Ability Score Increase: Your Strength and Charisma scores each increase by 1.
Age: Dragonborn are considered adults at age 15 and live to be about 80.
Size: Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. (Include roll chart)
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.
Black - Acid - Line
Blue - Lightning - Line
Brass - Fire - Cone
Bronze - Lightning - Line
Copper - Acid - Line
Gold - Poison - Cone
Green - Poison - Cone
Red - Fire - Cone
Silver - Cold - Cone
White - Cold - Cone
You have the following two major traits as a dragonborn:
Breath Weapon - When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide or a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creatue takes 1d10 damage of the type associated with your Draconic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.
Draconic Wings - When you reach 5th level, you learn how to channel the magical energy of your Draconic Ancestry to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 1 minute or until you are Incapacitated or you retract the wings as a Bonus Action. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the energy used by your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.
You have the following two minor traits as a dragonborn:
Damage Resistance - You have resistance to the damage type associated with your draconic ancestry.
Forceful Presence - When you make an Intimidation or Persuasion check, you can do so with advantage once per long rest.
Ability Score Increase: Your Constitution and Intelligence scores each increase by 1.
Age: Dwarves are considered adults at age 32 and live to about 350.
Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. (Include roll chart)
You have the following two major traits as a dwarf:
Stonecunning - As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching such a surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Tremorsense - a creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it's detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can't detect creatures or objects in the air, and Tremorsense doesn't count as a form of sight.
Dwarven Toughness - Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
You have the following two minor traits as a dwarf:
Dwarven Resilience - You have advantage on saving throws against poison
Darkvision - Accustomed to subterranean realms, 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 grey.
Ability Score Increase: Your Wisdom and Intelligence scores each increase by 1.
Age: Elves are considered adults at 60 and live to be about 550.
Size: Elves range from under 5 to close to 7 feet tall depending on their subtype, and average about 120 pounds. Your size is Medium. (Include roll chart)
You have the following two major traits as an elf:
Mask of the Wild - You can shift the colors and patterns of your skin to resemble natural patterns you might find in your surroundings. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. You also have advantage on stealth checks while standing still.
Toxic Blood - Your blood contains a toxic compound that is irritating to the touch. When you take piercing or slashing damage, you may use your reaction to trigger this effect. All creatures within 5 feet make a dexterity saving throw with a DC of 10 + your proficiency bonus. Every creature that fails takes acid damage equal to your character level.
You have the following two minor traits as an elf:
Keen Mind - You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Ability Score Increase: Your Strength and Wisdom scores each increase by 1.
Age: Gnolls are considered adults at age 16 and live to be about 80.
Size: Gnoll range from just under 6 feet to almost 7 and average 230 pounds. Your size is Medium. (Include roll chart)
You have the following two major traits as a gnoll:
Fleet Footed - Your normal walking speed is 35 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
Powerful Bite - You may leverage your powerful jaws and sharp teeth to make an unarmed strike. If you hit, you deal 1d6 + strength modifier piercing damage instead of your normal unarmed strike damage, and the target is grappled. The DC to escape this grapple is 8 + your proficiency bonus + your strength modifier. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You can use your Powerful Bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.
You have the following two minor traits as a gnoll:
Keen Senses - You have proficiency in the Perception skill, and you have advantage on Perception checks that rely on smell.
Darkvision - Accustomed to hunting by twilight and 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 grey.
Ability Score Increase: Your Dexterity and Intelligence scores each increase by 1.
Age: Gnomes are considered adults at 40 and live to about 400.
Size: Gnomes range from just under 4 feet to just under 5 feet and average about 40 pounds. Your size is Small. (Include roll chart)
You have the following two major traits as a gnome:
Gnome Cunning - As a reaction, you may give yourself advantage on an Intelligence, Wisdom, or Charisma save against magic.
Agile Leap - As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You have the following two minor traits as a gnome:
Mimicry - You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
Nimble Climber - You have a climb speed equal to your walk speed. Additionally, you have thumbs on your feet which may be used to grip items like a hand.
Ability Score Increase: Your Dexterity and Wisdom scores each increase by 1.
Age: Goblins are considered adults at 14 and live to about 60.
Size: Goblins average just under 4 feet tall to just over and weigh around 40 pounds. Your size is Small. (Include roll chart)
You have the following two major traits as a goblin:
Nimble Escape - You can take the Disengage or Hide action as a bonus action on your turn. You can use this feature a number of times equal to double your proficiency bonus.
Scintillating Flash - You can flicker your bioluminescent spots in a bright and disorienting pattern to throw off attackers. When you take damage from a creature within 60 feet of you, if you are in dim light or darkness, you may impose disadvantage all creatures within 15 feet of you until the end of their next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest.
You have the following two minor traits as a goblin:
Darkvision - Accustomed to subterranean realms, 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 grey.
