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Published by gamingspamover9000, 2022-10-07 17:43:33

OneDnD Playtest - Character Origins

UA Aug 2022 for OneDnD - Character Origins

Keywords: OneDnD

UNEARTHED ARCANA 2022
CHARACTER ORIGINS

By Jeremy Crawford, with Christopher Perkins and Ray Winninger

This document is the first in a series of Power Level. The character options you read
Unearthed Arcana articles that present material here might be more or less powerful than options
designed for the Player’s Handbook coming out in the Player’s Handbook (2014). If a design
in 2024. The material here uses the rules in the survives playtesting, we adjust its power to the
2014 Player’s Handbook, except where noted. desirable level before official publication. This
Providing feedback on this document is one means an option could be more or less powerful
way you can help shape the next generation of in its final form.
D&D.
Inside you’ll find the following content: DETERMINING YOUR ORIGIN

Character Races. These are the Race options After choosing your character’s Class, it’s time
being considered for the Player’s Handbook— to consider the character’s origin. Who are the
all with updated design. character’s ancestors? And how did the
character spend the years leading up to a life of
Character Backgrounds. Here you’ll see the adventure? To help answer those questions, you
fun role that a character’s Background is choose three things for the character:
going to play in helping flesh out the
character’s origin. • a Race
• a Background
Starting Languages. This section specifies the • a language
number of languages a character knows when
created. A character’s Race represents ancestry and
confers game traits to the character. A
Feats. Every 1st-level Feat mentioned herein character’s Background is a collection of
appears in the “Feats” section, which contains characteristics that represent the place and
both new and revised Feats. occupation that were most formative for the
character. The Character Origin Overview table
Rules Glossary. In this document, any term lists the traits your character gains from Race
followed by an asterisk appears in a glossary and Background.
at the end. This glossary defines certain rules
terms that appear in this document, focusing CHARACTER ORIGIN OVERVIEW
on terms that have been clarified or redefined
or that don’t appear in the 2014 Player’s Race Trait Description
Handbook. Creature Type Every character and
monster in the game has
Before delving into these new options, please a Creature Type.*
read the “This Is Playtest Material” sidebar. Size A character’s Size
To learn more about the design in this article, determines the amount
we invite you to view the accompanying video. of space the character
occupies, as explained in
THIS IS PLAYTEST MATERIAL the 2014 Player’s
This article is presented for playtesting and Handbook.
feedback. This D&D material is in draft form, Speed Speed fuels a character’s
usable in your D&D campaign but not refined by movement, as explained
full game development and editing. It isn’t in the 2014 Player’s
officially part of the game. Handbook.

Feedback. The best way for you to give us
feedback on this material is in the survey we’ll
release on D&D Beyond. If we decide to make this
material official, it will be refined based on your
feedback, and then it will appear in a D&D book.

©2022 Wizards of the Coast LLC 1

Life Span This life span is an imagination, as you ponder your character’s
average for a member of earliest days and imagine the character’s family,
the Race—assuming the occupation, hometown, and more.
dangers of adventure
don’t shorten that span! CHARACTER RACES
Special Traits Each Race provides
special traits—a When you choose your character’s Race, you
collection of abilities that determine whether your character is a member
characters gain from of the human race or of a fantastical race. This
their ancestors. document provides descriptions and rules for
the following Race options: Human, Ardling,
Background Trait Description Dragonborn, Dwarf, Elf, Gnome, Halfling, Orc,
Ability Score Bonus A Background grants a +2 and Tiefling.
bonus to one ability score The description of each Race includes a
and a +1 bonus to a section of game traits, which your character
different one. gains if you select that Race. NPCs of the same
Skill Proficiencies You get two Skill ancestry don’t necessarily have the same traits,
Proficiencies from a as explained in the Monster Manual; the traits
Background. here pertain to player characters.
Tool Proficiency Each Background gives
Tool Proficiency* with CHILDREN OF DIFFERENT HUMANOID KINDS
one tool. Thanks to the magical workings of the multiverse,
Language A character learns one Humanoids of different kinds sometimes have
language from a children together. For example, folk who have a
Background. human parent and an orc or an elf parent are
Feat Each Background particularly common. Many other combinations
provides a 1st-level are possible.
Feat—a special ability
acquired in the If you’d like to play the child of such a wondrous
character’s past. pairing, choose two Race options that are
Equipment A Background provides a Humanoid to represent your parents. Then
portion of a character’s determine which of those Race options provides
starting equipment, with your game traits: Size, Speed, and special traits.
the rest coming from You can then mix and match visual
Class. characteristics—color, ear shape, and the like—of
the two options. For example, if your character
Race and Background together help bring has a halfling and a gnome parent, you might
choose Halfling for your game traits and then
your character’s backstory into focus, and they decide that your character has the pointed ears
that are characteristic of a gnome.
distinguish the character from other members
Finally, determine the average of the two
of the same Class. For example, two characters options’ Life Span traits to figure out how long
might both be members of the Fighter Class, but your character might live. For example, a child of a
halfling and a gnome has an average life span of
if one is a Human Guard and the other is a 288 years.

Dwarf Gladiator, the two bring different HUMAN

capabilities and flavor to the Class. Found throughout the multiverse, humans are
After choosing a Race and a Background, you as varied as they are numerous. They are
relatively short-lived, but they strive to achieve
choose a language that your character knows, in as much as they can in the years they are given.
They are skilled pioneers and artisans. They are
addition to the Common tongue and whatever builders of nations, roads, cities, and ships. They
language you gained from the Background you

chose.

The combination of Race, Background, and

languages provides fertile soil for your

©2022 Wizards of the Coast LLC 2

strive to secure their place in the world and in An ardling has a head resembling that of an
the annals of history by creating art, amassing animal, typically one with virtuous associations.
wealth, making laws, and questing for Depending on the animal, the ardling might also
immortality. Their ambition and have soft fur, downy feathers, or supple bare
resourcefulness are commended, respected, and skin. The ardling’s celestial legacy determines
feared. the animal it resembles.
Humans are as diverse in appearance as the An ardling gains a measure of magical power
people of Earth, and they have many gods. from their celestial legacy, as well as the ability
Scholars dispute the origin of humanity, but one to manifest spectral wings. An ardling’s moral
of the earliest known human gatherings is said and ethical outlook is self-determined, however,
to have occurred in Sigil, the torus-shaped city not fixed by ancestry.
at the center of the multiverse and the place The three celestial legacies are as follows:
where the Common tongue was born. From
there, humans could have spread to every Exalted. The fierce passions of Arborea, the
corner of the multiverse, bringing Sigil’s heroic heart of Ysgard, and the wondrous
cosmopolitanism with them. nature of the Beastlands call to ardlings who
have the Exalted celestial legacy. Their
HUMAN TRAITS celestial ancestors are heroic champions of
the Chaotic Good planes.
Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small Heavenly. The blissful harmony of Arcadia, the
unwavering justice of Mount Celestia, and the
(about 2–4 feet tall), chosen when you select bucolic paradise of Bytopia touch the souls of
this Race ardlings who have the Heavenly celestial
Speed: 30 feet legacy. Their celestial ancestors are staunch
Life Span: 80 years on average defenders of the Lawful Good planes.

As a Human, you have these special traits. Idyllic. The Idyllic celestial legacy connects
Resourceful. You gain Inspiration* whenever ardlings not only to the Beastlands and
you finish a Long Rest.* Bytopia but also to the eternal compassion of
Skillful. You gain Proficiency in one Skill of Elysium. Their celestial ancestors are
your choice. paragons of kindness who hail from the
Versatile. You gain the Skilled Feat or another Neutral Good planes.
1st-level Feat of your choice.
ARDLING TRAITS
HUMANS OF MANY WORLDS
Creature Type: Humanoid
On any given world in the multiverse, the Size: Medium (about 4–7 feet tall) or Small
material culture of humans can change from
one region to another. In the Forgotten Realms, (about 3–4 feet tall), chosen when you select
for example, the clothing, architecture, cuisine, this Race
music, and literature are wildly different in the Speed: 30 feet
Western Heartlands than in the frozen north of Life Span: 200 years on average
Icewind Dale.
As humans migrate, they bring elements of As an Ardling, you have these special traits.
their cultures with them, giving rise to diverse Angelic Flight. As a Bonus Action, you sprout
settlements that contain people with different spectral wings for a moment and fly up to a
physical characteristics, not to mention a number of feet equal to your Speed. If you are in
medley of clothing styles, customs, and beliefs. the air at the end of this movement, you fall if
nothing is holding you aloft.
ARDLING You can use this Bonus Action a number of
times equal to your Proficiency Bonus, and you
Ardlings are supernal beings who are either regain all expended uses when you finish a Long
born on the Upper Planes or have one or more Rest.*
ancestors who originated there. Their bright
souls shine with the light of immortal beings
who call the Upper Planes home.

