Aasimar Traits Aasimar share certain racial traits as a result of their celestial descent. Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1. Age. Aasimar mature at the same rate as humans but live a few years longer. Alignment. Due to their celestial heritage, Aasimar are often good. However, some Aasimar fall into evil, rejecting their heritage. Size. Aasimar are built like well-proportioned humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Celestial Legacy. You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level you can cast the Aura of Vitality spell once with this trait as a 3rd level, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Darkvision. Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey. Holy Resistance. You have resistance to necrotic damage and radiant damage. Languages. You can speak, read, and write Common and Celestial. Bugbear Traits Your Bugbear character has the following traits in common with all other Bugbears. Ability Score Increase. Your Strength score increases by 1, and your Dexterity score increases by 1. Age. Bugbears mature at the same rate as humans reaching adulthood at 20. They age noticeably faster than however, and it is rare for an Bugbear to see 50 years. Alignment. With a natural love of carnage, Bugbears are inherently chaotic evil. Size. Bugbears are the size of humans and well built. Your size is Medium. Speed. Your base walking speed is 30 feet. Brute. A melee weapon deals one extra die of its damage when you hit with it. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey. Heart of Hruggek.You have advantage on saving throws against being charmed, frightened, paralysed, poisoned, stunned, or put to sleep. Surprise Attack. If you surprise a creature and hit it with an attack during the first round of combat, the target takes an extra 2d6 damage from the attack. Veral Ambusher. Bugbears are found of setting ambushes and fleeing when outmatched. You have proficiency in Stealth. Languages. You can speak, read, and write Common and Goblin. Bullywug Traits Your Bullywug character has the following traits in common with all other Bullywug. Ability Score Increase. Your Dexterity score increases by 1, and your Constitution score increase by 1. Age. Bullywugs mature faster than humans, reaching adulthood around age 3. Though it isn’t likely, a Bullywug can live over a 100 years. Alignment. Bullywugs are willing to do whatever they have to do to survive, they tend to be neutral evil. Size. Goblins average about 3 feet tall and average 40 pounds. Your size is Small. Speed. Your base walking speed is 20 feet. Amphibious. You can breathe air and water. Bite. You are proficient with your unarmed strikes, which deal 1d4 piercing damage on a hit. Speak to Frogs and Toads. You can communicate simple concepts to frogs and toads when you speak in Bullywug. Standing Leap. Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start. Swamp Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Swim. You have a swim speed of 40 feet. Languages. You can speak, read, and write Common and Bullywug. Centaur Traits Centauri share a number of traits in common with each other. Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Centauri mature rapidly reaching adulthood at the age of 3. They rarely live longer than 60 years. Alignment. Centauri tend to neutrality in all regards. Size. With the body of a horse and the torso, head and arms of a human, most Centaur stand at 8 feet tall and average 1000 pounds. Your size is Large. Speed. Your base walking speed is 50 feet. Charger. When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). Grazer. You need to consume four times as much food as a human and twice as much water, tending to eat throughout the day. Hooves. You are proficient with your unarmed strikes, which deal 2d6 bludgeoning damage on a hit. Mount. You can serve as a mount for any Medium creature or smaller. Woodland Hunter. Your background of hunting in the wilds gives you proficiency with the Longbow. You also have proficiency with Athletics, Perception or Survival. Languages. You can speak, read, and write Common, Elvish and Sylvan.

Goblin Traits Your Goblin character has the following traits in common with all other Goblins. Ability Score Increase. Your Dexterity score increases by 2. Age. Goblins mature faster than humans, reaching adulthood around age 12. They age noticeably faster than humans, and it is rare for a Goblin to see 50 years. Alignment. Motivated by greed and malice, goblins are inherently evil. Size. Goblins average about 3 feet tall and average 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey. Goblin Nimbleness. You can move through the space of any creature that is of a size larger than yours. Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Nimble Escape. You can take the Disengage or hide action as a bonus action on each of your turns. Worg Rider. Goblins have rode animals into battle for centuries, namely Worgs, to make up for their natural lack of strength. You have proficiency in the Animal Handling skill. Languages. You can speak, read, and write Common and Goblin. Half-Dwarf Traits Your Half-Dwarf character has some qualities in common with Dwarves and some that are unique to Half-Dwarves. Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1. Age. Half-Dwarves 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. Alignment. Half-Dwarves share the lawful bent of their Dwarven heritage. They value fair play, believing in a well ordered society. Size. Half-Dwarves are somewhat smaller than humans but naturally bulkier, averaging about 5 feet and 180lbs. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your Dwarvish 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 colour in darkness, only shades of grey. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Hardy. Your natural endurance means that you don’t suffer any negative effects from the first level of exhaustion. Skill Versatility. You gain proficiency in one skill of your choice. Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Languages. You can speak, read, and write Common and Dwarvish. Hobgoblin Traits Your Hobgoblin character has the following traits in common with all other Hobgoblins. Ability Score Increase. Your Strength score increases by 1, and your Constitution score increases by 1. Age. Hobgoblins mature at the same rate as humans reaching adulthood at 20. They age noticeably faster than however, and it is rare for an Hobgoblins to see 50 years. Alignment. Most Hobgoblins are lawful evil, though Hobgoblins of all alignments exist. Size. Hobgoblins are a similar size to humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Beast Trainers. Hobgoblins have a long history of training animals to service. You have proficiency in the Animal Handling skill. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey. Hobgoblin Armour Training. You have proficiency with light and medium armour. Martial Advantage. Once per turn, you can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated. Languages. You can speak, read, and write Common and Goblin. Kenku Traits Your Kenku character has the following traits in common with all other Kenku. Ability Score Increase. Your Dexterity score increases by 2. Age. Kenku mature faster than humans, reaching adulthood around age 3. Compared to humans, Kenku don’t usually live longer than 30 years. Alignment. With an appetite for greed and a disregard for the law, most Kenku are widely Chaotic, though they have no particular inclination toward good or evil. Size. Kenku are a similar size to humans but are crow like in their appearance. They have sleek feathers, beaks and talons. Your size is Medium. Speed. Your base walking speed is 30 feet. Ambusher. You have advantage on attack rolls against any creature you have surprised. Light Footed. You have proficiency in the Stealth skill. Mimicry. You can mimic any sound you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Languages. You can understand Auran and Common but can only speak through the use of your Mimicry trait..

