A reference for every adventure

Compendium

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7 categories

Races

106 of 106 entries · Showing 51–100

Half-Elf, Mark of Storm

Size

Medium

Speed

30

Ability Score Increase

Cha 2, Dex 1

Spellcasting Ability

Charisma

Traits

Description

Description

Wind and water welcome the half-elves who carry the Mark of Storm, and some learn to call on the power of the storm itself.

Source: Eberron: Rising from the Last War p. 50

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

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

Windwright's Intuition

Description

When you make a Dexterity (Acrobatics) check or any ability check involving navigator's tools, you can roll a d4 and add the number rolled to the ability check.

Source: Eberron: Rising from the Last War p. 50

Storm's Boon

Description

You have resistance to lightning damage.

Source: Eberron: Rising from the Last War p. 50

Headwinds

Description

You know the gust cantrip. Starting at 3rd level, you can cast the gust of wind 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. 50

Spells of the Mark

Description

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

1st — feather fall, fog cloud

2nd — gust of wind, levitate

3rd — sleet storm, wind wall

4th — conjure minor elementals, control water

5th — conjure elemental

Source: Eberron: Rising from the Last War p. 50

Half-Elf, Wood 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: Fleet of Foot

Description

Your base walking speed increases to 35 feet.

A half-elf of wood elf ancestry can select this feature in place of Skill Versatility.

Source: Sword Coast Adventurer's Guide p. 116

Variant: 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.

A half-elf of wood elf ancestry can select this feature in place of Skill Versatility.

Source: Sword Coast Adventurer's Guide p. 116

Half-Orc

Size

Medium

Speed

30

Ability Score Increase

Str 2, Con 1

Proficiencies

Intimidation

Traits

Description

Description

Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.

Source: Player's Handbook p. 40

Age

Description

Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Source: Player's Handbook p. 41

Size

Description

Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Source: Player's Handbook p. 41

Darkvision

Description

Thanks to your orc 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. 41

Menacing

Description

You gain proficiency in the Intimidation skill.

Source: Player's Handbook p. 41

Relentless Endurance

Description

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Source: Player's Handbook p. 41

Savage Attacks

Description

When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Source: Player's Handbook p. 41

Languages

Description

You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Source: Player's Handbook p. 41

Half-Orc, Mark of Finding

Size

Medium

Speed

30

Ability Score Increase

Con 1, Wis 2

Spellcasting Ability

Wisdom

Traits

Description

Description

The Mark of Finding sharpens the senses, guiding the hunter to prey. Alone among the dragonmarks, the Mark of Finding is carried by two races: humans and half-orcs. It first appeared in the Shadow Marches, where clan hunters used it to find their prey.

Source: Eberron: Rising from the Last War p. 41

Age

Description

Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Source: Player's Handbook p. 41

Alignment

Description

Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

Source: Player's Handbook p. 41

Size

Description

Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Source: Player's Handbook p. 41

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: Eberron: Rising from the Last War p. 41

Hunter's Intuition

Description

When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.

Source: Eberron: Rising from the Last War p. 41

Finder's Magic

Description

You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell 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.

Source: Eberron: Rising from the Last War p. 41

Languages

Description

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

Source: Eberron: Rising from the Last War p. 41

Spells of the Mark

Description

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

1st — faerie fire, longstrider

2nd — locate animals or plants, locate object

3rd — clairvoyance, speak with plants

4th — divination, locate creature

5th — commune with nature

Source: Eberron: Rising from the Last War p. 41

Halfling (Lotusden)

Size

Small

Speed

25

Ability Score Increase

Dex 2, Wis 1

Spellcasting Ability

Wisdom

Traits

Description

Description

Long tied to the natural heart of the Lotusden Greenwood, these halflings have adapted to live synergistically with the chaotic laws of the wilds.

Source: Explorer's Guide to Wildemount p. 164

Age

Description

A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Source: Player's Handbook p. 28

Alignment

Description

Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Source: Player's Handbook p. 28

Size

Description

Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Source: Player's Handbook p. 28

Lucky

Description

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Source: Player's Handbook p. 28

Brave

Description

You have advantage on saving throws against being frightened.

Source: Player's Handbook p. 28

Halfling Nimbleness

Description

You can move through the space of any creature that is of a size larger than yours.

Source: Player's Handbook p. 28

Languages

Description

You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Source: Player's Handbook p. 28

Child of the Wood

Description

You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle 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 spike growth spell 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. 164

Timberwalk

Description

Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement.

Source: Explorer's Guide to Wildemount p. 164

Halfling, Ghostwise

Size

Small

Speed

25

Ability Score Increase

Dex 2, Wis 1

Traits

Description

Description

Ghostwise halflings trace their ancestry back to a war among halfling tribes that sent their ancestors into flight from Luiren. Ghostwise halflings are the rarest of the hin, found only in the Chondalwood and a few other isolated forests, clustered in tight-knit clans.

Many ghostwise clans select a natural landmark as the center of their territory, and members carry a piece of that landmark with them at all times. Clan warriors known as nightgliders bond with and ride giant owls as mounts.

Because these folk are clannish and mistrustful of outsiders, ghostwise halfling adventurers are rare. Ask your DM if you can play a member of this subrace, which has the halfling traits in the Player's Handbook, plus the subrace traits below.

Source: Sword Coast Adventurer's Guide p. 110

Age

Description

A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Source: Player's Handbook p. 28

Alignment

Description

Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Source: Player's Handbook p. 28

Size

Description

Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Source: Player's Handbook p. 28

Lucky

Description

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Source: Player's Handbook p. 28

Brave

Description

You have advantage on saving throws against being frightened.

Source: Player's Handbook p. 28

Halfling Nimbleness

Description

You can move through the space of any creature that is of a size larger than yours.

Source: Player's Handbook p. 28

Languages

Description

You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Source: Player's Handbook p. 28

Silent Speech

Description

You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Source: Sword Coast Adventurer's Guide p. 110

Halfling, Lightfoot

Size

Small

Speed

25

Ability Score Increase

Dex 2, Cha 1

Traits

Description

Description

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.

Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows.

Source: Player's Handbook p. 28

Age

Description

A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Source: Player's Handbook p. 28

Size

Description

Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Source: Player's Handbook p. 28

Lucky

Description

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Source: Player's Handbook p. 28

Brave

Description

You have advantage on saving throws against being frightened.

Source: Player's Handbook p. 28

Halfling Nimbleness

Description

You can move through the space of any creature that is of a size larger than yours.

Source: Player's Handbook p. 28

Languages

Description

You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Source: Player's Handbook p. 28

Naturally Stealthy

Description

You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Source: Player's Handbook p. 28

Halfling, Mark of Healing

Size

Small

Speed

25

Ability Score Increase

Dex 2, Wis 1

Spellcasting Ability

Wisdom

Traits

Description

Description

A halfling with the Mark of Healing can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the mark helps its bearer sense the nature of maladies, aiding them in finding a cure. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh.