Keen Senses - You have proficiency in the Perception skill, and you have advantage on Perception checks that rely on hearing.
Ability Score Increase: Your Dexterity and Charisma scores each increase by 1.
Age: Halflings are considered adults at 23 and live to about 250.
Size: Halflings range from 3 to 3.5 feet and weigh around 40 pounds on average. Your size is Small. (Include roll chart)
You have the following two major traits as a halfling:
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.
Quick Reflexes - You may add your proficiency bonus to initiative rolls. Additionally, when you fail a dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the fail into a success. You can't use this reaction if you're prone or your speed is 0.
You have the following two minor traits as a halfling:
Brave - You have advantage on saving throws against being frightened.
Nimbleness - You can move through the space of any creature that is of a size larger than yours.
Ability Score Increase: Two different scores of your choice each increase by 1.
Age: Humans are considered adults at 18 and live to be about 90.
Size: Humans range from just under 5 feet to just over 6 and weigh about 165 pounds on average. Your size is Medium. (Include roll chart)
You have the following two major traits as a human:
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.
Bounce Back - You have advantage on hit dice rolls when you short rest.
You have the following two minor traits as a human:
Determination - When you damage a creature with an attack or a spell and you have less than half your total health remaining, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
Adaptable Mind - You gain two skill proficiencies of your choice. Given a teacher and the proper amount of downtime, you may switch one or both proficiencies to a different skill or skills. Additionally, the amount of downtime required for you to train a new proficiency is reduced by 2 workweeks.
Ability Score Increase: Your Dexterity and Charisma scores each increase by 1.
Age: Kobolds are considered adults at 15 and live to 120.
Size: Kobolds stand around 3 feet tall and weigh an average of 30 pounds. Your size is Small. (Include roll chart)
You have the following two major traits as a kobold:
Pack Tactics - You can use your Bonus Action to give yourself 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.
Grating Screech - As an action on your turn, you can let out a grating screech to distract and confuse your opponents. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can hear you. Once you use this trait, you can't use it again until you finish a long rest.
You have the following two minor traits as a kobold:
Darkvision - Accustomed to deep waters, dim tunnels, and twilight hunting, you have superior darkvision 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 grey.
Coastal Adapted - You have a swim speed of equal to your walking speed, and you can hold your breath for up to 10 minutes before you begin to suffocate.
Ability Score Increase: Your Strength and Constitution scores each increase by 1.
Age: Orcs are considered adults at 13 and live to about 70.
Size: Orcs range from just under 6 feet to close to 7, and weight about 230 pounds. Your size is Medium. (Include roll chart)
You have the following two major traits as a orc:
Adrenaline Rush - You can take the Dash Action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Stubborn Resilience - When you take damage from a creature within 60 feet of you, you can use your reaction to roll a d4. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, regaining all uses on a long rest. The dice used for this trait increase by one when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You have the following two minor traits as a orc:
Infrasonic Hum - You are capable of producing humming sounds at infrasonic frequencies. These sounds can be heard for a distance of 5 miles by other creatures capable of detecting infrasonic sounds, which may include some animal species in addition to other orcs. You have an innate knowledge of how to communicate simple phrases about identity, emotion, movement, and danger. You may also know additional unique melodies to communicate more complex thoughts, either made up yourself or taught to you by other orcs.
Powerful Build - You count as one Size larger when determining your carrying capacity and the weight you can push, drag, or lift.
With your Dungeon Master's permission, you may create a character that is a hybrid of two standard Dûnan species. To determine your species traits, do the following:
- Choose or roll for which ability score increases you receive.
- Work with your DM to determine a reasonable age scale and height/weight range. These are likely to be averages of those of your parents' races.
- Choose or roll for a major and minor trait from one parent species and a major and minor trait from the other.
The following restrictions to Dûnan hybrids apply:
- Dwarves, elves, gnomes, goblins, halflings, humans, and orcs are all capable of producing hybrid offspring.
- Dragonborn and kobolds are able to produce hybrid offspring.
- Gnolls are incapable of producing hybrid children with any other species.
With your Dungeon Master's permission, you may create a Kraidling, a hybrid character with magic originating from an otherworldly being. To determine your species traits, do the following:
Select the base Dûnan species your character belongs to. Use the ability score increases, age scale, and height/weight range from this species.
Select one of the following types of Kraidling. Replace one or more of your Dûnan species' major and minor traits with those of the chosen Kraidling type.
Aasimar Type: Choose Protector, Scourge, or Sentinel for your aasimar type. This choice will affect your racial abilities.
You can select from the following two major traits as an aasimar:
Angelic Halo - Starting at 3rd level, you can use your action to unleash your divine energy by summoning an angelic halo, lasting for 1 minute or until you dismiss your halo as a bonus action. Until the transformation ends, once on each of your turns, you can deal extra radiant damage equal to your proficiency bonus to one target when you deal damage to it with an attack or a spell, and an additional effect occurs dependent on your aasimar type. Once you use this trait, you can't use it again until you finish a long rest.
