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Overview

The following page contains information on races published in WotC releases, yet are unplayable in the AL.Some of these might be subraces for official races, others might be completely new. This includes the following books:

  • Unearthed arcana
  • Plane shift
  • One Grung Above

Aarakocra Edit

As an Aarakocra, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an aarakocra requires special consideration by your DM

  • Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Size: Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
  • Speed: Your base walking speed is 25 feet.
  • Flight: You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
  • Talons: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
  • Language: You can speak, read, and write Common, Aarakocra, and Auran.

Aasimar (Dungoner Master's Guide) Edit

  • Ability Score Increase: Your Charisma score increases by 2, and your Wisdom 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.
  • 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 color in darkness, only shades of gray.
  • Celestial reistance: You have reistance to necrotic damage and radiant damage.
  • 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 daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Languages: You can speak, read and write Common and Celestial.

Aetherborn (PlaneShift) Edit

Your Aetherborn character has certain traits deriving from your unusual nature

  • Ability Score Increase: Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
  • Size: Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Darkvision: Accustomed to the night, 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.
  • Born of Aether: You have resistance to necrotic damage.
  • Menacing: You gain proficiency in the Intimidation skill.
  • Drain Life: This is an optional ability that the aetherborn can research at the DM's discretion. The aetherborn can make a natural attack that deals 1d6 necrotic damage and restores the same number of hit points to the aetherborn. However, if the aetherborn goes for 7 days without dealing damage, their hit point maximum is reduced by 1d6 per week. This reduction can't be removed until the aetherborn has used their Drain Life ability and completed a long rest.
  • Languages: You can speak, read, and write Common and two other languages of your choice.

Aven (PlaneShift) Edit

All Aven share the following traits.

  • Ability Score Increase: Your Dexterity score increases by 2.
  • Size: Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
  • Speed: Your base walking speed is 25 feet. You have a flying speed of 30 feet. You can’t use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can’t use your flying speed if you are encumbered.)
  • Languages: You can speak, read, and write Common and Aven.
  • Subrace: Two varieties of aven inhabit Amonkhet: ibis-headed and hawk-headed. Choose one of these subraces.

Ibis-Headed Edit

A majority of ibis-headed aven, drawn to the teachings of Kefnet, specialize in spellcasting. They take great pride in all the qualities they share with the god of knowledge not just their avian heads, but their quick wit, self-confidence, cunning, and spellcasting prowess.

  • Ability Score Increase: Your Intelligence score increases by 1.
  • Kefnet’s Blessing: You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn’t already include your proficiency bonus.

Hawk-Headed Edit

Following the example of Oketra, hawk-headed aven often focus on the techniques of long-range combat. Most prefer javelins, but some are skilled with bows, spears, and throwing axes.

  • Ability Score Increase: Your Wisdom score increases by 2.
  • Hawkeyed: You have proficiency in the Perception skill. In addition, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.

Changeling (Unearthed Arcana) Edit

Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals. As a changeling, you have the following racial traits.


  • Ability Score Increase: Your Dexterity and Charisma scores increase by 1.
  • Size: Changelings are built much like humans, but a little leaner. Your size is medium.
  • Speed: Your base walking speed is 30 feet.
  • Duplicity: You gain proficiency in the Deception skill.
  • Shapechanger: As an action you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.
  • Languages: You can speak, read, and write Common and two languages of your choice.

Dwarf (Kaladesh) Edit

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

  • Ability Score Increase: Your Constitution score increases by 2, and your Wisdom score increases by 1.
  • Age: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
  • Alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend towards good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
  • Size: Dwarves stand around 5 feet tall and average about 150 pounds. Your sie is Medium.
  • Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
  • Darkvision: You can see dim light within 60 feet 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.
  • Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Artisan's Expertiese: You gain proficiency with two kinds of artisan's tools of your choice. Your proficiency is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Inteligence (History) check related to origin of any architectural construction (including buildings, public works such ascanals and aquaducts, and the massive cogwork of the construction Ghirapur), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal bonus.
  • Languages: You can speak, read, and write Common and Dwarvish.

Elf (Kaladesh) Edit

The elves of Kaladesh have much in common with the elves of other worlds. Your elf character has the following traits.

