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Overview Edit

There are quite a number of official Adventurer's League races found in the lands of Faerun. The core races are all from the Player's Handbook and Dungeon Master's Guide, but since their release, Wizards of the Coast has released a wide variety via supplemental books and Unearthed Arcana releases. However only the races listed in official published materials are considered Adventurer's League compliant and include the following books:

  • Elemental Evil Player’s Companion
  • Sword Coast Adventurer’s Guide
  • Volo’s Guide to Monsters

Any races from outside of those above sources are not available for use in Adventurer's League play under normal circumstances, and should be added to D&D 5E Adventurer's League Unplayable Races.[1]

As well, any race with flight at first level, including the Aarakocra, Winged Tiefling, and Avariel Elf subrace, is not legal for Adventurer's League play.

Aasimar Edit

Aasimar are humanoids with an angelic spark in their souls, which grants them supernatural power. They come in 3 variants and they must be part of one of Faurun's factions to be Adventurer's League compliant (VGM p104).
Aasimar
  • Ability Scores: Charisma +2
  • Size: Medium
  • Speed: 30ft.
  • Darkvision: 60 feet
  • Celestial Resistance: Resistance to Necrotic and Radiant damage.
  • Healing Hands: As an action, you can touch a creature and heal a number of hit points equal to your level, once per long rest.
  • Light Bearer: You know the light cantrip. Use charisma if someone tries to dispel it.
  • Languages: Common and Celestial.

Protector Aasimar Edit

Protector Aasimar are good and guard the weak from the evil of the world.

  • Ability Scores: Wisdom +1
  • Radiant Soul: Starting at 3rd level, you can unleash the divine energy as an action. When you do so, your eyes glimmer and two luminous, ghost-like wings emerge from your back and you gain a flying speed of 30 feet. The transformation lasts for 1 min, and once on each of your turns you can deal extra radiant damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Radiant Soul with a bonus action, and cannot use it again until you take a long rest.

Scourge Aasimar Edit

Scourge Aasimar are imbued with an all-consuming powerful desire to destroy evil and wear masks to hide their unquenchable thirst.

  • Ability Scores: Constitution +1
  • Radiant Consumption: Starting at 3rd level, you can unleash your divine energy as an action. When you do so, searing light pours out your eyes and mouth for 1 min. During this time, you shed bright light for 10 feet, dim light for another 10 feet. At the end of each your turns, you and all creatures within 10 feet take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to a single creature equal to your level. You can cancel Radiant Consumption as a bonus action and must finish a long rest before you can use this ability again.

Fallen Aasimar Edit

An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.

  • Ability Scores: Strength +1
  • Necrotic Shroud: Starting at 3rd level, you can unleash your divine energy as an action, causing your eyes to turn into pools of darkness and two skeletal, ghost-like, flightless wings sprout from your back. The instant you transform, all other creatures within 10 feet that can see you become frightened until the end of your next turn if they fail a Charisma saving throw (DC 8 + your prof bonus + Charisma modifier). The transformation lasts for 1 min, and once on each of your turns you can deal extra necrotic damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Necrotic Shroud with a bonus action, and cannot use it again until you take a long rest.

Bugbear Edit

Bugbear are massive humanoids distantly related to, but larger and stronger than, goblins and hobgoblins. Like many goblinoids, bugbears speak the Goblin language. They are one of the only goblinoids to be covered in fur. (VGM p119)
Bugbear
  • Ability Score Increase: Strength +2 and Dexterity +1
  • Age: 80 years
  • Alignment: Chaotic evil
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal
  • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
  • Sneaky: You are proficient in the Stealth skill
  • Surprise Attack: If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat
  • Languages: Common and Goblin

Dragonborn Edit

Essentially, they are their 4e counterparts with vaguer backgrounds, they are still pretty close to what they were (D&D 5th Ed).

  • Ability Scores: Strength +2, Charisma +1
  • Size: Medium
  • Speed: 30ft.

