Gritty Realism A harsher reality

Classless Features Without a class, you gain the following class features Hit Points Hit Dice: 1d4

1d4 Hit Points at 1st Level: 6 + your Constitution modifier Proficiencies Armor: None

None Weapons: None

None Tools: None

None Saving Throws: One ability of your choice that is above 10

One ability of your choice that is above 10 Skills: None

None Languages: Common Equipment You start with the following equipment: (a) a simple weapon or (b) a martial weapon

(a) leather armor or (b) scale mail

(a) a component pouch or (b) a shield Additionally, you stat with: 1d6 + 4 rations

a gold pouch with 1d6 gold, 1d8 silver and 1d20 copper Spellcasting Your miserable fate allows you to sometimes shape reality to make life easier. You can learn spells from any class's spell list. Spells Known of 1st Level and Higher Whenever you gain a new spell or spell slot you can choose one of the spells you know and replace it with another spell from the same spell list, which also must be of a level for which you have spell Slots. Spellcasting Ability Your spellcasting ability depends on the spell you are casting.

Spell save DC = 8 + your proficiency bonus + the appropriate modifier depending on the spells school Spell attack modifier = your proficiency bonus + the appropriate modifier depending on the spell school Magical Schools School Spellcasting Ability Abjuration Wisdom Conjuration Intelligence Divination Charisma Enchantment Charisma Evocation Wisdom Illusion Intelligence Necromancy Charisma Transmutation Wisdom Ritual Casting You can cast any spell you know as a ritual if that spell has a ritual tag, but the ritual takes an additional 20 minutes to cast, for a total of 30 minutes. Start of your Fate You can choose between the following: (a) any two feats or (b) any two cantrips or (c) one of each You also gain 6 fate points to spend on proficiencies and spells, detailed in the Fate Buy Table.











Class table Level Features Spell and Spellslot Level Hit die 1st Start of your Fate 1 1d4 2nd Make A Choice 1 2d4 3rd Call of Fate, Make a Choice 1 2d4 4th Make A Choice 2 3d4 5th Call of Fate, Make a Choice 2 3d4 6th Make a Choice 3 4d4 7th Call of Fate, Make a Choice 3 4d4 8th Make a Choice 4 5d4 9th Call of Fate, Make a Choice 4 5d4 10th Make a Choice 5 6d4 11th Call of Fate, Make a Choice 5 6d4 12th Make a Choice 6 7d4 13th Call of Fate, Make a Choice 6 7d4 14th Make a Choice 7 8d4 15th Call of Fate, Make a Choice 7 8d4 16th Make a Choice 8 9d4 17th Call of Fate, Make a Choice 8 9d4 18th Make a Choice 9 10d4 19th Call of Fate, Make a Choice 9 10d4 20th Make a Choice 10 11d4

Fate Points With each point, you can buy a proficiency in Armors, Weapons, Tools, Vehicles or even Skills that you desire. This also works for Languages: Standard languages cost two proficiencies, Exotic ones three. Skill proficiencies can be acquired with one fate point each. They can be upgraded to an Expertise by spending an additional 3 fate points (for a total of 4). This can be done only to a total of your level divided by three times. You can also trade fate points for one spell and the appropriate spell slot. The level of spells you are allowed to buy depends on your level as shown in the fate buy table below. Fate Buy Table Fate Points Proficiency Prequisite Required level 1 Any Skill An according Ability Score of at least 10 1st 3 Any Expertise A skill with proficiency 2nd 1 Light Armor None 1st 1 Medium Armor Light Armor 1st 1 Heavy Armor Medium Armor 1st 1 Simple Weapons None 1st 1 Martial Weapons Simple Weapons 1st 2 Any Standard Language None 1st 3 Any Exotic Language Intelligence above 10 2nd Fate Points Spell Slot and Level Prequisite Required level 3 Cantrip Not knowing more than 5 cantrips 2nd 1 1st-level The appropriate ability above 10 1st 2 2nd-level The appropriate ability above 10 4th 3 3rd-level The appropriate ability above 11 7th 4 4th-level The appropriate ability above 11 10th 5 5th-level The appropriate ability above 12 13th 6 6th-level The appropriate ability above 12 16th 7 7th-level The appropriate ability above 13 19th 8 8th-level The appropriate ability above 13 20th Make A Choice Instead of gaining class features every time you level up, you have the choice of taking yur own path. Upon leveling up you can choose between the following: Life: gain 2 + your constitution modifier hit points

