered domain's secret police, supposedly know the secret of immortality. Perhaps you joined and advanced through their lesser ranks, known as the Kargatane, and were rewarded by being transformed into a dhampir.

I'Cath. At night, the starving city of I'Cath is overrun by vampiric jiangshi (described in chapter 5). You were left with a cold hunger after an encounter with one of these unquiet ancestors.

Source: Van Richten's Guide to Ravenloft p. 16

Ability Score Increases

Description

When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.

Source: Van Richten's Guide to Ravenloft p. 15

Creature Type

Description

You are a Humanoid.

Source: Van Richten's Guide to Ravenloft p. 17

Size

Description

You are Medium or Small. You choose the size when you gain this lineage.

Source: Van Richten's Guide to Ravenloft p. 17

Ancestral Legacy

Description

If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

Source: Van Richten's Guide to Ravenloft p. 17

Darkvision

Description

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Source: Van Richten's Guide to Ravenloft p. 17

Deathless Nature

Description

You don't need to breathe.

Source: Van Richten's Guide to Ravenloft p. 17

Spider Climb

Description

You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Source: Van Richten's Guide to Ravenloft p. 17

Vampiric Bite

Description

Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

• You regain hit points equal to the piercing damage dealt by the bite.

• You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite

You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Van Richten's Guide to Ravenloft p. 17

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.

Source: Van Richten's Guide to Ravenloft p. 15

Dragonborn

Size

Medium

Speed

30

Ability Score Increase

Str 2, Cha 1

Traits

Description

Description

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

Source: Player's Handbook p. 32

Age

Description

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Source: Player's Handbook p. 34

Size

Description

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Source: Player's Handbook p. 34

Draconic Ancestry

Description

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Dragon | Damage Type | Breath Weapon

Black | Acid | 5 by 30 ft. line (Dex. save)

Blue | Lightning | 5 by 30 ft. line (Dex. save)

Brass | Fire | 5 by 30 ft. line (Dex. save)

Bronze | Lightning | 5 by 30 ft. line (Dex. save)

Copper | Acid | 5 by 30 ft. line (Dex. save)

Gold | Fire | 15 ft. cone (Dex. save)

Green | Poison | 15 ft. cone (Con. save)

Red | Fire | 15 ft. cone (Dex. save)

Silver | Cold | 15 ft. cone (Con. save)

White | Cold | 15 ft. cone (Con. save)

Source: Player's Handbook p. 34

Breath Weapon

Description

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

Source: Player's Handbook p. 34

Damage Resistance

Description

You have resistance to the damage type associated with your draconic ancestry.

Source: Player's Handbook p. 34

Languages

Description

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Source: Player's Handbook p. 34

Dragonborn (Draconblood)

Size

Medium

Speed

30

Ability Score Increase

Int 2, Cha 1

Traits

Description

Description

Draconbloods possess long tails and a knack for social manipulation. They remember the days when they were once mighty conquerors.

Source: Explorer's Guide to Wildemount p. 168

Age

Description

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Source: Player's Handbook p. 34

Alignment

Description

Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.

Source: Player's Handbook p. 34

Size

Description

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Source: Player's Handbook p. 34

Draconic Ancestry

Description

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Dragon | Damage Type | Breath Weapon

Black | Acid | 5 by 30 ft. line (Dex. save)

Blue | Lightning | 5 by 30 ft. line (Dex. save)

Brass | Fire | 5 by 30 ft. line (Dex. save)

Bronze | Lightning | 5 by 30 ft. line (Dex. save)

Copper | Acid | 5 by 30 ft. line (Dex. save)

Gold | Fire | 15 ft. cone (Dex. save)

Green | Poison | 15 ft. cone (Con. save)

Red | Fire | 15 ft. cone (Dex. save)

Silver | Cold | 15 ft. cone (Con. save)

White | Cold | 15 ft. cone (Con. save)

Source: Player's Handbook p. 34

Breath Weapon

Description

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

Source: Player's Handbook p. 34

Languages

Description

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Source: Player's Handbook p. 34

Darkvision

Description

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Explorer's Guide to Wildemount p. 168

Forceful Presence

Description

You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.

Source: Explorer's Guide to Wildemount p. 168

Dragonborn (Ravenite)

Size

Medium

Speed

30

Ability Score Increase

Str 2, Con 1

Traits

Description

Description

Ravenites have no tails and a hearty physique. They remember the days when they were slaves to the draconblood, as well as the day when they overthrew their masters.

Source: Explorer's Guide to Wildemount p. 168

Age

Description

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Source: Player's Handbook p. 34

Alignment

Description

Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.

Source: Player's Handbook p. 34

Size

Description

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Source: Player's Handbook p. 34

Draconic Ancestry

Description

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Dragon | Damage Type | Breath Weapon

Black | Acid | 5 by 30 ft. line (Dex. save)

Blue | Lightning | 5 by 30 ft. line (Dex. save)

Brass | Fire | 5 by 30 ft. line (Dex. save)

Bronze | Lightning | 5 by 30 ft. line (Dex. save)

Copper | Acid | 5 by 30 ft. line (Dex. save)

Gold | Fire | 15 ft. cone (Dex. save)

Green | Poison | 15 ft. cone (Con. save)

Red | Fire | 15 ft. cone (Dex. save)

Silver | Cold | 15 ft. cone (Con. save)

White | Cold | 15 ft. cone (Con. save)

Source: Player's Handbook p. 34

Breath Weapon

Description

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

Source: Player's Handbook p. 34

Languages

Description

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Source: Player's Handbook p. 34

Darkvision

Description

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Explorer's Guide to Wildemount p. 168

Vengeful Assault

Description

When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack with the weapon against that creature. Once you use this trait, you can't do so again until you finish a short or long rest.