©2022 Wizards of the Coast LLC 3

CELESTIAL LEGACIES

Legacy Suggested Animals 1st Level 3rd Level 5th Level
Exalted Cat, eagle, goat, mule Thaumaturgy Divine Favor Lesser Restoration
Heavenly Elephant, owl, pig, stork Light Cure Wounds Zone of Truth
Idyllic Bear, dog, raven, toad Guidance Healing Word Animal Messenger


Celestial Legacy. You are the recipient of a to populate the worlds of dragons with people
celestial legacy that grants you magical abilities. created in their image. Another story holds that
Choose a legacy from the Celestial Legacies dragons created the first dragonborn without
table: Exalted, associated with Chaotic Good the gods’ blessings. Whatever their origin,
planes; Heavenly, associated with Lawful Good dragonborn have made homes for themselves
planes; or Idyllic, associated with Neutral Good on the worlds of the Material Plane.
planes. You gain the initial benefit of the chosen Dragonborn look like wingless, bipedal
legacy: a cantrip that you learn. You also choose dragons—scaly, bright-eyed, and thick-boned,
the animal you most closely resemble; the table with horns on their heads. Dragonborn of
provides a few suggestions for each legacy (you chromatic ancestry have scales that are black,
don’t gain wings by choosing an animal that can blue, green, red, or white, whereas dragonborn
fly). of metallic ancestry have scales that are the
Starting at 3rd level and again at 5th level, color of brass, bronze, copper, gold, or silver.
you gain the ability to cast a higher-level Spell When two dragonborn whose scales are of
with this trait, as shown on the table. Once you different colors produce a child, their offspring’s
cast the Spell with this trait, you can’t cast that scales match those of one parent or the other.
Spell with it again until you finish a Long Rest; Like their draconic ancestors, dragonborn can
however, you can cast the Spell using any Spell exhale acid, cold, fire, lightning, or poison. One
Slots you have of the appropriate level. can tell the type of energy a dragonborn
Intelligence, Wisdom, or Charisma is your breathes by the color of the dragonborn’s
spellcasting ability for the Spells you cast with scales.
this trait (choose the ability when you select the
legacy). DRAGONBORN TRAITS
Damage Resistance. You have Resistance to
Radiant Damage. Creature Type: Humanoid
Size: Medium (about 5–7 feet tall)
ARDLINGS OF MANY WORLDS Speed: 30 feet
Life Span: 80 years on average
Ardlings bring a little bit of the Upper Planes
with them wherever they go. On many worlds, As a Dragonborn, you have these special traits.
the first ardlings used the magic of their Draconic Ancestry. Your lineage stems from a
celestial legacies to inspire and heal others. dragon progenitor. Choose the type of dragon
By virtue of their celestial legacies, some from the Draconic Ancestor table. Your choice
ardlings strive to make the world a better place. affects your Breath Weapon and Damage
Others use their supernal gifts to be the best Resistance traits. The chosen dragon also affects
version of themselves they can be. Still others your appearance, with you displaying
are delighted to have a connection to the Upper coloration and other features reminiscent of
Planes without the responsibility of always that dragon.
having to do the right thing.
DRACONIC ANCESTOR
DRAGONBORN
Dragon Damage Type
The earliest dragonborn hatched from the eggs Black Acid
of chromatic and metallic dragons. One story Blue Lightning
holds that these eggs were blessed by the Brass Fire
dragon gods Bahamut and Tiamat, who wanted Bronze Lightning
Copper Acid

©2022 Wizards of the Coast LLC 4

Gold Fire that god gave dwarves an affinity for stone and
Green Poison metal and for living underground.
Red Fire Squat and often bearded, the original dwarves
Silver Cold carved cities and strongholds into
White Cold mountainsides and under the earth. Their
oldest legends tell of conflicts with the monsters
of mountaintops and the Underdark, whether
Breath Weapon. As an Action, you exhale those monsters were towering giants or
subterranean horrors. Inspired by those tales,
destructive energy in a 15-foot cone. Each dwarves of any culture often sing of valorous
deeds—especially of the little overcoming the
creature in that area must make a Dexterity mighty.
saving throw against a DC equal to 8 + your
DWARF TRAITS
Constitution modifier + your Proficiency Bonus.
Creature Type: Humanoid
On a failed save, a creature takes 1d10 + your Size: Medium (about 4–5 feet tall)
Speed: 30 feet
character level in damage of the type Life Span: 350 years on average
determined by your Draconic Ancestry trait. On
As a Dwarf, you have these special traits.
a successful save, a creature takes half as much Darkvision. You have Darkvision with a range
of 60 feet.
damage. Dwarven Resilience. You have Resistance to
Poison Damage. You also have Advantage on
You can use this Breath Weapon a number of saving throws you make to avoid or end the
times equal to your Proficiency Bonus, and you Poisoned Condition on yourself.
Dwarven Toughness. Your Hit Point
regain all expended uses when you finish a Long Maximum increases by 1, and it increases by 1
again whenever you gain a level.
Rest.* Forge Wise. Your divine creator gave you an
Damage Resistance. You have Resistance to uncanny affinity for working with stone or
metal. You gain Tool Proficiency* with two of
the damage type determined by your Draconic the following options of your choice: Jeweler’s
Tools, Mason’s Tools, Smith’s Tools, or Tinker’s
Ancestry trait. Tools.
Stonecunning. As a Bonus Action, you gain
Darkvision. You have Darkvision with a range Tremorsense* with a range of 60 feet for 10
of 60 feet. minutes. You must be on a stone surface or
touching such a surface to use this
Draconic Language. You instinctively know Tremorsense. The stone can be natural or
worked.
the language of dragons. You can therefore You can use this Bonus Action a number of
times equal to your Proficiency Bonus, and you
speak, read, and write Draconic. regain all expended uses when you finish a Long
Rest.*
DRAGONBORN OF MANY WORLDS
DWARVES OF MANY WORLDS
Like dragons, dragonborn have a mystical bond
to the Material Plane and are spread across its On some worlds in the multiverse, the first
many worlds. dwarven settlements were built in hills or
On some worlds, the earliest dragonborn mountains, and the dwarven families who trace
settlements were built near dragon lairs so that their ancestry to those settlements call
the dragonborn could pay tribute to their themselves hill dwarves or mountain dwarves,
draconic progenitors. Many of these ancient respectively. Oerth and Krynn (the worlds of
settlements still exist. For example, the dragon-
ruled continent of Argonnessen (on the world of
Eberron) has dragonborn cities tucked among
its mountain ranges.
On other worlds, dragonborn ply their skills
in settlements populated mostly by non-
dragonborn, fulfilling an urge to expand their
presence and influence, much as dragons do.