Protector - Creatures have disadvantage on attacks against targets other than you. If a creature within 5 feet of you attacks one of your allies, you can use your reaction to make a weapon or cantrip attack against that creature.
Scourge - For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus.
Sentinel - Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Celestial Wings - Starting at 3rd level, you can use your action to summon celestial wings. You gain a flying speed of 30 feet for 1 minute or until you dismiss your wings as a bonus action. Once you use this trait, you can't use it again until you finish a long rest.
You can select from the following two minor traits as an aasimar:
Healing Hands - As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
Light Bearer - You know the light cantrip.
Eladrin Type: Choose Spring, Summer, Autumn, or Winter for your eladrin type. This choice will affect your racial abilities.
You can select from the following two major traits as an eladrin:
Fey Step - As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you have the Season's Power trait, you may use it immediately after teleporting as part of the same bonus action.
Season's Power - When you reach 3rd level, you gain the ability to spend a bonus action to use the Season's Power ability that corresponds to your eladrin type. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you have the Fey Step trait, you may use Season's Power immediately after teleporting as part of the same bonus action.
Autumn. Up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
Winter. One creature of your choice that you can see within 5 feet of you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. If you are using this ability as a part of the same bonus action as Fey Step, choose a creature that you could see within 5 feet of you before you teleported.
Spring. You can touch one willing creature within 5 feet of you. That creature then teleports up to 30 feet, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
Summer. Each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
You can select from the following two minor traits as an eladrin:
Fey Resilience - You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Darkvision - Accustomed to the ever shifting light levels of the Feywild, you have superior darkvision 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 grey.
Genasi Type: Choose Air, Earth, Fire, or Water for your genasi type. This choice will affect your racial abilities.
You can select from the following two major traits as an genasi:
Elemental Magic - You know the cantrip associated with your genasi type. Once you reach 3rd level, you can cast the first spell associated with your genasi type once at its base level. Once you reach 5th level, you can also cast the second spell associated with your genasi type once at its base level. You must finish a long rest to cast these spells again with this trait, but you may cast these spells with any slot you have of the appropriate level. Choose Intelligence, Wisdom, or Charisma for your spellcasting ability for these spells when you select this race.
Air - Gust, Fog Cloud, Levitate
Earth - Mold Earth, Earth Tremor, Earthbind
Fire - Produce Flame, Burning Hands, Scorching Ray
Water - Shape Water, Create and Destroy Water, Rime's Binding Ice
Primal Fury - You can use your bonus action to summon the power of your element, using it to empower your attacks. During this minor transformation, you may deal extra damage equal to your proficiency bonus of the listed type when you damage a creature with a melee attack or a spell. This transformation lasts 1 minute, or until you dismiss it as a bonus action.
Air - Lightning
Earth - Force
Fire - Fire
Water - Cold
You can select from the following two minor traits as an genasi:
Elemental Resistance - You have resistance to a type of damage based on your genasi type:
Air - Lightning
Earth - Force
Fire - Fire
Water - Cold
Environmental Fortitude - You have one of the following traits based on your genasi type:
Air - You can hold your breath indefinitely while you’re not incapacitated.
Earth - You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
Fire - You can consume wood or other burnable substances in place of regular food.
Water - You can breathe air and water, and you suffer no adverse affects from the pressure of deep waters.
Shadar Type: ?
You can select from the following two major traits as a Shadar:
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You can select from the following two minor traits as a Shadar:
Necrotic Resistance - You have resistance to necrotic damage.
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You can select from the following two major traits as a Psion:
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You can select from the following two minor traits as a Psion:
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Tiefling Type: Choose Abyssal, Infernal, or Lothic for your tiefling type. This choice will affect your racial abilities.
You can select from the following two major traits as a tiefling:
Fiendish Magic - You know the cantrip associated with your tiefling type. Once you reach 3rd level, you can cast the first spell associated with your tiefling type once at its base level. Once you reach 5th level, you can also cast the second spell associated with your tiefling type once at its base level. You must finish a long rest to cast these spells again with this trait, but you may cast these spells with any slot you have of the appropriate level. Choose Intelligence, Wisdom, or Charisma for your spellcasting ability for these spells when you select this race.
Abyssal - Thaumaturgy, Hellish Rebuke, Darkness
Infernal - Minor Illusion, Ray of Sickness, Hold Person
Lothic - Mage Hand, False Life, Ray of Enfeeblement
? - talk to DM if you want to play a tiefling and she will finally come up with another major trait to pick from :')
You can select from the following two minor traits as a tiefling:
Fiendish Resistance - You have resistance to fire damage.
Darkvision - Accustomed to the the dim lighting of the lower planes, you have superior darkvision 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 grey.