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- >Aetherborn
- >Second Sight
- >+1 Wis
- >You gain the ability to sense the 'essence' of creatures nearby. You can determine the position and type of creatures within 30 feet of you. This applies even through walls.
- >Aetheric Vampire
- >+1 Con
- >In place of eating and drinking you can use an action to choose to devour the aether of a living or recently deceased, no more than 5 minutes, creature. You do not devour its soul or any such but the physical bindings of a creature (I don't know MtG lore, correct me if wrong) reducing the creature's body to ash once complete. Gain temporary HP for one hour equal to the hit die of the devoured creature.
- >Decadence
- >+1 Cha
- >You gain advantage on all Cha based rolls when appearing or in an environment of excess or luxuriance as well as advantage on carousing rolls.
- >Aarakocra
- >Rat Catcher
- >+1 Wis
- >Gain proficiency in Perception. If you already have proficiency gain expertise.
- >In addition once per long rest you may double your fly speed for one minute when moving towards any target.
- >Silken Down
- >+1 Dex or Cha
- >Quiet as cat's feet and just as soft
- >Gain proficiency in stealth. If you already have proficiency gain expertise.
- >In addition, gain advantage on deception, persuasion, and sleight of hand checks made against any target within 5 feet of you.
- >Roc's build
- >+1 Str
- >Count as one size category larger for purposes of carrying capacity and push, drag, or lift.
- >You have advantage on grapple checks while airborn
- >Gensai
- >*Elemental* Born
- >+1 Con
- >Gain resistance to damage of the elemental type your subrace declares.
- >In addition you can survive in an environment similar to the Elemental plane from which your subrace hails as though it were normal. For example, a fire gensai can breathe and suffer no ill effects to existing within the elemental plane of fire though directed damage, such as a fireball, still does damage.
- >Primordial Tongue
- >+1 Cha
- >Speak with the language of creation. When speaking primordial you may choose one individual who does not understand it and give them comprehension for 10 minutes. In addition, you gain advantage on charisma checks made with individuals affected by this ability
- >You also gain advantage on Charisma saving throws caused by spells with a vocal component when that vocal component is not fulfilled in Primordial
- >Wish Granter
- >+1 Int, Wis, or Cha
- >The blood of genie royalty flows through you. Once per 3 weeks you may cast any spell as though casting it through wish. The spell's level determined by your total level divided in half, rounded up. For example, a 3rd level adventurer may cast a single 2nd level spell. Normal limits of Wish apply.
- >Warforged
- >Configuration: Reconnaissance
- >+1 dex
- >You gain proficiency in stealth and perception. If you are already proficient in either skill then gain expertise instead.
- >Configuration: Close Quarters Combatant
- >+1 Con
- >Increase the bonus of your composite plating to +2 AC
- >Gain martial weapon proficiency if you do not already have it.
- >Configuration: Executioner
- >+1 Str or Dex
- >Gain advantage on any target if it is not in 10 feet distance of any other character.
- >In addition gain advantage on initiative checks.
- >Shifter
- >Moonspeaker
- >+1 Wis
- >You gain the ability to permanently speak with animals as well as cast sending once per long rest without need for material components. These abilities are not affected by anti-magic.
- >Ragewild
- >+1 Str or Con
- >While Shifting, when you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll and advantage on Str ability checks.
- >Loreguard
- >+1 Wis or Cha
- >Choose one of the following: Aberrations, fiends, fey, elementals, dragons, giants, celestials. Also choose 3 kinds of humanoids
- >Against your choices, you have advantage on all ability checks for social interaction as well as stealth checks.
- >In addition, when scoring a critical hit against these types you may choose to reroll damage dice up to the number of damage dice you would have on a regular hit. You must take the new dice.
- Lizardfolk
- >Crocodilian
- >+1 Con
- >You gain the ability to hold your breath for two hours. This includes ability to short rest underwater.
- >Darkvision to 15 feet
- >Serpentine
- >+1 Str or Dex
- >When grappling or pinning enemies you gain the ability to constrict them as a bonus action, dealing 1d6 +Str bludgeoning damage
- >Terrapin
- >+1 Con or Wis
- >Your natural armor bonus increases to 14+dex and you gain resistance to non-magical bludgeoning, piercing, and slashing damage with the dodge action
- >(Komodo) Draconic
- >+1 Str
- >A successful bite attack that deals 4 or more damage to a target applies the poisoned condition on a failed constitution saving throw, should the target be vulnerable. DC equals 8+Str+Your proficiency.
- Hobgoblin
- >Martial Advantage
- >+1 Str or Int
- >Three times per long rest you gain the ability to deal an additional 2d6 to a target within 5 feet of one of your allies. You may use martial advantage only once per turn.