gain 2 + your constitution modifier hit points Knowledge: gain two fate points

gain two fate points Skill: add a plus 1 to your proficiency modifier (max of +6)

add a plus 1 to your proficiency modifier (max of +6) Power: gain half an ability point (you can't go over 20) If you choose Knowledge, you can only convert fate points gained that way into skill proficiencies 5 times. After this, you need to convert the fate points into spells or expertise, otherwise they will not apply. Call of Fate On all odd levels starting at 3rd level you may choose between gaining any feat you have the prerequisites for or two fate points. On all even levels starting at 2nd level you gain a hit die (1d4).

Additions The world is dark and filled with terrors and dangers lurk in every corner. These variant rules try to represent that as good as they can, making the game harder, the characters weaker by removing t he class system and the world more grim and realistic. Players are not the heroes anymore, they are simply food for the worms. Spells This is a world of brutal monsters and horrible secrets, but the magic in this world is especially strong - and deadly. Spells that have the same name as spells in the PHB or any other official book have their function or damage overridden to fit the variant rules of Gritty Realism. Necrotic Siphon Necromancy cantrip Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: S, M (a weapon)

S, M (a weapon) Duration: 1 Round As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and shadowy wisps enshroud the target until the start of your next turn. If the target willingly makes a melee weapon attack against any other creature during the spell's duration, the target of this spell takes 1d4 necrotic damage and the creature being attacked by this target gains 1d4 temporary hit points as the tendrils of dark energy transfer life essence from one to another, and the spell ends. This spell’s damage increases when you reach higher levels. At 5th, 11th and 17th level, the meelee attack damage as well as the temporary hit points increase by one 1d4 each level. Aquatic Bolt Conjuration cantrip Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S, V

S, V Duration: Instantaneous You conjure a turbulent bolt of water and launch it at a target. Make a ranged spell attack, on a hit the target takes 1d4 bludgeoning damage. If the target is of size large or smaller, it is knocked back 5 ft. This does not provoke opportunity attacks. Creatures made of fire are treated as having a vulnerability. This spell’s damage increases by a 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Leaf Dagger Cantrip Casting Time: 1 bonus action

1 bonus action Range: 60 feet

60 feet Components: S, M (a leaf)

S, M (a leaf) Duration: 1 Minute You use your bonus action to transmute a leaf into a slim dagger for a minute. The dagger can be used just as any normal dagger would, whether it be in melee or ranged combat. After a minute, the dagger reverts back to a leaf. You may only have three transmuted daggers at a time. If you try to create a fourth dagger, the oldest dagger will revert back into a leaf. These daggers are not considered magical for the purposes of overcoming resistances and immunities. When you reach 11th level, the dagger is considered magical. Small Chromatic Orbs 1st-level evocation Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous Make several ranged spell attack against one creature you can see. For each attack, the creature takes 1d6 damage of the type you roll on the table below. At level one, the spell produces 3 orbs. d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning d10 Damage Type 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder At Higher Levels: The spell creates one more orb for each slot above 1st. Thunder, Bolt and Lighting 2nd-level evocation Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S, M (a crossbow bolt)

V, S, M (a crossbow bolt) Duration: Instantaneous As an action, you throw the crossbow bolt toward a target of your choice that you can see within range. The target must make a Dexterity saving throw. The creature takes 2d8 thunder damage on a failed save and is deafened for one round, or half as much on a successful one.

