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Published by sergeantshawnzombieexecutioner, 2023-08-26 15:26:31

Mortality

Mortality

Mortality A complete conversion for D&D 5th EditionTom This conversion aims to make characters in Dungeons and Dragons 5th Edition feel more mortal. It adds a lot of challenges and grit to the game. It focuses on survival elements that make the game more deadly for the unwise or misfortunate. Contents Step-By-Step Character Creation Using Ability Scores Races Classes Background Equipment Wear & Tear Feats Multiclassing Prestige Adventuring Combat Resting Life & Death Magic Magic Items DM Tools Conditions Gods Planes of Existence Bestiary Pg 1 Contents Pg 2 Pg 4 Pg 14 Pg 58 Pg 147 Flaws Pg 151 Pg 162 Pg 183 Pg 183 Pg 226 Pg 227 Pg 231 Pg 244 Pg 253 Pg 258 Spell Lists Pg 262 Pg 333 Pg 344 Pg 345


Mortality Part 1: Step-By-Step Character Creation Picking Your Race Building Timothy Part 1 Jack decides that he wants to play a small, nimble and charismatic character. He chooses to play a Lightfoot Halfling, a race that gives a bonus to Dexterity and Charisma, named Timothy Swiftheel. Picking Your Background Building Timothy Part 2 Picking Your Class Building Timothy Part 3 Ability Scores Your character has several ability scores which affect how good at certain tasks your character is. Generating Ability Scores When generating ability scores, there are several methods of generating scores. An ability score cannot exceed 15 or be below 6 before racial modifiers. Rolled Stats When rolling ability scores, roll 3d6 and note down the result. Now do this 5 more times for the rest of your stats. Advantages: ● Gives more player agency when creating characters. ● Can lead to more interesting and engaging stories. Disadvantages: ● Can lead to some players being exceptionally more / less powerful than others Standard Array Advantages: ● Quick and easy to use ● Fair to all players Disadvantages: ● Provides very little player agency over ability scores Point Buy Advantages: ● Gives players the most agency over where they want their ability scores Disadvantages: ● Can lead to very 1-dimensional characters or min-max play Building Timothy Part 4 Jack decides that he would like to roll his stats. He starts by rolling 3d6 (rerolling any 1’s) and totalling them up, he does this 5 more times and ends up with an array of 9, 10, 12, 10, 10, 18 Because his stats can’t be higher than 15 before racial modifiers, his 18 becomes a 15 instead leaving him with Pg 2 Part 1: Step-By-Step Character Creation


Mortality an array of 15, 12, 10, 10, 10, 9 in which to place his stats. Jack’s character, Timothy Shortstride is a rogue, so Jack decides to place his 15 into Dexterity first followed by his 12 into Intelligence. Jack decides that due to Timothy’s small stature, the 9 makes sense to be placed in Strength. The three 10’s get placed in Constitution, Wisdom and Charisma respectively. Variant: Rolled Array The DM rolls the ability scores using 3d6 and rerolling 1’s. This array is then used by the players to create their characters. Advantages: ● Prevents a character from having considerably higher or lower stats than the rest of the party. Disadvantages: ● Very few individual difference in ability scores other than where they are placed Hand Dominance When you create your character, roll a d100 and consult the table below to determine which hand is your dominant hand. Hand Dominance D100 Dominant Hand 1-89 Right 90-99 Left 100 Ambidextrous Using your Non-Dominant Hand If you make an attack roll with a weapon that lacks the two-handed property or the twin property using your non-dominant hand, you incur a -2 penalty. Ambidexterity If you roll Ambidextrous on the table, you gain the Ambidextrous feat (detailed in Part 7: Feats) Building Timothy Part 5 Jack next rolls a d100 to determine Timothy’s dominant hand, he rolls a 55 so Timothy is right-handed. Character Flaws Building Timothy Part 6 Last Steps Building Timothy Part 7 Beyond 1st Level Building Timothy Part 8 Pg 3 Part 1: Step-By-Step Character Creation


Mortality Part 2: Using Ability Scores Ability Scores & Modifiers Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30. Ability Scores and Modifiers Score Modifier Score Modifier 1 -5 16 - 17 +3 2 - 3 -4 18 - 19 +4 4 - 5 -3 20 - 21 +5 6 - 7 -2 22 - 23 +6 8 - 9 -1 24 - 25 +7 10 - 11 0 26 - 27 +8 12 - 13 +1 28 - 29 +9 14 - 15 +2 30 +10 Increasing Ability Scores At 4th level, and again at later levels, characters get the option to take a feat in order to gain a special ability of their choice. Some of these feats raise one of a character’s ability scores by 1 to a maximum of 20. Advantage and Disadvantage Proficiency Ranks Proficiency ranks represent your character’s knowledge and accuracy of performing tasks. When determining what bonus you get from your rank, consult the table below: Proficiency Ranks Rank Symbol Bonus Pg 4 Part 2: Using Ability Scores


Mortality Untrained — 0 Novice ✦ +2 Apprentice ✦✦ +4 Adept ✦✦✦ +6 Expert ✦✦✦✦ +8 Master ✦✦✦✦✪ +10 Gaining Proficiency Ranks Character Points Character Points (CP) may be used to improve existing skills or gaining ranks in new skills, by spending a number of character points consulting the table below. Each time you gain a level, you gain CP equal to your new level: 2 CP at 2nd level, 3 CP at 3rd level, and so on. When determining how many character points are required to improve a skill, the cost is the difference between the point cost of the desired new rank and the point cost of the existing rank. For example, to improve a character’s rank from Apprentice to Adept would cost 3 points and increasing the rank from Adept to Expert would cost an additional 4 points. Character Ranks Rank Symbol Total Point Cost Novice ✦ 1 Apprentice ✦✦ 3 Adept ✦✦✦ 6 Expert ✦✦✦✦ 10 Master ✦✦✦✦✪ 15 Feats At certain levels, Characters can select feats that may grant proficiency ranks in certain skills, instruments, or tools. These features may not raise a character’s proficiency rank past their rank maximum. Magic Magical items may possess knowledge or skills that they imbue into their wielder whilst they are attuned to them. Ranks gained from a magic item only persist as long as the character has the item in their possession, and the character is attuned to the item. Ability Checks Contests Sometimes, characters will attempt ability checks against another creature, when this happens, it is called contesting. Such examples of contests would be grappling, tripping, and shoving all detailed later in Part 11: Combat When resolving a contest, the process is quite simple: both creatures roll the required skill check, and the highest result wins, if there is a tie, both creatures roll a flat d20 until one creature rolls higher than the other. Pg 5 Part 2: Using Ability Scores