Source: Eberron: Rising from the Last War p. 43

Age

Description

A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Source: Player's Handbook p. 28

Alignment

Description

Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Source: Player's Handbook p. 28

Size

Description

Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Source: Player's Handbook p. 28

Medical Intuition

Description

When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll a d4 and add the number rolled to the ability check.

Source: Eberron: Rising from the Last War p. 43

Healing Touch

Description

You can cast the cure wounds spell with this trait. Starting at 3rd level, you can also cast lesser restoration with it. Once you cast either spell 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.

Source: Eberron: Rising from the Last War p. 43

Spells of the Mark

Description

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

1st — cure wounds, healing word

2nd — lesser restoration, prayer of healing

3rd — aura of vitality, mass healing word

4th — aura of purity, aura of life

5th — greater restoration

Source: Eberron: Rising from the Last War p. 43

Lucky

Description

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Source: Player's Handbook p. 28

Brave

Description

You have advantage on saving throws against being frightened.

Source: Player's Handbook p. 28

Halfling Nimbleness

Description

You can move through the space of any creature that is of a size larger than yours.

Source: Player's Handbook p. 28

Languages

Description

You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Source: Player's Handbook p. 28

Halfling, Mark of Hospitality

Size

Small

Speed

25

Ability Score Increase

Dex 2, Cha 1

Spellcasting Ability

Charisma

Traits

Description

Description

They may not always have gold, but a halfling with the Mark of Hospitality is sure to be rich in friends. The magic of the mark allows the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others.

Source: Eberron: Rising from the Last War p. 44

Age

Description

A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Source: Player's Handbook p. 28

Alignment

Description

Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Source: Player's Handbook p. 28

Size

Description

Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Source: Player's Handbook p. 28

Ever Hospitable

Description

When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check.

Source: Eberron: Rising from the Last War p. 44

Innkeeper's Magic

Description

You know the prestidigitation cantrip. You can also cast the purify food and drink and unseen servant spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells.

Source: Eberron: Rising from the Last War p. 44

Spells of the Mark

Description

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

1st — goodberry, sleep

2nd — aid, calm emotions

3rd — create food and water, Leomund's tiny hut

4th — aura of purity, Mordenkainen's private sanctum

5th — hallow

Source: Eberron: Rising from the Last War p. 44

Lucky

Description

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Source: Player's Handbook p. 28

Brave

Description

You have advantage on saving throws against being frightened.

Source: Player's Handbook p. 28

Halfling Nimbleness

Description

You can move through the space of any creature that is of a size larger than yours.

Source: Player's Handbook p. 28

Languages

Description

You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Source: Player's Handbook p. 28

Halfling, Stout

Size

Small

Speed

25

Ability Score Increase

Dex 2, Con 1

Traits

Description

Description

As a stout halfling, you're hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they're most common in the south.

Source: Player's Handbook p. 28

Age

Description

A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Source: Player's Handbook p. 28

Size

Description

Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Source: Player's Handbook p. 28

Lucky

Description

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Source: Player's Handbook p. 28

Brave

Description

You have advantage on saving throws against being frightened.

Source: Player's Handbook p. 28

Halfling Nimbleness

Description

You can move through the space of any creature that is of a size larger than yours.

Source: Player's Handbook p. 28

Languages

Description

You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Source: Player's Handbook p. 28

Stout Resilience

Description

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

Source: Player's Handbook p. 28

Harengon

Size

Medium

Speed

30

Proficiencies

Perception

Traits

Description

Description

Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.

Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.

Source: The Wild Beyond the Witchlight p. 13, Mordenkainen Presents: Monsters of the Multiverse p. 22

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. 12Mordenkainen Presents: Monsters of the Multiverse p. 5

Creature Type

Description

You are a Humanoid.

Source: The Wild Beyond the Witchlight p. 13, Mordenkainen Presents: Monsters of the Multiverse p. 22

Size

Description

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

Source: The Wild Beyond the Witchlight p. 13, Mordenkainen Presents: Monsters of the Multiverse p. 22

Hare-Trigger

Description

You can add your proficiency bonus to your initiative rolls.

Source: The Wild Beyond the Witchlight p. 13, Mordenkainen Presents: Monsters of the Multiverse p. 22

Modifier

Initiative + Proficiency Bonus

Category

Bonus

Leporine Senses

Description

You have proficiency in the Perception skill.

Source: The Wild Beyond the Witchlight p. 13, Mordenkainen Presents: Monsters of the Multiverse p. 22

Lucky Footwork

Description

When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.

Source: The Wild Beyond the Witchlight p. 13, Mordenkainen Presents: Monsters of the Multiverse p. 22

Rabbit Hop

Description

As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: The Wild Beyond the Witchlight p. 13, Mordenkainen Presents: Monsters of the Multiverse p. 22

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

Hexblood

Size

Medium

Speed

30

Traits

Description

Description

Where wishing fails, ancient magic can offer a heart's desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag's influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision and a variety of magical methods to beguile the senses and avoid the same.

While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.

Source: Van Richten's Guide to Ravenloft p. 18

Heir of Hags

Description

One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an unusual crown, often called an eldercross or a witch's turn. This living, garland-like part of a hexblood's body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come.

Source: Van Richten's Guide to Ravenloft p. 18

Hexblood Origins

Description

A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on or choose an option from the Hexblood Origins table to determine how your character gained their lineage.

d6 | Origin

1 | Seeking a child, your parent made a bargain with a hag. You are the result of that arrangement.

2 | Fey kidnappers swapped you and your parents' child.

3 | A coven of hags lost one of their members. You were created to replace the lost hag.

4 | You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse.

5 | You began life as a fey creature, but an accident or crime changed you and forced you from your home.

6 | A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit.

Source: Van Richten's Guide to Ravenloft p. 18

Hexbloods in the Domains of Dread

Description

When creating a hexblood, consult with your DM to see if it's appropriate to tie your origins to one of the following Domains of Dread (detailed in chapter 3):

Hazlan. The bizarre magic of this crumbling domain exposes the populace to supernatural forces, occasionally giving rise to hexbloods.

Kartakass. Whimsical witches make their homes in the forests of Kartakass. They eagerly grant the wishes of locals seeking grand fortunes for their children.

Tepest. Many of the children in the town of Viktal are hexbloods who exhibit their supernatural natures from a young age. Each youngster is considered a gift from the town's patron deity, who is known as Mother.

Source: Van Richten's Guide to Ravenloft p. 18

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 Fey.