Lightning arcs from the creature if it is hit, and you are able to target up to 2 additional creatures within 20 feet. Those creatures must make Dexterity saving throws. Each target takes 1d8 lightning damage on a failed save, or half as much on a successful one. Lightning arcs from the creature if it is hit, and you are able to target up to 2 additional creatures within 20 feet. Those creatures must make Dexterity saving throws. Each target takes 1d8 lightning damage on a failed save, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and arcs) increases by 1d8, and one additional arc leaps from the first target to another target, for each slot level above 2nd. Distant Shield 2nd-level abjuration Casting Time: 1 reaction

1 reaction Range: 35 feet

35 feet Components: V, S

V, S Duration: Instantaneous You point at an ally under attack, instantly conjuring an invisible barrier of magical force to protect them. Until the start of their next turn, the target has a +3 bonus to AC, including against the triggering attack, and they take no damage from magic missile. Water Whip 3nd-level conjuration Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous You create a whip of water that shoves and pulls one creature you can see within range to unbalance it. The target must make a Dexterity saving throw. On a failed save, the target takes 4d10 bludgeoning damage and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, it takes half as much damage and you don’t pull it or knock it prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. . Arcane Anchor 5th-level enchantment Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (a small, anchor-shaped piece of steel)

V, S, M (a small, anchor-shaped piece of steel) Duration: 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be anchored to their current location. For the duration of the spell, the target's movement speed becomes 0. If a spell removes the target from its current location, such as a Teleportation or Planeshift spell, the creature immediately returns to the original location of the Arcane Anchor. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional humanoid for each slot level above 5th. The humanoids must be within 30 feet of each other when you target them. Space-Time Interchange 9th-level conjuration Casting Time: 1 reaction *

1 reaction * Range: sight

sight Components: S

S Duration: instantaneous As a reaction, when you cast this spell, you force any single target creature you can see to make a Wisdom Saving Throw. On a failed save, you and the target creature instantly swap places. You can use this in any situation, whether it be you were kicked into a spike pit or an Orc is about to make contact with you and his great axe, you can swap places with one of his underlings or even one of your allies if you so choose.

Feats You cannot take a feat twice unless explicitly stated in its description. If a standard feat gives you an ability score increase, one point only counts as half. Feats listed here override any feats found in the PHB or anywhere else. Backstab You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. After using this feature twice, you must finish a short or long rest before you can use it again. If you choose this feat again, you can use this feat an additional two times before needing to finish a short or long rest. Magic Initiate (Override) Upon choosing this feat, you may learn one cantrip of your choice, while specifying the class spell-list you took it from. The first time you gain a level after choosing this feat, you gain an additional cantrip of the same class’s spell list. The second time, you learn a 1st-level spell and gain the appropriate spell slot. Faith Healing Your blessed touch can heal wounds. You have a pool of healing power equal to your level times 5 that replenishes when you take a long rests, and half of it on short rests. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature has no effect on undead and constructs. Sworn Foe You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of sworn foe: beasts, fey, humanoids, monstrosities, or undead. You gain a +1 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your sworn foes, as well as on Intelligence checks to recall information about them. Gunslinger Prerequisite: Requires proficiency with a handgun, and Dexterity 13 Thanks to extensive practice with handguns, you gain the following benefits: You ignore the loading property of handguns (pistols and revolvers) with which you are proficient. You add +1 to determine initiative in any turn where you draw your handgun from its holster to take the Attack action and you are within 30 feet of your target. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with any handgun. When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a handgun you are holding. Stylized Combatant Prerequisite: Strength or Dexterity of 13 or higher You've trained in a specific style of combat, gaining the following benefits: You learn one fighting style of your choice from the list available to the fighter class. You can’t take a Fighting Style option more than once, even if you later get to choose again. Adept Spellcaster Prerequisite: The ability to cast at least one spell You have refined your spellcasting, gaining the ability to twist your spells to suit your needs. You gain the following benefits: You learn a metamagic option of your choice from among those available to the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. You gain 2 sorcery points. These points are used to fuel your metamagic. A sorcery point is expended when you use it. You regain one expended point after a short rest, or all your points after a long rest. If you choose this feat again, you gain 2 additional sorcery points, or a new Metamagic option. Wild Adept Prerequisite: Wisdom of 13 or higher You have studied the ancient druidic techniques of taking on the shape of an animal. You can use your action to magically assume the form of a small or tiny beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can transform into any beast that has a size of tiny, small and a challenge rating of up to 1/4, that doesn't have a flying or swimming speed. When you are at 4th level they may have a swimming speed, and at 8th level they may have a flying speed and a CR of 1/2. On 12th level, they may have a CR of 1. You can stay in a beast shape for a number of hours equal to half your Wisdom modifier (rounded up) to a minimum of 1. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the rules of druid's Wild Shape apply.