Mortality Skills Each ability covers a broad range of capabilities including skills that characters or monsters can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill that demonstrates a focus on the subject (A character’s starting proficiencies are determined at character creation, and a monster’s skill proficiencies are listed in its stat block.) For example, a Strength check might reflect a character’s ability to force open a door, maintain their grip on a ledge, or to swim through treacherous waters. Each of these aspects for Strength has an associated skill: Force, Grip, and Swim respectively. So a character who has proficiency in the Force skill is particularly good at breaking open doors, containers or moving large objects but may be less skilled at swimming even though both skills are Strength based. Passive Checks A passive check is a check that doesn’t involve a die roll. This type of check can be used to represent the average result for a task done repetitively such as searching for secret doors or discerning lies. This type of check is useful when the DM wants to secretly determine whether or not a character would succeed or not, such as noticing a hidden monster. Here’s how to calculate a character’s total for a passive check: 10 + All modifiers that apply to the check. For example, if a 1st-level character has a Wisdom of 15 and one rank in the Spot skill, he or she has a passive Wisdom (Spot) score of 14. The rules on hiding in the “Dexterity” section below rely on passive checks as well as the exploration rules in Part 9, “Adventuring” Working Together Sometimes characters find it’s best to work together towards a goal by helping each other. When characters work together, the character with the highest modifier makes the roll with advantage and a +1 for each person helping after the first. To help with a task, a character must have at least 1 rank in the task and must reasonably be able to do the task themselves. For example, somebody helping to pick a lock must have at least 1 rank with thieves’ tools and have a set in order to help with picking the lock. Using Each Ability Each ability score has a distinct usage in an adventurer’s life. The skills listed under each ability score are not exclusive to one ability but are simply listed under these ability scores as they would be the most common usage of the ability score and skill. For instance, an Intelligence (Administration) check would be used to run a business whilst a Wisdom (Administration) check may be used to Pg 6 Part 2: Using Ability Scores


Mortality determine if a business decision is a good decision or not. Strength Strength measures muscle, athleticism, and physical force. Strength Checks A Strength check can measure any attempt to break something open, keep grip, or other feats of power. Climb. Your Strength (Climb) check covers your attempt to scale a treacherous surface or to climb quicker than usual. A creature that has one rank in the Climb skill may climb walls and other surfaces at half their walking speed + 5 feet per rank in the Climb skill after the first, or at 5 feet per turn if they do not have a rank in the Climb skill. Creatures with a natural climbing speed are considered to have a rank in the Climb skill even if they don’t possess this rank normally. Force. A Strength (Force) check is called for when you attempt to break your way into or out of something with sheer strength such as breaking free of someone’s grasp, pulling the lid of a chest open, or kicking open a locked door. Grip. When you attempt to hold onto a ledge, or to keep holding onto something, you would make a Strength (Grip) check to do so. Jump. A Strength (Jump) check may be called for when you attempt to clear a low obstacle or when you attempt to jump further than you normally can. Run. A Strength (Run) check may be called for when you attempt to run across hazardous terrain or if you attempt to run further than you normally can. A creature’s sprint speed increases by 5 feet per rank in the Running skill that they possess. Swim. Your Strength (Swim) check covers your attempt to swim in treacherous waters, or to swim quicker than normal. A creature that has one rank in the Swim skill may swim at half their walking speed + 5 feet per rank in the Swim skill after the first, or at 5 feet per turn if they do not have a rank in the Swim skill. Creatures with a natural swimming speed are considered to have a rank in the Swim skill even if they don’t possess this rank normally. Attack and Damage Rolls You add your Strength modifier to your attack roll and damage roll when attacking with a melee weapon such as a mace, longsword, or hatchet. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack. Lifting and Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the absolute maximum amount of weight (in pounds) that you can carry before you can no longer move though you will become encumbered long before reaching that point as explained below. Pg 7 Part 2: Using Ability Scores


Mortality Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing, or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. Size and Strength. Larger creatures can bear more weight whereas tiny creatures can bear less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For each size category below small, halve the creature’s carrying capacity and the amount it can push, drag, or lift. Encumbrance If a creature carries equipment weighing in excess of 5 times their Strength score in pounds, they are encumbered and take a -10 penalty to their speed. If a creature carries equipment weighing in excess of 10 times their Strength score in pounds, they are heavily encumbered and take a -20 penalty to their speed and suffer disadvantage on any attack rolls, ability checks or saving throws using Strength, Dexterity and Constitution. A creature cannot carry equipment that weighs more than 15 times their Strength score in pounds. Equipment being worn such as clothing or armour is considered to weigh half as much whilst it is worn. Dexterity Dexterity measures agility, reflexes, and balance. Dexterity Checks A dexterity check can model any attempt to be nimble, quick, quiet or to keep balance. Balance. Your Dexterity (Balance) check covers any attempt to stay on your feet in a tricky situation such as a ship’s rocking deck, walking across slippery ice, or walking across a tightrope. Escape Artistry. Whenever you attempt to escape someone’s grip, or restraints of some kind, make a Dexterity (Escape Artistry) check. Hide. Make a Dexterity (Hide) check any time that you attempt to conceal yourself, duck out of sight without being noticed, or sneak up on someone without being seen. Juggle. A Dexterity (Juggle) check is made whenever a creature attempts to juggle an object or to catch an object thrown at them. Move Silently. Make a Dexterity (Move Silently) check any time that you attempt to move without being heard, or sneak up on someone without being heard. Sleight of Hand. Dexterity (Sleight of Hand) checks are made when a creature attempts to steal or place an item on another without being noticed or to perform actions such as picking a lock, without being detected. Riding, Airborne. Dexterity (Riding, Airborne) checks cover attempts to stay mounted on any airborne mount or to perform complicated actions whilst riding an airborne mount. Riding, Landborne. Dexterity (Riding, Landborne) checks cover attempts to stay mounted on any landborne mount Pg 8 Part 2: Using Ability Scores


Mortality or to perform complicated actions whilst riding a landborne mount. Riding, Seaborne. Dexterity (Riding, Seaborne) checks cover attempts to stay mounted on any seaborne mount or to perform complicated actions whilst riding a seaborne mount. Rope Use. A Dexterity (Rope Use) check is made to tie knots and secure ropes. It affects the DC for Dexterity (Escape Artistry) checks made to escape ropes. Tumble. Dexterity (Tumble) checks are made to perform several different acrobatic manoeuvres such as a roll to avoid being knocked prone, or other similar feats of dexterity. Attack and Damage Rolls You add your Dexterity modifier to your attack roll and damage roll when attacking with a ranged weapon such as a bow, firearm, or sling. You may also add your Dexterity modifier to your attack roll and damage roll when attacking with a weapon that has the finesse property such as a dagger or a rapier. Armour Class Initiative You add your Dexterity modifier to your initiative rolls that you make at the beginning of every combat. Initiative determines the order of creatures’ turns in combat, as described in Part 11: Combat Constitution Constitution measures health, stamina and vital force. Constitution Checks Concentrate. A Constitution (Concentration) check is made when a creature must roll to maintain their concentration on a spell as explained later in Part 15: The Rules of Magic Stamina. Constitution (Stamina) checks are made when a creature has gone through a particularly strenuous encounter which could leave it drained. Hit Points Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points. If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score through a feat at 4th level, and your modifier becomes +2 instead of +1, you adjust your health as if you had the +2 modifier from level 1. So you would add 6 hit points for the first three levels, then roll your hit points for 4th level using your new modifier. Intelligence Intelligence measures mental acuity, accuracy of recall, and the ability to reason. Intelligence Checks Administration. Intelligence (Administration) checks are made when running a business or other organisation, usually as a downtime activity. Pg 9 Part 2: Using Ability Scores