Draconic Ancestry Edit

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table below.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
  • Breath Weapon: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. Each creature must make a saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.
  • Damage Resistance: You have Resistance to the damage type associated with your draconic ancestry.
  • Languages: You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The Language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Dwarf Edit

Dwarves are short, stout, grumpy and loyal. They love digging, they're tough as nails, and they love to fight (D&D 5th Ed).

  • Ability Score Increase: +2 Constitution
  • Size: Medium
  • Speed: 25ft. It's not reduced by heavy armor.
  • Darkvision: 60 ft.
  • Dwarven Resilience: Advantage on saves vs poison, and resistance to poison damage.
  • Dwarven Combat Training: Proficiency with the battleaxe, handaxe, light hammer, and warhammer.
  • Tool Proficiency: Pick one proficiency from smith's tools, brewer's supplies, or mason's tools.
  • Stonecunning: When determining the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
    • Languages: Common and Dwarvish.

Duergar Dwarves Edit

Also known as Gray Dwarves, the Duergar come from the Underdark. They were introduced to the 5th edition in the Sword Coast Adventurer's Guide.

  • Ability Score Increase: Strength +1
  • Superior Darkvision: 120ft.
  • Duergar Resilience: Advantage on saves vs illusions, charm, and paralyzation.
  • Languages: Common, Dwarvish, and Undercommon.
  • Duergar Magic: At 3rd level, you can cast the Enlarge on yourself once per long rest. At 5th level, you can cast Invisibility once per long rest. You need no material components and you can't cast either of them in direct sunlight, though sunlight has no effect once they're cast.
  • Sunlight Sensitivity: Disadvantage on attack rolls and Perception (sight) checks when you or your target is in direct sunlight.

Hill Dwarves Edit

Also known as Gold Dwarves, these hearty beings are known for their keen senses, deep intuition, and remarkable resilience.

  • Ability Score Increase: Wisdom +1
  • Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mountain Dwarves Edit

Also know as Shield Dwarves, these slightly taller cousins are strong and hardy, accustomed to rugged terrain.

  • Ability Score Increase: Strength +2.
  • Dwarven Armor Training: Proficiency with light and medium armor.

Elf Edit

Elves are still pretty standard in 5th edition; graceful, eerie, and beautiful. They get a bonus to Dexterity, have keen senses, are resistant to charms, are immune to sleep, and they go into a trance for a few hours instead of sleeping (D&D 5th Ed).

  • Ability Score Increase: Dexterity +2
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Keen Senses: Proficiency in the Perception skill.
  • Fey Ancestry: Advantage on saves vs magical charms and you can't be put to sleep with magic.
  • Trance: Can meditate for 4 hours a day instead of sleeping for 8 hours.
  • Languages: Common and Elvish.

High Elves Edit

High elves are reclusive, have a keen mind, know the basics of magic, and often believe they are superior to all other humanoid races. 

  • Ability Score Increase: Intelligence +1
  • Bonus Language: One extra language of your choice.
  • Elf Weapon Training: Proficiency in longsword, shortsword, shortbow, and longbow.
  • Cantrip: Gain one Wizard cantrip of your choice using Intelligence for it.

Wood Elves Edit

Wood elves have a keen sense of intuition, move quickly on their feet, and are naturally stealthy when in nature. 

  • Ability Score Increase: Wisdom +1
  • Elf Weapon Training: Proficiency in longsword, shortsword, shortbow, and longbow.
  • Fleet of Foot: Speed 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.

Drow (Dark Elves) Edit

Banished from the surface world, Drow Elves mostly reside in the depths of the Underdark.

  • Ability Score Increase: Charisma +1
  • Drow Weapon Training: Proficiency in rapiers, shortswords, and hand crossbows.
  • Superior Darkvision: 120 feet
  • Sunlight Sensitivity: 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.
  • Drow Magic: At 1st level, you gain the Dancing Lights cantrip, at 3rd level you can cast Faerie Fire once per day, and at 5th level you can cast Darkness once per day. Charisma is your spellcasting ability.