Berserker Prerequisite: Strength of 13 or higher Your fury fuels your attacks and intimidates your foes. You gain 2 rage points. You can spend a rage point to make a single melee weapon attack as a bonus action. If you hit on this attack, your fury frightens your foe. If your target can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you till the end of your next turn and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. You regain your expended rage points when you finish a long rest. Source of Magic Prerequisite: The ability to cast at least one spell Through deep meditation you find the real source of magic within yourself and learn how to draw even more pover from it. During your short rests you can meditate intesively and focus on your inner power to regain twice the amount of the expended spellslots you would get back with a normal shot rest. Additionally you can choose which spellslots you want to get back instead of starting at the highest level. If you choose to use this feat your short rest only regain half the health you could from hit dies, and exhaustion is not removed (but does not advance). Blood Magic Prerequisite: The ability to cast at least one spell You can activate this feat as a bonus action, drawing blood, and dealing up to your level times d6 damage to yourself. For each instance of damage, you regain one spellslot (you cannot get more than your maximum of spellslots). You can activate this two times before having to finish a short rest. Turtle Shell Prerequisite: Constitution of 13 or higher Upon choosing this feat you gain temporary hit points in height of your level + 2. These hit points fully regenerate every short rest. Monastic Training Prerequisite: Wisdom of 13 or higher, Dexterity of 13 or higher You have been trained in the elite monastic schools of the Githzerai. You gain two Ki Points and can choose one of the following features: Flurry of Blows, Patient Defense or Step of the Wind. You can take this feat several times. Each time you take it again, you gain two more Ki points and can choose a remaining feature. Extra Attack Prerequisite: Character of Level 5 or higher You can attack twice, instead of once, whenever you take the Attack action on your turn. If you gain the Extra Attack feature from more than one source, the features don't add together. You can't make more than two attacks with this feature. Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack. Artificer Servant Prerequisite: Intelligence of 13 or higher You are a natural talent when it comes to understanding magical items. You learn the spell Identify and can cast it at will at its lowest level without expending a spell slot. Your ability modifier for this spell is Intelligence. After doing so once, you have to finish a short rest to regain the use of this feature. After being in continuous contact with a magical item for a short rest, you can determine who is attuned to it. You can then sever that attunement, if you wish. Battlewise Prerequisite: Wisdom score of 13 or higher Your experience on the battlefield has harden you and gifted you with tactical instinct. You gain a bonus to initiative equal to your Wisdom modifier, and you can use the Help action as a bonus action. Long March Armies, merchants, refugees or convicts, many people push themselves farther than they could naturally go, and some who are regulars at this have adapted to be so. You have advantage on saving throws against exhaustion from extensive travel, and can comfortably travel 12 hours in a day, without making saving throws against exhaustion. Lingering Magic Prerequisite: The ability to cast at least a spell When you cast a spell of 1st level or higher that does damage, the next successful weapon attack you make before the end of your next turn deals half the damage the spell dealt, with the same type as the spell cast. Might of the Magus Prerequisite: the ability to cast a spell of 1st level or higher When a creature rolls a 1 on the d20 roll of a saving throw against a spell you cast that deals damage, they take the maximum possible damage from the dice, instead of the result you rolled.