- >Devastation
- >+1 Int
- >Once per long rest you gain the ability to increase the size of a spell you cast by 10 feet. For example cone of cold goes out to 70 feet, width adjusting accordingly, or fireball is now a 30 foot radius. Spell must have a size, in feet, to use devastation with.
- >In addition any number of allies, which can include yourself, become immune to the effects of any AoE spell you use devastation with.
- >TACTICAL GENIUS
- >+1 Str or Int
- >When completely unseen, three times per long rest, you may cast Misty Step.
- >If you attack after using Misty Step, add +2 to all attack rolls.
- >Kenku
- >Frightening Range
- >+1 Cha
- >You lean the sounds of the beasts and monsters which strike fear into hearts.
- >Gain proficiency in Intimidation. If you are already proficient in intimidation, gain expertise.
- >In addition, you gain the ability to 'throw' your voice, having it originate from a point up to 35 feet away.
- >A murder
- >+1 Int or Dex
- >Your unique way of thinking and problem solving lends itself well to more than puzzles.
- >When making any intelligence check, with Help, you gain the ability to reroll one of the dice that you have rolled. You may take either die.
- >In addition, you roll one more damage die on a critical hit.
- >Flap harder
- >+1 Dex
- >Flight is lost, but you're getting there.
- >Gain the ability to featherfall at will. You have the ability to change direction and control yourself mid-fall without need for rolls.
- >Nevermore
- >+1 Con, Cha, or Wis
- >You gain the ability to speak with dead once per long rest.
- >In addition, you gain the ability to interchange the effects of Charm and Fear whenever they would affect a target because of you.
- >Firbolg
- >Fey Teleportation
- Same as UA
- >Giant Kin
- >+1 Str or Con
- >Gain the ability to enlarge yourself, as per Enlarge/Reduce, once per long rest.
- >Druiditic
- >+1 Wis
- >Learn the Druidcraft cantrip and gain the ability to cast Barkskin once per short rest.
- >The Code of Hiatea
- >+1 Str or Con
- >If an ally within 5 feet of you were to be hit by a melee attack, as a reaction you gain the ability to swap places with them and take the hit in their stead.
- >In addition, spears in your use gain the reach property, increasing your range with them by 5 ft.
- >Goliath
- >Thick Skinned
- >+1 Con
- >Due to growing up in the harsh wilderness where even the slightest cuts can be fatal your skin has become harder than most creatures. This feature grants a permanent +1 to your AC.
- >Heavy Build
- >+1 Str or Con
- >Due to your sheer size your unarmed attacks deal 1d4 damage, and you have advantage on saving throws against being pushed back or knocked prone.
- >Quick Study
- >+1 Wis or Int
- >Due to Goliaths reliance on strength over aged experience those who learn quickly thrive over their fellows. Gain proficiency in two skills of your choice, if you already have proficiency gain double proficiency.
- >Stalwart titan
- >+1 Con
- >Your melee weapon attacks gain an additonal 5ft range
- >Your Unarmed strikes deal an additional 2 bludgeon damage.
- >Giants Wisdom
- +1 Wis
- You gain proficiency in the Insight and Perception skills.
- If you are allready proficient then double your proficiency bonus.
- Whenever you make a Wisdom saving throw you add an additional half of your proficiency bonus (rounded down) to the roll.
- Aasimar
- >Angel of Death
- >+1 Cha
- >Whenever you heal a target other than yourself, heal yourself for half the same amount.
- >Angel of the Tower
- >+1 Str
- >Add +2 to all necrotic or radiant damage rolls
- >Angel of the Hanged Man
- >+1 Con
- >You spread hope in sacrifice. Once per short rest you may may elect, at the start of your turn until the start of your next turn, to give your allies within 30 feet resistance to all damage at the cost of making yourself vulnerable to all damage.
- >Angel of the Star
- >+1 Wis
- >Allies within 15 feet have advantage on saving throws against fear.
- >Angel of the Chariot
- >+1 Cha or Wis
- >Whenever you would force a target to make a Wisdom saving throw, once per long rest, you may force them to have disadvantage on that roll.
- >Angel of Justice
- >+1 Str or Dex
- >Whenever you have advantage on an attack roll you may add +1 to damage rolls for that attack roll.
- Bugbear
- >Boogieman
- >+1 Dex or Cha
- >Gain expertise in stealth and proficiency in intimidation. Gain expertise in intimidation if you are already proficient.
- >Lazy bug
- >+1 Con
- >Recover all your hit die on a long rest.
- >In addition, you keep your passive perception when sleeping.
- >Combo Attack
- >+1 Str or Dex
- >Your Surprise Attack racial trait can now be used when an enemy of your target is within 5 feet your target.
- Kobolds
- >Warren Keeper
- >+1 Wis
- >Gain advantage on perception when inside small, dark places such as underground. Open space limitation is up to DM discretion, recommended no bigger than 30 ft cube.