Source: Explorer's Guide to Wildemount p. 168

Dwarf, Duergar

Size

Medium

Speed

30

Traits

Description

Description

Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations, early duergar absorbed traces of it. They were further altered when mind flayers and other Aberrations invaded and performed horrific experiments on them. Fueled by Underdark magic, those experiments left early duergar with psionic powers, which have been passed down to their descendants. In time, they liberated themselves from their aberrant tyrants and forged a new life for themselves in the Underdark and beyond.

Like other dwarves, duergar typically have a life span of 350 years.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 12

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Age

Description

Dwarves mature at the same rate a s humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Source: Player's Handbook p. 20

Creature Type

Description

You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 12

Size

Description

Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Source: Player's Handbook p. 20, Mordenkainen Presents: Monsters of the Multiverse p. 12

Darkvision

Description

You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Source: Sword Coast Adventurer's Guide p. 104, Mordenkainen's Tome of Foes p. 81, Mordenkainen Presents: Monsters of the Multiverse p. 12

Duergar Magic

Description

Starting at 3rd level, you can cast the enlarge/reduce spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the invisibility spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Source: Sword Coast Adventurer's Guide p. 104, Mordenkainen's Tome of Foes p. 81, Mordenkainen Presents: Monsters of the Multiverse p. 12

Dwarven Resilience

Description

You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 12

Psionic Fortitude

Description

You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 12

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Dwarf, Hill

Size

Medium

Speed

25

Ability Score Increase

Con 2, Wis 1

Traits

Description

Description

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.

Source: Player's Handbook p. 18

Age

Description

Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Source: Player's Handbook p. 20

Size

Description

Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Source: Player's Handbook p. 20

Darkvision

Description

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 20

Dwarven Resilience

Description

You have advantage on saving throws against poison, and you have resistance against poison damage.

Source: Player's Handbook p. 20

Dwarven Combat Training

Description

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Source: Player's Handbook p. 20

Tool Proficiency

Description

You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

Source: Player's Handbook p. 20

Stonecunning

Description

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Source: Player's Handbook p. 20

Languages

Description

You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Source: Player's Handbook p. 20

Dwarven Toughness

Description

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Source: Player's Handbook p. 20

Modifier

hp +1

Category

bonus

Dwarf, Mark of Warding

Size

Medium

Speed

25

Ability Score Increase

Con 2, Int 1

Spellcasting Ability

Intelligence

Traits

Description

Description

The Mark of Warding helps its bearers protect things of value. Using the mark, a dwarf can weave wards with mystic force. It also provides its bearer with an intuitive understanding of locks used to protect and seal.

Source: Eberron: Rising from the Last War p. 51

Age

Description

Dwarves mature at the same rate a s humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Source: Player's Handbook p. 20

Alignment

Description

Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Source: Player's Handbook p. 20

Size

Description

Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Source: Player's Handbook p. 20

Darkvision

Description

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 20

Languages

Description

You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Source: Player's Handbook p. 20

Warder's Intuition

Description

When you make an Intelligence (Investigation) check or an ability check using thieves' tools, you can roll a d4 and add the number rolled to the ability check.

Source: Eberron: Rising from the Last War p. 51

Wards and Seals

Description

You can cast the alarm and mage armor spells with this trait. Starting at 3rd level, you can also cast the arcane lock spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait.

Source: Eberron: Rising from the Last War p. 51

Spells of the Mark

Description

If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your spellcasting class.

1st — alarm, armor of Agathys

2nd — arcane lock, knock

3rd — glyph of warding, magic circle

4th — Leomund's secret chest, Mordenkainen's faithful hound

5th — antilife shell

Source: Eberron: Rising from the Last War p. 51

Dwarven Resilience

Description

You have advantage on saving throws against poison, and you have resistance against poison damage.

Source: Player's Handbook p. 20

Dwarven Combat Training

Description

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Source: Player's Handbook p. 20

Tool Proficiency

Description

You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

Source: Player's Handbook p. 20

Stonecunning

Description

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Source: Player's Handbook p. 20

Dwarf, Mountain

Size

Medium

Speed

25

Ability Score Increase

Con 2, Str 2

Traits

Description

Description

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.

Source: Player's Handbook p. 18

Age

Description

Dwarves mature at the same rate a s humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Source: Player's Handbook p. 20

Size

Description

Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Source: Player's Handbook p. 20

Darkvision

Description

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 20

Dwarven Resilience

Description

You have advantage on saving throws against poison, and you have resistance against poison damage.

Source: Player's Handbook p. 20

Dwarven Combat Training

Description

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Source: Player's Handbook p. 20

Tool Proficiency

Description

You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

Source: Player's Handbook p. 20

Stonecunning

Description

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Source: Player's Handbook p. 20

Languages

Description

You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Source: Player's Handbook p. 20

Dwarven Armor Training

Description

You have proficiency with light and medium armor.

Source: Player's Handbook p. 20

Elf, Dark

Size

Medium

Speed

30

Ability Score Increase

Dex 2, Cha 1

Spellcasting Ability

Charisma

Proficiencies

Perception

Traits

Description

Description

As a drow, you are infused with the magic of the Underdark, an underground realm of wonders and horrors rarely seen on the surface above. You are at home in shadows and, thanks to your innate magic, learn to conjure forth both light and darkness. Your kin tend to have stark white hair and grayish skin of many hues.

The cult of the god Lolth, Queen of Spiders, has corrupted some of the oldest drow cities, especially in the worlds of Oerth and Toril. Eberron, Krynn, and other realms have escaped the cult's influence—for now. Wherever the cult lurks, drow heroes stand on the front lines in the war against it, seeking to sunder Lolth's web.

Source: Player's Handbook p. 24

Age

Description

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Source: Player's Handbook p. 24

Size

Description

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Source: Player's Handbook p. 24

Superior Darkvision

Description

Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 24

Keen Senses

Description

You have proficiency in the Perception skill.