Mortality Anatomy. Intelligence (Anatomy) checks are made to determine information about certain parts of a creature or to identify where parts of a creature would be so that they can be targeted. Animal Lore. An Intelligence (Animal Lore) check is made anytime a character tries to recall information about animals. Appraise. When attempting to determine the market value of an item, an Intelligence (Appraise) check is made. Arcana. Architecture. Armoursmithing. When designing or analysing the design of armour including shields, an Intelligence (Armoursmithing) check is used. This check can be used in conjunction with an appropriate tool check whilst crafting armour during downtime. Bookbinding. Boyer/Fletchering. Bureaucracy. Intelligence (Bureaucracy) checks cover attempts to affect local politics such as introducing or blocking a new policy as well as changing existing policies. Decipher Script. An Intelligence (Decipher Script) check covers any attempt to discern meaning in an encrypted text or a near illegible text. Diplomacy. An Intelligence (Diplomacy) check is used to effectively negotiate. Disable Device. Engineering. An Intelligence (Engineering) check covers any attempt to discern the function of mechanical contraptions such as traps or siege equipment and can aid in the reparations of such contraptions. Folklore. An Intelligence (Folklore) check is made when attempting to recall information on creatures of myth and legend such as Aberrations, Celestials, Fey, and Fiends Heraldry. History, Ancient. Knowledge, Dungeoneering. Knowledge, Geography. Knowledge, Planar. Languages, Ancient. Languages, Modern. Literacy. Anytime that a character tries to discern what language something is written in, they must make an Intelligence (Literacy) check. Mathematics. Mining. Papermaking. Recall. Anytime a character attempts to remember important details pertaining to an adventure or recent events in their life, they make an Intelligence (Recall) check. Sage Knowledge. Search. Set Trap. An Intelligence (Set Trap) check is made any time that a character attempts to set or hide a trap. It affects the DC for Intelligence (Search) and or Wisdom (Spot) checks made to detect the trap. Torturing. An Intelligence (Torture) check covers the effective use of extracting information from a creature forcefully. Toxicology. Whenever a character tries to recall information on toxic or poisonous substances, they make an Intelligence (Toxicology) check. Pg 10 Part 2: Using Ability Scores


Mortality Undead Lore. Weaponsmithing. When designing or analysing the design of weaponry, an Intelligence (Weaponsmithing) check is used. This check can be used in conjunction with an appropriate tool check whilst crafting weaponry during downtime. Starting Character Points Intelligence measures the general amount of knowledge and skill a character has acquired over their life. A character gains a number of Character Points equal to their Intelligence modifier to spend on ranks. If a character’s intelligence modifier is negative, that character loses a number of Character Points equal to the modifier. Languages Learning to speak a language is much more different than learning to read and write (which is detailed below under “Literacy”) Languages are divided into two main categories: ancient and modern. Ancient languages are defined as any language that is not in wide circulation and are languages that are only spoken by a few pedantic sages whereas a modern language would be any language that is currently spoken by a large population in the game world such as Common, Dwarvish, or Elvish. Ancient. A creature can speak a number of ancient languages equal to its Languages, Ancient modifier divided by three. Modern. A creature can always speak a minimum of 1 language, usually common or the language granted by their race regardless of their Modern Languages modifier. A creature can speak any number of modern languages provided that the combined cost of the languages does not exceed their Languages, Modern modifier (minimum 1). The costs of the different rarities are shown on the table below: Modern Languages Costs Rarity Cost Common 1 Uncommon 2 Exotic 3 Examples of languages, and their rarities, can be found in Part 5: Personality & Background. Literacy Learning to read and write different languages relies on a character’s intelligence as well as their practice in literary skill. Different languages are easier or harder to learn how to read and write depending on their rarity. Each level of rarity has a cost to learn. A creature can read and write any number of languages provided that the combined cost of the languages does not exceed their literacy modifier. Provided that a creature’s literacy modifier is not -1 or lower and the creature does not possess the illiterate flaw, the creature can always read and write one language, usually the Pg 11 Part 2: Using Ability Scores


Mortality common language or the language of their race. If a creature’s literacy modifier increases by any means, the creature does not immediately learn a new language but instead gains the capacity to learn a new language usually during downtime. The costs of the different rarities are shown on the table below: Literacy Language Costs Rarity Cost Common 1 Uncommon 2 Exotic 3 Examples of languages, and their rarities, can be found in Part 5: Personality & Background. Spellcasting Ability Wisdom Wisdom Checks Butchery. Direction Sense. Wisdom (Direction Sense) checks are made when a player attempts to navigate based off of their instincts and natural body compass. Farming. Fire Building. Fishing. Listen. Wisdom (Listen) checks are made to pick up on sounds in your surroundings to potentially find clues in your environment or detect the presence of hidden creatures. When listening out for enemies, this sense provides a general area or indication of presence; enough to avoid being surprised, though not enough to learn an exact location. Lumberjacking. Mountaineering. Omen Reading. Reading Lips. Smell. A Wisdom (Smell) check is made whenever you attempt to pick out certain scents or sniff out a hidden enemy. When sniffing out enemies, this sense provides a general area or indication of presence; enough to avoid being surprised, though not enough to learn an exact location. Spot. Wisdom (Spot) checks are made to detect traps or hidden enemies as well as other unusual phenomena in your surroundings. Tracking. A Wisdom (Tracking) check is made when you attempt to detect and follow a creature’s tracks. Spellcasting Ability Clerics and Druids use Wisdom as their spellcasting ability, which helps to determine the saving throw DCs of spells they cast. Charisma Charisma Checks Acting. A Charisma (Acting) check is made whenever a character attempts to play a part in a performance. Bluff. Whenever a character attempts to lie or deceive someone, they make a Charisma (Bluff). Calm. A Charisma (Calm) check is made when attempting to soothe a creature’s fears or emotions. Disguise. Pg 12 Part 2: Using Ability Scores