Source: Van Richten's Guide to Ravenloft p. 18

Size

Description

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

Source: Van Richten's Guide to Ravenloft p. 18

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. 19

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. 19

Becoming A Hag

Description

Hags can undertake a ritual to irreversibly transform a hexblood they created into a new hag, either one of their own kind or that embodies the hexblood's nature. This requires that both the hag and hexblood be in the same place and consent to the lengthy ritual—circumstances most hexbloods shun but might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood's player, unless the DM rules otherwise.

Source: Van Richten's Guide to Ravenloft p. 19

Eerie Token

Description

As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:

Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.

Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.

Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows.

Source: Van Richten's Guide to Ravenloft p. 19

Hex Magic

Description

You can cast the disguise self and hex spells with this trait. 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 (choose the ability when you gain this lineage).

Source: Van Richten's Guide to Ravenloft 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 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

Hobgoblin

Size

Medium

Speed

30

Traits

Description

Description

Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild's rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift.

On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast hobgoblin legions have emerged, with ranks of devoted soldiers famed for their unity.

Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved, pointed ears and noses that turn bright red or blue during displays of emotion.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 23

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. 23

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

Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.

Source: Volo's Guide to Monsters p. 120, Mordenkainen Presents: Monsters of the Multiverse p. 23

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. 23

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. 23

Fey Gift

Description

You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:

Hospitality. You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.

Passage. You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.

Spite. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 23

Fortune from the Many

Description

If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). 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. 23

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

Human

Size

Medium

Speed

30

Ability Score Increase

Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1

Traits

Description

Description

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

Source: Player's Handbook p. 29

Age

Description

Humans reach adulthood in their late teens and live less than a century.

Source: Player's Handbook p. 31

Size

Description

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Source: Player's Handbook p. 31

Languages

Description

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Source: Player's Handbook p. 31

Human (Variant)

Size

Medium

Speed

30

Traits

Description

Description

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

Source: Player's Handbook p. 29

Age

Description

Humans reach adulthood in their late teens and live less than a century.

Source: Player's Handbook p. 31

Size

Description

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Source: Player's Handbook p. 31

Ability Score Increase

Description

Two different ability scores of your choice increase by 1.

Source: Player's Handbook p. 31

Skills

Description

You gain proficiency in one skill of your choice.

Source: Player's Handbook p. 31

Feat

Description

You gain one feat of your choice.

Source: Player's Handbook p. 31

Languages

Description

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Source: Player's Handbook p. 31

Human, Mark of Finding

Size

Medium

Speed

30

Ability Score Increase

Con 1, Wis 2

Spellcasting Ability

Wisdom

Traits

Description

Description

The Mark of Finding sharpens the senses, guiding the hunter to prey. Alone among the dragonmarks, the Mark of Finding is carried by two races: humans and halforcs. It first appeared in the Shadow Marches, where clan hunters used it to find their prey.

Source: Eberron: Rising from the Last War p. 41

Age

Description

Humans reach adulthood in their late teens and live less than a century.

Source: Player's Handbook p. 31

Alignment

Description

Humans tend toward no particular alignment. The best and the worst are found among them.

Source: Player's Handbook p. 31

Size

Description

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Source: Player's Handbook 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 can't discern color in darkness, only shades of gray.

Hunter's Intuition

Description

When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.

Source: Eberron: Rising from the Last War p. 41

Finder's Magic

Description

You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell 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.

Source: Eberron: Rising from the Last War p. 41

Languages

Description

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

Spells of the Mark

Description

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

1st — faerie fire, longstrider

2nd — locate animals or plants, locate object

3rd — clairvoyance, speak with plants

4th — divination, locate creature

5th — commune with nature

Source: Eberron: Rising from the Last War p. 41

Human, Mark of Handling

Size

Medium

Speed

30

Ability Score Increase

Wis 2

Spellcasting Ability

Wisdom

Traits

Description

Description

The Mark of Handling gives its bearer a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond purely natural animals; the mark allows its bearer to guide a hippogriff as easily as a horse.

Source: Eberron: Rising from the Last War p. 42

Age

Description

Humans reach adulthood in their late teens and live less than a century.

Source: Player's Handbook p. 31

Alignment

Description

Humans tend toward no particular alignment. The best and the worst are found among them.

Source: Player's Handbook p. 31

Size

Description

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Source: Player's Handbook p. 31

Languages

Description

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Source: Player's Handbook p. 31

Ability Score Increase

Description

Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.

Wild Intuition

Description

When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check.

Source: Eberron: Rising from the Last War p. 42

Primal Connection

Description

You can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells.

Source: Eberron: Rising from the Last War p. 42

The Bigger They Are

Description

Starting at 3rd level, you can target a beast or monstrosity when you cast animal friendship or speak with animals, provided the creature's Intelligence score is 3 or lower.

Source: Eberron: Rising from the Last War p. 42

Spells of the Mark

Description

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

1st — animal friendship, speak with animals

2nd — beast sense, calm emotions

3rd — beacon of hope, conjure animals

4th — aura of life, dominate beast

5th — awaken

Source: Eberron: Rising from the Last War p. 42

Human, Mark of Making

Size

Medium

Speed

30

Ability Score Increase

Int 2

Spellcasting Ability

Intelligence

Traits

Description

Description

The Mark of Making guides its bearer through any act of creation. The bearer of the mark can mend broken things with a touch, and always has a minor magic item they've been working on. An artificer or a wizard will get the most out of the mark, but anyone can find a use for an enchanted blade.

Source: Eberron: Rising from the Last War p. 45

Age

Description

Humans reach adulthood in their late teens and live less than a century.

Source: Player's Handbook p. 31

Alignment

Description

Humans tend toward no particular alignment. The best and the worst are found among them.

Source: Player's Handbook p. 31

Size

Description

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Source: Player's Handbook p. 31

Languages

Description

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Source: Player's Handbook p. 31

Ability Score Increase

Description

Your Intelligence score increases by 2, and one other ability score of your choice increases by 1.

Source: Eberron: Rising from the Last War p. 45

Artisan's Intuition

Description

When you make an Arcana check or an ability check involving artisan's tools, you can roll a d4 and add the number rolled to the ability check.

Source: Eberron: Rising from the Last War p. 45

Maker's Gift

Description

You gain proficiency with one type of artisan's tools of your choice.

Source: Eberron: Rising from the Last War p. 45

Spellsmith

Description

You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.

Source: Eberron: Rising from the Last War p. 45

Spells of the Mark

Description

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

1st — identify, Tenser's floating disk

2nd — continual flame, magic weapon

3rd — conjure barrage, elemental weapon

4th — fabricate, stone shape

5th — creation

Source: Eberron: Rising from the Last War p. 45

Human, Mark of Passage

Size

Medium

Speed

35

Ability Score Increase

Dex 2

Spellcasting Ability

Dexterity

Traits

Description

Description

The Mark of Passage governs motion, allowing its bearer to move with uncanny speed. The bearer of the mark can even slip through space in the blink of an eye.