Source: Player's Handbook p. 23

Fey Ancestry

Description

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Source: Player's Handbook p. 23

Trance

Description

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Source: Player's Handbook p. 23

Languages

Description

You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Source: Player's Handbook p. 23

Sunlight Sensitivity

Description

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Source: Player's Handbook p. 24

Drow Magic

Description

You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Source: Player's Handbook p. 24

Drow Weapon Training

Description

You have proficiency with rapiers, shortswords, and hand crossbows.

Source: Player's Handbook p. 24

Elf, Eladrin

Size

Medium

Speed

30

Proficiencies

Perception

Traits

Description

Description

Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin's mood and appearance. An eladrin's season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.

Like other elves, eladrin can live to be over 750 years old.

d4 | Season

1 | Autumn. peace and goodwill, when summer's harvest is shared with all

2 | Winter. contemplation and dolor, when the vibrant energy of the world slumbers

3 | Spring. cheerfulness and celebration, marked by merriment and hope as winter's sorrow passes

4 | Summer. boldness and aggression, a time of unfettered energy and calls to action

Source: Mordenkainen Presents: Monsters of the Multiverse p. 13

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Age

Description

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Source: Player's Handbook p. 23

Creature Type

Description

You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 13

Size

Description

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Source: Player's Handbook p. 23, Mordenkainen Presents: Monsters of the Multiverse p. 13

Darkvision

Description

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 13

Fey Ancestry

Description

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 13

Fey Step

Description

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):

Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.

Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 13

Keen Senses

Description

You have proficiency in the Perception skill.

Source: Player's Handbook p. 23, Mordenkainen Presents: Monsters of the Multiverse p. 13

Trance

Description

You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 13

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Elf, Eladrin (Variant)

Size

Medium

Speed

30

Ability Score Increase

Dex 2, Int 1

Proficiencies

Perception

Traits

Description

Description

Creatures of magic with strong ties to nature, eladrin live in the twilight realm of the Feywild. Their cities sometimes cross over to the Material Plane, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.

Source: Dungeon Master's Guide p. 286

Age

Description

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Source: Player's Handbook p. 23

Alignment

Description

Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.

Source: Player's Handbook p. 23

Size

Description

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Source: Player's Handbook p. 23

Darkvision

Description

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 23

Keen Senses

Description

You have proficiency in the Perception skill.

Source: Player's Handbook p. 23

Fey Ancestry

Description

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Source: Player's Handbook p. 23

Trance

Description

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Source: Player's Handbook p. 23

Languages

Description

You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Source: Player's Handbook p. 23

Elf Weapon Training

Description

You have proficiency with the longsword, shortsword, shortbow, and longbow.

Source: Dungeon Master's Guide p. 286

Fey Step

Description

You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.

Source: Dungeon Master's Guide p. 286

Elf, High

Size

Medium

Speed

30

Ability Score Increase

Dex 2, Int 1

Spellcasting Ability

Intelligence

Proficiencies

Perception

Traits

Description

Description

As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races.

The sun elves of Faerûn (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.

Source: Player's Handbook p. 23

Age

Description

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Source: Player's Handbook p. 23

Size

Description

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Source: Player's Handbook p. 23

Darkvision

Description

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 23

Keen Senses

Description

You have proficiency in the Perception skill.

Source: Player's Handbook p. 23

Fey Ancestry

Description

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Source: Player's Handbook p. 23

Trance

Description

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Source: Player's Handbook p. 23

Languages

Description

You can speak, read, and write Common, Elvish, and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Source: Player's Handbook p. 24

Elf Weapon Training

Description

You have proficiency with the longsword, shortsword, shortbow, and longbow.

Source: Player's Handbook p. 23

Cantrip

Description

You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Source: Player's Handbook p. 24

Elf, Mark of Shadow

Size

Medium

Speed

30

Ability Score Increase

Dex 2, Cha 1

Proficiencies

Perception

Spellcasting Ability

Charisma

Traits

Description

Description

The Mark of Shadow lets an elf weave illusions, crafting magic to distract or delight. It also allows its bearer to sculpt shadows, making it easy to avoid detection.

Source: Eberron: Rising from the Last War p. 49

Age

Description

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Source: Player's Handbook p. 24

Alignment

Description

Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.

Source: Player's Handbook p. 24

Size

Description

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Source: Player's Handbook p. 24

Darkvision

Description

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 23

Keen Senses

Description

You have proficiency in the Perception skill.

Source: Player's Handbook p. 23

Fey Ancestry

Description

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Source: Player's Handbook p. 23

Trance

Description

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Source: Player's Handbook p. 23

Languages

Description

You can speak, read, and write Common, Elvish, and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Source: Player's Handbook p. 24

Cunning Intuition

Description

When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check.

Source: Eberron: Rising from the Last War p. 49

Shape Shadows

Description

You know the minor illusion cantrip. Starting at 3rd level, you can cast the invisibility spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.

Source: Eberron: Rising from the Last War p. 49

Spells of the Mark

Description

If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to the spell list of your spellcasting class.

1st — disguise self, silent image

2nd — darkness, pass without trace

3rd — clairvoyance, major image

4th — greater invisibility, hallucinatory terrain

5th — mislead

Source: Eberron: Rising from the Last War p. 49

Elf, Pallid

Size

Medium

Speed

30

Ability Score Increase

Dex 2, Wis 1

Proficiencies

Perception

Spellcasting Ability

Wisdom

Traits

Description

Description

The pallid elves are a mystical and insightful people with skin as pale as the surface of Exandria's largest moon. They emerged from the Pallid Grove this century and wander the world with childlike curiosity.

Source: Explorer's Guide to Wildemount p. 163

Age

Description

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Source: Player's Handbook p. 23

Alignment

Description

Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.

Source: Player's Handbook p. 23

Size

Description

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Source: Player's Handbook p. 23

Darkvision

Description

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 23

Keen Senses

Description

You have proficiency in the Perception skill.

Source: Player's Handbook p. 23

Fey Ancestry

Description

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Source: Player's Handbook p. 23

Trance

Description

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Source: Player's Handbook p. 23

Languages

Description

You can speak, read, and write Common, Elvish, and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Source: Player's Handbook p. 24

Incisive Sense

Description

You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks.