  • Ability Score Increase: Your Dexterity socre increases by 2 and your Wisdom score increases by 1.
  • Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood around the age of 100 and can live to be 750 years old.
  • Alignment: Elves love freedom, variety, and self-expression, so they lean towards the gentler aspects of chaos. They vaulue and protect others' freedom as well as their own, and are more often than not good than not.
  • Size: Elves range from under 5 feet to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Darkvision: You can see dim light within 60 feet 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.
  • Keen Senses: You have proficiency in the Perception skill.
  • Elf Weapon Training: You have proficiency with the longsword, showtsword, shortbow, and longbow.
  • Fey Ancestry: You have advantage on saving throw against being charmed, and magic can't put you to sleep.
  • Trance: You can meditate for 4 hours a day instead of sleeping for 8 hours.
  • Languages: You can speak, read, and write Common and Elvish.
  • Elf Culture: Elves of Kaladesh don't organize into nations or tribes, yet still recognize three distinct cultures.

Bishtahar and Tirahar Edit

Elves who dwell in the forest and countryside are known as the Bishtahar. Most live in isolated communities away from other races, though they still trade with them. In fact, much of Kaladesh’s food supply is grown
by elves. Bishtahar cultivators grow food, decorative flowers, wood for building, and elaborate living sculptures in their meandering gardens and fields. They use the plane’s ubiquitous technology to foster the growth of plants and animals, utilizing automatons as gardeners and herders, and employing elaborate, nearly invisible systems controlling heat, water, and nutrients. A garden tended by elves seems to grow naturally in an aesthetically pleasing fashion. In fact, many of the forests and plains of Kaladesh are planted and tended by elves as well. What might appear at first to be wild countryside is more likely a carefully planned landscape designed to meet the needs of the people and animals that live there.

  • Fleet of Foot: Your base walking speed increases to 35 feet.
  • Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Vahadar Edit

The  Vahadar  are  elves  who  dwell  in  the  cities  of  Kaladesh. They are comfortable  with  technology,  and work as planners, architects, aether-seers, or inventors. Some of them use the techniques of Bishtahar cultivators to grow food on rooftops, towers, and greenways. The  Vahadar  are  generally  integrated  into  the  rest  of  society on Kaladesh, living in cities dominated by the other races (though, as in Ghirapur, many of them live in specific garden-like neighborhoods) and engaging in trade.

  • Cantrip: You know a cantrip from the druid spell list. Wisdom is your spellcasting ability for it.
  • Extra Language: You can speak, read, and write an extra language of your choice.

Elf (Zendikar) Edit

The elves of Zendikar have much in common with the elves of other worlds. Your elf character has the following traits.

  • Ability Score Increase: Your Wisdom score increases by 2.
  • Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
  • Alignment: Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
  • Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Keen Senses: You have proficiency in the Perception skill.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
  • Subrace: Ancient divides that arose as the elven people migrated across Zendikar resulted in three main elf nations: the Tajuru, the Mul Daya, and the Joraga. Choose one of these subraces.

Tajuru Nation Edit

The Tajuru nation is the largest of the three main elven nations, concentrated in Murasa and spread across other parts of Zendikar as hundreds of far-flung clans. Tajuru elves are the most open to people of other races, seeing their skills and perspectives as valuable new tools for survival. The Tajuru are also more open to new lifestyles, be it living in a mountaintop citadel or roaming grassy plains.

  • Ability Score Increase: Your Charisma score increases by 1.
  • Skill Versatility: You gain proficiency in any combination of two skills or tools of your choice.

Joraga NationEdit

The elves of the imperious Joraga nation of Bala Ged have little respect for any other race of Zendikar— or even for other elves. The survival of their nation and its traditions is the Joraga elves’ only goal, and they view the influence of others as a weakness. The Joraga eschew the goods and habits of others, even avoiding the pathways blazed by the Tajuru when possible. Many view the nomadic Joraga clans as little more than bands of roving murderers, but a complex culture hides behind those clans’ aggressive exterior

  • Ability Score Increase: Your Dexterity score increases by 1.
  • Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Fleet of Foot: Your base walking speed increases to 35 feet.
  • Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Mul Daya NationEdit

Elves of the Mul Daya nation of Bala Ged are set apart from other elves by their relationship with the spirits of their elven ancestors. To the Mul Daya, the spirit world and the mortal realm are different only in terms of their tangibility. Death and the spirits of the dead are as much a part of the lives of the Mul Daya as is the natural world. This is not a macabre sentiment to the elves; they simply view it as the truest sense of the natural order. Mul Daya elves can often be recognized by their face painting and tattooing. Many Mul Daya decorate their skins with an enwrapping vine motif, and make use of poisons and acids collected at great cost from strange creatures and plants in the depths of Kazandu.