Source: Eberron: Rising from the Last War p. 46

Age

Description

Humans reach adulthood in their late teens and live less than a century.

Source: Player's Handbook p. 31

Alignment

Description

Humans tend toward no particular alignment. The best and the worst are found among them.

Source: Player's Handbook p. 31

Size

Description

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Source: Player's Handbook p. 31

Languages

Description

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Source: Player's Handbook p. 31

Ability Score Increase

Description

Your Dexterity score increases by 2, and one other ability score of your choice increases by 1.

Source: Eberron: Rising from the Last War p. 46

Courier's Speed

Description

Your base walking speed increases to 35 feet.

Source: Eberron: Rising from the Last War p. 46

Intuitive Motion

Description

When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check.

Source: Eberron: Rising from the Last War p. 46

Magical Passage

Description

You can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest. Dexterity is your spellcasting ability for this spell.

Source: Eberron: Rising from the Last War p. 46

Spells of the Mark

Description

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

1st — expeditious retreat, jump

2nd — misty step, pass without trace

3rd — blink, phantom steed

4th — dimension door, freedom of movement

5th — teleportation circle

Source: Eberron: Rising from the Last War p. 46

Human, Mark of Sentinel

Size

Medium

Speed

30

Ability Score Increase

Con 2, Wis 1

Spellcasting Ability

Wisdom

Traits

Description

Description

The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or the ballroom, someone who carries the Mark of Sentinel is prepared for danger.

Source: Eberron: Rising from the Last War p. 48

Age

Description

Humans reach adulthood in their late teens and live less than a century.

Source: Player's Handbook p. 31

Alignment

Description

Humans tend toward no particular alignment. The best and the worst are found among them.

Source: Player's Handbook p. 31

Size

Description

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Source: Player's Handbook p. 31

Languages

Description

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Source: Player's Handbook p. 31

Ability Score Increase

Description

Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Source: Eberron: Rising from the Last War p. 48

Sentinel's Intuition

Description

When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.

Source: Eberron: Rising from the Last War p. 48

Guardian's Shield

Description

You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell.

Source: Eberron: Rising from the Last War p. 48

Vigilant Guardian

Description

When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.

Source: Eberron: Rising from the Last War p. 48

Spells of the Mark

Description

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

1st — compelled duel, shield of faith

2nd — warding bond, zone of truth

3rd — counterspell, protection from energy

4th — death ward, guardian of faith

5th — Bigby's hand

Source: Eberron: Rising from the Last War p. 48

Kalashtar

Size

Medium

Speed

30

Ability Score Increase

Wis 2, Cha 1

Traits

Description

Description

The kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams-spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. There is an unmistakable alien quality to the kalashtar, though, as they are haunted by the conflicts of their otherworldly spirits.

Source: Eberron: Rising from the Last War p. 29

Age

Description

Kalashtar mature and age at the same rate as humans.

Source: Eberron: Rising from the Last War p. 30

Alignment

Description

The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.

Source: Eberron: Rising from the Last War p. 30

Size

Description

Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d6

Height = 5 feet + 4 inches + your size modifier in inches

Weight in pounds = 110 + (1d6 x your size modifier)

Source: Eberron: Rising from the Last War p. 30

Dual Mind

Description

You have advantage on all Wisdom saving throws.

Source: Eberron: Rising from the Last War p. 31

Mental Discipline

Description

You have resistance to psychic damage.

Source: Eberron: Rising from the Last War p. 31

Mind Link

Description

You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

Source: Eberron: Rising from the Last War p. 31

Severed from Dreams

Description

Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.

Source: Eberron: Rising from the Last War p. 31

Languages

Description

You can speak, read, and write Common, Quori, and one other language of your choice.

Source: Eberron: Rising from the Last War p. 31

Bound to Spirits

Description

Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions.

Kalashtar can't directly communicate with their quori spirits. Rather, they might experience this relationship as a sense of instinct and inspiration, drawing on the memories of the spirit when they dream. This connection grants kalashtar minor psionic abilities, as well as protection from psychic attacks. All of these quori dream-spirits are virtuous, but some are warriors and others are more contemplative. Work together with the DM to determine the nature of your linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but some may know nothing of their spirit or the source of their psychic gifts, such as an orphan kalashtar raised among strangers.

The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table.

d10 | Quirk

1 | You try to understand the motives and feelings of your enemies.

2 | You prefer using telepathy over speaking aloud.

3 | You feel a strong drive to protect the innocent.

4 | You apply dream logic to mundane situations.

5 | You discuss things out loud with your quori spirit.

6 | You suppress your emotions and rely on logic.

7 | You are strongly influenced by the emotions of those around you.

8 | You prefer to find nonviolent solutions to problems whenever possible.

9 | You are driven by a warrior spirit and will fight for any noble cause.

10 | You are obsessed with Dreaming Dark conspiracies.

Source: Eberron: Rising from the Last War p. 30

Kender

Size

Small

Speed

30

Traits

Description

Description

During the mythical origins of Krynn, Reorx, god of craft, indulged in an age of unfettered creation. Many peoples sprang from his divine forge, but not all among them remained as the god created them. Altered by unbridled magic, a group of gnomes were transformed and gifted almost supernatural curiosity and fearlessness. These were the first kender.

Originating on the world of Krynn, kender are diminutive Humanoids that look like humans with pointed ears and diverse appearances. Kender have a supernatural curiosity that drives them to adventure. Due to this inquisitiveness, many kender find themselves falling through portals to other planes and worlds.

Kender sometimes amass impressive collections of curiosities. Some might collect mundane knickknacks or relics from magical sites, while others might become professional thieves.

Source: Dragonlance: Shadow of the Dragon Queen p. 27

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.

Source: Dragonlance: Shadow of the Dragon Queen p. 27

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: Dragonlance: Shadow of the Dragon Queen p. 27

Creature Type

Description

You are a Humanoid.

Source: Dragonlance: Shadow of the Dragon Queen p. 27

Fearless

Description

You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. Once you succeed on a saving throw in this way, you can't do so again until you finish a long rest.

Source: Dragonlance: Shadow of the Dragon Queen p. 27

Kender Curiosity

Description

Thanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: Insight, Investigation, Sleight of Hand, Stealth, or Survival.

Source: Dragonlance: Shadow of the Dragon Queen p. 27

Taunt

Description

You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race).

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

Source: Dragonlance: Shadow of the Dragon Queen p. 27

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: Dragonlance: Shadow of the Dragon Queen p. 27

Kenku

Size

Medium

Speed

30

Traits

Description

Description

Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people's creations. Other kenku recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the multiverse to observe and catalog its many wonders.

Whatever their true origin, kenku are most often found in the Shadowfell and the Material Plane, and they tend to have the coloration typical of ravens.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 24

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

Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

Source: Volo's Guide to Monsters p. 111

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.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 24

Size

Description

Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium or Small. You choose the size when you select this race.