DWARF

Resilient like the mountains, dwarves were
raised up from the earth in the elder days by a
deity of the forge. Called by various names on
different worlds—Moradin, Reorx, and others—

©2022 Wizards of the Coast LLC 5

the Greyhawk and Dragonlance settings, the elf has lived and the events that have
respectively) are examples of worlds that have shaped the elf’s existence.
such dwarven communities. Elves have pointed ears and tend to be light
In other worlds, dwarves have given on their feet. Another common physical
themselves other cultural designations. For characteristic of elves is their lack of facial and
example, on the continent of Faerûn in the body hair.
Forgotten Realms, the dwarves of the south call
themselves gold dwarves, and the dwarves of ELF TRAITS
the north are shield dwarves.
Creature Type: Humanoid
ELF Size: Medium (about 5–6 feet tall)
Speed: 30 feet
Created by the god Corellon, the first elves Life Span: 750 years on average
could change their physical forms at will. The
elves lost this ability when Corellon exiled them As an Elf, you have these special traits.
from Arvandor for plotting with another elven Darkvision. You have Darkvision with a range
deity named Lolth, who tried and failed to usurp of 60 feet.
Corellon’s dominion. When Lolth was cast down Elven Lineage. You are part of an elven
into the Abyss, most elves renounced her lineage that grants you supernatural abilities.
treachery and earned Corellon’s forgiveness, Choose a lineage from the Elven Lineages table:
but that which Corellon had taken from the Drow, the lineage of the Underdark; High Elf,
elves was lost forever. the lineage of fey crossings and other magical
No longer able to shape-shift at will, the elves locations; or Wood Elf, the lineage of primeval
retreated to the Feywild, where their sorrow forests. You gain the 1st-level benefit of that
was deepened by that plane’s influence. Over lineage.
time, wanderlust and curiosity led many of Starting at 3rd level and again at 5th level,
them to explore other planes of existence, you also gain the ability to cast a Spell with this
including various worlds in the Material Plane. trait. Once you cast the Spell with this trait, you
Elves have the mystical ability to take on can’t cast that Spell with it again until you finish
characteristics of the environments with which a Long Rest*; however, you can cast the Spell
they are bonded—drow to the Underdark, high using any Spell Slots you have of the
elves to fey crossings in the Material Plane, and appropriate level.
wood elves to forests. These connections grant Intelligence, Wisdom, or Charisma is your
elves access to certain kinds of magic. spellcasting ability for the Spells you cast with
Elves are blessed with long lives and long this trait (choose the ability when you select the
memories. From birth, they don’t sleep but lineage).
instead enter a trance when they need to rest. In Fey Ancestry. You have Advantage on saving
this state, elves remain aware of their throws you make to avoid or end the Charmed
surroundings while immersing themselves in Condition on yourself.
their own memories. What an elf remembers Keen Senses. You have Proficiency in the
during this reverie depends largely on how long Perception Skill.
Trance. You don’t need to sleep, and magic
can’t put you to sleep. You can finish a Long

ELVEN LINEAGES

Lineage 1st Level 3rd Level 5th Level
Drow The range of your Darkvision increases to 120 Faerie Fire Darkness
feet. You also know the Dancing Lights cantrip. Detect Magic Misty Step
High Elf You know the Prestidigitation cantrip. Whenever
you finish a Long Rest,* you can replace that Longstrider Pass without Trace
cantrip with a different cantrip from the Arcane
Spell List.*
Wood Elf Your Speed increases to 35 feet. You also know
the Druidcraft cantrip.


©2022 Wizards of the Coast LLC 6

Rest* in 4 hours if you spend those hours in a gods like Garl Glittergold, Baervan
trancelike meditation, during which you retain Wildwanderer, and Baravar Cloakshadow, who
consciousness. often lived among them (usually in disguise).
Gnomes are petite folk with big eyes, pointed
ELVES OF MANY WORLDS ears, and wistful imaginations. Harkening back
to a time when their ancestors hid in tunnels
After leaving the Feywild, elves established and under thick forest canopies, many gnomes
deep roots on worlds throughout the like the feeling of a roof over their head, even if
multiverse. Within their respective domains, that “roof” is nothing more than a hat.
elves often use their magic and other resources
to build fabulous enclaves. The subterranean GNOME TRAITS
cities and outposts of the drow, the gleaming
towers and citadels of the high elves, and the Creature Type: Humanoid
forest sanctuaries of the wood elves are nothing Size: Small (about 3–4 feet tall)
short of architectural wonders, which reflect Speed: 30 feet
their builders’ otherworldly origins. Life Span: 425 years on average
Drow. Known for their white hair and dusky-
gray skin tones, drow typically dwell in the As a Gnome, you have these special traits.
Underdark. Noteworthy exceptions include Darkvision. You have Darkvision with a range
Drizzt Do’Urden and Jarlaxle Baenre, two drow of 60 feet.
adventurers of the Forgotten Realms who shun Gnomish Cunning. You have Advantage on
their subterranean homeland. Some drow Intelligence, Wisdom, and Charisma saving
societies avoid the Underdark altogether. On throws.
the world of Eberron, for example, drow dwell Gnomish Lineage. You are part of a gnomish
in gloomy rainforests and cyclopean ruins on lineage that grants you supernatural abilities.
the continent of Xen’drik. Choose a lineage from the Gnomish Lineages
High Elves. On some worlds, high elves refer table: Forest Gnome, the lineage of magic-filled
to themselves by other names. For example, the forests, or Rock Gnome, the lineage of primeval
sun elves and moon elves of Toril (the world of mountains. You gain the benefits of that lineage.
the Forgotten Realms setting) are high elves, as Intelligence, Wisdom, or Charisma is your
are the Silvanesti and Qualinesti of Krynn (the spellcasting ability for the Spells you cast with
world of Dragonlance) and the Aereni of this trait (choose the ability when you select the
Eberron. lineage).
Wood Elves. Wood elves are known across
the multiverse by many other names, including GNOMISH LINEAGES
wild elves, green elves, and forest elves.
Grugach are reclusive wood elves on Oerth (the Lineage Benefit
world of the Greyhawk setting), while the Forest You know the Minor Illusion cantrip.
Kagonesti and the Tairnadal are wood elves of Gnome You can also cast the Speak with
Krynn and Eberron, respectively.
Animals Spell with this trait. You can
GNOME cast it with the trait a number of
times equal to your Proficiency
Gnomes are magical folk created by gods of Bonus, and you regain all expended
hard work, invention, trickery, and life uses when you finish a Long Rest.*
underground. The earliest gnomes were seldom You can also use any Spell Slots you
seen by other folk due to the gnomes’ secretive have to cast the Spell.
nature and their propensity for lairing in sylvan Rock You know the Mending and
forests, hillside burrows, and sprawling Gnome Prestidigitation cantrips.
warrens under mountains. What they lacked in
size, they made up for in cleverness and
cunning. They confounded predators with
elaborate traps and low, narrow, labyrinthine
tunnels. They also learned useful magic from

©2022 Wizards of the Coast LLC 7

In addition, you can spend 10 HALFLING
minutes casting Prestidigitation to
create a Tiny clockwork device (AC 5, Cherished and guided by gods who value life,
1 HP), such as a toy, a fire starter, or home, and hearth, halflings gravitate toward
a music box. Casting the Spell in this bucolic havens where family and community
way consumes 10 GP worth of raw help shape their lives. That said, many halflings
material (string, gears, and the like), are blessed (some might say cursed) with a
which you provide during the casting. brave and adventurous spirit that leads them on
journeys of discovery, affording them the
When you create the device, you chance to explore a bigger world and make new
determine its function by choosing friends along the way. Their size—being not
one effect from Prestidigitation; the unlike that of a human child—helps them avoid
device produces that effect unwanted entanglements and slip into and out
whenever you or another creature of tight spaces.
takes a Bonus Action to touch the Anyone who has spent time around halflings,
device and activate it. If the chosen and particularly halfling adventurers, has likely
effect has options within it, you witnessed the storied “luck of the halflings” in
choose one of those options for the action. When a halfling is in mortal danger, it
device when you create it. For seems as though an unseen force intervenes on
example, if you choose the spell’s the halfling’s behalf. Many halflings believe in
ignite-extinguish effect, you the power of luck, and they attribute their
determine whether the device ignites unusual gift to one or more of their benevolent
or extinguishes fire; the device gods, including Yondalla, Brandobaris, and
doesn’t do both. Charmalaine.