Source: Explorer's Guide to Wildemount p. 163

Blessing of the Moon Weaver

Description

You know the light cantrip. When you reach 3rd level, you can cast the sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell (targeting yourself only) once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.

Source: Explorer's Guide to Wildemount p. 163

Elf, Sea

Size

Medium

Speed

30

Proficiencies

Perception

Traits

Description

Description

Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water.

Like other elves, sea elves can live to be over 750 years old.

Source: Mordenkainen's Tome of Foes p. 62, Mordenkainen Presents: Monsters of the Multiverse p. 30

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Age

Description

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Source: Player's Handbook p. 23

Creature Type

Description

You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 30

Size

Description

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Source: Player's Handbook p. 23, Mordenkainen Presents: Monsters of the Multiverse p. 30

Speed

Description

Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 30

Child of the Sea

Description

You can breathe air and water, and you have resistance to cold damage.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 30

Darkvision

Description

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Source: Player's Handbook p. 23, Mordenkainen Presents: Monsters of the Multiverse p. 30

Fey Ancestry

Description

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 30

Friend of the Sea

Description

Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.

Source: Mordenkainen's Tome of Foes p. 62, Mordenkainen Presents: Monsters of the Multiverse p. 30

Keen Senses

Description

You have proficiency in the Perception skill.

Source: Player's Handbook p. 23, Mordenkainen Presents: Monsters of the Multiverse p. 30

Trance

Description

You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 30

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Elf, Shadar-kai

Size

Medium

Speed

30

Proficiencies

Perception

Traits

Description

Description

Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies.

Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell's grim energy.

Shadar-kai have ashen skin tones, and while they're in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.

Like other elves, shadar-kai can live to be over 750 years old.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 31

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Age

Description

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Source: Player's Handbook p. 23

Creature Type

Description

You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 31

Size

Description

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Source: Player's Handbook p. 23, Mordenkainen Presents: Monsters of the Multiverse p. 31

Blessing of the Raven Queen

Description

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 31

Darkvision

Description

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Source: Player's Handbook p. 23, Mordenkainen Presents: Monsters of the Multiverse p. 31

Fey Ancestry

Description

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 31

Keen Senses

Description

You have proficiency in the Perception skill.

Source: Player's Handbook p. 23, Mordenkainen Presents: Monsters of the Multiverse p. 31

Necrotic Resistance

Description

You have resistance to necrotic damage.

Source: Mordenkainen's Tome of Foes p. 63, Mordenkainen Presents: Monsters of the Multiverse p. 31

Trance

Description

You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 31

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Elf, Wood

Size

Medium

Speed

35

Ability Score Increase

Dex 2, Wis 1

Proficiencies

Perception

Traits

Description

Description

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerûn, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.

Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

Source: Player's Handbook p. 23

Age

Description

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Source: Player's Handbook p. 23

Size

Description

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Source: Player's Handbook p. 23

Darkvision

Description

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 23

Keen Senses

Description

You have proficiency in the Perception skill.

Source: Player's Handbook p. 23

Fey Ancestry

Description

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Source: Player's Handbook p. 23

Trance

Description

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Source: Player's Handbook p. 23

Languages

Description

You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Source: Player's Handbook p. 23

Elf Weapon Training

Description

You have proficiency with the longsword, shortsword, shortbow, and longbow.

Source: Player's Handbook p. 24

Fleet of Foot

Description

Your base walking speed increases to 35 feet.

Source: Player's Handbook p. 24

Mask of the Wild

Description

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Source: Player's Handbook p. 24

Fairy

Size

Small

Speed

30

Traits

Description

Description

The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.

Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.

Source: The Wild Beyond the Witchlight p. 12, Mordenkainen Presents: Monsters of the Multiverse p. 14

Fey Characteristics

Description

d8 | Characteristic

1 | Your wings are like those of a bird.

2 | You have shimmering, multicolored skin.

3 | You have exceptionally large ears.

4 | A glittering mist constantly surrounds you.

5 | You have a small spectral horn on your forehead, like a little unicorn horn.

6 | Your legs are insectile.

7 | You smell like fresh brownies.

8 | A noticeable, harmless chill surrounds you.

Source: The Wild Beyond the Witchlight p. 13, Mordenkainen Presents: Monsters of the Multiverse p. 14

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: The Wild Beyond the Witchlight p. 12, Mordenkainen Presents: Monsters of the Multiverse p. 5

Creature Type

Description

You are a Fey.

Source: The Wild Beyond the Witchlight p. 13, Mordenkainen Presents: Monsters of the Multiverse p. 14

Fairy Magic

Description

You know the druidcraft cantrip.

Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Source: The Wild Beyond the Witchlight p. 13, Mordenkainen Presents: Monsters of the Multiverse p. 14

Flight

Description

Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Source: The Wild Beyond the Witchlight p. 13, Mordenkainen Presents: Monsters of the Multiverse p. 14

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: The Wild Beyond the Witchlight p. 12, Mordenkainen Presents: Monsters of the Multiverse p. 5

Firbolg

Size

Medium

Speed

30

Traits

Description

Description

Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs' souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest.

A firbolg's magic is an obscuring sort, which allowed their ancestors to pass through a forest without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.

Firbolgs can live up to 500 years.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 15

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Creature Type

Description

You are a Humanoid.