Mortality Etiquette. History, Local. Intimidate. Persuasion. Singing. Spellcasting Ability Bards, Sorcerers, and Warlocks use Charisma as their spellcasting ability, which helps to determine the saving throw DCs of spells they cast. Saving Throws Pg 13 Part 2: Using Ability Scores


Mortality [/41] Part 3: Races Choosing a Race Racial Traits Ability Score Increase Every race increases one or more of a character’s ability scores. Ability Score Decrease. Some races decrease one of a character’s ability scores. Ability Some races have a special ability that they can use. This ability has ranks similar to skills, saving throws, weapon and armour categories. A character starts with 1 rank in their racial ability and may spend CP as usual to increase their rank in the ability. Age Alignment Size Speed Hit Points Languages Subraces Aasimar Aasimar Names Aasimar Traits Ability Score Increase. Your Charisma score increases by 2 to a maximum of 16. Age. Aasimar mature at a similar rate to humans and have comparable lifespans. Alignment. Being celestial, Aasimar have a natural lean towards good alignments but may also share the alignment of the celestial they descend from. Size. Speed. Your base walking speed is 30 feet. Celestial Resistance. You have resistance 5 to necrotic and radiant damage. Healing Hands. You gain the Healing Hands ability which starts at Rank 1, As an action, you can touch a creature and roll a number of d4s equal to your proficiency rank bonus with this ability. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. Unlike other races with low-light vision, you do not suffer from the Pg 14 Part 2: Using Ability Scores


Mortality Partially Blinded condition when you are in brightest light. Light Bearer. You know the light cantrip. Charisma is your spell casting ability for this spell. Languages. You can speak, read, and write Common and Celestial. Subrace. Fallen Aasimar Ability Score Increase. Your Strength score increases by 1 to a maximum of 16. Necrotic Shroud. Starting at 3rd level, you can use your bonus 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 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 long rest. Protector Aasimar Ability Score Increase. Your Wisdom score increases by 1 to a maximum of 16. Radiant Soul. Starting at 3rd level, you can use your bonus 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 equal to your walking speed, 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 long rest. Scourge Aasimar Ability Score Increase. Your Constitution score increases by 1 to a maximum of 16. Radiant Consumption. Starting at 3rd level, you can use your bonus 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 character level. Pg 15 Part 2: Using Ability Scores


Mortality Once you use this trait, you can't use it again until you finish a long rest. Aetheril Aetheril Names Aetheril Traits Ability Score Increase. Your Charisma score increases by 2 to a maximum of 16. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Ethereal Sight. As a bonus action on your turn, you can open your senses to the ethereal plane. Until the end of your turn, you can see into the ethereal plane within 30 feet of you. Deathly Resilience. You have resistance to necrotic damage. Knowledge of Undeath. You gain one rank in the Undead Lore skill up to your rank maximum. Languages. You can speak, read, and write Common and one language of your choice. Subrace. Three main subraces of Aetheril populate the world of Mortality: banshee aetheril, poltergeist aetheril, and wraith aetheril. Banshee Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Banshee Scream. As a bonus action, you may let out a terrifying scream. Each creature within 15 feet of you that can hear you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be stunned until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. A creature that succeeds on its saving throw against this effect is immune to it for the next 24 hours. Starting at 5th level, a creature that fails this saving throw also takes 2d6 psychic damage. Poltergeist Ability Score Increase. Your Strength score increases by 1 to a maximum of 16. Telekinetic. You know the mage hand cantrip and can make the Pg 16 Part 2: Using Ability Scores


Mortality spectral hand invisible. Starting at 3rd level, you can cast the catapult spell with this trait. Starting at 5th level, you can also cast the levitate spell with this trait, without a material component. Once you cast catapult or levitate with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. Wraith Ability Score Increase. Your Dexterity score increases by 1 to a maximum of 16. Life Drain. When you hit a creature with a melee attack, you may use your bonus action to deal additional necrotic damage equal to your proficiency bonus. You can use this feature a number of times equal to your proficiency rank bonus with this ability and regain expended uses when you finish a long rest. When you reach 5th level, you regain hit points equal to your Charisma modifier when you use this feature. Arachnofolk Arachnofolk Names Arachnofolk Traits Ability Score Increase. Your Dexterity increases by 2 and your Constitution score increases by 1 to a maximum of 16. Ability Score Decrease. Your Charisma score decreases by 1. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Low-Light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Poison Resilience. You have resistance 5 to poison damage and have advantage on saving throws against poisons. Spider Bite. You have special fangs that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Beginning at 5th level, you gain the Spider Bite ability: when you hit a creature with your fangs, you may use your bonus action to force the creature to make a Constitution saving throw (DC = 8 + your proficiency rank bonus with this ability + your Constitution modifier) or be poisoned for the next minute on a failed save. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you must finish a short or long rest before you can do so again. Spider Climb. You have a climbing speed equal to your walking speed and can climb difficult surfaces, including upside down on ceilings without needing to make an ability check. Pg 17 Part 2: Using Ability Scores


Mortality Web Walker. You may ignore the movement restrictions imposed by webs. Languages. Birdfolk Birdfolk Names Birdfolk Traits Ability Score Increase. Your Dexterity score increases by 2 to a maximum of 16. Ability Score Decrease. Your Constitution score decreases by 1. Age. Alignment. Size. Speed. Your base walking speed is 30 feet. Talons. You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Bird’s Endurance. You gain one rank in the Stamina skill up to your rank maximum. Birds of a Feather. You have the ability to communicate in a limited manner with birds. 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. Languages. Subrace. Duck Ability Score Increase. Your Wisdom score increases by 1 to a maximum of 16. Duck Flight. You have a flying speed equal to your walking speed. You can’t use this flying speed whilst you are wearing medium or heavy armour or if you are encumbered. Natural Swimmer. You have a swimming speed of 30 feet. Eagle Ability Score Increase. Your Strength score increases by 1 to a maximum of 16. Eagle Flight. You have a flying speed equal to your walking speed. You can’t use this flying speed whilst you are wearing heavy armour or if you are heavily encumbered. Your flying speed is halved while you are Soaked (see Appendix A). Ostrich Ability Score Increase. Your Constitution score increases by 2 to a maximum of 16. Natural Sprinter. Your base walking speed increases to 40 feet. Additionally, you gain one rank in the Running skill up to your rank maximum. Owl Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Flight. You have a flying speed equal to your walking speed. You can’t use this flying speed whilst you are Pg 18 Part 2: Using Ability Scores