- >Trap Crafter
- >+1 Dex or Int
- >Gain proficiency in Sleight of Hand and two tools of your choice. If you already have proficiency in any of the former gain expertise instead.
- >For the Greater Good
- >+1 Con or Wis
- >Fling yourself at an opponent to help your allies.
- >As a reaction you can move up to your speed towards an opponent that would move to within 5 feet of an ally. They lose half of their total speed, up to what they have already moved. They keep their action and proc attacks of opportunity if they would continue on their path. You may intercept their path at any point where your movement would intersect theirs.
- >Dragon-kin
- >+1 Str or Con
- >Sprout wings and gain a 30 ft movespeed.
- >Gain disadvantage on all social interaction with non-winged kobolds.
- Tabaxi
- >Tiger's Strike
- >+1 Str
- >Double your horizontal leap. If you leap at least 15 feet before making an attack, add +2 damage to all damage rolls for that attack
- >Cheetah's Speed Sanic the Fastbaxi
- >+1 Dex
- >When taking the dash action, the extra speed gained equals double your movespeed instead of just your movespeed.
- >Cougar's Charm
- >+1 Cha
- >Gain advantage on Deception and Persuasion rolls while alcohol is nearby and open. Gain advantage on Carousing rolls.
- >Lion's Pride
- >+1 Str or Cha
- >Gain proficiency in Intimidation. If you are already proficient in intimidation then gain expertise.
- >In addition, when using the Help action, in or out of combat, you give the ability to reroll once any dice rolled by the target of the help action. The new die must be used.
- >Snow Leopard's Silence
- >+1 Dex
- >Gain proficiency in stealth. If you are already proficient in stealth, gain expertise.
- >In addition you gain resistance to the ill effects of cold and can Hide in plain sight if you are near snow.
- Orc
- >Half blood (Orog/Tanarukk)
- >+1 Str or Int
- >Any large or smaller target of your overrun, shove, or grapple actions have disadvantage.
- >Bahgtru's Might
- >+1 Str
- >You're unarmed attacks now deal 1d4+1+Str damage as opposed to 1+Str.
- >In addition your Strength cap is increased by, from 20 to 22, for example.
- >Yutrus' Resilience
- >+1 Con
- >You gain advantage on rolls made against diseases, both physical and mental.
- >In addition, your hand glows deatlhy white. When making a melee attack involving that hand, including through weapons, you can change the damage of that attack to necrotic.
- >Luthic's Care
- >+1 Wis or Con
- >Once per long rest you may double the health gained from 3 hit die in a short rest. You must choose to double before making the roll
- Triton
- >Breach
- >+1 Str
- >Double your vertical jump distance. In addition you may jump from the water as though it were solid land
- >Scale Coloration
- >+1 Con
- >Gain resistance to one elemental damage type according to the color of your scales. You can change this damage type over the course of 2 long rests. During this period of change you have no resistance from this feat. (Includes: fire, lightning, thunder, necrotic, radiant, poison, and acid.).
- >Echosense
- >+1 Wis
- >Gain Blindsight with radius equal to 5 times your Wisdom modifier. This radius is equal to 10 times your wisdom modifier underwater.
- Goblin
- >Vicious Opportunist
- >+1 Str or Dex
- >When making attacks of opportunity or attacks against surprised opponents, your crit range expands by 1. For example, for most a natural 20 is a critical hit while in these circumstances a 19 would also be considered a critical
- >A Nasty Shiv
- >+1 Str or Dex
- >When using a weapon with piercing damage you add +2 to all damage rolls.
- >Wolf-Riders
- >+1 Wis
- >When using an unintelligent mount in combat, you may use it to attack while still exerting direct control.
- >Pyromaniacs
- >+1 Con, Int, or Cha
- >You gain resistance to fire damage.
- >In addition whenever you would deal fire damage in an area, if you are included within that area you may roll 2 additional damage dice in addition to the base amount.
- Yuan-Ti
- >Not So Pure-Blooded
- >+1 Str
- >Once per long rest you are able to polymorph into any beast typed snake with a CR equal to your total level divided by four.
- >Freshly Shed
- >If in light or no armor you gain the ability to shed your skin, making your vulnerable to all damage for one minute. However, shedding your skin allows you to escape all forms of restraint including grappling as well as force any amount of creatures of your choosing within 30 feet to make a charisma saving throw or be feared. Eating this shed skin within 10 minutes of shedding gives 1 hit die back. Shed skin is equal to 10 lbs in weight and you may only shed your skin once per 2 long rests.
- >Snake's Tongue
- >+1 Wis
- >Gain tremorsense equal to 5 times charisma modifier
- >In addition gain proficiency in deception. If you are already proficient in deception, gain expertise.
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