Infusion Magic Prerequisite: the ability to cast a spell of 1st level or higher, Artificer Servant You can spend one hour meditating with an object of your choice that is bigger than a fist to infuse a spell of your choice of at least level one but no higher than your level into the object. Hold this nonmagical item and expend a spell slot as if you had cast the spell, but none of the spell's effects occur. Instead, the spell transfers into that item for use as long as the item doesn't already contain a spell from this feature. While a spell is infused in this manner, you cannot cast the spell using your spell slots until the infused item is destroyed or defused or use it to infuse another object. Any creature holding this item thereafter can use an action to activate the spell (if the creature has an intelligence score of 6 or higher). The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item. Once the item is used to activate the infused spell, it must be recharged by someone with the Infuse Magic feature during a short or long rest before it may be used again. Careless Casting Prerequisite: the ability to cast a spell You can choose to cast one spell twice as an action, but have to roll a D6 for an effect. You can use this feat 3 times before having to finish a short rest. D6 Second Cast Effect 1 Deals one damage 3 Deals minimum damage 4 Deals half damage 5 - 6 Deals normal damage Magical Gambling You learn to gamble fate. You can burn an additional spellslot when you cast a spell that deals damage to gamble for a fortunate outcome. Roll on the table below. You can use this feat up to your level times before having to finish a short rest. d4 Effects 1 Nothing happens. 2 Force! The target needs to succed a Spell Save DC or be knocked prone. 3 Pure power! You deal double damage plus a d6. 4 Prismatic! The target takes an additional 2d4 damage, and receives an appropriate status (decided by the DM). Chaotical Tides Prerequisite: the ability to cast a spell of 1st level or higher You can manipulate the forces of chance and chaos to gain advantage on one magical attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll a D20 immediately after you cast a spell of 1st level or higher. If you roll a 5 or lower, you on the Wild Magic Surge table. You then regain the use of this feature. At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. Eldrich Initiate Prerequisite: Character of level 3 or higher In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. Every time you choose this feat, you gain two eldritch invocations of your choice. Prerequisite of those apply as usual. Otherworldly Patron Prerequisite: Eldrich Initiate Your quest for otherworldly power did not go unnoticed. You gain the patronage of one of the entities listed below, and their listed benefits. Additionally, you gain an eldrich invocation of your choice. Patronage Pact Boon Archfey Pact of the Chain Hexblade Pact of the Blade Seeker Pact of the Tome Pact of the Chain You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: boggle, faerie dragon (pseudodragon stats), pixie, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

Pact of the Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. Pact of the Tome Your patron gives you a grimoire called a Tome of Shadows. When you gain this feature, choose two cantrips from any class's spell list. While the tome is on your person, you can cast those cantrips at will. If you lose your Tome of Shadows, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The tome turns to ash when you die. Fast Movement Starting at 5th level, your speed increases by 5 feet while you aren't wearing Heavy Armor. When you take this feat again, it increases by an additional 5 feat. You can only take this feat a total of two times. Unarmored Defense Upon taking this feat, decide for either Dexterity or Wisdom. While you are not wearing armor, your AC equals to 10 plus the according modifier. You can take this feat again on level 18 to add the second modifer to it for a total of 10 plus both modifiers. Relentless Strength (Relentless Rage) Prerequisite: Character of level 10 or higher When you take this feat, your rage can keep you fighting despite your grievieous wounds. If you drop to 0 hitpoints and don't die outright, you can decide to make a DC 12 Constitution saving throw. If you succeed, you are reduced to one hitpoint instead. Each time you use this feature after the first, the DC increases by 5. After you finished a short rest, it decreases by 5. Svirfneblin Magic Prerequisite: Gnome (deep gnome) You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast one of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels. Aspect of the Beast Prerequisite: Character of 5th level or higher You choose a spirit animal, and you gain a magical benefit based on your choice. Bear. You gain the might o f a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks. Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to 10 companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace). The elk spirit helps you roam far and fast. Wolf. You gain the hunting sensibilities o f a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace). Fateful Inspiration You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a Long Rest, and half you uses on short rests. You can use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. You can take this feat again at 8th level, and the die becomes a d10.