Firbolg Edit

Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic (VGM p105).
Firbolg-5e
  • Ability Scores: Str +1, Wis +2
  • Size: Medium
  • Speed: 30 feet
  • Firbolg Magic: Once per short or long rest you can cast both the Detect Magic and Disguise Self spells using Wisdom as your spellcasting ability. This version of Disguise Self lets you appear up to 3 feet shorter, thus allowing you to blend in with humans and elves.
  • Hidden Step: Once per short or long rest, you can magically turn Invisible until the start of your next turn as a bonus action. The ability ends early if you attack, deal any damage, or force anyone to make a saving throw.
  • Powerful Build: When determining your carry, push, drag, or lift capacity, you count as one size larger.
  • Speech of Beast and Leaf: You can communicate with beasts and plants. You also have advantage on Charisma checks to influence them. These creatures can understand the meaning of your words, even though you cannot understand them in return.
  • Languages: Common, Elvish, and Giant.
  • Factions: In order to play any Firbolg, you MUST be a member of The Harpers or The Emerald Enclave (VGM: AL Ref).

Genasi Edit

Sometimes the other planes manifest themselves into beings during birth, infusing their blood with their power. The Genasi are one such people, the offspring of genies and mortals.
Genasi
  • Ability Score Increase: Constitution +2
  • Size: Medium
  • Speed: 30 feet
  • Languages; Common and Primordial.

Air Genasi Edit

Air Genasi are descended from the djinn. Their moods are as changeable as the weather, shifting from calm to wildly violent with little warning. Fortunately those moods don't last very long.

  • Ability Score Increase: Dexterity +1
  • Unending Breath: You can hold your breath indefinitely while you're not incapacitated.
  • Mingle with the Wind: You can cast Levitate once per long rest requiring no material components. Constitution is your spellcasting ability for it.

Earth Genasi Edit

Though not necessarily evil, the Earth Genasi are descended from the cruel and greedy Dao. They all have some minor control over earth, displaying superior strength and solid power. They like to avoid rash decisions, and often pause to consider all their options.

  • Ability Score Increase: Strength +1
  • Earth Walk: You can move across difficult terrain made of earth or stone without expending extra movement.
  • Merge with Stone: Once per long rest, you can cast Pass Without Trace, requiring no material components. Constitution is your spellcasting ability for this spell.

Fire Genasi Edit

Fire genasi inherit the volatile moods and keen minds of their Efreet bloodline. They're impatient, make snap judgments and revel in their distinctive appearances.

  • Ability Score Increase: Intelligence +1
  • Darkvision: 60 feet and everything you see in darkness is in a shade of red due to your ties to the Elemental Plane of Fire.
  • Fire Resistance: You take 1/2 damage from fire.
  • Reach to the Blaze: You know the Produce Flame cantrip. Beginning at 3rd level, you also can also cast Burning Hands at 1st level of power, once per long rest. Constitution is your spellcasting ability for these spells.

Water Genasi Edit

The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.

  • Ability Score Increase: Wisdom +1
  • Acid Resistance: You take 1/2 damage from acid.
  • Amphibious: You can breathe air and water.
  • Swim: Your swimming speed is 30 feet.
  • Call to the Wave: You know the Shape Water cantrip. Beginning at 3rd level, you can also cast the Create or Destroy Water spell at 2nd-level of power, once per long rest. Constitution is your spellcasting ability for these spells.

Gnome Edit

Crazy, hyper-energetic and insatiably curious, gnomes are a wonderfully chaotic addition to any party. Gnomes don’t look like a threat and can quickly disarm suspicion with good humor. The common folk are often curious about gnomes, likely never having seen one before, but they are rarely hostile or fearful (D&D 5th Ed).

  • Ability Score Increase: Intelligence +2
  • Size: Small
  • Speed: 25 feet.
  • Darkvision: 60 feet
  • Gnome Cunning: Advantage on all Intelligence, Wisdom , and Charisma saving throws against magic.
  • Languages: Common and Gnomish.

Forest Gnomes Edit

Forest Gnomes are rare and secretive nature-folk. They have a natural knack for illusion and are both quick and stealthy. With Dragonlance supported, but the Kender "hi" race missing after playtest, Forest Gnomes seem to hold up as a decent Kender replacement.