  • Ability Score Increase: Your Strength score increases by 1.
  • Superior Darkvision: Your darkvision has a radius of 120 feet.
  • Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Mul Daya Magic: You know the chill touch cantrip. When you reach 3rd level, you can cast the hex 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. Wisdom is your spellcasting ability for these spells.
  • Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Elf subraces Edit

Avariel (Unearthed Arcana) Edit

The avariel are winged elves. These rare creatures were more common when the worlds of the multiverse were young, but frequent conflicts with dragons much reduced the winged elves’ number. Still, a few colonies persist here and there in the Material Plane and on the Plane of Air.

  • Flight: You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
  • Languages: You can speak, read, and write Auran.

Eladrin (Dungeon Master's Guide) Edit

  • Ability Score Increase: Your Intelligence score increases by 1 
  • Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Fey Step: You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest

Eladrin (Unearthed Arcana) Edit

The chaotic eladrin are creatures of powerful emotions, infused with a power that can align with the magic of the seasons.

  • Ability Score Increase: Your Intelligence or Charisma score increases by 1 (your choice).
  • Fey Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.
  • Shifting Seasons: At the end of each short or long rest, you can align yourself with the magic of one season, regardless of the season that is dominating your personality. Doing so allows you to cast a certain cantrip, as shown in the Shifting Seasons Cantrips table. When you align yourself with a season’s magic, you lose the cantrip associated with the previous season and gain the cantrip associated with the new season. Your spellcasting ability for these cantrips is Intelligence or Charisma, whichever is higher.
  • Autumn: Friends cantrip
  • Winter: Chill touch cantrip
  • Spring: Minor illusion cantrip
  • Summer: Fire bolt cantrip

Grugach (Unearthed Arcana) Edit

The grugach of the world of Greyhawk shun contact with other folk, preferring the solace of the deepest forests and the companionship of wild animals. Even other elves draw their suspicion. The grugach tend toward chaos and neutrality. They feel no special duty to anyone beyond their own folk and the forest that is their home. Troubles beyond their borders are best kept there. At the same time, they harbor little ambition beyond a peaceful coexistence with nature. If anyone is fool enough to disturb a grugach realm, these elves take to arms and fight in earnest. Grugach master the basic weapons needed to hunt and forage in the wood. Every copse of trees becomes a sniper’s nest, and each forest meadow is an ambush point. The grugach set pits filled with stakes, snares that leave an intruder helpless to grugach arrows, and other snares designed to kill rather than capture. The grugach fight to the death to preserve their realms.

  • Ability Score Increase: Your Strength score increases by 1.
  • Grugach Weapon Training: You have proficiency with the spear, shortbow, longbow, and net.
  • Cantrip: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
  • Languages: Unlike other elves, you don’t speak, read, or write Common. You instead speak, read, and write Sylvan.

Sea Elves (Unearthed Arcana) Edit

The sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they form small, hidden communities in the ocean shallows and the Plane of Water. 

  • Ability Score Increase: Your Constitution score increases by 1.
  • Sea Elf Weapon Training: You have proficiency with the spear, trident, light crossbow, and net.
  • Child of the Sea: You have a swimming speed of 30 feet, and you can breathe air and water.
  • Friend of the Sea: Using gestures and sounds, you can communicate simple ideas with Small or smaller beasts that have an inborn swimming speed.
  • Languages: You can speak, read, and write Aquan.

Shadar-kai (Unearthed Arcana) Edit

Sworn to the Raven Queen’s service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were elves like the rest of their kin, but now they exist in a strange state between life and death, their skin pale and their bodies marked by piercings and eerie tattoos.

  • Ability Score Increase: Your Charisma score increases by 1.
  • Cantrip: You know one of the following cantrips of your choice: chill touch, spare the dying, or thaumaturgy. Charisma is your spellcasting ability for it.
  • Blessing of the Raven Queen: As a bonus action, you can magically teleport up to 15 feet to an unoccupied space you can see, and you gain resistance to all damage until the start of your next turn. During that time, you appear ghostly and translucent. Once you use this ability, you can’t use it again until you finish a short or long rest.

Gith (Unearthed Arcana) Edit

Gith feature a number of common traits.