Source: Volo's Guide to Monsters p. 111, Mordenkainen Presents: Monsters of the Multiverse p. 24

Expert Duplication

Description

When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.

Source: Volo's Guide to Monsters p. 111, Mordenkainen Presents: Monsters of the Multiverse p. 24

Kenku Recall

Description

Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.

Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way 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. 24

Mimicry

Description

You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Source: Volo's Guide to Monsters p. 111, Mordenkainen Presents: Monsters of the Multiverse p. 24

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

Kobold

Size

Small

Speed

30

Traits

Description

Description

Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons—even worshiping them as divine beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend against draconic destruction.

Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold's cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with draconic power.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 25

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

Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

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.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 25

Size

Description

Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Source: Volo's Guide to Monsters p. 119, Mordenkainen Presents: Monsters of the Multiverse p. 25

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. 119, Mordenkainen Presents: Monsters of the Multiverse p. 25

Draconic Cry

Description

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. 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. 25

Kobold Legacy

Description

Kobolds' connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold:

Craftiness. You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival.

Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself.

Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).

Source: Mordenkainen Presents: Monsters of the Multiverse p. 25

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

Leonin

Size

Medium

Speed

35

Ability Score Increase

Str 1, Con 2

Traits

Description

Description

The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos's border mountains and seek to test themselves in a wider world.

Source: Mythic Odysseys of Theros p. 20

Age

Description

Leonin mature and age at about the same rate as humans.

Source: Mythic Odysseys of Theros p. 21

Alignment

Description

Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.

Source: Mythic Odysseys of Theros p. 21

Size

Description

Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.

Here's how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = 2d10

Height= 5 feet + 6 inches + your size modifier in inches

Weight in pounds = 180 + (2d6 x your size modifier)

Source: Mythic Odysseys of Theros p. 21

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: Mythic Odysseys of Theros p. 21

Claws

Description

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Source: Mythic Odysseys of Theros p. 21

Hunter's Instincts

Description

You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

Source: Mythic Odysseys of Theros p. 21

Daunting Roar

Description

As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.

Source: Mythic Odysseys of Theros p. 21

Languages

Description

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

Source: Mythic Odysseys of Theros p. 21

Lizardfolk

Size

Medium

Speed

30

Traits

Description

Description

The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds' creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard its natural wonders.

Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 26

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

Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

Source: Volo's Guide to Monsters p. 113

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.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 26

Size

Description

Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.

Source: Volo's Guide to Monsters p. 113, Mordenkainen Presents: Monsters of the Multiverse p. 26

Speed

Description

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

Source: Volo's Guide to Monsters p. 113, Mordenkainen Presents: Monsters of the Multiverse p. 26

Bite

Description

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

Source: Volo's Guide to Monsters p. 113, Mordenkainen Presents: Monsters of the Multiverse p. 26

Hold Breath

Description

You can hold your breath for up to 15 minutes at a time.

Source: Volo's Guide to Monsters p. 113, Mordenkainen Presents: Monsters of the Multiverse p. 26

Hungry Jaws

Description

You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. 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. 26

Natural Armor

Description

You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Source: Volo's Guide to Monsters p. 113, Mordenkainen Presents: Monsters of the Multiverse p. 26

Nature's Intuition

Description

Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 26

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

Locathah

Size

Medium

Speed

30

Ability Score Increase

Str 2, Dex 1

Proficiencies

Athletics, Perception

Traits

Description

Description

Featured in Ghosts of Saltmarsh, these resilient and proud fish-folk have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the water.

Source: Locathah Rising p. 24

Age

Description

Locathah mature to adulthood by the age of 10 but have been known to live up to 80 years.

Source: Locathah Rising p. 24

Alignment

Description

Most locathah are true neutral or have some aspect of neutrality in their alignment. They tend toward good, coming from a culture where compassion for the downtrodden is a commonality.

Source: Locathah Rising p. 24

Natural Armor

Description

You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Source: Locathah Rising p. 24

Observant and Athletic

Description

You have proficiency in the Athletics and Perception skills.

Source: Locathah Rising p. 24

Leviathan Will

Description

You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Source: Locathah Rising p. 24

Limited Amphibiousness

Description

You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.

Source: Locathah Rising p. 24

Size

Description

Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.

Source: Locathah Rising p. 24

Speed

Description

Your base walking speed is 30 feet, and you have a swim speed of 30 feet.

Source: Locathah Rising p. 24

Languages

Description

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

Source: Locathah Rising p. 24

Loxodon

Size

Medium

Speed

30

Ability Score Increase

Con 2, Wis 1

Traits

Description

Description

The humanoid elephants called loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors- bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty,and unwavering conviction are tremendous assets to their guilds.

Source: Guildmasters' Guide to Ravnica p. 17

Age

Description

Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.

Source: Guildmasters' Guide to Ravnica p. 18

Alignment

Description

Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.

Source: Guildmasters' Guide to Ravnica p. 18

Size

Description

Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.

Source: Guildmasters' Guide to Ravnica p. 18

Powerful Build

Description

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

Source: Guildmasters' Guide to Ravnica p. 18

Special

powerful build

Loxodon Serenity

Description

You have advantage on saving throws against being charmed or frightened.

Source: Guildmasters' Guide to Ravnica p. 18

Natural Armor

Description

You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Source: Guildmasters' Guide to Ravnica p. 18

Trunk

Description

You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.

Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Source: Guildmasters' Guide to Ravnica p. 18

Keen Smell

Description

Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Source: Guildmasters' Guide to Ravnica p. 18

Languages

Description

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

Source: Guildmasters' Guide to Ravnica p. 18

Metallic Dragonborn

Size

Medium

Speed

30

Spellcasting Ability

Constitution

Traits

Description

Description

Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons—brass, bronze, copper, gold, and silver—whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies.

Source: Fizban's Treasury of Dragons p. 12

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. 12

Metallic Ancestry

Description

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

Metallic Ancestry

Dragon | Damage Type

Brass | Fire

Bronze | Lightning

Copper | Acid

Gold | Fire

Silver | Cold

Source: Fizban's Treasury of Dragons p. 12

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 Metallic 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. 12

Draconic Resistance

Description

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

Source: Fizban's Treasury of Dragons p. 12

Metallic Breath Weapon

Description

At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:

Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.

Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.

Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.

Source: Fizban's Treasury of Dragons 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 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. 12

Minotaur

Size

Medium

Speed

30

Traits

Description

Description

Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes.

Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.

Thick hair extends down minotaurs' necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted tails.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 27

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 Humanoid.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 27

Size

Description

Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.

