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RACES quick reference D&D 5E

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Page 1: RACES - Joseph Keen Reference/Races Quick Reference.pdf · RACES quick reference — D&D 5E ... Important for: Barbarian, fighter, paladin Racial Increases: Mountain Dwarf (+2) Dragonborn

RACESquick reference

— D&D 5E —

Page 2: RACES - Joseph Keen Reference/Races Quick Reference.pdf · RACES quick reference — D&D 5E ... Important for: Barbarian, fighter, paladin Racial Increases: Mountain Dwarf (+2) Dragonborn

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DwarfAbility Score Increase. +2 ConstitutionAlignment. Lawful GoodSize. MediumSpeed. 25ft Speed or 5 Squares, which is not

reduced by wearing heavy armourDarkvision. 60ft, or 12 squaresDwarven Resilience. Advantage on saving throws

against poison. Resistance against poison damageDwarven Combat Training. Battleaxe, Handaxe,

Light Hammer, WarhammerTool Proficiency. Smith’s Tools, Brewer’s Supplies, or

Mason’s ToolsStonecunning. Considered proficient on History

checks relating to origin of stonework and add double proficiency bonus.

Languages. Common, Dwarvish

Dwarven SubracesHill Dwarf

Ability Score Increase. +1 WisdomDwarven Toughness. +1 Maxium hit points every

level (Including level 1)

Mountain DwarfAbility Score Increase. +2 StrengthDwarven Armor Training. You have proficiency with

light and medium armor.

DuergarAbility Score Increase. +1 StrengthSuperior Darkvision. 120ft, or 24 squaresExtra Language. UndercommonDuergar Resilience. Advantage on saving throws

against illusions and against being charmed or paralyzed.

Duergar Magic. At third level, you can cast Enlarge/Reduce spell on yourself, using only the enlarge option, once per long rest

At fifth level, you can cast Invisibility on yourself, once per long rest

You do not require material components for either spell, and you can’t cast them in direct sunlight.

Intelligence is your spellcasting ability for these spells.Sunlight Sensitivity. Disadvantage on attack rolls and

perception checks that rely on sight when you or your target are in direct sunlight,

ElfAbility Score Increase. +2 DexterityAlignment. Chaotic Good/EvilSize. MediumSpeed. 30ft Speed, or 6 squaresDarkvision. 60ft, or 12 squaresKeen Senses. Proficiency in PerceptionFey Ancestry. Advantage on saving throws against

being charmed. Magic can’t put you to sleep.Trance. Dont need to sleep. Instead require 4 hours

of semi conscious meditation.Languages. Common, Elvish

Elven SubracesHigh Elf

Ability Score Increase. +1 IntelligenceElf Weapon Training. Longsword, shortsword,

shortbow, longbow.Cantrip. One cantrip of your choice from the wizard

spell list. Intelligence is your spellcasting ability for it.Extra Language. You know one extra langauge of

your choice.

Wood ElfAbility Score Increase. +1 WisdomElf Weapon Training. Longsword, Shortsword,

Shortbow, LongbowFleet of Foot. 35ft Speed, or 7 squaresMask of the wild. You can attempt to hide when only

lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Dark Elf (Drow)Ability Score Increase. +1 CharismaSuperior Darkvision. 120ft, or 24 squaresSunlight Sensitivity. Disadvantage on attack rolls and

Perception checks that rely on sight when you or your target are in direct sunlight.

Drow Magic. You know the Dancing Lights cantrip. At third level, you can cast Faerie Fire once per day. At fifth level, you can cast the Darkness spell once per day.

Charisma is your spellcasting ability for these spells.

HalfingAbility Score Increase. +2 DexterityAlignment. Lawful GoodSize. SmallSpeed. 25ft Speed, or 5 squaresLucky. You may reroll 1’s on attack rolls, ability

checks, or saving throws. Must use the new roll.Brave. Advantage on saving throws against being

frightened.Halfling Nimbleness. You may move through the

space of any creature that is a size larger than yours.Languages. Common, Halfling

Halfling SubraceLightfoot

Ability Score Increase. +1 CharismaNaturally Stealthy. You can attempt to hide even

when obscured only by a creature atleast 1 size larger than you.