Aura of Protection Prerequisite: Character of 6th level or higher Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Resting In this world, players are no heroes. They are simple mortals, trying to survive from day to day, while everything in the world simply wants to either kill or eat them. Taking a Breather When taking a breather, you gain one spellslot, and can decide to get back a hit die of 1d4 health. You don't add any modifiers to that. Once you took the hit die back, you cannot use another one while taking a breather When taking a breather, you take a very short rest of around 10 minutes to lookat your wounds, stop bleeding or focus on your inner magic. Short Rest A short rest equals to a full night's rest (6-8 hours). Two of those hours can be leisure or non straining activity. You regain half your level of spellslots (min. 1) per short rest starting at the highest one, if you meditate or do an appropriate activity. You can only spend one hit die per short rest. Long Rest A long rest equals to 3 or more days of downtime. Straining activity (fighting, uninterrupted spellcasting or otherwise exhausting activities) interrupts and prolong the long rest by one day. In this time, for each day spent resting the PCs gain half their missing hit points, half their missing spell slots (starting at the highest) and half their missing hit die (min 1). On the morning of the 4th day, they regain the rest of their missing health and spellslots. One of those days is expected to be the PC tending to their wounds, if they took any. Otherwise, the injuries might result in an permanent one, at the DMs discretion. Armor while resting When resting and wearing medium or heavy armour, only half the bonuses will get applied (if any.) E.g. hit points will recover half as quickly, as will spell slots, feats or traits that recover after a short or long rest will not recover at all. Exhaustion Additionally to the normal rules of exhaustion, these apply. After not performing a short rest for more than two days, PCs gain a level of exhaustion every 6 hours. Exhaustion can be removed by a long as well as a short rest. Injuries Permanent injuries (rolled from critical hits or not tending to wounds) the characters gain do not heal simply from resting. They require medical help (from a party member or a professional), and a DC 14 medicine check.

Races Although there are many races, and even more languages in this world, all players start with a proficiency in Common. Any other language has to be bought. Aarakocra Traits Ability Score Increase: Your Dexterity score increases by 1. Size. Your size is Medium. Speed: 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 own unarmed strikes, which deal 1d4 slashing damage on a hit. Aasimar Ability Score Increase: Your Charisma score increases by 1. Size. Your size is Medium. Speed: 30 feet. Darkvision: 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. Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it. Protector Aasimar Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a short rest. Scourge Aasimar Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, 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, you and each creature within 10 feet of you 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 one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a short rest. Fallen Aasimar Necrotic Shroud: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each 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. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a short rest. Dragonborn Traits Ability Score Increase: Your Strength score increases by 1. Size: Your size is Medium . Speed: Your base walking speed is 30 feet. Damage Resistance: You have resistance to the damage type associated with your draconic ancestry. Draconic Ancestry 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. Breath Weapon You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage 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.