Mortality wearing medium or heavy armour or if you are encumbered. Your flying speed is halved while you are Soaked (see Appendix A). Low-Light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are partially blinded in brightest light. Silent Feathers. You gain one rank in the Move Silently up to your rank maximum. Peacock Ability Score Increase. Your Charisma score increases by 1 to a maximum of 16. Natural Charisma. You gain one rank in the Persuasion skill up to your rank maximum. Peacocking. You gain the Peacocking ability. As a bonus action, you may force any creatures of your choice that you can see within 10 feet of you to make a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency rank bonus with this ability) Songbird Ability Score Increase. Your Charisma score increases by 1 to a maximum of 16. Birdsong. You gain one rank in the Singing skill up to your rank maximum. Flight. You have a flying speed equal to your walking speed. You can’t use this flying speed whilst you are wearing medium or heavy armour or if you are encumbered. Your flying speed is halved while you are Soaked (see Appendix A). Serenade. Vulture Ability Score Increase. Your Constitution score increases by 2 to a maximum of 16. Flight. You have a flying speed equal to your walking speed. You can’t use this flying speed whilst you are wearing medium or heavy armour or if you are encumbered. Your flying speed is halved while you are Soaked (see Appendix A). Scavenger’s Resilience. You have advantage on saving throws against disease and infection. Bugbear Bugbear Names Bugbear Traits Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1 to a maximum of 16. Ability Score Decrease. Your Charisma score decreases by 1. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Fey Ancestry. You have advantage on saving throws against being charmed. Low-Light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are partially blinded in brightest light. Pg 19 Part 2: Using Ability Scores


Mortality Surprise Attack. Once per turn when you hit a creature with a weapon attack, you may deal an additional 2d6 damage if the creature hasn’t taken a turn in combat yet. Languages. Changeling Changeling Names Changeling Traits Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1 to a maximum of 16. Ability Score Decrease. Your Wisdom score decreases by 1. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Changeling Instincts. You gain 1 rank in the Bluff and Persuasion skills up to your rank maximum. Racial Trait. Racial Trait. Languages. Pg 20 Part 2: Using Ability Scores


Mortality Dragonborn Dragonborn Names Dragonborn Traits Ability Score Increase. Your Strength score increases by 2 and your Charisma score increases by 1 to a maximum of 16. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Languages. Subrace. There are several different types of dragonborn across the world. Choose one of the following dragonborn subraces: Chromatic Dragon, Gem Dragon, or Metallic Dragon Chromatic Dragonborn Chromatic Ancestry. You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table. Chromatic Ancestry Dragon Damage Type Black Acid Blue Lightning Green Poison Red Fire White Cold Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency rank bonus with this ability). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Draconic Resistance. Chromatic Warding. Gem Dragonborn Gem Ancestry. You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table. Gem Ancestry Dragon Damage Type Amethyst Force Crystal Radiant Pg 21 Part 2: Using Ability Scores


Mortality Emerald Psychic Sapphire Thunder Topaz Necrotic Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency rank bonus with this ability). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Draconic Resistance. Psionic Mind. Gem Flight. Metallic Dragonborn Metallic Ancestry. You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table. Metallic Ancestry Dragon Damage Type Brass Fire Bronze Lightning Copper Acid Gold Fire Silver Cold Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency rank bonus with this ability). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Draconic Resistance. Metallic Breath Weapon. Dwarf Dwarf Names Dwarf Traits Ability Score Increase. Your Constitution score increases by 2 to a maximum of 16. Pg 22 Part 2: Using Ability Scores


Mortality Ability Score Decrease. Your Charisma score decreases by 1. Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. Alignment. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed. You have a base walking speed of 25 feet. Dwarven Resilience. You have resistance 5 to poison damage and advantage on saving throws against poisons. Dwarf Weapon Training. You have proficiency with battle axes, hatchets, light hammers and warhammers. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Stonecunning. Whenever you make an Intelligence (Architecture) check related to the origin of stonework, you are considered one rank higher in the Architecture skill up to your rank maximum. Tool Proficiency. You gain proficiency with the artisan's tools of your choice from: Smith's tools, brewer's supplies, or mason's tools. Languages. You can speak, read, and write common and dwarvish. Subrace. Arctic Dwarf Ability Score Increase. Your Strength score increases by 1 to a maximum of 16. Cold Resistance. You have resistance 5 to cold damage. Glacial Life. You may ignore difficult terrain made of ice and snow. Duergar Ability Score Increase. Your Strength score increases by 1 to a maximum of 16. Darkvision. You have darkvision out to a range of 60 feet. You can see in dark light as if it were dim light and in dim light as if it were bright light. You are blinded in brightest light. Hill Dwarf Ability Score Increase. Your Wisdom score increases by 1 to a maximum of 16. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Mountain Dwarf Ability Score Increase. Your Strength score increases by 1 to a maximum of 16. Dwarven Armour Training. You gain 2 CP to spend on armour ranks from: Light armour, medium armour, light shields, medium shields Volcano Dwarf Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Pg 23 Part 2: Using Ability Scores


Mortality Fire Resistance. You have resistance 5 to fire damage. Forgemaster’s Fingers. You know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the heat metal spell with this trait, without a material component. Once you cast burning hands or heat metal with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells. Elf Elf Names Elf Traits Ability Score Increase. Your Dexterity score increases by 2 to a maximum of 16. Ability Score Decrease. Your Strength score decreases by 1. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Size. Speed. Your base walking speed is 30 feet. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Keen Senses. You gain one rank in the Spot skill up to your rank maximum. Fey Ancestry. You have advantage against being Charmed and you cannot be put to sleep by magic. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Languages. You can speak, read, and write Common and Elvish. Subrace. Drow Ability Score Increase. Your Charisma score increases by 1 to a maximum of 16. Darkvision. You have darkvision out to a range of 60 feet. You can see in dark light as if it were dim light and in dim light as if it were bright light. You are blinded in brightest light. Drow Magic. Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. Pg 24 Part 2: Using Ability Scores


Mortality Eladrin Ability Score Increase. Your Charisma score increases by 1 to a maximum of 16. Fey Step. You gain the Fey Step ability which starts with 1 rank. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space that you can see. You may use this trait a number of times equal to your proficiency rank bonus in this ability. High Elf Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for this spell. Elf Weapon Training. You have proficiency with longswords, shortswords, longbows and shortbows. Moon Elf Ability Score Increase. Your Wisdom score increases by 1 to a maximum of 16. Insightful. You gain one rank in the Insight skill up to your rank maximum. Blessing of the Moon. You know the star strike cantrip. When you reach 3rd level, you learn the guiding bolt spell. When you reach 5th level, you learn the moonbeam spell. You can cast both of these spells once without expending a spell slot and without material components. Once you’ve cast either spell, you cannot do so again until you finish a long rest or expend an appropriate level spell slot to do so. Wisdom is your spell casting ability for these spells. Sea Elf Ability Score Increase. Your Constitution score increases by 1 to a maximum of 16. Extra Language. You can speak, read, and write Aquan. Sea Elf Weapon Training. You gain proficiency with crossbows and Spears. Child of the Sea. Gift of the Sea. Shadar-Kai Ability Score Increase. Your Constitution score increases by 1 to a maximum of 16. Darkvision. You have darkvision out to a range of 60 feet. You can see in dark light as if it were dim light and in dim light as if it were bright light. You are blinded in brightest light. Necrotic Resistance. You have resistance 5 to necrotic damage. Blessing of the Raven Queen. Sun Elf Ability Score Increase. Your Charisma score increases by 1 to a maximum of 16. Blessing of the Sun. You know the produce flame cantrip. When you reach 3rd level, you learn the burning hands spell. When you reach 5th level, you learn the flaming sphere spell. You can cast both of these spells once without expending a spell slot and without material components. Once you’ve cast either spell, you cannot do so Pg 25 Part 2: Using Ability Scores