StoutAbility Score Increase. +1 ConstitutionStout Resilience. Advantage on saving throws

against poison. Resistance against poison damage.

GhostwiseAbility Score Increase. +1 WisdomSilent Speech. You can speak telepathically to any

creature within 30ft. Must share a language for it to understand you. One creature at a time.

Page 3: RACES - Joseph Keen Reference/Races Quick Reference.pdf · RACES quick reference — D&D 5E ... Important for: Barbarian, fighter, paladin Racial Increases: Mountain Dwarf (+2) Dragonborn

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HumanAbility Score Increase. +1 to every scoreAlignment. Any AlignmentSize. MediumSpeed. 30ft Speed, or 6 squaresLanguages. Common, and one language of your

choice

Variant HumanReplaces the Ability Score Increase of base human

Ability Score Increase. +1 to two different ability scores

Skills. Proficiency in one skill of your choiceFeat. One feat of your choice

DragonbornAbility Score Increase. +2 Strength, +1 CharismaAlignment. Lawful Good / Chaotic EvilSize. MediumSpeed. 30ft Speed, or 6 squaresBreath Weapon. 2d6 Damage, 3d6 at level 6, 4d6 at

level 11, 5d6 at level 16. Damage type based on dragon.Saving throw DC = 8 + Con. Mod + Proficiency. Half

damage on successful save. Once per long/short restResistance. Resistance to damage type based on the

type of dragon

Draconic AncestryDragon Damage Type Breath WeaponBlack Acid 30ft Line (Dex. Save)Blue Lightning 30ft Line (Dex. Save)Brass Fire 30ft Line (Dex. Save)Bronze Lightning 30ft Line (Dex. Save)Copper Acid 30ft Line (Dex. Save)Gold Fire 15ft Cone (Dex. Save)Green Poison 15ft Cone (Con. Save)Red Fire 15ft Cone (Con. Save)Silver Cold 15ft Cone (Con. Save)White Cold 15ft Cone (Con. Save)

GnomeAbility Score Increase. +2 IntelligenceAlignment. GoodSize. SmallSpeed. 25ft Speed, or 5 squaresDarkvision. 60ft, or 12 squaresGnome Cunning. Advantage on all Intelligence,

Wisdom, and Charisma saving throws against magic.Languages. Common, Gnomish

Gnomish SubracesForest Gnome

Ability Score Increase. +1 DexterityNatural Illusionist. You know the Minor Illusion

cantrip,Intelligence is your spellcasting ability for itSpeak with Small Beasts. You can communicate

simple ideas with small or smaller beasts

Rock GnomeAbility Score Increase. +1 ConstitutionArtificer’s Lore. Double proficiency bonus on History

checks related to magic items, alchemical objects, or technological devices

Tinker. Proficiency with Tinker’s Tools. Spend 1 Hour and 10gp of materials to construct a Tiny Clockwork Device (AC5, 1HP). Ceases to function after 24 hours. Up to 3 at a time, from the following options:

Clockwork Toy. Small animal/person/monster. Moves 5ft on the ground in a random direction every turn. Makes Noise

Fire Starter. Productes a miniature flame, which can be used to light a fire. Takes an action to use

Music Box. Plays a single song at moderate volume when opened. Stops when closed or the song ends

Deep GnomeAbility Score Increase. +1 DexterityAlignment. Neutral.Superior Darkvision. 120ft, or 24 squaresStone Camouflage. Advantage on Stealth checks to

hide in rocky terrainExtra Language. Undercommon

Half-ElfAbility Score Increase. +2 Charisma, +1 to two other

ability scoresAlignment. ChaoticSize. MediumSpeed. 30ft Speed, or 6 squaresDarkvision. 60ft, or 12 squaresFey Ancestry. Advantage on saving throws against

being charmed. Magic can’t put you to sleep.Skill Versatility. Proficiency in two skills of your

choiceLanguages. Common, Elvish, and one language of

your choice

Elven Descent VariationsReplaces Skill Versatility of base Half-Elf. See the Elf race for more information.