Here's how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = 2d8

Height = 5 feet + 4 inches + your size modifier in inches

Weight in pounds = 175 + (2d6 x your size modifier)

Source: Guildmasters' Guide to Ravnica p. 19, Mythic Odysseys of Theros p. 23, Mordenkainen Presents: Monsters of the Multiverse p. 27

Horns

Description

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

Source: Guildmasters' Guide to Ravnica p. 19, Mythic Odysseys of Theros p. 23, Mordenkainen Presents: Monsters of the Multiverse p. 27

Goring Rush

Description

Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.

Source: Guildmasters' Guide to Ravnica p. 19, Mythic Odysseys of Theros p. 23, Mordenkainen Presents: Monsters of the Multiverse p. 27

Hammering Horns

Description

Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Source: Guildmasters' Guide to Ravnica p. 19, Mythic Odysseys of Theros p. 23, Mordenkainen Presents: Monsters of the Multiverse p. 27

Labyrinthine Recall

Description

You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 27

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

Orc

Size

Medium

Speed

30

Traits

Description

Description

Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness and tenacity that can't be matched, and the god equipped his children to be able to live above or below ground.

On some worlds, such as Eberron, orcs were among the first defenders of the natural order from the encroachments of Fiends and other extraplanar threats. Gruumsh's blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their devotion to other gods.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 28

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

Orcs reach adulthood at age 12 and live up to 50 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.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 28

Size

Description

Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.

Source: Volo's Guide to Monsters p. 120, Mordenkainen Presents: Monsters of the Multiverse p. 28

Adrenaline Rush

Description

You can take the Dash action as a bonus action. 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.

Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 28

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. 28

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. 28

Special

powerful build

Relentless Endurance

Description

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 28

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

Owlin

Size

Medium

Speed

30

Proficiencies

Stealth

Traits

Description

Description

Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Owlin have arms and legs like other Humanoids, as well as wings that extend from their back and shoulders.

Like owls, owlin are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library.

Your owlin character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl.

Source: Strixhaven: A Curriculum of Chaos p. 29

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: Strixhaven: A Curriculum of Chaos p. 29

Creature Type

Description

You are a Humanoid.

Source: Strixhaven: A Curriculum of Chaos p. 29

Size

Description

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

Source: Strixhaven: A Curriculum of Chaos p. 29

Darkvision

Description

You can see in dim light within 120 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: Strixhaven: A Curriculum of Chaos p. 29

Flight

Description

Thanks to 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: Strixhaven: A Curriculum of Chaos p. 29

Silent Feathers

Description

You have proficiency in the Stealth skill.

Source: Strixhaven: A Curriculum of Chaos p. 29

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: Strixhaven: A Curriculum of Chaos p. 29

Plasmoid

Size

Medium

Speed

30

Traits

Description

Description

Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there's little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.

Plasmoids don't have internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound.

When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 14

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 an Ooze.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 14

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. 14

Amorphous

Description

You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 14

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. 14

Hold Breath

Description

You can hold your breath for 1 hour.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 14

Natural Resilience

Description

You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 14

Shape Self

Description

As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.

As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can't attack, activate magic items, or lift more than 10 pounds.

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

Reborn

Size

Medium

Speed

30

Traits

Description

Description

Death isn't always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they've been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.

Source: Van Richten's Guide to Ravenloft p. 20

Faded Memories

Description

Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.

Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost Memories table to inspire its details.

d6 | Memory

1 | You recall a physically painful moment. What mark or scar on your body does it relate to?

2 | A memory brings tears to your eyes. Is it a bitter or cheerful memory? Does recalling it make you feel the same way?

3 | You recall a childhood memory. What about that event or who you were still influences you?

4 | A memory brings with it the voice of someone once close to you. How do they advise you?

5 | You recall enjoying something that you can't stand doing now. What is it? Why don't you like it now?

6 | A memory carries a vivid smell or sensation. What are you going to do to recreate that experience?

Source: Van Richten's Guide to Ravenloft p. 20

Reborn Origins

Description

Reborn might originate from circumstances similar to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.

d8 | Origin

1 | You were magically resurrected, but something went wrong.

2 | Stitches bind your body's mismatched pieces, and your memories come from multiple different lives.

3 | After clawing free from your grave, you realized you have no memories except for a single name.

4 | You were a necromancer's undead servant for years. One day, your consciousness returned.

5 | You awoke in an abandoned laboratory alongside complex designs for clockwork organs.

6 | You were released after being petrified for generations. Your memories have faded, though, and your body isn't what it once was.

7 | Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.

8 | In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you.

Source: Van Richten's Guide to Ravenloft p. 20

Reborn in the Domains of Dread

Description

When creating a reborn, consult with your DM to see if it's appropriate to tie your origins to one of the following Domains of Dread (detailed in chapter 3):

Har'Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another's—has taken refuge in your perfectly preserved remains.

Lamordia. You awoke amid the bizarre experiments of an amoral scientist. They consider you their finest creation or have a task for you to fulfill.

Mordent. You emerged from the mysterious device known as the Apparatus, your body a lifeless shell and your past a mystery.

Source: Van Richten's Guide to Ravenloft p. 21

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. 21

Size

Description

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

Source: Van Richten's Guide to Ravenloft p. 21

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. 21

Deathless Nature

Description

You have escaped death, a fact represented by the following benefits:

• You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.

• You have advantage on death saving throws.

• You don't need to eat, drink, or breathe.

• 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 an inactive, motionless state, during which you retain consciousness.

Source: Van Richten's Guide to Ravenloft p. 21

Knowledge from a Past Life

Description

You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature 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. 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 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

Satyr

Size

Medium

Speed

35

Proficiencies

Performance, Persuasion

Traits

Description

Description

Originating in the Feywild—a realm of pure emotion- satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they're usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane's splendor to other worlds.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 29

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. 29

Size

Description

Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.

Here's how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = 2d8

Height = 4 feet + 8 inches + your size modifier in inches

Weight in pounds = 100 + (2d4 x your size modifier)

Source: Mythic Odysseys of Theros p. 25, Mordenkainen Presents: Monsters of the Multiverse p. 29

Ram

Description

You can use your head and horns 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. 29

Magic Resistance

Description

You have advantage on saving throws against spells.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 29

Mirthful Leaps

Description

Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Source: Mythic Odysseys of Theros p. 25, Mordenkainen Presents: Monsters of the Multiverse p. 29

Reveler

Description

As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

Source: Mythic Odysseys of Theros p. 25, Mordenkainen Presents: Monsters of the Multiverse p. 29

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

Shifter

Size

Medium

Speed

30

Traits

Description

Description

Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can't fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting.

Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.