Draconic Ancestry Table 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) Dwarf Traits Ability Score Increase. Your Constitution score increases by 1. Size. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor. 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. Dwarven Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison damage. Stonecunning: Whenever you make an Intelligence (History) check related to the Origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Hill Dwarf As a Hill Dwarf, you have keen Senses, deep intuition, and remarkable resilience. Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 on each level. Elf Ability Score Increase: Your Dexterity score increases by 1. Size: Your size is Medium. Speed: 30 feet. Darkvision: 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 Perception. Fey Ancestry: You have advantage on saves against being charmed, and magic can't put you to sleep. Trance: Elves meditate deeply, remaining semiconscious, for 4 hours a day in place of sleeping. You gain the same benefit that a human does from 8 hours of sleep. Drow Superior Darkvision: Your darkvision has a radius of 120 feet. Sunlight Sensitivity: You have disadvantage on attack rolls and on 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: You know the Dancing Lights cantrip. It doesn't count against your maximum cantrips. Eladrin Seasons: Each Eladrin is associated with a particular season. When making an Eladrin, choose your season: Spring, Summer, Autumn, or Winter. You may choose to change your season at the end of a long rest. 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. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier: Spring : When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer : Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

Autumn : Immediately after you use your Fey Step, 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 it.

Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. High Elf Cantrip: You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. It does not count against your maximum cantrips. Extra Language: You can speak, read, and write one simple language of your choice. Sea Elf 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. Wood Elf 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.

Firbolg Traits Ability Score Increase: Your Wisdom increases by 1. Size: Your size is Medium. Speed: 30 feet. Firbolg Magic: You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of Disguise Self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves. Hidden Step: As a bonus action, you can magically turn Invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish 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. Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. Genasi Traits Size: Your size is Medium. Speed: 30 feet. Air Genasi Ability Score Increase: Your Dexterity score increases by 1. Unending Breath: You can hold your breath indefinitely while you’re not incapacitated. Mingle with the Wind: You can cast the Levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. Earth Genasi Ability Score Increase: Your Strength score increases by 1. Earth Walk: You can move across difficult terrain made of earth or stone without expending extra movement. Merge with Stone: You can cast the Pass without Trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. Fire Genasi Ability Score Increase: Your Intelligence score increases by 1. Darkvision: 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. Everything you see in darkness is in a shade of red. Fire Resistance: You have resistance to fire damage. Reach to the Blaze: You know the Produce Flame cantrip. It does not count against your maximum cantrips. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. Water Genasi Ability Score Increase: Your Wisdom score increases by 1. Acid Resistance: You have resistance to acid damage. Amphibious: You can breathe air and water. Swim: You have a swimming speed of 30 feet. Call to the Wave: You know the Shape Water cantrip. It does not count against your maximum cantrips. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. Gnome Traits Ability Score Increase: Your Intelligence score increases by 1. Size: Your size is Small. Speed: 25 feet. Darkvision: 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. Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Deep Gnome Stone Camouflage: You have advantage on Stealth checks to hide in rocky terrain. Svirfneblin Magic: You have access to the feat Svirfneblin Magic. Forest Gnome Natural Illusionist: You know the Minor Illusion cantrip. It does not count against your maximum cantrips. It 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. Rock Gnome Artificer's Lore: Whenever you make a History check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Tinker: If you have proficiency in tinkers tools, you can use them and 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.

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.

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. Goliath Traits Ability Score Increase: Your Strength or your Constitution score increases by 1. Size: Your size is Medium. Speed: 30 feet. Stone's Endurance: When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish 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. Half-Elf Traits Ability Score Increase: Your Charisma score increases by 1, and one other ability scores of your choice increases by 1. Size: Your size is Medium. Speed: 30 feet. Darkvision: 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. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Skill Versatility: Choose one of the following. Wood Elf Heritage: Choose one of the wood elf's Elfs traits; Fleet of Foot, or Mask of the Wild.

Choose one of the wood elf's Elfs traits; Fleet of Foot, or Mask of the Wild. Drow Heritage: You have the drow's Drow Magic.

You have the drow's Drow Magic. Aquatic Heritage: You have a swimming speed of 30 feet. Halfling Traits Ability Score Increase: Your Dexterity score increases by 1. Size: Your size is Small. Speed: 25 feet. 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. Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours. Ghostwise Halfling 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.