Mordenkainen Presents: Monsters of the Multiverse p. 15

Age

Description

As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

Source: Volo's Guide to Monsters p. 107

Size

Description

Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

Source: Volo's Guide to Monsters p. 107, Mordenkainen Presents: Monsters of the Multiverse p. 15

Firbolg Magic

Description

You can cast the detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Source: Mordenkainen Presents: Monsters of the Multiverse p. 15

Hidden Step

Description

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 15

Powerful Build

Description

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Source: Volo's Guide to Monsters p. 107, Mordenkainen Presents: Monsters of the Multiverse p. 15

Special

powerful build

Speech of Beast and Leaf

Description

You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Source: Volo's Guide to Monsters p. 107, Mordenkainen Presents: Monsters of the Multiverse p. 15

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Gem Dragonborn

Size

Medium

Speed

30

Spellcasting Ability

Constitution

Traits

Description

Description

Gem dragonborn partake of the heritage of gem dragons, who claim to be heirs of Sardior, the Ruby Dragon. The colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn's scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding echo of discovery—but also the desiccation of despair.

Source: Fizban's Treasury of Dragons p. 11

Ability Score Increases

Description

When determining your character's ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The "Quick Build" section for your character's class offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Source: Fizban's Treasury of Dragons p. 11

Gem Ancestry

Description

You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.

Gem Ancestry

Dragon | Damage Type

Amethyst | Force

Crystal | Radiant

Emerald | Psychic

Sapphire | Thunder

Topaz | Necrotic

Source: Fizban's Treasury of Dragons p. 11

Breath Weapon

Description

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Fizban's Treasury of Dragons p. 11

Draconic Resistance

Description

You have resistance to the damage type associated with your Gem Ancestry.

Source: Fizban's Treasury of Dragons p. 11

Psionic Mind

Description

You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.

Source: Fizban's Treasury of Dragons p. 11

Gem Flight

Description

Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can't do so again until you finish a long rest.

Source: Fizban's Treasury of Dragons p. 11

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Source: Fizban's Treasury of Dragons p. 11

Genasi, Air

Size

Medium

Speed

30

Traits

Description

Description

Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the winds.

Air genasi's skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks with bluish-white energy spilling out. An air genasi's hair might blow in a phantom wind or be made entirely of clouds or vapor.

Source: Elemental Evil Player's Companion p. 9, Princes of the Apocalypse p. 228, Mordenkainen Presents: Monsters of the Multiverse p. 16

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Creature Type

Description

You are a Humanoid.

Mordenkainen Presents: Monsters of the Multiverse p. 16

Age

Description

Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Source: Elemental Evil Player's Companion p. 9, Princes of the Apocalypse p. 228, Mordenkainen Presents: Monsters of the Multiverse p. 16

Size

Description

Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. You are Medium or Small. You choose the size when you select this race.

Source: Elemental Evil Player's Companion p. 9, Princes of the Apocalypse p. 228, Mordenkainen Presents: Monsters of the Multiverse p. 16

Darkvision

Description

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 16

Unending Breath

Description

You can hold your breath indefinitely while you're not incapacitated.

Source: Elemental Evil Player's Companion p. 9, Princes of the Apocalypse p. 229, Mordenkainen Presents: Monsters of the Multiverse p. 16

Lightning Resistance

Description

You have resistance to lightning damage.

Source: Elemental Evil Player's Companion p. 9, Princes of the Apocalypse p. 229, Mordenkainen Presents: Monsters of the Multiverse p. 16

Mingle with the Wind

Description

You know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). I

Source: Mordenkainen Presents: Monsters of the Multiverse p. 16

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Genasi, Earth

Size

Medium

Speed

30

Traits

Description

Description

Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao's steadfast strength and control over earth.

An earth genasi's skin can be the colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim, yellowish glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 17

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Creature Type

Description

You are a Humanoid.

Mordenkainen Presents: Monsters of the Multiverse p. 17

Age

Description

Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Source: Elemental Evil Player's Companion p. 9, Princes of the Apocalypse p. 228, Mordenkainen Presents: Monsters of the Multiverse p. 16

Size

Description

Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. You are Medium or Small. You choose the size when you select this race.

Source: Elemental Evil Player's Companion p. 9, Princes of the Apocalypse p. 228, Mordenkainen Presents: Monsters of the Multiverse p. 17

Darkvision

Description

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 17

Earth Walk

Description

You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 17

Merge with Stone

Description

You know the blade ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Source: Mordenkainen Presents: Monsters of the Multiverse p. 17

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Genasi, Fire

Size

Medium

Speed

30

Traits

Description

Description

Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame. They show their heritage in their skin tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 17

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Creature Type

Description

You are a Humanoid.

Mordenkainen Presents: Monsters of the Multiverse p. 17

Age

Description

Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Source: Elemental Evil Player's Companion p. 9, Princes of the Apocalypse p. 228, Mordenkainen Presents: Monsters of the Multiverse p. 16

Size

Description

Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. You are Medium or Small. You choose the size when you select this race.

Source: Elemental Evil Player's Companion p. 9, Princes of the Apocalypse p. 228, Mordenkainen Presents: Monsters of the Multiverse p. 17

Darkvision

Description

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 17

Fire Resistance

Description

You have resistance to fire damage.

Source: Elemental Evil Player's Companion p. 10, Princes of the Apocalypse p. 229, Mordenkainen Presents: Monsters of the Multiverse p. 17

Reach to the Blaze

Description

You know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a material component. Once you cast burning hands or flame blade with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Source: Mordenkainen Presents: Monsters of the Multiverse p. 17

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Genasi, Water

Size

Medium

Speed

30

Traits

Description

Description

Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.

Their skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 17

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Creature Type

Description

You are a Humanoid.

Mordenkainen Presents: Monsters of the Multiverse p. 17

Age

Description

Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Source: Elemental Evil Player's Companion p. 9, Princes of the Apocalypse p. 228, Mordenkainen Presents: Monsters of the Multiverse p. 16

Size

Description

Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. You are Medium or Small. You choose the size when you select this race.

Source: Elemental Evil Player's Companion p. 9, Princes of the Apocalypse p. 228, Mordenkainen Presents: Monsters of the Multiverse p. 17

Speed

Description

Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 17

Acid Resistance

Description

You have resistance to acid damage.

Source: Elemental Evil Player's Companion p. 10, Princes of the Apocalypse p. 229, Mordenkainen Presents: Monsters of the Multiverse p. 17

Amphibious

Description

You can breathe air and water.