  • Ability Score Increase: Your Intelligence score increases by 1.
  • Age: Gith reach adulthood in their late teens and live for about a century.
  • Size: Gith are taller and leaner than humans, with most a slender 6 feet in height.
  • Speed: Your base walking speed is 30 feet.
  • Languages: You can speak, read, and write Common and Gith.
  • Subrace: There are two kinds of gith, githyanki and githzerai. Choose one of these subraces.

Githyanki (Unearthed Arcana)Edit

The brutal githyanki are trained from birth as warriors.

  • Ability Score Increase: Your Strength score increases by 2.
  • Alignment: Githyanki tend toward lawful evil. They are self-centered, violent, and arrogant, yet they remain the faithful servants of their lichqueen, Vlaakith. Renegade githyanki tend toward chaos as they have forsaken her will.
  • Decadent Mastery: You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu’narath, githyanki have bountiful time to master odd bits of knowledge
  • Martial Prodigy: You are proficient with light and medium armor. Your people are always ready for war.
  • Githyanki Psionics: You know the mage hand cantrip. When you reach 3rd level, you can cast jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. You can cast all of them without components.

Githzerai (Unearthed Arcana)Edit

In their fortresses within Limbo, the githzerai hone their minds to a razor’s edge.

  • Ability Score Increase: Your Wisdom score increases by 2.
  • Alignment: Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.
  • Monastic Training: You gain a +1 bonus to AC while you aren’t wearing medium or heavy armor and aren’t using a shield. All githzerai receive basic training from monks, and the monks among them are unmatched in their defensive abilities.
  • Githzerai Psionics: You know the mage hand cantrip. When you reach 3rd level, you can cast shield once with this trait, and you 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 you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. You can cast all of them without components.

Goblin (Zendikar) Edit

Your goblin character has the following traits in common with all other goblins.

  • Ability Score Increase: Your Constitution score increases by 2.
  • Age: Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.
  • Alignment: Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.
  • Size: Goblins average about 3 feet tall and weigh about 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 color in darkness, only shades of gray.
  • Grit: You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.
  • Languages: You can speak, read, and write Common and Goblin.
  • Tribe: Most goblins on Zendikar belong to one of three tribes: the Grotag, the Lavastep, and the Tuktuk. Choose one of these tribes.

Grotag TribeEdit

Smaller and weaker than their cousins, and with larger hands and feet, goblins of the Grotag tribe attempt to live by their wits—though seldom with much success. When a Grotag goblin has the bright idea of trying to tame fleshpiercer mites, at least a few others will be willing to follow that goblin into a nest—usually to predictably horrible results. But though the Grotag seem to have a never-ending supply of bad ideas, and a horrible ratio of bad ideas to good, the Grotag likewise seem to have a never-ending supply of Grotag. As such, by trial and error (and more error), these goblins have stumbled across a great deal of knowledge useful for surviving the deep places of Zendikar, and for dealing with the creatures that live there. The Grotag imagine themselves to have a sort of empathy with beasts, and they lose hundreds of goblins each year to ill-advised attempts at monster taming. But, every now and again, one of these efforts is successful.

  • Grotag Tamer: You have proficiency in the Animal Handling skill.

Lavastep TribeEdit

The Lavastep tribe is the most industrious of the goblin tribes, and possesses much hard-won knowledge of the geothermal activity in Akoum. More so than members of the other tribes, the Lavastep goblins build surprisingly effective equipment out of the crystal shards and veins of strange metals that occasionally boil up to the surface. The most warlike of their kind, Lavastep goblins frequently harass the kor, elves, and humans of Akoum.

  • Lavastep Grit: You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments

Tuktuk TribeEdit

Among the goblins, the Tuktuk are most likely to hire themselves out as ruin guides to other races. Of course, their usual plan is to help find something of value, steal it, trigger a trap intentionally, and then run.

  • Tuktuk Cunning: You have proficiency with thieves’ tools.

Grung Edit

Grungs preferred to live in shady areas, and needed to remain in constant proximity to water. Their tadpoles developed in ground pools, already separated by caste. All Grungs continuously secreted a poisonous substance that was harmless to them (One Grung Above)

Grung
  • Ability Score Increase: Your Dexterity score increases by 2 and your Constitution score increases by 1.  
  • Age: Grungs mature to adulthood in a single year, but have been known to live up to 50 years.  
  • Alignment: Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy.  
  • Arboreal Alertness: You have proficiency in the Perception skill. 
  • Size: Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small.  
  • Speed: Your base walking speed is 25 feet, and you have a climbing speed of 25 feet.  
  • Amphibious: You can breathe air and water  
  • Poison Immunity: You’re immune to poison damage and the poisoned condition  
  • Poisonous Skin: Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
  • Standing Leap: Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start  
  • Water Dependency: If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
  • Languages: You can speak, read, and write Grung.  