You can have three such devices in HALFLING TRAITS
existence at a time, and each one
dismantles itself 8 hours after its Creature Type: Humanoid
creation. You can also touch one of Size: Small (about 2–3 feet tall)
your devices and dismantle it as an Speed: 30 feet
Action. After a device is dismantled, Life Span: 150 years on average
the 10 GP of materials used to create
it can be reclaimed. As a Halfling, you have these special traits.
Brave. You have Advantage on saving throws
you make to avoid or end the Frightened
GNOMES OF MANY WORLDS Condition on yourself.
Halfling Nimbleness. You can move through
Gnomes past and present are known to equate the space of any creature that is of a Size larger
secrecy with safety, which is why gnome than yours, but you can’t stop there.
settlements are often tucked away or concealed Luck. When you roll a 1 on the d20 of a d20
by magical illusions. Test,* you can reroll the die, and you must use
Forest Gnomes. Gnomes who have ancestral the new roll.
ties to forests are called forest gnomes. They Naturally Stealthy. You have Proficiency in
use their magic to befriend small forest animals the Stealth Skill.
and rely on them for news concerning their
neighbors—be they malevolent or benign. HALFLINGS OF MANY WORLDS
Rock Gnomes. Gnomes whose ancestors
dwelled under mountains are called rock On many worlds, halflings are walking, talking
gnomes. On some worlds, including Krynn (the contradictions: home, tradition, and pastoral
world of the Dragonlance setting), rock gnomes pursuits collide with a gods-given love of
are also known as tinker gnomes due to their adventure and a knack for getting into and out
fondness for artifice and clockwork inventions. of trouble. Halfling communities come in all
varieties. For every sequestered halfling shire
tucked away in some unspoiled corner of the
world, there’s a halfling crime syndicate like the

©2022 Wizards of the Coast LLC 8

Boromar Clan on the world of Eberron or a Relentless Endurance. When you are reduced
territorial mob of halflings like those found on to 0 Hit Points but not killed outright, you can
the world of Athas. drop to 1 Hit Point instead. Once you use this
Some halfling settlers, particularly ones who trait, you can’t do so again until you finish a
prefer to live underground, are thought to have Long Rest.*
a little bit of dwarven blood coursing through
their veins and are sometimes called ORCS OF MANY WORLDS
strongheart halflings or stouts. Nomadic
halflings, as well as those who live among On many worlds, orcs occupy territory claimed
humans and other tall folk, are sometimes by their ancestors. Their settlements and
called lightfoot halflings or tallfellows. strongholds can be found almost anywhere,
above ground and below.
ORC Orcs sometimes flock to the banners of
powerful monarchs. King Obould Many-Arrows
Orcs trace their creation to Gruumsh, the One- of Toril (the world of the Forgotten Realms
Eyed God, an unstoppable warrior and powerful setting) is one such figure, his strength
leader. Gruumsh armed his children with tempered by a willingness to make peace with
certain gifts to help them thrive on worlds beset his enemies.
by monsters. Even when they turn their On worlds such as Eberron, orcs were among
devotion to other gods, orcs retain the gifts that those who defended the natural order from the
the One-Eyed God bestowed upon them: might, encroachments of Fiends and other extraplanar
endurance, determination, and the ability to see threats. Their descendants learned to live in
in the dark. harmony with their neighbors and the natural
Orcs are, on average, tall and broad. They world, and to many of them, Gruumsh’s wars
have gray skin, ears that are small and slightly are distant memories.
pointed, and prominent lower canines that
resemble small tusks. Young orcs are often told TIEFLING
about their ancestors’ ancient conflicts with
elves in forests, dwarves under mountains, and Tieflings are either born in the Lower Planes or
invaders from evil planes of existence. Inspired have one or more fiendish ancestors who
by those tales, young orcs often wonder when originated there. A tiefling (pronounced TEEF-
Gruumsh will call on them to match the heroic ling) is linked by blood to a devil, a demon, a
deeds of their ancestors, and if they will prove yugoloth, or some other Fiend. This connection
worthy of the One-Eyed God’s grace. to the Lower Planes is, for better or worse, the
tiefling’s fiendish legacy, which comes with the
ORC TRAITS promise of power yet has no effect on the
tiefling’s moral outlook.
Creature Type: Humanoid A tiefling chooses whether to embrace or
Size: Medium (about 6–7 feet tall) lament their fiendish legacy. The three legacies
Speed: 30 feet are as follows:
Life Span: 80 years on average
Abyssal. The heartless entropy of the Abyss, the
As an Orc, you have these special traits. howling chaos of Pandemonium, and the vast
Adrenaline Rush. You can take the Dash despair of Carceri call to tieflings who have
Action as a Bonus Action. When you do so, you the Abyssal fiendish legacy. Horns, fur, tusks,
gain a number of Temporary Hit Points equal to black blood, and peculiar odors are common
your Proficiency Bonus. physical features of such tieflings, most of
You can use this trait a number of times equal whom have the blood of demons coursing
to your Proficiency Bonus, and you regain all through their veins.
expended uses when you finish a Long Rest.*
Darkvision. You have Darkvision with a range
of 60 feet.
Powerful Build. You count as one Size larger
when determining your carrying capacity and
the weight you can push, drag, or lift.

©2022 Wizards of the Coast LLC 9

Chthonic. Tieflings who have the Chthonic however, you can cast the Spell using any Spell
fiendish legacy not only feel the tug of Carceri Slots you have of the appropriate level.
but also the greed of Gehenna and the Intelligence, Wisdom, or Charisma is your
underworld gloom of Hades. Some of these spellcasting ability for the Spells you cast with
tieflings look cadaverous. Others possess the this trait (choose the ability when you select the
unearthly beauty of an incubus or a succubus, lineage).
or they have physical features in common Otherworldly Presence. You know the
with a night hag, a yugoloth, or some other Thaumaturgy cantrip. When you cast it with this
Neutral Evil fiendish ancestor. trait, the Spell uses the same spellcasting ability
you use for your Fiendish Legacy trait.
Infernal. The Infernal fiendish legacy binds
tieflings by blood not only to Gehenna but TIEFLINGS OF MANY WORLDS
also the raging battlefields of Acheron and the
diabolical Nine Hells. Horns, spines, tails, Tieflings born in the Lower Planes often
golden eyes, and a faint odor of sulfur or migrate to other planes of existence and never
smoke are common physical features of such look back. Their descendants are scattered
tieflings, most of whom trace their ancestry to across many worlds and are especially
devils. prevalent in Sigil, the torus-shaped city at the
center of the multiverse.
TIEFLING TRAITS The earliest tieflings joined ranks with non-
tieflings to repel fiendish incursions on many
Creature Type: Humanoid worlds, earning the trust of those who might
Size: Medium (about 4–7 feet tall) or Small otherwise have mistaken them for Fiends.
Thanks to the victories and sacrifices of these
(about 3–4 feet tall) , chosen when you select legends, tieflings throughout the multiverse
this Race enjoy widespread acceptance.
Speed: 30 feet
Life Span: 100 years on average CHARACTER BACKGROUNDS

As a Tiefling, you have these special traits. Your character’s Background is a collection of
Darkvision. You have Darkvision with a range characteristics that represent the place and
of 60 feet. occupation that were most formative for the
Fiendish Legacy. You are the recipient of a character before they embarked on a life of
fiendish legacy that grants you supernatural adventure.
abilities. Choose a legacy from the Fiendish When you choose a Background, you have
Legacies table: Abyssal, associated with Chaotic three options:
Evil planes; Chthonic, associated with Neutral
Evil planes; or Infernal, associated with Lawful • Build a Background by using the rules in the
Evil planes. You gain the 1st-level benefit of the “Build Your Background” section.
chosen legacy.
Starting at 3rd level and again at 5th level, • Select a premade Background from the
you gain the ability to cast a higher-level Spell “Sample Backgrounds” section.
with this trait, as shown on the table. Once you
cast the Spell with this trait, you can’t cast that • Select a premade Background from the
Spell with it again until you finish a Long Rest*; “Sample Backgrounds” section and then

FIENDISH LEGACIES 3rd Level 5th Level
Ray of Sickness Hold Person
Legacy 1st Level False Life Ray of Enfeeblement
Abyssal You have Resistance to Poison Damage. You Hellish Rebuke Darkness

also know the Poison Spray cantrip.
Chthonic You have Resistance to Necrotic Damage. You

also know the Chill Touch cantrip.
Infernal You have Resistance to Fire Damage. You also

know the Fire Bolt cantrip.