Source: Elemental Evil Player's Companion p. 10, Princes of the Apocalypse p. 229, Mordenkainen Presents: Monsters of the Multiverse p. 17

Call to the Wave

Description

You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Source: Mordenkainen Presents: Monsters of the Multiverse p. 17

Darkvision

Description

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 17

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Giff

Size

Medium

Speed

30

Traits

Description

Description

Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and unforgettable appearance, giff are noticed wherever they go.

Most giff believe they originated on one world, but their home world is now the stuff of legend, because no living giff has seen it or knows where it is. The divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.

Although they don't realize it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace or the Astral Sea.

Giff are split into two camps concerning how their name is pronounced. Half of them say it with a hard g, half with a soft g. Disagreements over the correct pronunciation often blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 12

Ability Score Increases

Description

When determining your character's ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The "Quick Build" section for your character's class offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Life Span

Description

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Height and Weight

Description

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you'd like to determine your character's height or weight randomly, consult the Random Height and Weight table in the Player's Handbook, and choose the row in the table that best represents the build you imagine for your character.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Creature Type

Description

You are a Humanoid.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 12

Speed

Description

Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 12

Astral Spark

Description

Your psychic connection to the Astral Plane enables you to mystically access a spark of divine power, which you can channel through your weapons. When you hit a target with a simple or martial weapon, you can cause the target to take extra force damage equal to your proficiency bonus.

You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 12

Firearms Mastery

Description

You have a mystical connection to firearms that traces back to the gods of the giff, who delighted in such weapons. You have proficiency with all firearms and ignore the loading property of any firearm. In addition, attacking at long range with a firearm doesn't impose disadvantage on your attack roll.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 12

Hippo Build

Description

You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 12

Special

powerful build

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Githyanki

Size

Medium

Speed

30

Traits

Description

Description

Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their psionic powers and built a great city called Tu'narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their children can reach adulthood.

A lanky people with skin tones of yellows, greens, and browns, githyanki complement their physical prowess with psionic might, instilled in them by mind flayers and cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver astral clouds.

Githyanki who reside in the Astral Plane can live indefinitely.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 18

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Creature Type

Description

You are a Humanoid.

Mordenkainen Presents: Monsters of the Multiverse p. 18

Age

Description

Gith reach adulthood in their late teens and live for about a century.

Source: Mordenkainen's Tome of Foes p. 96

Life Span

Description

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race in this book can live longer than a century, that fact is mentioned in the race's description.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 6

Size

Description

Gith are taller and leaner than humans, with most a slender 6 feet in height. You are Medium

Source: Mordenkainen's Tome of Foes p. 96, Mordenkainen Presents: Monsters of the Multiverse p. 18

Astral Knowledge

Description

You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next long rest.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 18

Githyanki Psionics

Description

You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

Starting at 3rd level, you can cast the jump spell with this trait. Starting at 5th level, you can also cast the misty step spell with it. Once you cast jump or misty step with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 18

Psychic Resilience

Description

You have resistance to psychic damage.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 18

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Githzerai

Size

Medium

Speed

30

Traits

Description

Description

Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse.

Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of cultivating their mental powers within the endless chaos of Limbo have imbued githzerai with the ability to shape psionic energy to protect themselves and probe minds.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 19

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Creature Type

Description

You are a Humanoid.

Mordenkainen Presents: Monsters of the Multiverse p. 19

Age

Description

Gith reach adulthood in their late teens and live for about a century.

Source: Mordenkainen's Tome of Foes p. 96

Life Span

Description

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race in this book can live longer than a century, that fact is mentioned in the race's description.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 6

Size

Description

Gith are taller and leaner than humans, with most a slender 6 feet in height. You are Medium

Source: Mordenkainen's Tome of Foes p. 96, Mordenkainen Presents: Monsters of the Multiverse p. 18

Githzerai Psionics

Description

You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

Starting at 3rd level, you can cast the shield spell with this trait. Starting at 5th level, you can also cast the detect thoughts spell with it. Once you cast shield or detect thoughts with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 19

Mental Discipline

Description

Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the charmed and frightened conditions on yourself.

Source: Mordenkainen's Tome of Foes p. 96, Mordenkainen Presents: Monsters of the Multiverse p. 19

Psychic Resilience

Description

You have resistance to psychic damage.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 19

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Gnome, Deep

Size

Small

Speed

30

Traits

Description

Description

Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm's magic. They can supernaturally camouflage themselves, and their svirfneblin magic renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 11

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Age

Description

Like other gnomes, deep gnomes can live for centuries, up to 500 years.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 11

Creature Type

Description

You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 11

Size

Description

A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.

Source: Sword Coast Adventurer's Guide p. 115, Elemental Evil Player's Companion p. 7, Mordenkainen's Tome of Foes p. 113, Mordenkainen Presents: Monsters of the Multiverse p. 11

Darkvision

Description

You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Source: Sword Coast Adventurer's Guide p. 115, Elemental Evil Player's Companion p. 7, Mordenkainen's Tome of Foes p. 113, Mordenkainen Presents: Monsters of the Multiverse p. 11

Gift of the Svirfneblin

Description

Starting at 3rd level, you can cast the disguise self spell with this trait. Starting at 5th level, you can also cast the nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Source: Mordenkainen Presents: Monsters of the Multiverse p. 11

Gnomish Magic Resistance

Description

You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.

Source: Sword Coast Adventurer's Guide p. 115, Elemental Evil Player's Companion p. 7, Mordenkainen's Tome of Foes p. 113, Mordenkainen Presents: Monsters of the Multiverse p. 11

Svirfneblin Camouflage

Description

When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 11

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Gnome, Forest

Size

Small

Speed

25

Ability Score Increase

Int 2, Dex 1

Spellcasting Ability

Intelligence

Traits

Description

Description

As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.