Wood Elf descent. Elf Weapon Training, Fleet of Foot, or Mask of the Wild

High Elf descent. Elf Weapon Training, or CantripDrow Descent. Drow MagicAquatic. 30ft Swim Speed

Page 4: RACES - Joseph Keen Reference/Races Quick Reference.pdf · RACES quick reference — D&D 5E ... Important for: Barbarian, fighter, paladin Racial Increases: Mountain Dwarf (+2) Dragonborn

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Half-OrcAbility Score Increase. +2 Strength, +1 ConstitutionAlignment. Chaotic Evil-ishSize. MediumSpeed. 30ft Speed, or 6 squaresDarkvision. 60ft, or 12 squaresMenacing. Proficient in IntimidationRelentless Endurance. When you are reduced to

0 hitpoint but not killed, you can drop to 1 hit point instead. Once per long rest

Savage Attacks. When you score a critical hit in melee, you can roll another of the weapons damage dice and add it to the damage

Languages. Common, Orc

TieflingAbility Score Increase. +1 Intelligence, +2 CharismaAlignment. Chaotic Evil-ishSize. MediumSpeed. 30ft Speed, or 6 squaresDarkvision. 60ft, or 12 squaresHellish Resistance. Resistance to Fire DamageInfernal Legacy. You know the thaumaturgy cantrip.

Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. 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, Infernal

Tiefling VariantsFeral. +1 Intelligence, +2 Dexterity. Replaces Ability

Score Increase.Devil’s Tongue. You know the Vicious Mockery

cantrip. At third level, you may cast Charm Person once per long rest, as a second level spell. At fifth level, you may cast Enthrall once per long rest.

Charisma is your spellcasting ability for these spells. Replaces Infernal Legacy.

Winged. 30ft Flying Speed. Replaces Infernal LegacyHellfire. At third level, you can cast Burning Hands

once per day. Replaces the Hellish Rebuke spell of Infernal Legacy.

AarakocraAbility Score Increase. +2 Dexterity, +1 WisdomAlignment. Neutral GoodSize. MediumSpeed. 25ft Speed, or 5 squaresFlight. 50ft flying speed. Cannot be wearing Medium

or Heavy armorTalons. Proficient with unarmed strikes. 1d4 slashing

damageLanguages. Common, Aarakocra, Auran

GenasiAbility Score Increase. +2 ConstitutionAlignment. NeutralSize. MediumSpeed. 30ft Speed, or 6 squaresLanguages. Common, Primordial

Elemental SubracesAir Genasi

Ability Score Increase. +1 DexterityUnending Breath. You can hold your breath forever

while not incapacitated Mingle with the Wind. You can cast Levitate once per

long rest with no material components. Constitution is your spellcasting ability for this spell.

Earth GenasiAbility Score Increase. +1 StrengthEarth Walk. Difficult terrain made of earth or stone

doesn’t slow you downMerge with Stone. You can cast Pass Without Trace

once per long rest with no material components.Constitution is your spellcasting ability for this spell.

Fire GenasiAbility Score Increase. +1 IntelligenceDarkvision. 60ft, or 12 squares. everything is in

shades of redFire Resistance. You have resistance to fire damage.Reach to the Blaze. You know the Produce Flame

cantrip. At third level, you may cast Burning Hands once per long rest, as a first level spell.

Constitution is your spellcasting ability for these spells.

Water GenasiAbility Score Increase. +1 WisdomAcid Resistance. You have resistance to acid damage.Amphibious. You can breathe air and waterSwim. 30ft Swim Speed, or 6 squaresCall to the Wave. You know the Shape Water cantrip.

At third level, you may cast Create or Destroy Water once per long rest, as a second level spell.