©2022 Wizards of the Coast LLC 10

customize it with the rules in the “Build Your Feat. Choose one 1st-level Feat. Your character
Background” section. gains that Feat.

No matter which Background you choose, Equipment. Your character gains 50 GP to spend
consider these questions from your character’s on starting equipment. The character keeps any
viewpoint: unspent GP as spare coin.

• How does your Background influence your ABILITY SCORE INCREASES FROM ELSEWHERE
current worldview? Since 2014, characters have received ability score
increases from several sources, either from a Race
• Do you embrace or reject your Background? that has the Ability Score Increase trait or from
• Did you form any relationships during your the ability score rules in Tasha’s Cauldron of
Everything, Monsters of the Multiverse, and other
Background that endure today? books. If you make a character using one of those
older sources and get ability score increases from
BUILD YOUR BACKGROUND it, the character doesn’t also get ability score
increases from Background, unless you forgo the
Using the rules here, you can build a older ability score increases to gain the increases
Background from scratch or customize a from the Background rules here.
premade Background, focusing on details
related to the backstory you have in mind for SAMPLE BACKGROUNDS
your character.
When you build a Background, your character Here is a collection of sample Backgrounds that
gains the features in the “Background Features” you can choose from when making a character.
section below. As you make choices for those These Backgrounds were built using the rules in
features, think about your character’s past. the “Build Your Background” section, and each
Where did they spend most of their time? What of them contains story-oriented details that are
did they do for a living? What capabilities and meant inspire you as you think of your
possessions did they acquire? What language character’s backstory.
did they learn from their family, associates, or The Feats mentioned in the Backgrounds
studies? How did their past affect their ability appear later in this document.
scores?
If you instead decide to customize a premade ACOLYTE
Background, you can choose any features in that
Background and replace them with the features Ability Scores: +2 Wisdom, +1 Intelligence
below of the same name. For example, if you Skill Proficiencies: Insight, Religion
want to change a Background’s Language Tool Proficiency: Calligrapher’s Supplies
feature, you can replace that feature with the Language: Celestial
Language feature below. Feat: Magic Initiate (Divine)

Background Features You devoted yourself to service in a temple,
Ability Scores. When you determine your either nestled in a town or secluded in a sacred
grove. There you performed hallowed rites in
character’s ability scores, choose two of them, honor of a god or pantheon. You served under a
and increase one by 2 and the other one by 1. priest and studied religion. Thanks to your
Alternatively, choose three ability scores, and priest’s instruction and your own devotion, you
increase each of them by 1. also learned how to channel a modicum of
Skill Proficiencies. Choose two Skills. Your divine power in service to your place of worship
character gains Proficiency in them. and the people who prayed there.
Tool Proficiency. Choose one tool. Your character
gains Tool Proficiency* with it. Equipment Parchment (10 sheets)
Language. Choose one language from the Book (Prayers) Robe
Standard Languages and Rare Languages tables Calligrapher’s Supplies 3 GP
(these appear later in the document). Your Holy Symbol
character knows that language.

©2022 Wizards of the Coast LLC 11

ARTISAN Language: Thieves’ Cant
Feat: Alert
Ability Scores: +2 Intelligence, +1 Charisma
Skill Proficiencies: Investigation, Persuasion You learned to earn your coin in dark alleyways,
Tool Proficiency: Artisan’s Tools* (one of your cutting purses or burgling shops. Perhaps you
were part of a small gang of like-minded
choice) wrongdoers, who looked out for each other. Or
Language: Gnomish maybe you were a lone wolf, fending for
Feat: Crafter yourself against the local thieves’ guild and
older, more fearsome lawbreakers.
You began mopping floors and scrubbing
counters in an artisan’s workshop for a few Equipment Thieves’ Tools
coppers per day as soon as you were strong Crowbar Traveler’s Clothes
enough to carry a bucket. When you were Dagger (2) 16 GP
finally old enough to apprentice, you learned to Pouch (2)
create basic crafts of your own, as well as how
to sweet-talk the occasional demanding CULTIST
customer. As part of your studies, you picked up
Gnomish, the tongue from which so many of the Ability Scores: +2 Intelligence, +1 Charisma
artisan’s terms of art are derived. Skill Proficiencies: Arcana, Religion
Tool Proficiency: Disguise Kit
Equipment Pouch (2) Language: Abyssal
Abacus Traveler’s Clothes Feat: Magic Initiate (Arcane)
Artisan’s Tools (same as 25 GP
You scarcely recall what drove you into the
above) service of the otherworldly being. Those
Merchant’s Scale memories were blotted out long ago by
recurrent dreams of midnight gatherings round
CHARLATAN the obsidian pillar in the glade. By the light of
each waning moon, the hierophants instructed
Ability Scores: +2 Charisma, +1 Dexterity you in the being’s creed and the rudiments of
Skill Proficiencies: Deception, Sleight of Hand the arcane arts. When you came of age, you
Tool Proficiency: Forgery Kit were ordered to blend in among the
Language: Infernal nonbelievers and await whatever mission the
Feat: Skilled Great One has in store for you.

Soon after you were old enough to order an ale, Equipment Lamp
you already had a favorite stool in every tavern Bell Robe
within ten miles of where you were born. As Common Clothes 19 GP
you traveled the circuit from public house to Dagger
watering hole, you learned to prey on the Disguise Kit
unfortunates who were in the market for a
comforting lie or two—perhaps a sham potion ENTERTAINER
or a forged “treasure map.” You are fluent in
Infernal, the ancient language of deception. Ability Scores: +2 Charisma, +1 Dexterity
Skill Proficiencies: Acrobatics, Performance
Equipment Forgery Kit Tool Proficiency: Musical Instrument* (one of
Costume 15 GP
Fine Clothes your choice)
Language: Elvish
CRIMINAL Feat: Musician

Ability Scores: +2 Dexterity, +1 Intelligence You spent much of your youth following roving
Skill Proficiencies: Sleight of Hand, Stealth fairs and carnivals, performing odd jobs for
Tool Proficiency: Thieves’ Tools musicians and acrobats in exchange for lessons.

©2022 Wizards of the Coast LLC 12

You may have learned how to walk a tightrope, Equipment Smith’s Tools
how to double pick a lute, or how to recite Chain Traveler’s Clothes
Elvish poetry with the impeccable trills of an elf Costume 15 GP
poet. To this day, you thrive on applause and Healer’s Kit
long for the stage. Javelin (6)

Equipment Steel Mirror GUARD
Costume (2) Traveler’s Clothes
Musical Instrument 8 GP Ability Scores: +2 Strength, +1 Wisdom
Skill Proficiencies: Athletics, Perception
(same as above) Tool Proficiency: Gaming Set* (one of your
Perfume
choice)
FARMER Language: Dwarvish
Feat: Alert
Ability Scores: +2 Constitution, +1 Wisdom
Skill Proficiencies: Animal Handling, Nature Your feet begin to ache when you remember the
Tool Proficiency: Carpenter’s Tools countless hours you spent at your post in the
Language: Halfling tower. You were trained to keep one eye
Feat: Tough outside the wall, watching for marauders
sweeping from the nearby forest, and your
You grew up close to the land. Years tending other eye inside the wall, searching for
animals and cultivating the earth rewarded you cutpurses and troublemakers. At the end of
with patience and good health. You have a keen each shift, you bunked in the mayor’s barracks
appreciation for nature’s bounty alongside a alongside your fellow sentries and the dwarven
healthy respect for nature’s wrath. Like many smiths who kept your armor snug and your
farmers, you made frequent use of the weapons sharp.
agricultural almanacs produced by the greatest
halfling farmers. Equipment
Crossbow Bolt (20)
Equipment Sickle Gaming Set (same as Manacles
Carpenter’s Tools Traveler’s Clothes Quiver
Healer’s Kit 23 GP above) Spear
Iron Pot Hooded Lantern Traveler’s Clothes
Shovel Light Crossbow 12 GP