Source: Player's Handbook p. 37

Age

Description

Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Source: Player's Handbook p. 36

Size

Description

Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Source: Player's Handbook p. 37

Darkvision

Description

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 37

Gnome Cunning

Description

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Source: Player's Handbook p. 37

Languages

Description

You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Source: Player's Handbook p. 37

Natural Illusionist

Description

You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Source: Player's Handbook p. 37

Speak with Small Beasts

Description

Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Source: Player's Handbook p. 37

Gnome, Mark of Scribing

Size

Small

Speed

25

Ability Score Increase

Int 2, Cha 1

Spellcasting Ability

Intelligence

Traits

Description

Description

The Mark of Scribing deals with communication-both the written and spoken word. A gnome who bears the mark can feel words as though they are living creatures, struggling to make their meaning known. The mark provides a range of gifts. It translates languages, but it also allows its bearer to communicate with others at a distance.

Source: Eberron: Rising from the Last War p. 47

Age

Description

Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Source: Player's Handbook p. 36

Alignment

Description

Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

Source: Player's Handbook p. 36

Size

Description

Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Source: Player's Handbook p. 37

Darkvision

Description

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 37

Gnome Cunning

Description

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Source: Player's Handbook p. 37

Languages

Description

You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Source: Player's Handbook p. 37

Gifted Scribe

Description

When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.

Source: Eberron: Rising from the Last War p. 47

Scribe's Insight

Description

You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Source: Eberron: Rising from the Last War p. 47

Spells of the Mark

Description

If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.

1st — comprehend languages, illusory script

2nd — animal messenger, silence

3rd — sending, tongues

4th — arcane eye, confusion

5th — dream

Source: Eberron: Rising from the Last War p. 47

Gnome, Rock

Size

Small

Speed

25

Ability Score Increase

Int 2, Con 1

Traits

Description

Description

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.

Source: Player's Handbook p. 37

Age

Description

Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Source: Player's Handbook p. 36

Size

Description

Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Source: Player's Handbook p. 37

Darkvision

Description

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 37

Gnome Cunning

Description

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Source: Player's Handbook p. 37

Languages

Description

You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Source: Player's Handbook p. 37

Artificer's Lore

Description

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Source: Player's Handbook p. 37

Tinker

Description

You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

Source: Player's Handbook p. 37

Goblin

Size

Small

Speed

30

Traits

Description

Description

A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild's archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don't remember the fey realm they inhabited before Maglubiyet's rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 20

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Age

Description

Goblins reach adulthood at age 8 and live up to 60 years.

Source: Volo's Guide to Monsters p. 120

Life Span

Description

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race in this book can live longer than a century, that fact is mentioned in the race's description.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 6

Creature Type

Description

You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 20

Size

Description

Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Source: Volo's Guide to Monsters p. 120, Mordenkainen Presents: Monsters of the Multiverse p. 20

Darkvision

Description

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Volo's Guide to Monsters p. 120, Mordenkainen Presents: Monsters of the Multiverse p. 20

Fury of the Small

Description

When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 20

Nimble Escape

Description

You can take the Disengage or Hide action as a bonus action on each of your turns.

Source: Volo's Guide to Monsters p. 120, Mordenkainen Presents: Monsters of the Multiverse p. 20

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Goliath

Size

Medium

Speed

30

Proficiencies

Athletics

Traits

Description

Description

The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural essence of their ancestors' mountainous home, goliaths stand between 7 and 8 feet tall and have a wide array of skin tones resembling different types of stone.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 21

Ability Score Increases

Description

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Creature Type

Description

You are a Humanoid.

Mordenkainen Presents: Monsters of the Multiverse p. 21

Life Span

Description

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race in this book can live longer than a century, that fact is mentioned in the race's description.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 6

Size

Description

Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Source: Volo's Guide to Monsters p. 109, Elemental Evil Player's Companion p. 11

Little Giant

Description

You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 21

Special

powerful build

Mountain Born

Description

You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.

Source: Volo's Guide to Monsters p. 109, Elemental Evil Player's Companion p. 11, Mordenkainen Presents: Monsters of the Multiverse p. 21

Stone's Endurance

Description

You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 21

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Grung

Size

Small

Speed

25

Ability Score Increase

Dex 2, Con 1

Proficiencies

Perception

Traits

Age

Description

Grungs mature to adulthood in a single year, but have been known to live up to 50 years.

Source: One Grung Above p. 4

Alignment

Description

Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy.

Source: One Grung Above p. 4

Arboreal Alertness

Description

You have proficiency in the Perception skill.

Source: One Grung Above p. 4

Size

Description

Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small.

Source: One Grung Above p. 4

Speed

Description

Your base walking speed is 25 feet, and you have a climbing speed of 25 feet.

Amphibious

Description

You can breathe air and water.

Source: One Grung Above p. 4

Poison Immunity

Description

You're immune to poison damage and the poisoned condition.

Source: One Grung Above p. 4

Poisonous Skin

Description

Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.

Source: One Grung Above p. 4

Standing Leap

Description

Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Source: One Grung Above p. 4

Water Dependency

Description

If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.

Source: One Grung Above p. 4

Languages

Description

You can speak, read, and write Grung.

Source: One Grung Above p. 4

Hadozee

Size

Medium

Speed

30

Traits

Description

Description

Hadozees' progenitors were mammals no bigger than housecats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to branch.

Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their homeworld and explore other worlds.

In addition to being natural climbers, hadozees have feet that are as dexterous as their hands, even to the extent of having opposable thumbs. Membranes of skin hang loosely from their arms and legs. When stretched taut, these membranes enable hadozees to glide. Hadozees wrap these wings around themselves to keep warm.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 13

Ability Score Increases

Description

When determining your character's ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The "Quick Build" section for your character's class offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Life Span

Description

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Height and Weight

Description

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you'd like to determine your character's height or weight randomly, consult the Random Height and Weight table in the Player's Handbook, and choose the row in the table that best represents the build you imagine for your character.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Creature Type

Description

You are a Humanoid.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 13

Size

Description

You are Medium or Small. You choose the size when you select this race.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 13

Speed

Description

Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 13

Dexterous Feet

Description

As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 13

Glide

Description

When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 13

Hadozee Resilience

Description

The magic that runs in your veins heightens your natural defenses. When you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage).