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 Halfling Stout Resilience: You have advantage on saving throws against being poisoned, and you have resistance against poison damage. Half-orc Traits Ability Score Increase: Your Strength score increases by 1. Size: Your size is Medium. Speed: 30 feet. Darkvision: 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. Menacing: You gain proficiency in Intimidation. 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 after calculating damage and add it to the extra damage of the critical hit. Human Traits Ability Score Increase: Two different ability scores of your choice increase by one. Size: Your size is Medium. Speed: 30 feet. Mediocrity: You start with one additional Fate point. Kenku Traits Ability Score Increase: Your Dexterity or your Wisdom score increases by 1. Size: Your size is 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. 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 can speak only by using your Mimicry trait. Kobold Traits Ability Score Increase: Your Dexterity score increases by 1, and your Strength score is reduced by 1. Size: Your size is Small. Speed: 30 feet. Darkvision: 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.

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. 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. Lizardfolk Traits Ability Score Increase: Your Constitution or your Wisdom score increases by 1. Size: Your size is Medium. Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Bite: 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. 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. Hold Breath: You can hold your breath for up to 15 minutes at a time. Natural Armor: You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + 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. 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 and rip out some. 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. Loxodon Traits Ability Score Increase: Your Constitution or your Wisdom score increases by 1. Size: Your size is Medium. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Speed: 30 feet. Loxodon Serenity: You have advantage on saving throws against being charmed or frightened. Natural Armor: When you aren't wearing armor, your AC is 11 + your Constitution 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. Trunk: You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk cannot wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. Keen Smell: You have advantage on Perception, Investigation, and Survival checks that rely on smell. Merfolk traits Size: Your size is Medium. Speed: 30 feet. You also have a swimming speed of 30 feet. Amphibious: You can breathe air and water. Blue Merfolk Ability Score Increase: Your Intelligence score increases by 1. Lore of the Waters: You gain advantage on intelligence checks that rely to water. Water Cantrip: You know one cantrip of your choice, but it has to relate to water. Intelligence is your spellcasting ability for it. It does not count against your maximum cantrips. Green Merfolk Ability Score Increase: Your Wisdom score increases by 1. 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. Wilderness Cantrip: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. Minotaur Traits Ability Score Increase: Your Strength or your Constitution score increases by 1. Size: Your size is Medium. Speed: 30 feet. Horns: Your horns are natural melee weapons, which you can use to make unarmed strikes. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier. Amonkhet Minotaurs 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.

Ravnica Minotaurs Goring Rush: Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. Hammering Horns: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your bonus action. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 10 feet away from you. Tabaxi traits Ability Score Increase: Your Dexterity or your Charisma score increases by 1. Size: Your size is Medium. Speed: 30 feet. Darkvision: You have a cat's keen senses, especially in the dark. 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. 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 the 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. Tiefling traits Ability Score Increase: Your Charisma or your Intelligence score increases by 1. Size: Your size is Medium. Speed: 30 feet. Darkvision: Thanks to your infernal 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. Hellish Resistance: You have resistance to fire damage. Infernal Legacy: You know the Thaumaturgy cantrip. When you reach 4th level, you can cast the Hellish Rebuke 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 6th 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. Tortle traits Ability Score Increase: Your Strength or your Wisdom score increases by 1. Size: Your size is Medium. Speed: Your base walking speed is 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 AC of 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. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell. Triton traits Ability Score Increase: Your Strength increases by 1, and your Constitution or and Charisma score increase by 1. Size: Your size is Medium. Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. Amphibious: You can breathe air and water. Control Air and Water: As 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 4th 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. Warforged Size: Your size is Medium. Speed: 30 feet. Warforged Resilience: You have resistance to poison damage and advantage on saves against being poisoned. You are immune to disease, and don't need to eat, drink, or breathe. You also don't need to sleep, and don't suffer exhaustion from lack of rest. Magic can't put you to sleep. Sentry's Rest: When you take a short rest, you must spend at least 6 hours of it in an inactive, motionless state. You appear unconscious, but can see or hear as normal.