GLADIATOR GUIDE

Ability Scores: +2 Strength, +1 Charisma Ability Scores: +2 Wisdom, +1 Dexterity
Skill Proficiencies: Athletics, Performance Skill Proficiencies: Stealth, Survival
Tool Proficiency: Smith’s Tools Tool Proficiency: Cartographer’s Tools
Language: Orc Language: Giant
Feat: Savage Attacker Feat: Magic Initiate (Primal)

Your first few appearances in the gladiatorial You came of age in the outdoors, far from
pits led you to appreciate every one of the scars settled lands. Your home? Anywhere you chose
you carry from your instructors and sparring to unfurl your bedroll. There are wonders on
partners. Each scar was a lesson that taught you the frontier—strange monsters, pristine forests
how to best your opponents and curry favor and streams, overgrown ruins of great halls
with the crowds your brawls entertained. Your once trod by giants—and you learned to fend
time in the pits left you with a strong hand and for yourself as you explored them. From time to
a strong heart. You’ll forever share a time, you traveled with a pair of friendly druids
remarkable bond with the other pit fighters in who were kind enough to instruct you in the
your stable—humans, dragonborn, dwarves, fundamentals of channeling the magic of the
and orcs—hardened warriors all. wild.

©2022 Wizards of the Coast LLC 13

Equipment Shortbow Equipment Mess Kit
Arrow (20) Tent Bullseye Lantern Oil (1 flask)
Bedroll Traveler’s Clothes Common Clothes Shovel
Cartographer’s Tools 2 GP Handaxe Waterskin
Fishing Tackle Light Hammer 15 GP
Quiver Mason’s Tools

HERMIT NOBLE

Ability Scores: +2 Wisdom, +1 Constitution Ability Scores: +2 Charisma, +1 Intelligence
Skill Proficiencies: Medicine, Religion Skill Proficiencies: History, Persuasion
Tool Proficiency: Herbalism Kit Tool Proficiency: Gaming Set* (one of your
Language: Sylvan
Feat: Magic Initiate (Primal) choice)
Language: Draconic
You spent your early years secluded in a hut or Feat: Skilled
monastery located well beyond the outskirts of
the nearest settlement. In those days, your only You were raised in a castle as a creature of
companions were the creatures of the forest, wealth, power, and privilege—none of it earned.
who would occasionally visit to bring news of Your family are minor aristocrats who saw to it
the outside world and supplies. The quiet and that you received a first-class education, some
solitude you found in your time outside society of which you appreciated and some of which
allowed you to spend many hours pondering you resented. (Was it truly necessary to read all
the mysteries of creation, attuning your mind to those ancient histories in their original
the magical energy flowing through the natural Draconic?) Your time in the castle, especially
world. the many hours you spent observing your
family at court, also taught you a great deal
Equipment about leadership.
Bedroll
Book (Philosophy) Oil (3 flasks) Equipment Signet Ring
Fishing Tackle Quarterstaff Fine Clothes 24 GP
Herbalism Kit Traveler’s Clothes Gaming Set
Lamp 15 GP Perfume

LABORER PILGRIM

Ability Scores: +2 Constitution, +1 Strength Ability Scores: +2 Wisdom, +1 Constitution
Skill Proficiencies: Athletics, Survival Skill Proficiencies: Religion, Survival
Tool Proficiency: Mason’s Tools Tool Proficiency: Musical Instrument* (one of
Language: Dwarvish
Feat: Tough your choice)
Language: Halfling
Feat: Healer

Your apprenticeship consumed the better part You and a group of like-minded believers—
of your youth. First, you learned to cut and mostly humans and halflings—once endeavored
polish a stone. After several years of polishing to walk a thousand miles of road to reach a
stones, you learned how to cement those stones faraway shrine. Priests counseled at the outset
into a wall. After several years building walls, that, long after your journey was complete,
you learned to join your walls to form a you’d come to realize that you found the key to
structure. The structures you built were your salvation not at your destination, but
exceptionally durable. The masons who taught somewhere along the road that led there.
you were taught by even older masons who
were taught by dwarf artisans of old.

©2022 Wizards of the Coast LLC 14

Equipment Rations (2 days) Tool Proficiency: Gaming Set* (one of your
Bedroll Traveler’s Clothes choice)
Healer’s Kit 16 GP
Holy Symbol Language: Goblin
Musical Instrument Feat: Savage Attacker

SAGE You began training for war at such an early age
that you carry only a precious few memories of
Ability Scores: +2 Intelligence, +1 Wisdom what life was like before you took up arms.
Skill Proficiencies: Arcana, History Battle is in your blood. Sometimes you catch
Tool Proficiency: Calligrapher’s Supplies yourself reflexively performing the basic
Language: Elvish fighting exercises you learned as a youth.
Feat: Magic Initiate (Arcane) Eventually, you put that training to use on the
battlefield, protecting the realm by waging war
You spent your formative years traveling and studying the strategies of goblinoid
between manors and monasteries, performing generals.
various odd jobs and services in exchange for
access to their libraries. You wiled away many a Equipment Shortbow
long evening with your nose buried in books Arrow (20) Spear
and scrolls, learning the lore of the multiverse— Gaming Set (same as Traveler’s Clothes
even the rudiments of magic—and your mind 14 GP
only yearns for more. above)
Healer’s Kit
Quiver

Equipment Quarterstaff URCHIN
Book (History) Robe
Calligrapher’s Supplies 8 GP Ability Scores: +2 Dexterity, +1 Wisdom
Parchment (8 sheets) Skill Proficiencies: Insight, Stealth
Tool Proficiency: Thieves’ Tools
SAILOR Language: Common Sign Language
Feat: Lucky
Ability Scores: +2 Dexterity, +1 Wisdom
Skill Proficiencies: Acrobatics, Perception You grew up on the streets, surrounded by
Tool Proficiency: Navigator’s Tools similarly ill-fated castoffs, a few of them friends
Language: Primordial and a few of them rivals. You slept where you
Feat: Tavern Brawler could and did odd jobs for food. At times, when
the hunger became unbearable, you resorted to
Thus far, you’ve spent most of your days living theft. Still, you never lost your pride and never
the life of a seafarer, wind at your back and abandoned hope. Fate is not yet finished with
decks swaying beneath your feet, as you sailed you.
toward your next adventure. You’ve perched on
barstools in more ports of call than you can Equipment Pouch
remember, faced down mighty storms, and Bedroll Thieves’ Tools
swapped stories with the folk who live beneath Common Clothes 18 GP
the waves. Dagger (2)
Gaming Set
Equipment
Dagger Silk Rope STARTING LANGUAGES
Fishing Tackle Traveler’s Clothes
Navigator’s Tools 10 GP Your character begins play knowing at least
three languages: Common, a language provided
SOLDIER by the character’s Background, and a language
that you choose from the Standard Languages
Ability Scores: +2 Strength, +1 Constitution table below. Knowledge of a language means
Skill Proficiencies: Athletics, Intimidation

©2022 Wizards of the Coast LLC 15

your character can communicate in that Prerequisite. You must meet any prerequisite
language and can read and write it. specified in a Feat to take that Feat. If you lose
The Standard Languages table lists languages a Feat’s prerequisite, you can’t use that Feat
that are widespread on D&D worlds in the until you regain the prerequisite.
Material Plane, and the Rare Languages table
lists languages that are more rarely known on Repeatable. If a Feat is repeatable, you can take
those worlds. In each table, typical users of a it more than once. If it isn’t repeatable, you
language are mentioned. can take the Feat only once.