Mortality again until you finish a long rest or expend an appropriate level spell slot to do so. Charisma is your spell casting ability for these spells. Courageous. You have advantage on saving throws against being frightened. Wood Elf Ability Score Increase. Your Wisdom score increases by 1 to a maximum of 16. Elf Weapon Training. You have proficiency with longswords, shortswords, longbows and shortbows. Fleet of Foot. Your base walking speed is 35 feet. Mask of the Wild. You may attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Fairy Fairy Names Fairy Traits Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 2 to a maximum of 16. Ability Score Decrease. Your Strength score decreases by 2. Age. Alignment. Size. Speed. You have a base walking speed of 25 feet. Fey Blood. You have advantage against being Charmed and you cannot be put to sleep by magic. Your creature type is Fey. Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armour. Fairy Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). Languages. You can speak, read, and write Common and Sylvan. Firbolg Firbolg Names Firbolg Traits Ability Score Increase. Your Wisdom score increases by 2 and your Strength score increases by 1 to a maximum of 16. Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years. Pg 26 Part 2: Using Ability Scores


Mortality Alignment. Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium. Speed. You have a base walking speed of 30 feet. Firbolg Magic. You can cast detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. 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. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 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, Plants, and vegetation. 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. Languages. You can speak, read, and write Common, and Giant. Genasi Genasi Names Genasi Traits Ability Score Increase. Your Constitution score increases by 2 to a maximum of 16. Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. Alignment. Independent and self-reliant, genasi tend toward a neutral alignment. Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. Speed. You have a base walking speed of 30 feet. Languages. You can speak, read, and write Common and Primordial. Subrace. Four major subraces of genasi are found among the worlds of D&D: air genasi, earth genasi, fire genasi, and water genasi. There are two energy subraces of genasi which exist only in places where there is an abundance of positive or negative energy: death genasi and life genasi. There are four less widely known subraces, half breeds of the four major subraces of genasi: frost genasi, magma genasi, mud genasi, ooze Pg 27 Part 2: Using Ability Scores


Mortality genasi, sand genasi and smoke genasi. Even rarer are the quasi-elemental subraces of genasi, where the four major subraces of genasi are touched by the influences of positive and negative energy: ash genasi, dust genasi, lightning genasi, mineral genasi, radiance genasi, salt genasi, steam genasi and vacuum genasi. Choose one of these subraces. Air Genasi Ability Score Increase. Your Dexterity score increases by 1 to a maximum of 16. Storm-Blood. You have resistance to your choice of lightning or thunder damage. Unending Breath. You may hold your breath indefinitely whilst you are not incapacitated. Mingle with the Wind. You know the gust cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for these spells. Ash Genasi Ability Score Increase. Your Dexterity score increases by 1 to a maximum of 16. Ashen Cloak. You know the minor illusion cantrip. Starting at 3rd level, you can cast the fog cloud spell with this trait. Starting at 5th level, you can also cast the blur spell with this trait, without a material component. Once you cast fog cloud or blur with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for these spells. Fire Resistance. You have resistance to fire damage. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Death Genasi Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Death’s Embrace. You know the toll the dead cantrip. Starting at 3rd level, you can cast the inflict wounds spell with this trait, without requiring material components. Starting at 5th level, you can also cast the ray of enfeeblement spell with this trait, without requiring material components. Once you cast inflict wounds or ray of enfeeblement with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Pg 28 Part 2: Using Ability Scores


Mortality Constitution is your spellcasting ability for these spells when you cast them with this trait. Death’s Shroud. You have resistance to necrotic damage. Dust Genasi Ability Score Increase. Your Wisdom score increases by 1 to a maximum of 16. Choking Dust. You can use an action to release a blast of dust and soot. Each creature within 5ft of you must make a Constitution saving throw (DC is equal to 8 + your proficiency bonus + your Constitution modifier) or have disadvantage on all attack rolls until the start of your next turn. You must finish a short or long rest before you can use this feature again. Dust Storm. Once you reach 3rd level, you can cast the dust devil spell once with this trait, requiring no material components, as a 2nd-level spell, 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 to a maximum of 16. Earthwalk. You may ignore difficult terrain made of earth or stone. Powerful Build. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. Fire Genasi Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Fire Resistance. You have resistance to fire damage. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Reach to the Blaze. You know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flaming sphere spell with this trait, without a material component. Once you cast burning hands or flaming sphere with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for these spells. Frost Genasi Ability Score Increase. Your Wisdom score increases by 1 to a maximum of 16. Call to the Frost. You know the frostbite cantrip. Starting at 3rd level, you can cast the ice knife spell with this trait, without requiring material components. Starting at 5th level, you can also cast the binding ice spell with this trait, without a material component. Once you cast ice knife or binding ice with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of Pg 29 Part 2: Using Ability Scores


Mortality those spells using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for these spells when you cast them with this trait. Frost Walk. You may ignore difficult terrain made from ice and snow. Glacial Cloak. You have resistance to cold damage. Life Genasi Ability Score Increase. Your Charisma score increases by 1 to a maximum of 16. Abundant Life. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Brimming with Life. You know the spare the dying cantrip. Starting at 3rd level, you can cast the cure wounds spell with this trait. Starting at 5th level, you can also cast the lesser restoration spell with this trait. Once you cast cure wounds or lesser restoration with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for these spells when you cast them with this trait. Lightning Genasi Ability Score Increase. Your Charisma score increases by 1 to a maximum of 16. Lightning Resistance. You have resistance 5 to lightning damage. Living Storm. You know the shocking grasp cantrip. Starting at 3rd level, you can cast the witchbolt spell with this trait, without requiring material components. Starting at 5th level, you can also cast the gust of wind spell with this trait, without requiring material components. Once you cast witchbolt or gust of wind with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for these spells when you cast them with this trait. Unending Breath. You may hold your breath indefinitely whilst you are not incapacitated. Magma Genasi Ability Score Increase. Your Strength score increases by 1 to a maximum of 16. Fire Resistance. You have resistance 5 to fire damage. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Volcanic Eruption. You know the produce flame cantrip. Starting at 3rd level, you can cast the hellish rebuke spell with this trait. Starting at 5th level, you can also cast the scorching ray spell with this trait. Once you cast hellish rebuke or scorching ray with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells Pg 30 Part 2: Using Ability Scores