You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 13

Languages

Description

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 9

Half-Elf

Size

Medium

Speed

30

Ability Score Increase

Cha 2

Traits

Description

Description

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

Source: Player's Handbook p. 38

Age

Description

Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Source: Player's Handbook p. 39

Size

Description

Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Source: Player's Handbook p. 39

Ability Score Increase

Description

Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Source: Player's Handbook p. 39

Darkvision

Description

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 39

Fey Ancestry

Description

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Source: Player's Handbook p. 39

Skill Versatility

Description

You gain proficiency in two skills of your choice.

Source: Player's Handbook p. 39

Languages

Description

You can speak, read, and write Common, Elvish, and one extra language of your choice.

Source: Player's Handbook p. 39

Half-Elf, Aquatic Elf Ancestry

Size

Medium

Speed

30

Ability Score Increase

Cha 2

Traits

Description

Description

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

Source: Player's Handbook p. 38

Age

Description

Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Source: Player's Handbook p. 39

Alignment

Description

Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.

Source: Player's Handbook p. 39

Size

Description

Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Source: Player's Handbook p. 39

Ability Score Increase

Description

Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Source: Player's Handbook p. 39

Darkvision

Description

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 39

Fey Ancestry

Description

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Source: Player's Handbook p. 39

Skill Versatility

Description

You gain proficiency in two skills of your choice.

Source: Player's Handbook p. 39

Languages

Description

You can speak, read, and write Common, Elvish, and one extra language of your choice.

Source: Player's Handbook p. 39

Variant: Aquatic

Description

You have a swimming speed of 30 feet.

A half-elf of aquatic elf ancestry can select this feature in place of Skill Versatility.

Source: Sword Coast Adventurer's Guide p. 116

Half-Elf, Dark Elf Ancestry

Size

Medium

Speed

30

Ability Score Increase

Cha 2

Traits

Description

Description

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

Source: Player's Handbook p. 38

Age

Description

Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Source: Player's Handbook p. 39

Alignment

Description

Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.

Source: Player's Handbook p. 39

Size

Description

Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Source: Player's Handbook p. 39

Ability Score Increase

Description

Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Source: Player's Handbook p. 39

Darkvision

Description

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 39

Fey Ancestry

Description

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Source: Player's Handbook p. 39

Skill Versatility

Description

You gain proficiency in two skills of your choice.

Source: Player's Handbook p. 39

Languages

Description

You can speak, read, and write Common, Elvish, and one extra language of your choice.

Source: Player's Handbook p. 39

Variant: Drow Magic

Description

You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. You must finish a long rest before casting these spells again using this trait. Charisma is your spellcasting ability for these spells.

A half-elf of dark elf ancestry can select this feature in place of Skill Versatility.

Source: Sword Coast Adventurer's Guide p. 116

Half-Elf, High Elf Ancestry

Size

Medium

Speed

30

Ability Score Increase

Cha 2

Traits

Description

Description

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

Source: Player's Handbook p. 38

Age

Description

Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Source: Player's Handbook p. 39

Alignment

Description

Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.

Source: Player's Handbook p. 39

Size

Description

Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Source: Player's Handbook p. 39

Ability Score Increase

Description

Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Source: Player's Handbook p. 39

Darkvision

Description

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 39

Fey Ancestry

Description

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Source: Player's Handbook p. 39

Skill Versatility

Description

You gain proficiency in two skills of your choice.

Source: Player's Handbook p. 39

Languages

Description

You can speak, read, and write Common, Elvish, and one extra language of your choice.

Source: Player's Handbook p. 39

Variant: Elf Weapon Training

Description

You have proficiency with the longsword, shortsword, shortbow, and longbow.

A half-elf of high elf or wood elf ancestry can select this feature in place of Skill Versatility.

Source: Sword Coast Adventurer's Guide p. 116

Variant: Cantrip

Description

You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

A half-elf of high elf ancestry can select this feature in place of Skill Versatility.

Source: Sword Coast Adventurer's Guide p. 116

Half-Elf, Mark of Detection

Size

Medium

Speed

30

Ability Score Increase

Wis 2

Spellcasting Ability

Wisdom

Traits

Description

Description

The Mark of Detection is an inquisitive's dream. It sharpens powers of observation and intuition, allowing the bearer to draw connections and interpret clues others might miss. By actively drawing on its powers, the bearer can detect poisons and study the energies of magic.

Source: Eberron: Rising from the Last War p. 40

Age

Description

Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Source: Player's Handbook p. 39

Alignment

Description

Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.

Source: Player's Handbook p. 39

Size

Description

Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Source: Player's Handbook p. 39

Ability Score Increase

Description

Your Wisdom score increases by 2, and one other ability score of your choice increase by 1.

Source: Eberron: Rising from the Last War p. 40

Darkvision

Description

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Source: Player's Handbook p. 39

Fey Ancestry

Description

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Source: Player's Handbook p. 39

Languages

Description

You can speak, read, and write Common, Elvish, and one extra language of your choice.

Source: Player's Handbook p. 39

Deductive Intuition

Description

When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the ability check.

Source: Eberron: Rising from the Last War p. 40

Magical Detection

Description

You can cast the detect magic and detect poison and disease spells with this trait. Starting at 3rd level, you can also cast the see invisibility spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells, and you don't require material components for them.

Source: Eberron: Rising from the Last War p. 40

Spells of the Mark

Description

If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your spellcasting class.

1st — detect evil and good, detect poison and disease

2nd — detect thoughts, find traps

3rd — clairvoyance, nondetection

4th — arcane eye, divination

5th — legend lore

Source: Eberron: Rising from the Last War p. 40