STANDARD LANGUAGES Typical Users FEAT DESCRIPTIONS
Anyone
Language Anyone Here are the descriptions of Feats mentioned in
Common Dwarves this document’s Backgrounds. The Feats are
Common Sign Language Elves presented in alphabetical order.
Dwarvish Giants
Elvish Gnomes ALERT
Giant Goblinoids
Gnomish Halflings 1st-Level Feat
Goblin Orcs
Halfling Prerequisite: None
Orc Repeatable: No

RARE LANGUAGES Typical Users Always on the lookout for danger, you gain the
Demons following benefits:
Language Celestials
Abyssal Aberrations Initiative Proficiency. When you roll Initiative,
Celestial Dragons you can add your Proficiency Bonus to the
Deep Speech Druids roll.
Draconic Devils
Druidic Elementals Initiative Swap. Immediately after you roll
Infernal Fey Initiative, you can swap your Initiative with
Primordial (includes the Rogues the Initiative of one willing ally in the same
Aquan, Auran, Ignan, Underdark folk combat. You can’t make this swap if you or the
and Terran dialects) ally is Incapacitated.*
Sylvan
Thieves’ Cant CRAFTER
Undercommon
1st-Level Feat
FEATS
Prerequisite: None
This section offers a collection of 1st-level Feats, Repeatable: No
which are special features not tied to a single
Class. At 1st level, your character gains a Feat You are adept at crafting things and bargaining
from the character’s Background. with merchants, granting you the following
benefits:
PARTS OF A FEAT
Tool Proficiency. You gain Tool Proficiency*
The description of a Feat contains the following with three different Artisan’s Tools* of your
parts, which are presented after the Feat’s choice.
name:
Discount. Whenever you buy a nonmagical
Level. Each Feat has a level. To take a Feat, your item, you receive a 20 percent discount on it.
level must equal or exceed the Feat’s level.
Faster Crafting. When you craft an item using a
tool with which you have Tool Proficiency, the
required crafting time is reduced by 20
percent.

HEALER

1st-Level Feat

Prerequisite: None
Repeatable: No

©2022 Wizards of the Coast LLC 16

You have the training and intuition to 1st-Level Spell. Choose one 1st-level Spell from
administer first aid and other care effectively, the Spell list. You always have that Spell
granting you the following benefits: prepared. You can cast it once without a Spell
Slot, and you regain the ability to cast it in
Battle Medic. If you have a Healer’s Kit, you can that way when you finish a Long Rest.* You
expend one use of it and tend to a creature can also cast the Spell using any Spell Slots
within 5 feet of you as an Action. That you have.
creature can expend one of its Hit Dice, and
you then roll that die. The creature regains a Intelligence, Wisdom, or Charisma is your
number of Hit Points equal to the roll plus spellcasting ability for these Spells (choose
your Proficiency Bonus. when you select this Feat). Consult the Player’s
Handbook for the rules on spellcasting.
Healing Rerolls. Whenever you roll a die to Whenever you gain a new level, you can
determine the number of Hit Points you replace one of the Spells you chose for this Feat
restore with a spell or with this feat’s Battle with a different Spell of the same level from the
Medic benefit, you can reroll the die if it rolls chosen Spell list.
a 1, and you must use the new roll.
MUSICIAN
LUCKY
1st-Level Feat
1st-Level Feat
Prerequisite: None
Prerequisite: None Repeatable: No
Repeatable: No
You are a practiced musician, granting you the
You have inexplicable luck that can kick in at following benefits:
just the right moment, granting you the
following benefits: Instrument Training. You gain Tool
Proficiency* with three Musical Instruments*
Luck Points. You have a number of Luck Points of your choice.
equal to your Proficiency Bonus. You can
spend the points on the benefits below, and Inspiring Song. As you finish a Short Rest or a
you regain your expended Luck Points when Long Rest, you can play a song on a Musical
you finish a Long Rest.* Instrument with which you have Tool
Proficiency and give Inspiration* to allies who
Advantage. Immediately after you roll a d20 for hear the song. The number of allies you can
a d20 Test,* you can spend 1 Luck Point to affect in this way equals your Proficiency
give yourself Advantage on the roll. Bonus.

Disadvantage. When a creature rolls a d20 for SAVAGE ATTACKER
an attack roll against you, you can spend 1
Luck Point to impose Disadvantage on that 1st-Level Feat
roll.
Prerequisite: None
MAGIC INITIATE Repeatable: No

1st-Level Feat You have trained to deal particularly damaging
strikes. When you take the Attack Action and hit
Prerequisite: None a target with a Weapon as part of that Action,
Repeatable: Yes, but you must choose a you can roll the Weapon’s damage dice twice
and use either roll against the target. You can
different Spell list each time use this benefit only once per turn.

You have learned the basics of a particular SKILLED
magical tradition. Choose one Spell list: Arcane,*
Divine,* or Primal.* You gain the following 1st-Level Feat
benefits related to that choice:
Prerequisite: None
Two Cantrips. You learn two cantrips of your Repeatable: Yes
choice from the Spell list.

©2022 Wizards of the Coast LLC 17

You have exceptionally broad learning. Choose ARCANE SPELLS
three Skills in which you lack Proficiency. You
gain Proficiency in those Skills. An Arcane Spell draws on the ambient magic of
the multiverse. Bards, Sorcerers, Warlocks, and
TAVERN BRAWLER Wizards harness this magic, as do Artificers. For
a partial list of Arcane Spells, see the “Spell
1st-Level Feat Lists” section later in this document.

Prerequisite: None ARTISAN’S TOOLS
Repeatable: No
Artisan’s Tools are a category of tool with which
Accustomed to brawling, you gain the following a character can gain Tool Proficiency. For a list
benefits: of Artisan’s Tools, see the 2014 Player’s
Handbook, but ignore the prices there; those
Enhanced Unarmed Strike. When you hit with tools now cost 15 GP apiece.
your Unarmed Strike* and deal damage, you
can deal Bludgeoning Damage equal to 1d4 + CREATURE TYPE
your Strength modifier, instead of the normal
damage of an Unarmed Strike. Every creature in D&D, including every player
character, has a special tag in the rules that
Damage Rerolls. Whenever you roll a damage identifies the type of creature they are. Most
die for your Unarmed Strike, you can reroll player characters are of the Humanoid type.
the die if it rolls a 1, and you must use the new Here’s a list of the game’s Creature Types in
roll. alphabetical order:

Shove. When you hit a creature with an Aberration Fiend
Unarmed Strike as part of the Attack Action Beast Giant
on your turn, you can deal damage to the Celestial Humanoid
target and also push it 5 feet away. You can Construct Monstrosity
use this benefit only once per turn. Dragon Ooze
Elemental Plant
Furniture as Weapons. You can wield Fey Undead
furniture as a Weapon, using the rules of the
Greatclub for Small or Medium furniture and These types don’t have rules themselves, but
the rules of the Club for Tiny furniture. some rules in the game affect creatures of
certain types in different ways. For example, the
TOUGH description of Cure Wounds specifies that the
Spell doesn’t benefit a Construct.
1st-Level Feat
D20 TEST
Prerequisite: None
Repeatable: No The term d20 Test encompasses the three main
d20 rolls of the game: ability checks, attack
Your Hit Point Maximum increases by an rolls, and saving throws. If something in the
amount equal to twice your character level game affects d20 Tests, it affects all three of
when you gain this Feat. Whenever you gain a those rolls.
level thereafter, your Hit Point Maximum The DM determines whether a d20 Test is
increases by an additional 2 Hit Points. warranted in any given circumstance. To be
warranted, a d20 Test must have a target
RULES GLOSSARY number no less than 5 and no greater than 30.

This glossary includes game terms that have ROLLING A 1
new or revised meaning in these playtest rules,
as well as terms, such as Creature Type, that If you roll a 1 on the d20, the d20 Test
aren’t defined in the 2014 Player’s Handbook. automatically fails, regardless of any modifiers
The terms are organized alphabetically. to the roll.
If a term doesn’t appear here, use its
definition in the 2014 Player’s Handbook.