  • Ability Score Increase: Dexterity +1
  • Natural Illusionist: You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for it.
  • Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.Gnomes are usually "3.2'

Rock Gnomes Edit

Rock Gnomes have a natural inventiveness and hardiness beyond that of other Gnomes. They are the iconic tinker gnomes, being more adept at puzzling out magic items, alchemical objects, and technological devices.

  • Ability Score Increase: Constitution +1
  • Artificer's Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus.
  • Tinker: Proficiency with Tinker's Tools. You can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

Deep Gnomes Edit

Also known as Svirfneblin, Deep Gnomes come from the Underdark. They are dour and serious compared to the cheerful and generally optimistic rock gnomes and forest gnomes (SCAG p115).

  • Ability Score Increase: Dexterity +1
  • Superior Darkvision: 120 feet
  • Stone Camouflage: Advantage on Stealth checks to hide in rocky terrain.
  • Additional Languages: Undercommon
  • Svirfneblin Magic: Although they don't begin with it, Deep Gnomes gain access to the Svirfneblin Magic feat which allows them to cast Nondetection on yourself at will, and once per long rest you can cast Blindness/DeafnessBlur, and Disguise Self. Intelligence is your spellcasting ability for these spells.

Goblin Edit

Goblins are a race of small and numerous goblinoids common throughout Toril, often living in underground caverns near the surface known as lairs. The race is often, though not always, dominated by other goblinoids, most commonly hobgoblins. Goblins may have, in fact, been initially created by this related race to serve as scouts and infiltrators. (VGM p119)
Goblin 5E
  • Ability Score Increase: Dexterity +2 and Constitution +1
  • Age: 60 years
  • Alignment: Neutral evil
  • Size: Small
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you finish this trait, you can't use it again until you finish a short or long rest.
  • Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns
  • Languages: Common and Goblin

Goliath Edit

The reclusive Goliaths live on the highest mountain peaks, where the air is thin and the wind howls regularly. They are a hearty race of warriors who look as if they're carved from mountain and stone.
Goliath barbarian
  • Ability Score Improvements: Strength +2, Constitution +1
  • Size: Medium
  • Speed: 30 feet
  • Natural Athlete: Proficiency in the Athletics skill.
  • Stone's Endurance: Once per short or long rest, you can use your reaction to reduce damage taken by 1d12 + your Constitution bonus.
  • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Mountain Born: You're acclimated to extremely high altitude and naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide. In short you will not accrue levels of exhaustion caused by cold climates.
  • Languages: Common and Giant

Half-Elf Edit

Walking in two worlds but truly belonging to neither, Half-Elves combine the best qualities of their Elf and Human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the Elves (D&D 5th Ed).
Half-elf PHB5e

The Sword Coast Adventurer's Guide includes rules for half-elf racial variants, allowing them to have sub-races like several other races. Basically, they can trade out their bonus skill proficiencies for the other Elf races' bonuses.

  • Ability Score Improvements: Charisma +2, Choose any two +1
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Fey Ancestry: Advantage on saves vs charms and magic can't put you to sleep.
  • Skill Versatility: Proficiency in two skills of your choice.
  • Languages: Common, Elvish, and one extra language of your choice.

Half-Elf Variants Edit

Some Half-Elves in Faerun have a racial trait in place of the Skill Versatility. You can instead take the Elf trait Keen Senses or a trait based on your elf parentage. With all that said, a good DM should recommend replacing one skill proficiency with Keen Senses, or one of the following:

  • Half Wood Elf: choose the wood elf's Elf Weapon Training, Fleet of Foot, or Mask of the Wild.
  • Half Moon or Sun Elf: choose Elf Weapon Training or a Wizard Cantrip.
  • Half Drow Elf: choose the Drow Elf's Drow Magic.
  • Half Aquatic Elf: choose swimming speed of 30 feet.

Half-Orc Edit

Big scary bruisers, are harder to kill than other races, and deal much nastier criticals with melee weapons. This effectively makes them the best barbarians in the game, and gives barbarian-like abilities to any other classes. New design eliminates the culturally awkward standard of male orcs forcing themselves on human women, to the point of actually raising the idea that the race could be used for playing a Half-Dwarf, Half-Orc (D&D 5th Ed).
Half-orc PHB5e
  • Ability Scores: Strength +2, Constitution +1
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Menacing: Proficiency in the Intimidation skill.
  • Relentless Endurance: Once per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
  • 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: Common and Orc.

