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7 categories

Races

106 of 106 entries · Showing 101–106

Tortle

Size

Medium

Speed

30

Traits

Description

Description

Tortles have a saying: "We wear our homes on our backs." These turtle folk live on many worlds, most often journeying up and down coasts, along waterways, and across the sea. Tortles don't have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.

Tortles exhibit the same range of coloration and patterns found among turtles, and many tortles enjoy adorning their shells in distinctive ways.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 34

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

Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.

Source: The Tortle Package p. 4

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. 34

Size

Description

Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. You are Medium or Small. You choose the size when you select this race.

Source: The Tortle Package p. 4, Mordenkainen Presents: Monsters of the Multiverse p. 34

Claws

Description

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

Source: Mordenkainen Presents: Monsters of the Multiverse p. 34

Hold Breath

Description

You can hold your breath for up to 1 hour.

Source: The Tortle Package p. 4, Mordenkainen Presents: Monsters of the Multiverse p. 34

Natural Armor

Description

Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.

Source: The Tortle Package p. 4, Mordenkainen Presents: Monsters of the Multiverse p. 34

Nature's Intuition

Description

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

Source: Mordenkainen Presents: Monsters of the Multiverse p. 34

Shell Defense

Description

You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 34

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

Triton

Size

Medium

Speed

30

Traits

Description

Description

Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds' oceans, protecting the surface from terrors in the deep. Over time, triton have extended their stewardship over the sea floor to the ocean's surface.

Tritons have webbed hands and feet, small fins on their calves, and coloration that favors blues and greens.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 35

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

Tritons reach maturity around age 15 and can live up to 200 years.

Source: Volo's Guide to Monsters p. 117

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. 35

Size

Description

Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

Source: Volo's Guide to Monsters p. 118, Mordenkainen Presents: Monsters of the Multiverse p. 35

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. 118, Mordenkainen Presents: Monsters of the Multiverse p. 35

Amphibious

Description

You can breathe air and water.

Source: Volo's Guide to Monsters p. 118, Mordenkainen Presents: Monsters of the Multiverse p. 35

Control Air and Water

Description

You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this trait. Starting at 5th level, you can also cast the water walk spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.

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

Source: Volo's Guide to Monsters p. 118, Mordenkainen Presents: Monsters of the Multiverse p. 35

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. 118, Mordenkainen Presents: Monsters of the Multiverse p. 35

Emissary of the Sea

Description

You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 35

Guardians of the Depths

Description

Adapted to the frigid ocean depths, you have resistance to cold damage.

Source: Volo's Guide to Monsters p. 118, Mordenkainen Presents: Monsters of the Multiverse p. 35

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

Vedalken

Size

Medium

Speed

30

Ability Score Increase

Int 2, Wis 1

Traits

Description

Description

Nothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.

Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious.

Source: Guildmasters' Guide to Ravnica p. 21

Age

Description

Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.

Source: Guildmasters' Guide to Ravnica p. 21

Alignment

Description

Vedalken are usually lawful and non-evil.

Source: Guildmasters' Guide to Ravnica p. 21

Size

Description

Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium.

Source: Guildmasters' Guide to Ravnica p. 21

Vedalken Dispassion

Description

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

Source: Guildmasters' Guide to Ravnica p. 21

Tireless Precision

Description

You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice.

Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.

Source: Guildmasters' Guide to Ravnica p. 21

Partially Amphibious

Description

By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.

Source: Guildmasters' Guide to Ravnica p. 21

Languages

Description

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

Source: Guildmasters' Guide to Ravnica p. 21

Verdan

Size

Medium

Speed

30

Ability Score Increase

Con 1, Cha 2

Proficiencies

Persuasion

Traits

Description

Description

The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world.

Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I'm sorry, was that the question?

Source: Acquisitions Incorporated p. 72

Age

Description

Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race's initial creation, their upper age limits remain subject to speculation.

Source: Acquisitions Incorporated p. 74

Alignment

Description

Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework.

Source: Acquisitions Incorporated p. 74

Size

Description

Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature.

Source: Acquisitions Incorporated p. 74

Black Blood Healing

Description

The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.

Source: Acquisitions Incorporated p. 74

Limited Telepathy

Description

You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.

Source: Acquisitions Incorporated p. 74

Persuasive

Description

Your people's lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.

Source: Acquisitions Incorporated p. 74

Telepathic Insight

Description

Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.

Source: Acquisitions Incorporated p. 74

Languages

Description

You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.

Source: Acquisitions Incorporated p. 74

Underlying Improvements

Description

When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player's determination. A boost to Strength might be accompanied by a growth spurt and the development of rippling muscle, while an increase in Intelligence might produce a stylishly large forehead.

Source: Acquisitions Incorporated p. 74

Warforged

Size

Medium

Speed

30

Ability Score Increase

Con 2

Traits

Description

Description

The warforged were built to fight in the Last War. While the first warforged were mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning.

Source: Eberron: Rising from the Last War p. 35

Quirks

Description

Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks.

d8 | Quirk

1 | You analyze—out loud—the potential threat posed by every creature you meet.

2 | You often misread emotional cues.

3 | You are fiercely protective of your friends.

4 | You try to apply wartime discipline to every situation.

5 | You don't know how to filter your feelings and are prone to dramatic emotional outbursts.

6 | You don't understand clothing beyond its utility and assume it denotes a person's function.

7 | You are obsessed with your appearance and constantly polish and buff yourself.

8 | War is the only thing that makes sense to you, and you're always looking for a fight.

Source: Eberron: Rising from the Last War p. 35

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. 36

Age

Description

A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

Source: Eberron: Rising from the Last War p. 36

Alignment

Description

Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.

Source: Eberron: Rising from the Last War p. 36

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 + 10 inches + your size modifier in inches

Weight in pounds = 270 + (4 x your size modifier)

Source: Eberron: Rising from the Last War p. 36

Constructed Resilience

Description

You were created to have remarkable fortitude, represented by the following benefits:

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

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

• You are immune to disease.

• You don't need to sleep, and magic can't put you to sleep.

Source: Eberron: Rising from the Last War p. 36

Sentry's Rest

Description

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Source: Eberron: Rising from the Last War p. 36

Integrated Protection

Description

Your body has built-in defensive layers, which can be enhanced with armor:

• You gain a +1 bonus to Armor Class.

• You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.

• While you live, the armor incorporated into your body can't be removed against your will.

Source: Eberron: Rising from the Last War p. 36

Modifier

ac +1

Category

bonus

Specialized Design

Description

You gain one skill proficiency and one tool proficiency of your choice.

Source: Eberron: Rising from the Last War p. 36

Languages

Description

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

Source: Eberron: Rising from the Last War p. 36

Yuan-ti Pureblood

Size

Medium

Speed

30

Traits

Description

Description

Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes.

Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. However a yuan-ti looks, they have the power to pursue great good or evil in the multiverse.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 36

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. 36

Size

Description

Purebloods match humans in average size and weight. You are Medium or Small. You choose the size when you select this race.

Source: Volo's Guide to Monsters p. 120, Mordenkainen Presents: Monsters of the Multiverse p. 36

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. 120, Mordenkainen Presents: Monsters of the Multiverse p. 36

Magic Resistance

Description

You have advantage on saving throws against spells.

Source: Mordenkainen Presents: Monsters of the Multiverse p. 36

Poison Resilience

Description

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

Source: Mordenkainen Presents: Monsters of the Multiverse p. 36

Serpentine Spellcasting

Description

You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.

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

Source: Mordenkainen Presents: Monsters of the Multiverse p. 36

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