Most shifters resemble a particular kind of lycanthrope. You can choose the kind of lycanthrope in your past, or you can determine it randomly by rolling on the Lycanthrope Ancestor table. The table also provides a suggestion for the Shifting option you might have as a result of your ancestry.

d6 | Ancestor | Suggested Shifting Option

1 | Werebear | Beasthide

2 | Wereboar | Beasthide

3 | Wererat | Swiftstride

4 | Weretiger | Swiftstride

5 | Werewolf (wolflike) | Longtooth

6 | Werewolf (doglike) | Wildhunt

Source: Mordenkainen Presents: Monsters of the Multiverse p. 32

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

Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.

Source: Eberron: Rising from the Last War p. 33

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.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 32

Size

Description

Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d8

Height = 4 feet + 6 inches + your size modifier in inches

Weight in pounds = 90 + (2d4 x your size modifier)

Source: Eberron: Rising from the Last War p. 33, Mordenkainen Presents: Monsters of the Multiverse p. 32

Bestial Instincts

Description

Channeling the beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 32

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: Eberron: Rising from the Last War p. 34, Mordenkainen Presents: Monsters of the Multiverse p. 32

Shifting

Description

As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 x your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Whenever you shift, you gain an additional benefit based on one of the following options (choose when you select this race):

Beasthide. You gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.

Longtooth. When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Swiftstride. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks.

Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you're incapacitated.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 32

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

Simic Hybrid

Size

Medium

Speed

30

Ability Score Increase

Con 2

Traits

Description

Description

The Simic Combine uses magic to fuse different life forms together. In recent years, they have extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes call themselves guardians. The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians.

Source: Guildmasters' Guide to Ravnica p. 20

Ability Score Increase

Description

Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Source: Guildmasters' Guide to Ravnica p. 20

Age

Description

Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon.

Source: Guildmasters' Guide to Ravnica p. 20

Alignment

Description

Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild's.

Source: Guildmasters' Guide to Ravnica p. 20

Size

Description

Your size is Medium, within the normal range of your humanoid base race.

Source: Guildmasters' Guide to Ravnica 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: Guildmasters' Guide to Ravnica p. 20

Languages

Description

You can speak, read, and write Common and your choice of Elvish or Vedalken.

Source: Guildmasters' Guide to Ravnica p. 20

Animal Enhancement

Description

Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.

At 1st level, choose one of the following options:

Manta Glide: You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.

Nimble Climber: You have a climbing speed equal to your walking speed.

Underwater Adaptation: You can breathe air and water, and you have a swimming speed equal to your walking speed.

At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options:

Grappling Appendage: You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.

Carapace: Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.

Acid Spit: As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Source: Guildmasters' Guide to Ravnica p. 20

Tabaxi

Size

Medium

Speed

30

Proficiencies

Perception, Stealth

Traits

Description

Description

Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended.

Tabaxi's appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences—or might even be hairless!

Source: Mordenkainen Presents: Monsters of the Multiverse p. 33

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 Humanoid.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 33

Size

Description

Tabaxi are taller on average than humans and relatively slender. You are Medium or Small. You choose the size when you select this race.

Source: Volo's Guide to Monsters p. 115, Mordenkainen Presents: Monsters of the Multiverse p. 33

Speed

Description

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

Source: Mordenkainen Presents: Monsters of the Multiverse p. 33

Cat's Claws

Description

You can use your claws 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. 33

Cat's Talents

Description

You have proficiency in the Perception and Stealth skills.

Source: Volo's Guide to Monsters p. 115, Mordenkainen Presents: Monsters of the Multiverse p. 33

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. 115, Mordenkainen Presents: Monsters of the Multiverse p. 33

Feline Agility

Description

Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Source: Volo's Guide to Monsters p. 115, Mordenkainen Presents: Monsters of the Multiverse p. 33

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

Thri-kreen

Size

Medium

Speed

30

Traits

Description

Description

Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings.

Although thri-kreen don't sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what's happening around them.

Thri-kreen speak by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 15

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 Monstrosity.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 15

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. 15

Chameleon Carapace

Description

While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.

As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 15

Modifier

unarmored armor class +3

Category

bonus

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. 15

Secondary Arms

Description

You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 15

Sleepless

Description

You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 15

Thri-kreen Telepathy

Description

Without the assistance of magic, you can't speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures you can see within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).

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

Tiefling

Size

Medium

Speed

30

Ability Score Increase

Cha 2, Int 1

Spellcasting Ability

Charisma

Traits

Description

Description

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus-overlord of the Nine Hells-into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.

Source: Player's Handbook p. 42

Age

Description

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

Source: Player's Handbook p. 43

Size

Description

Tieflings are about the same size and build as humans. Your size is Medium.

Source: Player's Handbook p. 43

Darkvision

Description

Thanks to your infernal 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: Player's Handbook p. 43

Hellish Resistance

Description

You have resistance to fire damage.

Source: Player's Handbook p. 43

Infernal Legacy

Description

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level 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. 43

Languages

Description

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

Source: Player's Handbook p. 43

Tiefling (Variant)

Size

Medium

Speed

30

Ability Score Increase

Dex 2, Int 1

Spellcasting Ability

Charisma

Traits

Description

Description

Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player's Handbook. The Dungeon Master may permit the following variants for your tiefling character, although Devil's Tongue, Hellfire, and Winged are mutually exclusive.

Source: Sword Coast Adventurer's Guide p. 118

Feral

Description

Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces the Ability Score Increase trait.

Source: Sword Coast Adventurer's Guide p. 118

Age

Description

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

Source: Player's Handbook p. 43

Alignment

Description

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Source: Player's Handbook p. 43

Size

Description

Tieflings are about the same size and build as humans. Your size is Medium.

Source: Player's Handbook p. 43

Darkvision

Description

Thanks to your infernal 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: Player's Handbook p. 43

Hellish Resistance

Description

You have resistance to fire damage.

Source: Player's Handbook p. 43

Languages

Description

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

Source: Player's Handbook p. 43

Variant: Appearance

Description

Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.

Source: Sword Coast Adventurer's Guide p. 118

Variant: Devil's Tongue

Description

You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.

Source: Sword Coast Adventurer's Guide p. 118

Variant: Hellfire

Description

Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.

Source: Sword Coast Adventurer's Guide p. 118

Variant: Winged

Description

You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait.

Source: Sword Coast Adventurer's Guide p. 118

Tiefling of Asmodeus

Size

Medium

Speed

30

Ability Score Increase

Cha 2, Int 1

Spellcasting Ability

Charisma

Traits

Description

Description

The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself

Source: Mordenkainen's Tome of Foes p. 21

Age

Description

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

Source: Player's Handbook p. 43

Alignment

Description

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Source: Player's Handbook p. 43

Size

Description

Tieflings are about the same size and build as humans. Your size is Medium.

Source: Player's Handbook p. 43

Darkvision

Description

Thanks to your infernal 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: Player's Handbook p. 43

Hellish Resistance

Description

You have resistance to fire damage.