Halfling Edit

Small, cheerful, practical creatures, halflings try to make friends with anybody. They usually don't have any greater goal beyond a simple, pleasant life. They're resistant to fear effects and they can move through spaces occupied by other creatures with ease (D&D 5th Ed).

  • Ability Score Improvement: Dexterity +2
  • Size: Small
  • Speed: 25 feet
  • Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave: You have advantage on saving throws against being frightened.
  • Language: Common and Halfling.

Ghostwise Halflings Edit

Ghostwise halflings are the rarest of the hin, found only in the Chondalwood and a few other isolated forests, clustered in tight-knit clans (SCAG).

  • Ability Score Increase: Wisdom +1
  • Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Lightfoot Halflings Edit

Lightfoots are more prone to wanderlust. They get along well with others, which is a great thing because they can also use other people as cover, easily hiding behind them in combat.

  • Ability Score Increase: Charisma +1
  • 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.

Stout Halflings Edit

Stout Halflings are hardier than average and have some resistance to poison. Some say that stouts have dwarven blood.

  • Ability Score Increase: Constitution +1
  • Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Hobgoblin Edit

Hobgoblins are a larger, stronger, smarter, and more menacing form of goblinoids than goblins, but not as powerful as bugbears. It is believed they may have created the latter two races. (VGM p119)
Hobgoblin Warlord-5e
  • Ability Score Increase: Constitution +2, Intelligence +1
  • Age: 60 years
  • Alignment: Lawful evil
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Martial Training: You are proficient with two martial weapons of your choice and with light armor
  • Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
  • Languages: Common and Goblin

Human Edit

Humans are the versatile race once again. Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds (D&D 5th Ed).

  • Ability Score Increase: All ability scores increase by +1
  • Size: Medium
  • Speed: 30 feet.
  • Languages: Common and one extra language of your choice.

Variant Humans Edit

  • Ability Score Increase: Two different ability scores of your choice increase by +1.
  • Size: Medium
  • Speed: 30 feet.
  • Skills: You gain proficiency in one skill of your choice.
  • Feat: You gain one feat of your choice.
  • Languages: Common and one extra language of your choice.

Kenku Edit

A race of crow-like, wingless Avians that communicate through their ability to flawlessly imitate any sound they hear. These flightless people often form thieves guilds, referred to as "flocks" in major cities and quite often work as burglars, pickpockets, and assassins. (VGM p110)
Kenku
  • Ability Score Increase: Dexterity +2, Wisdom +1
  • Age: 60 years
  • Alignment: Chaotic neutral
  • Size: Medium
  • Speed: 30 feet
  • Expert Forgery: You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
  • Kenku Training: You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
  • Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check
  • Languages: You understand Auran and Common, but you can only speak through your Mimicry trait

Kobold Edit

Kobolds are aggressive, inward, yet industrious small humanoid creatures. They are noted for their skill at building traps and preparing ambushes, and mining. Kobolds are distantly related to dragons and urds and are often found serving the former as minions. (VGM p119)
Kobold 5E
  • Ability Score Increase: Dexterity +2, Strength -2
  • Age: 120 years
  • Alignment: Lawful evil
  • Size: Small
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated
  • 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
  • Languages: Common and Draconic

Lizardfolk Edit

Lizardfolk are primitive reptilian humanoids typically standing from six to seven feet tall. Their scales are normally dull, earthy colors such as green, brown, or gray. They have a tail for balance, which measures three to four feet long. (VGM p112)
Lizardfolk mm5e
  • Ability Score Increase: Constitution +2, Wisdom +1
  • Age: 60 years
  • Alignment: Neutral
  • Size: Medium
  • Speed: 30 feet
  • Swim Speed: 30 feet
  • Natural Armor: You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
  • Bite Attack: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Hold Breath: You can hold your breath for up to 15 minutes.
  • Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
  • Hunter's Lore: You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
  • Hungry Jaws: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
  • Languages: Common and Draconic