Human Subraces (PlaneShift) Edit

There is only one race in Innisrad, that being the humans. Yet the humans claim origins from different provinces, which grant them different talents.

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

Alignment: Humans tend toward no particular alignment.

Size: 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. 

Speed: Your base walking speed is 30 feet

Languages: You can speak, read, and write Common and one extra language of your choice

Provincial Origins: Choose one of the four provinces of Innistrad as the place of origin for your character.

Gavony (PlaneShift) Edit

Whether safe behind the walls of the High City of Thraben or out in the moors with little more than shuttered windows, barred doors, and grim determination to stand against the horrors of the night, the humans of Gavony are the most well-rounded people of Innistrad.

  • Ability Score Increase: Your ability scores each increase by 1.

Kessig (PlaneShift) Edit

For the Kessiger, life is work. Kessigers are farmers, millers, weavers, and stonemasons, living close to the land and working hard for every meal. This makes them self-reliant, pragmatic, and plainspoken.

  • Ability Score Increase: Your Dexterity and Wisdom scores each increase by 1.
  • Forest Folk: You have proficiency in the Survival skill.
  • Fleet of Foot: Your base walking speed is 40 feet.
  • Sure-Footed: When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • Spring Attack: When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.

Nehpalia (PlaneShift) Edit

Beneath an ever-present shroud of fog billowing in from the sea, the people of Nephalia maintain a semblance of normalcy, buying and selling goods from across Innistrad in their bustling markets, setting out to sea in tiny fishing boats, or tilling the soggy earth in waterlogged fields.

  • Ability Score Increase: Your Intelligence and Charisma scores each increase by 1.
  • Breadth of Knowledge: You gain proficiency in any combination of four skills or with four tools of your choice.

Stensia (PlaneShift) Edit

Countless generations of hardship and proximity to the vampire strongholds—leading to lost children and neighbors—have taught Stensians to guard their hearts. They are proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces.

  • Ability Score Increase: Your Strength and Constitution scores each increase by 1.
  • Daunting: You have proficiency in the Intimidation skill.
  • Tough: Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.

Kender Edit

Kender are a small race similar to halflings. Known to exist only on the world of Krynn—the DRAGONLANCE setting—Kender are utterly fearless, insatiably curious, and unstoppably mobile and independent. They pick up anything that is not nailed down, and Kender with claw hammers will get those things as well. Traits As a Kender, the following racial traits replace all Halfling traits.

  • Ability Score Adjustment: Dexterity +1 and Charisma +1. Because all races in the final release got +2 to one Ability Score, your DM may allow you to increase your Charisma or Dexterity by +1 more.
  • Size: Small.
  • Speed: 25 feet.
  • Fearless: You cannot be frightened.
  • Taunt: You have an uncanny insight into the motivations and characteristics of other races, and you can use this insight to infuriate them. As an action, you can unleash a verbal barrage of sarcasm, insults, and crude comments against a creature that can understand you. Make a Performance check vs the target’s Insight check. If you win the contest, the target must use its next action to attack only you at Disadvantage. If you are out of range, it must charge at you. If the target wins the contest, it is immune to your Taunt for 24 hours (being this ability uses your whole action, check to see if your DM will make it a bonus action).
  • Kender Pockets: Kender constantly pick things up, pockets em, and then forgets them. If you need of a piece of non-magical equipment, you can spend 1 min searching, and then roll 1d4. If you roll a 4, you find the item in your pocket, pack, or pouch. If you roll anything else, you don’t have such an item on you, and you can’t search again for the same item until you’ve spent at least one day in a town or city.
  • Languages: You can speak, read, and write Common and Kenderspeak (a language unique to the DRAGONLANCE setting. If you are playing a kender in a different setting, give them the Halfling language or check with your DM).
  • Hoopak: You have proficiency in the Hoopak Staff, which does 1d6 melee or ranged damage (sling stones). It is considered a finesse weapon in your hands only and has a range of 30/120.