Source: Player's Handbook p. 43

Infernal Legacy

Description

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level 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. 43

Languages

Description

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

Source: Player's Handbook p. 43

Tiefling of Baalzebul

Size

Medium

Speed

30

Ability Score Increase

Cha 2, Int 1

Spellcasting Ability

Charisma

Traits

Description

Description

The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.

Source: Mordenkainen's Tome of Foes p. 21

Age

Description

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

Source: Player's Handbook p. 43

Alignment

Description

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Source: Player's Handbook p. 43

Size

Description

Tieflings are about the same size and build as humans. Your size is Medium.

Source: Player's Handbook p. 43

Darkvision

Description

Thanks to your infernal 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: Player's Handbook p. 43

Hellish Resistance

Description

You have resistance to fire damage.

Source: Player's Handbook p. 43

Legacy of Maladomini

Description

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level 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 crown of madness 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: Mordenkainen's Tome of Foes p. 21

Languages

Description

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

Source: Player's Handbook p. 43

Tiefling of Dispater

Size

Medium

Speed

30

Ability Score Increase

Cha 2, Dex 1

Spellcasting Ability

Charisma

Traits

Description

Description

The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.

Source: Mordenkainen's Tome of Foes p. 21

Age

Description

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

Source: Player's Handbook p. 43

Alignment

Description

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Source: Player's Handbook p. 43

Size

Description

Tieflings are about the same size and build as humans. Your size is Medium.

Source: Player's Handbook p. 43

Darkvision

Description

Thanks to your infernal 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: Player's Handbook p. 43

Hellish Resistance

Description

You have resistance to fire damage.

Source: Player's Handbook p. 43

Legacy of Dis

Description

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self 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 detect thoughts 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: Mordenkainen's Tome of Foes p. 21

Languages

Description

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

Source: Player's Handbook p. 43

Tiefling of Fierna

Size

Medium

Speed

30

Ability Score Increase

Cha 2, Wis 1

Spellcasting Ability

Charisma

Traits

Description

Description

A master manipulator, Fierna grants tieflings tied to her forceful personalities.

Source: Mordenkainen's Tome of Foes p. 21

Age

Description

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

Source: Player's Handbook p. 43

Alignment

Description

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Source: Player's Handbook p. 43

Size

Description

Tieflings are about the same size and build as humans. Your size is Medium.

Source: Player's Handbook p. 43

Darkvision

Description

Thanks to your infernal 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: Player's Handbook p. 43

Hellish Resistance

Description

You have resistance to fire damage.

Source: Player's Handbook p. 43

Legacy of Phlegethos

Description

You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level 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 suggestion 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: Mordenkainen's Tome of Foes p. 22

Languages

Description

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

Source: Player's Handbook p. 43

Tiefling of Glasya

Size

Medium

Speed

30

Ability Score Increase

Cha 2, Dex 1

Spellcasting Ability

Charisma

Traits

Description

Description

Glasya, Hell's criminal master mind, grants her tieflings magic that is useful for committing heists.

Source: Mordenkainen's Tome of Foes p. 22

Age

Description

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

Source: Player's Handbook p. 43

Alignment

Description

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Source: Player's Handbook p. 43

Size

Description

Tieflings are about the same size and build as humans. Your size is Medium.

Source: Player's Handbook p. 43

Darkvision

Description

Thanks to your infernal 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: Player's Handbook p. 43

Hellish Resistance

Description

You have resistance to fire damage.

Source: Player's Handbook p. 43

Legacy of Malbolge

Description

You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self 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 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: Mordenkainen's Tome of Foes p. 22

Languages

Description

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

Source: Player's Handbook p. 43

Tiefling of Levistus

Size

Medium

Speed

30

Ability Score Increase

Cha 2, Con 1

Spellcasting Ability

Charisma

Traits

Description

Description

Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

Source: Mordenkainen's Tome of Foes p. 22

Age

Description

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

Source: Player's Handbook p. 43

Alignment

Description

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Source: Player's Handbook p. 43

Size

Description

Tieflings are about the same size and build as humans. Your size is Medium.

Source: Player's Handbook p. 43

Darkvision

Description

Thanks to your infernal 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: Player's Handbook p. 43

Hellish Resistance

Description

You have resistance to fire damage.

Source: Player's Handbook p. 43

Legacy of Stygia

Description

You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level 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: Mordenkainen's Tome of Foes p. 22

Languages

Description

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

Source: Player's Handbook p. 43

Tiefling of Mammon

Size

Medium

Speed

30

Ability Score Increase

Cha 2, Int 1

Spellcasting Ability

Charisma

Traits

Description

Description

The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.

Source: Mordenkainen's Tome of Foes p. 22

Age

Description

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

Source: Player's Handbook p. 43

Alignment

Description

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Source: Player's Handbook p. 43

Size

Description

Tieflings are about the same size and build as humans. Your size is Medium.

Source: Player's Handbook p. 43

Darkvision

Description

Thanks to your infernal 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: Player's Handbook p. 43

Hellish Resistance

Description

You have resistance to fire damage.

Source: Player's Handbook p. 43

Legacy of Minauros

Description

You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Source: Mordenkainen's Tome of Foes p. 22

Languages

Description

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

Source: Player's Handbook p. 43

Tiefling of Mephistopheles

Size

Medium

Speed

30

Ability Score Increase

Cha 2, Int 1

Spellcasting Ability

Charisma

Traits

Description

Description

In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.

Source: Mordenkainen's Tome of Foes p. 23

Age

Description

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

Source: Player's Handbook p. 43

Alignment

Description

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Source: Player's Handbook p. 43

Size

Description

Tieflings are about the same size and build as humans. Your size is Medium.

Source: Player's Handbook p. 43

Darkvision

Description

Thanks to your infernal 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: Player's Handbook p. 43

Hellish Resistance

Description

You have resistance to fire damage.

Source: Player's Handbook p. 43

Legacy of Cania

Description

You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level 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 flame blade 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: Mordenkainen's Tome of Foes p. 23

Languages

Description

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

Source: Player's Handbook p. 43

Tiefling of Zariel

Size

Medium

Speed

30

Ability Score Increase

Cha 2, Str 1

Spellcasting Ability

Charisma

Traits

Description

Description

Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.

Source: Mordenkainen's Tome of Foes p. 23

Age

Description

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

Source: Player's Handbook p. 43

Alignment

Description

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Source: Player's Handbook p. 43

Size

Description

Tieflings are about the same size and build as humans. Your size is Medium.

Source: Player's Handbook p. 43

Darkvision

Description

Thanks to your infernal 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: Player's Handbook p. 43

Hellish Resistance

Description

You have resistance to fire damage.

Source: Player's Handbook p. 43

Legacy of Avernus

Description

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level 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 branding smite 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: Mordenkainen's Tome of Foes p. 23

Languages

Description

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

Source: Player's Handbook p. 43