Mortality using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for these spells when you cast them with this trait. Mineral Genasi Ability Score Increase. Your Strength score increases by 1 to a maximum of 16. Crystallise. As a bonus action, you can grow a crystalline shell that protects you. For the next minute, you may add your proficiency bonus to your AC whenever you are targeted by an attack. Once you use this feature, you cannot do so again until you finish a long rest. Innate Appraiser. You have an extensive knowledge of gemstones, minerals and their worth. As an action, you can touch a gemstone or mineral and instantly know the name of the gemstone or mineral as well as how much it would be worth. Additionally, you have advantage on Intelligence (Arcana) checks made to identify the magical properties of gemstones or minerals. Powerful Build. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. Mud Genasi Ability Score Increase. Your Dexterity score increases by 1 to a maximum of 16. Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement. Shift the Earth. You know the mould earth cantrip. Once you reach 3rd level, you can cast the grease 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. Ooze Genasi Ability Score Increase. Your Dexterity score increases by 1 to a maximum of 16. Acidic Rebuttal. You know the acid splash cantrip. Starting at 3rd level, you can cast the caustic brew spell with this trait. Starting at 5th level, you can also cast the acid arrow spell with this trait. Once you cast caustic brew or acid arrow with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for these spells when you cast them with this trait. None of these spells require material components for you. Acid Resistance. You have resistance 5 to acid damage. Amorphous. You can move through a space as narrow as 1 inch wide without squeezing, leaving any belongings that don’t fit in the nearest unoccupied space. In addition you have advantage on Dexterity(Acrobatics) checks made to escape a grapple. Pg 31 Part 2: Using Ability Scores


Mortality Radiance Genasi Ability Score Increase. Your Charisma score increases by 1 to a maximum of 16. Low-Light Vision. You have Low-Light vision out to a range of 60 feet. You can see in dim light as if it were bright light in this radius and you are blinded if you are in brightest light. Natural Refractor. You have resistance 5 to radiant damage. Radiant Light. You know the light cantrip. Starting at 3rd level, you can cast the guiding bolt spell with this trait. Starting at 5th level, you can also cast the moonbeam spell with this trait. Once you cast guiding bolt or moonbeam with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for these spells when you cast them with this trait. Salt Genasi Ability Score Increase. Your Strength score increases by 1 to a maximum of 16. Crystalline. You gain a +1 bonus to your AC. Salt in the Wound. Once per turn when you hit a creature that doesn’t have all its hit points, you can deal 1d6 necrotic damage to that creature. You can use this feature a number of times equal to your Constitution modifier and regain all expended uses when you finish a short or long rest. Water Deficit. You do not need to drink. Sand Genasi Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Dune Walker. You ignore difficult terrain made of sand and do not sink when walking over quicksand. Additionally, areas affected by a sandstorm are not heavily obscured for you. Fire Resistance. You have resistance 5 to fire damage. Gift of the Dunes. You know the sand spray cantrip. Starting at 3rd level, you can cast the earth tremor spell with this trait. Starting at 5th level, you can also cast the dust devil spell with this trait. Once you cast earth tremor or dust devil with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast it using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for these spells when you cast them with this trait. Smoke Genasi. Ability Score Increase. Your Charisma score increases by 1 to a maximum of 16. Puff of Smoke. You may cast the misty step spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a breather, or a short or long rest. Smoke and Mirrors. You know the minor illusion cantrip. Starting at 3rd level, you can cast the fog cloud spell with this trait. Starting at 5th level, you can also cast the mirror image spell with this trait. Once you cast fog cloud Pg 32 Part 2: Using Ability Scores


Mortality or mirror image with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for these spells when you cast them with this trait. Steam Genasi Ability Score Increase. Your Dexterity score increases by 1 to a maximum of 20. Fire Resistance. You have resistance 5 to fire damage. Pressurised. You know the gust cantrip. Starting at 3rd level, you can cast the catapult spell with this trait. Starting at 5th level, you can also cast the gust of wind spell with this trait. Once you cast catapult or gust of wind with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Constitution is your spellcasting ability for these spells when you cast them with this trait. None of these spells require material components for you. Unending Breath. You may hold your breath indefinitely whilst you are not incapacitated. Vacuum Genasi Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Devoid of Breath. You do not need to breathe. Stolen Breath. You can use an action to attempt to drain the very breath from a creature’s lungs provided they are within 30ft of you. You force the creature to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) On a failed saving throw, the creature takes 1d10 necrotic damage and has disadvantage on it’s next attack roll. If this damage reduces a creature to 0 hit points, you gain a number of temporary hit points equal to your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus and regain expended uses after finishing a long rest. Water Genasi Ability Score Increase. Your Wisdom score increases by 1 to a maximum of 16. Acid Resistance. You have resistance 5 to acid damage. Amphibious. You have a swimming speed equal to your walking speed and you can breathe air and water. Call to the Wave. You know the shape water cantrip. Starting at 3rd level, you can cast the water whip spell with this trait, without requiring material components. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring material components. Once you cast water whip or water walk with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Pg 33 Part 2: Using Ability Scores


Mortality Constitution is your spellcasting ability for these spells when you cast them with this trait. Pg 34 Part 2: Using Ability Scores


Mortality Gith Gith Names Gith Traits Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Ability Score Decrease. Your Charisma score decreases by 1. Age. Gith reach adulthood in their late teens and live for about a century. Size. Gith are taller and leaner than humans, with most being a slender 6 feet in height. Speed. You have a base walking speed of 30 feet. Languages. You can speak, read, and write Common and Gith. Armoured Mind. You have resistance to psychic damage. Subrace. There are two variants of Gith that arose after their uprising against their illithid masters; Githyanki and Githzerai. Choose one of these subraces. Githyanki Ability Score Increase. Your Strength score increases by 2 to a maximum of 16. Alignment. Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain faithful to their strongholds and families. Renegade Githyanki tend towards chaos. Astral Knowledge. You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain one rank in one skill of your choice and with one weapon or tool of your choice up to your rank maximum as you momentarily project your consciousness into the Astral Plane. These ranks last until the end of your next long rest. Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the jump spell with this trait. Starting at 5th level, you can also cast the misty step spell with it. Once you cast jump or misty step with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells when you cast them with this trait. None of these spells require spell components when you cast them with this trait. Githzerai Ability Score Increase. Your Wisdom score increases by 2 to a maximum of 16. Alignment. Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline. Githzerai Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the shield spell with this trait. Starting at 5th level, you can also cast the detect Pg 35 Part 3: Races