Kuo-Toa Traits Your Kuo-Toa character has certain characteristics in common with all other Kuo-Toa. Ability Score Increase. Two scores of your choice increase by 1. Age. Kuo-Toa reach adulthood within the first few years of their life. They live for about 30 years. Alignment. Kuo-Toa are known to dwell in madness and everlasting darkness, they tend to be neutral evil. Size. Kuo-Toa are slightly smaller than humans, they have webbed feet and the head of a fish. Your size is Medium. Speed. Your base walking speed is 30 feet. Bite. You are proficient with your unarmed strikes, which deal 1d6 piercing damage on a hit. Amphibious. You can breathe air and water. Otherworldy Perception. You can sense the presence of any creature within 30 feet that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Scales. Your natural armour gives you an AC of 11. Slippery. You have advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey. Swim. You have a swimming speed of 30 feet. Languages. You can speak, read, and write Common and Undercommon. Lizardfolk Traits Your Lizardfolk character has certain characteristics in common with all other Lizardfolk. Ability Score Increase. Your Strength score increases by 1, your Constitution score increases by 1, and your Wisdom score increases by 1. Age. Lizardfolk reach adulthood within the first few years of their life. They live for about 30 years. Alignment. Lizardfolk have no notion of traditional morality, and the concepts of good and evil is utterly alien. Truly neutral creatures, they kill when it is expedient and do what it takes to survive. Size. Lizardfolk are large bipedal lizard about the same size as a human. Your size is Medium. Speed. Your base walking speed is 30 feet. Bite. You are proficient with your unarmed strikes, which deal 1d6 piercing damage on a hit. Hold Breath. You can hold your breath for 15 minutes. Swim. You have a swimming speed of 30 feet. Tough Hide. Your natural armour gives you an AC of 13. Languages. You can speak, read, and write Common and Draconic. Minotaur Traits Minotaur share certain racial traits as a result of their demonic heritage. Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1. Age. Minotaur mature rapidly, reaching adulthood at the age of 3. They live to be around 80. Alignment. Due to being born through demonic rites, most Minotaur are chaotic in nature. With the majority of their race tending towards evil. Size. Minotaur are much heavier and larger than Humans. They stand at around 9 feet, averaging 300 lbs. You size is Large. Speed. Your base walking speed is 40 feet. Charger. When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). Darkvision. Thanks to your demonic 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 colour in darkness, only shades of grey. Gore. You are proficient with your unarmed strikes, which deal 2d8 piercing damage on a hit. Labyrinthine Recall. You can perfectly recall any path you have travelled. Languages. You can speak, read, and write Common and Abyssal. Orcs Traits Your Orc character has a variety of traits, the result of a history of war and brutality. Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 2. Age. Orcs mature at the same rate as humans reaching adulthood at 20. They age noticeably faster than however, and it is rare for an Orc to see 50 years. Alignment. Given their barbaric culture, Orcs tend to have Chaotic Evil natures. Size. Orcs are very muscular and much larger than humans averaging 7 feet and 300 pounds. Your size is medium. Speed. Your base walking speed is 30 feet. Aggressive. As a bonus action, you can move up to your speed toward a hostile creature that it can see. Born Killer. You have proficiency with the Battleaxe and Greataxe. Brave. You have advantage on saving throws against being frightened. Darkvision. 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 colour in darkness, only shades of grey. Fearful Presence. You have proficiency in the Intimidation skill and are able to use your strength modifier instead of charisma for Intimidation checks. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. Languages. You can speak, read, and write Common and Orc.