Khenra (PlaneShift) Edit

Your khenra character has the following traits.

  • Ability Score Increase: Your Dexterity score increases by 2, and your Strength score increases by 1.
  • Age: Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.
  • Alignment: Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.
  • Size: Khenra have similar builds to humans. Your size is Medium.
  • Speed: Your base walking speed is 35 feet.
  • Khenra Weapon Training: You have proficiency with the khopesh, spear, and javelin
  • Khenra Twins: If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can’t be frightened.
  • Langauges: You can speak, read, and write Common and Khenra

Kor (PlaneShift) Edit

Kor are athletic climbers, known for their use of rope to swing and climb through the dizzying vertical terrain of Zendikar. Your kor character has these traits.

  • Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  • Age: Kor mature at the same rate as humans and live about as long.
  • Alignment: Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors.
  • Size: Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium. 
  • Speed: Your base walking speed is 30 feet. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.
  • Kor Climbing: You have proficiency in the Athletics and Acrobatics skills.
  • Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave: You have advantage on saving throws against being frightened.
  • Languages: You can speak, read, and write Common, and communicate in the silent speech of the kor.

Merfolk (PlaneShift) Edit

Your merfolk character has a number of traits in common with other members of this race.

  • Ability Score Increase: Your Charisma score increases by 1.
  • Age: Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
  • Alignment: Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.
  • Size: Merfolk are about the same size and build as humans. Your size is Medium.
  • Speed: Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.
  • Amphibious: You can breathe air and water.
  • Languages: You can speak, read, and write Common, Merfolk, and one extra language of your choice.
  • Creeds: The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula(water), and Cosi (the trickster). A merfolk isn’t born into a creed but chooses it upon reaching adulthood, and it is rare for a merfolk not to choose a creed. Merfolk of the wind and water creeds aren’t hostile to each other, but members of each creed regard the other creed with a vague disdain. Members of both those creeds regard the Cosi creed with suspicion and some degree of fear, and Cosi-creed adherents tend to keep their affiliation secret. Choose one of these creeds for your character.

Emeria (Wind) CreedEdit

Merfolk who followed Emeria’s creed seek wisdom and truth in the Wind Realm, exploring the mystical forces—rather than natural causes—behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.

  • Ability Score Increase: Your Wisdom score increases by 2.
  • Wind Creed Manipulation: You have proficiency in the Deception and Persuasion skills.
  • Cantrip: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

Ula (Water) Creed Edit

Ula-creed merfolk emphasise intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.

  • Ability Score Increase: Your Intelligence score increases by 2.
  • Water Creed Navigation: You have proficiency with navigator’s tools and in the Survival skill.
  • Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Cosi CreedEdit

No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.

  • Ability Score Increase: Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.
  • Creed of the Trickster: You have proficiency in the Sleight of Hand and Stealth skills.
  • Cantrip: You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.

Minotaur (Krynn) Edit

Your minotaur character possesses a number of traits that reflect the power and superiority of your kind. 

  • Ability Score Increase: Your Strength score increases by 1.
  • Conqueror’s Virtue: From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
  • Age: Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
  • Alignment: Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
  • Size: Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Horns: You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
  • Goring Rush:  When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
  • Hammering Horns: When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
  • Labyrinthine Recall: You can perfectly recall any path you have traveled.
  • Sea Reaver: You gain proficiency with navigator’s tools and vehicles (water). Languages. You can speak, read, and write Common. 

Minotaur (Amonkhet) Edit

Minotaurs have many traits in common with the halforcs of other worlds.

  • Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.
  • Age: Minotaurs develop more slowly than humans, reaching full maturity around the age of 20. They typically become acolytes at around 8 or 9 years old, making them among the older members of their crops. Once they reach maturity, though, minotaurs age quickly, rushing headlong through the trials (as they do all aspects of life) to complete them before they pass their peak. A minotaur allowed to die of old age would rarely live beyond 40.
  • Alignment: Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil.
  • Size: Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Natural Weapon: You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to 1d6 + your Strength modifier.
  • Menacing: You gain proficiency in the Intimidation skill.
  • Relentless Endurance: 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.
  • Savage Attacks: 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.
  • Languages: You can speak, read, and write Common and Minotaur.

Naga (PlaneShift) Edit

All naga share the following traits.