©2022 Wizards of the Coast LLC 18

ROLLING A 20 Movable. The grappler can drag or carry you,
but the grappler suffers the Slowed Condition
If you roll a 20 on the d20, the d20 Test while moving, unless you are Tiny or two or
automatically succeeds, regardless of any more Sizes smaller than the grappler.
modifiers to the roll. A player character also
gains Inspiration when rolling the 20, thanks to Escape. While Grappled, you can make a
the remarkable success. Dexterity or Strength saving throw against
Rolling a 20 doesn’t bypass limitations on the the grapple’s escape DC at the end of each of
test, such as range and line of sight. The 20 your turns, ending the Condition on yourself
bypasses only bonuses and penalties to the roll. on a success. The Condition also ends if the
grappler is Incapacitated or if something
CRITICAL HITS moves you outside the grapple’s range
without using your Speed.
Weapons and Unarmed Strikes* have a special
feature for player characters: Critical Hits. If a INCAPACITATED [CONDITION]
player character rolls a 20 for an attack roll
with a Weapon or an Unarmed Strike, the attack While you are Incapacitated, you experience the
is also a Critical Hit, which means it deals extra following effects:
damage to the target; you roll the damage dice
of the Weapon or Unarmed Strike a second time Inactive. You can’t take Actions or Reactions.
and add the second roll as extra damage to the No Concentration. Your Concentration is
target. For example, a Mace deals Bludgeoning
Damage equal to 1d6 + your Strength modifier. broken.
If you score a Critical Hit with the Mace, it Speechless. You can’t speak.
instead deals 2d6 + your Strength modifier. Surprised. If you are Incapacitated when you
If your Weapon or Unarmed Strike has no
damage dice, it deals no extra damage on a roll Initiative, you have Disadvantage on the
Critical Hit. roll.

DIVINE SPELLS INSPIRATION

A Divine Spell draws on the power of gods and When you have Inspiration, you can expend it to
the Outer Planes. Clerics and Paladins harness give yourself Advantage on a d20 Test. You
this magic. For a partial list of Divine Spells, see must decide to do so before rolling the die.
the “Spell Lists” section later in this document.
GAINING INSPIRATION
GAMING SET
The main way a character gains Inspiration is
Gaming Sets are a category of tool with which a by rolling a 20 for a d20 Test. The DM can also
character can gain Tool Proficiency. For a list of award Inspiration to a character who’s done
Gaming Sets, see the 2014 Player’s Handbook, something that is particularly heroic or
but ignore the prices there; those sets now cost amusing.
1 GP apiece.
ONLY ONE AT A TIME
GRAPPLED [CONDITION]
You can never have more than one instance of
While you are Grappled, you experience the Inspiration. If something gives you Inspiration
following effects: and you already have it, you can give
Inspiration to a player character in your group
Speed 0. Your Speed is 0 and can’t change. who lacks it.
Attacks Affected. You have Disadvantage on
LOSING INSPIRATION
attack rolls against any target other than the
grappler. If you still have Inspiration when you start a
Long Rest, you lose that Inspiration.

LONG REST

A Long Rest is a period of extended downtime—
at least 8 hours long—during which a creature
sleeps for at least 6 hours and performs no

©2022 Wizards of the Coast LLC 19

more than 2 hours of light activity, such as in the Skill that’s also used with that check, you
reading, talking, eating, or standing watch. have Advantage on the check too. This
functionality means you can benefit from both
BENEFITS OF THE REST Skill Proficiency and Tool Proficiency on the
same ability check.
At the end of a Long Rest, a creature regains all
lost Hit Points. The creature also regains spent TREMORSENSE
Hit Dice, up to half of the creature’s total
number of them (round down; minimum of one A creature with Tremorsense can pinpoint the
die). location of creatures and moving objects within
A creature can’t benefit from more than one a specific range, provided that the creature with
Long Rest in a 24-hour period, and a creature Tremorsense and anything it’s detecting are
must have at least 1 Hit Point at the start of the both in contact with the same surface (such as
rest to gain its benefits. the ground, a wall, or a ceiling) or the same
liquid.
INTERRUPTING THE REST Tremorsense can’t detect creatures or objects
in the air, and Tremorsense doesn’t count as a
If a Long Rest is interrupted by combat or by 1 form of sight.
hour of walking, casting Spells, or similar
activity, the rest confers no benefit and must be UNARMED STRIKE
restarted; however, if the rest was at least 1
hour long before the interruption, the creature An Unarmed Strike is a melee attack that
gains the benefits of a Short Rest. involves you using your body to damage,
grapple, or shove a target within your Reach.
MUSICAL INSTRUMENT Your bonus to hit with an Unarmed Strike
equals your Strength modifier plus your
Musical Instruments are a category of tool with Proficiency Bonus. On a hit, your Unarmed
which a character can gain Tool Proficiency. For Strike causes one of the following effects of your
a list of Musical Instruments, see the 2014 choice:
Player’s Handbook, but ignore the prices there;
those instruments now cost 20 GP apiece. Damage. The target takes Bludgeoning Damage
equal to 1 + your Strength modifier.
PRIMAL SPELLS
Grapple. The target is Grappled, and the
A Primal Spell draws on the forces of nature and grapple’s escape DC equals 8 + your Strength
the Inner Planes. Druids and Rangers harness modifier + your Proficiency Bonus. This
this magic. For a partial list of Primal Spells, see grapple is possible only if the target is no
the “Spell Lists” section later in this document. more than one Size larger than you and if you
have a hand free to grab the target.
SLOWED [CONDITION]
Shove. You either push the target 5 feet away or
While you are Slowed, you experience the knock the target Prone. This shove is possible
following effects: only if the target is no more than one Size
larger than you.
Limited Movement. You must spend 1 extra
foot of movement for every foot you move SPELL LISTS
using your Speed.
There are now three main Spell lists in the
Attacks Affected. Attack rolls against you have game: Arcane, Divine, and Primal. In future
Advantage. Unearthed Arcana articles, we’ll show how
Classes use these lists and how a Class or
Dexterity Saves Affected. You have Subclass might gain Spells from another list.
Disadvantage on Dexterity saving throws. The lists here go through 1st level to support
some of the Races and Feats in this document.
TOOL PROFICIENCY The lists currently include Spells only from the
2014 Player’s Handbook.
If you have Proficiency with a tool, you can add
your Proficiency Bonus to any ability check you
make that uses that tool. If you have Proficiency

©2022 Wizards of the Coast LLC 20

ARCANE SPELLS Sleep Spare the Dying
Tasha’s Hideous Laughter Thorn Whip
0-Level Spells (Cantrips) Tenser’s Floating Disk 1st-Level Spells
Acid Splash Thunderwave Animal Friendship
Blade Ward Unseen Servant Create or Destroy Water
Chill Touch Witch Bolt Cure Wounds
Dancing Lights Detect Magic
Fire Bolt DIVINE SPELLS Detect Poison and Disease
Friends Ensnaring Strike
Light 0-Level Spells (Cantrips) Entangle
Mage Hand Guidance Faerie Fire
Mending Light Fog Cloud
Message Resistance Goodberry
Minor Illusion Sacred Flame Hail of Thorns
Poison Spray Spare the Dying Healing Word
Prestidigitation Thaumaturgy Hunter’s Mark
Ray of Frost Jump
Shocking Grasp 1st-Level Spells Longstrider
True Strike Bane Purify Food and Drink
Vicious Mockery Bless Speak with Animals
Command Thunderwave
1st-Level Spells Compelled Duel
Alarm Cure Wounds
Armor of Agathys Detect Evil and Good
Arms of Hadar Detect Magic
Burning Hands Detect Poison and Disease
Charm Person Divine Favor
Chromatic Orb Guiding Bolt
Color Spray Healing Word
Comprehend Languages Heroism
Detect Magic Inflict Wounds
Disguise Self Protection from Evil and Good
Dissonant Whispers Purify Food and Drink
Expeditious Retreat Sanctuary
False Life Searing Smite
Feather Fall Shield of Faith
Find Familiar Thunderous Smite
Fog Cloud Wrathful Smite
Grease
Hellish Rebuke PRIMAL SPELLS
Hex
Identify 0-Level Spells (Cantrips)
Illusory Script Druidcraft
Jump Guidance
Longstrider Mending
Mage Armor Message
Magic Missile Poison Spray
Protection from Evil and Good Produce Flame
Ray of Sickness Resistance
Shield Shillelagh
Silent Image

©2022 Wizards of the Coast LLC 21


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