Constitution is your spellcasting ability for these spells.

GoliathAbility Score Increase. +2 Strength, +1 ConstitutionAlignment. Lawful NeutralSize. MediumSpeed. 30ft Speed, or 6 squaresNatural Athlete. Proficient in AthleticsStone’s Endurance. When you take damage, you can

use your reaction to reduce the damage by d12 + ConCannot use it again until you take a short or long rest.Powerful Build. You count as one size larger when

determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born. Acclimated to high altitude (>20,000 feet). Adapted to cold climates

Languages. Common, Giant

Page 5: RACES - Joseph Keen Reference/Races Quick Reference.pdf · RACES quick reference — D&D 5E ... Important for: Barbarian, fighter, paladin Racial Increases: Mountain Dwarf (+2) Dragonborn

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MinotaurAbility Score Increase. +1 StrengthConquerors Virtue. +1 Strength, Intelligence, or

WisdomAlignment. Lawful EvilSize. MediumSpeed. 30ft Speed, or 6 squaresHorns. Proficient with your horns. Melee weapon,

1d10 piercing. Advantage on all checks made to shove a creature

Goring Rush. When you use the Dash action, you can make a melee attack with your horns as a bonus action

Hammering Horns. When making a melee attack, you can attempt to shove a creature as a bonus action. Cannot be used to knock a creature prone

Labyrinthine Recall. You can perfectly recall any path you have traveled

Sea Reaver. Proficiecy with Navigators Tools and Water Vehicles

Languages. Common

Ability Score SummaryStrengthMeasures: Natural athleticism, bodily powerImportant for: Barbarian, fighter, paladinRacial Increases:

Mountain Dwarf (+2) Dragonborn (+2)Half-Orc (+2) Duergar (+1)Human (+1) Earth Genasi (+1)Goliath (+2) Minotaur (+1/2)

DexterityMeasures: Physical agility, reflexes, balance, poiseImportant for: Monk, range, rogueRacial Increases:

Elf (+2) Halfling (+2)Feral Tiefling (+2) Aarakocra (+2)Human (+1) Forest Gnome (+1)Deep Gnome (+1) Air Genasi (+1)

ConstitutionMeasures: Health, stamina, vital forceImportant for: EveryoneRacial Increases:

Genasi (+2) Dwarf (+2)Stout Halfling (+1) Human (+1)Rock Gnome (+1) Half-Orc (+1)Goliath (+1)

IntelligenceMeasures: Mental acuity, memory, analytical skillImportant for: WizardRacial Increases:

Gnome (+2) High Elf (+1)Human (+1) Tiefling (+1)Feral Tiefling (+1) Fire Genasi (+1)Minotaur (+1)

WisdomMeasures: Awareness, intuition, insightImportant for: Cleric, druidRacial Increases:

Hill Dwarf (+1) Wood Elf (+1)Ghostwise Halfling (+1) Human (+1)Aarakocra (+1) Water Genasi (+1)Minotaur (+1)

CharismaMeasures: Confidence, eloquence, leadershipImportant for: Bard, sorcerer, warlockRacial Increases:

Half-Elf (+2) Tiefling (+2)Dark Elf (+1) Lightfoot Halfling (+1)Human (+1) Dragonborn (+1)

Determining Ability ScoresThere are several ways to generate your characters ability scores. Remember to make any changes associated with your race of choice.

RandomlyRoll 4d6 and drop the lowest die, and record the total. Do this five more times, until you have 6 numbers. Apply one of these numbers to each of your ability scores.

Standard AssortmentIf you want to save time, or just dislike the random nature of rolling dice, you can use the following scores instead: 15, 14, 13, 12, 10, 8.

Point BuyYou have 27 points to spend on your scores. The cost of each score is shown on the table below. Using this method, 15 is the highest score you can end up with, before racial increases. You can’t have a score lower than 8.

Ability Score Point CostScore Cost Score Cost

8 0 12 49 1 13 5

10 2 14 711 3 15 9