Orc Edit

No one knows from whence orcs originally came, though they appear to be non-native to either Abeir or Toril. The first legends of orcs tell of the wars between their primary god Gruumsh and Corellon Larethian, the creator of the elves and eladrin. (VGM p120)
Orc 5E
  • Ability Score Increase: Strength +2, Constitution +1, Intelligence -2
  • Age: 50 years
  • Alignment: Chaotic evil
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
  • Menacing: You are trained in the Intimidation skill
  • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Languages: Common and Orc

Tabaxi Edit

Hailing from a strange and distant land, wandering Tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive Tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost. (VGM p114)
Tabaxi 5E
  • Ability Score Increase: Dexterity +2, Charisma +1
  • Age: Equivalent to humans
  • Alignment: Chaotic neutral
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns
  • Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike
  • Cat's Talent: You gain proficiency in the Perception and Stealth skills
  • Languages: Common and a language of the players choice

Tiefling Edit

Following in the footsteps of 4e, with a unified (if still very variable) appearance and a tiefling racial backlore as "descendants of a cursed empire" rather than "spawn of a human and a fiend". Tieflings are derived from human bloodlines and they still look semi-human. However, their infernal heritage has left a clear imprint on their appearance (D&D 5th Ed).
Tieflingmage
  • Ability Score Increase: Charisma +2, Intelligence +1
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Hellish Resistance: Resistance to fire damage.
  • Infernal Legacy: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell, once per long rest. Once you reach 5th level, you can also cast the Darkness spell, once per long rest. Charisma is your spellcasting ability for these spells.
  • Languages: Common and Infernal.

Tiefling Variants Edit

Like half-elves, they got upgraded with subrace options in the Sword Coast Adventurer's Guide. Specifically, aside from an official list of alternate physical traits, they get alternate ability score modifier options. Since not all tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player's Handbook. The Dungeon Master may permit the following variants for your tiefling character, although Devil's Tongue and Hellfire are mutually exclusive, and will replace the Infernal Legacy trait.

  • Appearance: Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
  • Feral: Intelligence +1 and Dexterity +2. This trait replaces the Ability Score Increase trait.
  • Devil's Tongue: You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the Enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
  • Hellfire: Once you reach 3rd level, you can cast the Burning Hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.

Tortle Edit

Tortles are humanoid tortoises. They walk upright with a ponderous, rolling gait. The creatures have leathery, reptilian skin and shells that cover their backs and bellies. An adult Tortle stands just under 6 feet tall and weighs more than 500 pounds. (Tortle Package)
Tortle
  • Ability Score Increase: Strength +2, Wisdom +1
  • Age: 50 years
  • Alignment: Lawful good
  • Size: Medium
  • Speed: 30 feet
  • Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Hold Breath: You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
  • Natural Armor: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection however; it gives you a base of AC 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
  • Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws, as well as disadvantage on Dexterity saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
  • Survival Instinct: You gain proficiency in the Survival skill.
  • Languages: Aquan and Common.

Triton Edit

Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above. (VGM p115)

  • Ability Score Increase: Strength +1, Constitution +1, Charisma +1
    Triton-5e
  • Age: 200 years
  • Alignment: Lawful good
  • Size: Medium
  • Speed: 30 feet
  • Swim speed: 30 feet
  • Amphibious: You can breathe air and water
  • Control Air and Water: A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells
  • Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
  • Guardians of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment
  • Languages: Common and Primordial

Yuan-Ti Pureblood Edit

Purebloods were described as human-like but with minor reptilian features, such as snake-like eyes, a forked tongue, and patches of scales on their skin (VGM p120)
Yuan-ti pureblood 5E
  • Ability Score Increase: Charisma +2, Intelligence +1
  • Age: 80-120 years
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: 60 feet
  • Innate Spellcasting: You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Magic Resistance: You have an advantage on saving throws against spells and other magical effects.
  • Poison Immunity: You are immune to poison damage and the poisoned condition
  • Languages: Common, Abyssal and Draconic

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