  • Ability Score Increase: Your Constitution score increases by 2, and your Intelligence score increases by 1.
  • Age: Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century. 
  • Alignment: Most naga are either neutral or neutral evil in alignment.
  • Size: Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Speed Burst: By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.
  • Natural Weapons: Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.
  • Poison Immunity: You are immune to poison damage and can’t be poisoned.
  • Poison Affinity: You gain proficiency with the poisoner’s kit.  
  • Languages: You can speak, read, and write Common and Naga. 

Revenant (Unearthed Arcana) Edit

Having met a cruel and undeserved end, you have returned to the realm of the living . As a revenant, you thirst for revenge against those who wronged you in life, or seek to complete a final, critical task you left unfinished.


The revenant subrace can be applied to any race that has a subrace, and replaces that race’s existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options using the modification options provided below.

Your DM might also allow you to take this subrace for a slain character. In that case, your character rises from the dead with its original subrace replaced (or with the necessary modifications made to its base traits), filled with a determination to seek vengeance or complete its mission


To play as a revenant simply use any race with a subrace, and instead of choosing one, use the Revenant features.

To play as a human revenant, simply use the variant human without the skill trait and feat.

To play a dragonborn revenant modify your ability scores. Your Strength and Charisma increase by 1. In addition, your Draconic Ancestry trait uses necrotic damage. You still gain all the other revenant features.

To play a tiefling revenant, use the subrace option for the tiefling as described bellow, but instead of a subrace choose the revenant.

  • Ability Score increase: Your Constitution score increases by 1.

Relentless Nature: Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits:

  • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point.
  • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it.
  • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. When your goal is complete, you finally find rest. You die and cannot be restored to life.

Shifter (Unearthed Arcana) Edit

Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting.
As a shifter, you have the following racial traits.

  • Ability Score Increase: Your Dexterity score increases by 1
  • Size: Shifters are about the same size as humans. Your size is Medium
  • Speed: Your base walking speed is 30 feet
  • Darkvision: Your lycanthropic heritage grants you the ability to see in dark 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.
  • Shifting: On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below. You must finish a short or long rest before you can shift again.
  • Languages: You can speak, read, and write Common and Sylvan.
  • Subraces: Several subraces of shifter exist, each with its own animalistic features. Choose one of the options below.

Beasthide Edit

As a beasthide shifter, you are especially tough and persistent in battle.

  • Ability Score Increase: Your Constitution score increases by 1.
  • Shifting Feature: While shifting, you gain a +1 bonus to AC.

Cliffwalk Edit

Your cliffwalk heritage grants you the agility of a mountain goat.

  • Ability Score Increase: Your Dexterity score increases by 1.
  • Shifting Feature: While shifting, you gain a climb speed of 30 feet.

Longstride Edit

Longstride shifters are fleet and elusive.

  • Ability Score Increase: Your Dexterity score increases by 1.
  • Shifting Feature: While shifting, you can use the Dash action as a bonus action.

Longtooth Edit

As a longtooth shifter, you are a ferocious combatant.

  • Ability Score Increase: Your Strength score increases by 1.
  • Shifting Feature: While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.

Razorclaw Edit

As a razorclaw shifter, you make swift, slashing strikes in battle.

  • Ability Score Increase: Your Dexterity score increases by 1.
  • 'Shifting Feature: 'While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage

Wildhunt Edit

Your wildhunt heritage makes you a consummate tracker and survivor.

  • Ability Score Increase: Your Wisdom score increases by 1.
  • Shifting Feature: While shifting, you gain advantage on all Wisdom-based checks and saving throws

Tiefling subraces Edit

Tieflngs use the following subraces or origin options. These options are not mutually exclusive. The Subraces come from the Unearthed Arcana "That old black magic", while the Origins come from the Unearthed Arcana "Fiendish Options". The Winged Tiefling variant option from the Sword Coast Adventurer's Guide is also unplayable in Adventurer's League, and will be listed here.

Subraces Edit

To use these subraces keep the following from the base Tiefling race in the PHB:

  • Age
  • Alignment
  • Size
  • Speed
  • Darkvision

Additionally, the following traits are modifier:

  • Ability Score Increase: Your Charisma score increases by 2.
  • Languages: You can speak, read, and write common.

Infernal (Unearthed Arcana) Edit

An infernal Tiefling draws upon the power of the Nine Hells and it's diabolic masters.

  • Ability Score Increase: Your Inteligence score increases by 1.
  • Hellish Resistance: As described in the PHB
  • Infernal legacy: As described in the PHB
  • Langauges: You can speak, read, and write Infernal

Abyssal (Unearthed Arcana) Edit

Abyssal Tieflings trave their bloodline to the demons of the Abyss.

  • Ability Score Increase: Your Constitution score increases by 1.
  • Abyssal Fortitude: Your hit point maximum increases by half your level (minimum 1).
  • Languages: You can speak, read, and write Abyssal.
  • Abyssal arcana: Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell. You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot. At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.
d6 Cantrip Level 1 Level 2
1 Dancing Lights Burning Hands Alter Self
2 True Strike Charm Person Darkness
3 Light Magic Missile Invisibility
4 Message Cure Wounds Levitate
5 Spare the Dying Tasha's Hideous Laughter Mirror Image
6 Prestidigitation Thunderwave Spider Climb

WingedEdit

You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.

Origins Edit

Origins are not like subraces, only modifying the spells the Tiefling can cast, along with the lore of which demon lord they are descended from.

Asmodeus Edit

Asmodeus 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. Such tieflings use the Ability Score Increase and Infernal Legacy traits in the Player’s Handbook

Baalzebul Edit

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 layer can corrupt others both physically and psychically.

  • Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
  • Legacy of Maladomini: 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.

Dispater Edit

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.

  • Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.
  • Legacy of Dis: 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 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.

Fierna Edit

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

  • Ability Score Increase: Your Charisma score increases by 2, and your Wisdom score increases by 1.
  • Legacy of Phlegethos: 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.

Glysa Edit

Glasya, Hell’s criminal mastermind, grants her tieflings useful magic in committing heists.

  • Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.
  • Legacy of Malbolge: 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.

Levistus Edit

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

  • Ability Score Increase: Your Charisma score increases by 2, and your Constitution score increases by 1.
  • Legacy of Stygia: 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.

Mammon Edit

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

  • Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
  • Legacy of Minauros: 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.

Mephistopheles Edit

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

  • Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
  • Legacy of Cania: You know the mage hand cantrip. When you reach 3rd level, you can cast the magic missile 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 web 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.

Zariel Edit

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

  • Ability Score Increase: Your Charisma score increases by 2, and your Strength score increases by 1.
  • Legacy of Avernus: 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. 

Vampire (Plane Shift) Edit

Your vampire character has the following traits as a result of the unique origins of your kind.

  • Ability Score Increase: Your Intelligence score increases by 1, and your Charisma score increases by 2.
  • Age: Vampires don’t mature and age in the same way that other races do. Every living vampire is either a bloodchief, infected by Ulamog’s influence in the distant reaches of history, or was spawned by a bloodchief from a living human. Most vampires are thus very old, but few have any memory of their earliest years.
  • Alignment: Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Regardless of their moral bent, the strict hierarchies of their bloodchiefs inclines them toward a lawful alignment.
  • Size: Vampires are about the same size and build as humans. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Darkvision: Thanks to your 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.
  • Vampiric Resistance: You have resistance to necrotic damage.
  • Blood Thirst: You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null (see “A Zendikar Bestiary”).
  • Languages: You can speak, read, and write Common and Vampire.

Vedalken (Plane Shift) Edit

Your vedalken character has certain characteristics in common with all other vedalken.

  • Ability Score Increase: Your Inteligence score increases by 2 and your Wisdom score increases by 1.
  • Age: Vedalken mature at the same rate as humans do, and most are expected to settle down into adult life by around age 40. They can live 350 to almost 500 years.
  • Alignment: Vedalken are most often lawful and rarely evil.
  • Size: Vedalken are taller than humans but more slender. They average 6 to 6 1/2 feet tall, but usually weigh less than 200 pounds. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Vedalken Cunning: You have advnatage on all Inteligence, Wisdom, and Charisma saving throws against magic.
  • Aether Lore: When you make an Inteligence (History) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  • Languages: You can speak, read, and write Common and Vedalken. Vedalken is renowned for it's technical treaties and it's catalogs of knowledge about the natural world and the aether it provides.

Warforged (Unearthed Arcana) Edit

The warforged were made as the ideal soldiers to serve in the devastating Last War. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls.

As a warforged, you have the following racial traits. Ability Score Increase: Your Strength and Constitution scores increase by 1.

Size: Warforged are generally broader and heavier than humans. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Composite Plating: Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.

Living Construct: Even though you were constructed, you are a living creature. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

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

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