Mortality thoughts spell with it. Once you cast shield or detect thoughts spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence or Wisdom is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait. Mental Discipline. Your innate psychic defences grant you advantage on saving throws you make to avoid or end the charmed and frightened conditions on yourself. Gnome Gnome Names Gnome Traits Ability Score Increase. Your Intelligence score increases by 2 to a maximum of 16. Ability Score Decrease. Your Strength score decreases by 1. Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. Alignment. Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Speed. You have a base walking speed of 25 feet. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogues of knowledge about the natural world. Subrace. Deep Gnome Ability Score Increase. Your Constitution score increases by 1 to a maximum of 16. Age. Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time. Size. Unlike other gnomes, svirfneblin tend to weigh 80 to 120 pounds. Your size is Small. Alignment. Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favour neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others, except those dearest to them. Darkvision. You have darkvision out to a range of 60 feet. You can see in Pg 36 Part 3: Races


Mortality dark light as if it were dim light and in dim light as if it were bright light. You are blinded in brightest light. Gift of the Svirfneblin. Starting at 3rd level, you can cast the disguise self spell with this trait. Starting at 5th level, you can also cast the nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these using spell slots you have of the appropriate level. Intelligence is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). Svirfneblin Camouflage. When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. Forest Gnome Ability Score Increase. Your Dexterity score increases by 1 to a maximum of 16. Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. Rock Gnome Ability Score Increase. Your Constitution score increases by 1 to a maximum of 16. Artificer's Lore. Whenever you make an Intelligence (Engineering) or Intelligence (History) check related to magic items, alchemical objects, or technological devices, you are considered one rank higher in the Engineering or History skill up to your rank maximum. Tinker. You gain one rank with Tinker's Tools up to your rank maximum. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter. The device produces a miniature flame, which you can use to Pg 37 Part 3: Races


Mortality 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. Goblin Goblin Names Goblin Traits Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1 to a maximum of 16. Ability Score Decrease. Your Wisdom score decreases by 1. Age. Goblins reach adulthood at age 8 and live up to 60 years. Alignment. Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. Speed. You have a base walking speed of 30 feet. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage, Dodge, or Hide action as a bonus action on each of your turns. Languages. You can speak, read, and write Common and Goblin. Goliath Goliath Names Goliath Traits Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1 to a maximum of 16. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Little Giant. You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. Mountain Born. You have resistance 5 to cold damage. Additionally, you are naturally acclimated to high elevations even if you have never visited one. Stone’s Endurance. You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to reduce the damage by 1d12 + your Constitution modifier You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Languages. You can speak, read, and write Common and one other Pg 38 Part 3: Races


Mortality language that you and your DM agree is appropriate for your character. Half-Dwarf Half-Dwarf Names Half-Dwarf Traits Ability Score Increase. Your Constitution score increases by 2 and one ability score of your choice increases by 1 to a maximum of 16. Ability Score Decrease. Your Charisma score decreases by 1. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Dwarven Resilience. You have resistance 5 to poison damage and advantage on saving throws against poisons. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Tireless. You gain one rank in the Stamina skill up to your rank maximum. Languages. Subrace. Half-Elf Half-Elf Names Half-Elf Traits Ability Score Increase. Your Charisma score increases by 2 and one ability score of your choice increases by 1 to a maximum of 16. Ability Score Decrease. Your Strength score decreases by 1. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Fey Ancestry. You have advantage against being Charmed and you cannot be put to sleep by magic. Low-light Vision. You have low-light vision out to a range of 30 feet. You can see in dim light within 30 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Racial Trait. Languages. Subrace. Half-Orc Half-Orc Names Half-Orc Traits Ability Score Increase. Your Strength score increases by 2 and one other ability score of your choice increases by 1 to a maximum of 16. Ability Score Decrease. Your Intelligence score decreases by 1. Pg 39 Part 3: Races


Mortality Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Relentless Endurance. When you are reduced to 0 vitality but not killed outright. You may enter a state of relentless endurance. For the next minute or until you take damage that is not bleed damage, you can remain conscious and stable. If you are still at 0 vitality when this state ends, you begin dying as normal. If you take damage from a source that is not bleed damage, you fall unconscious and begin dying as normal. Intimidating. You gain one rank in the Intimidation skill up to your rank maximum. Racial Trait. Languages. Halfling Halfling Names Halfling Traits Ability Score Increase. Your Dexterity score increases by 2 to a maximum of 16. Ability Score Decrease. Your Strength score decreases by 1. Age. Alignment. Size. Speed. You have a base walking speed of 25 feet. Racial Trait. Lucky. Racial Trait. Languages. Subrace. Lightfoot Ability Score Increase. Your Charisma score increases by 1 to a maximum of 16. Stout Ability Score Increase. Your Constitution score increases by 1 to a maximum of 16. Harengon Harengon Names Harengon Traits Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1 to a maximum of 16. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Bunny Hop. As a bonus action, you may jump up to 5 times your proficiency bonus without provoking opportunity attacks. You may do this a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. Pg 40 Part 3: Races


Mortality Hare Trigger. You gain a bonus to your initiative equal to your proficiency bonus. Leoprine Senses. You gain one rank in the Listen skill up to your rank maximum. Languages. Subrace. Hobgoblin Hobgoblin Names Hobgoblin Traits Ability Score Increase. Your Constitution score increases by 2 and your Intelligence score increases by 1 to a maximum of 16. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Racial Trait. Racial Trait. Racial Trait. Languages. Subrace. Human Human Names Human Traits Ability Score Increase. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Racial Trait. Racial Trait. Racial Trait. Languages. Subrace. Kalashtar Kalashtar Names Kalashtar Traits Ability Score Increase. Your Wisdom score increases by 2 and your Charisma score increases by 1 to a maximum of 16. Age. Kalashtar mature and age at about the same rate as humans. Alignment. Size. Speed. You have a base walking speed of 30 feet. Dual Mind. You have advantage on all Wisdom saving throws. Mental Discipline. You have resistance 5 to psychic damage. Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, Pg 41 Part 3: Races


Mortality the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it. Severed from Dreams. Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep. Languages. Kenku Kenku Names Kenku Traits Ability Score Increase. Your Dexterity score increases by 2 to a maximum of 16. Ability Score Decrease. Your Strength score decreases by 1. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Racial Trait. Mimicry. Racial Trait. Languages. Subrace. Harrowfeather Ability Score Increase. Your Constitution score increases by 1 to a maximum of 16. Final Words. As an action, you can touch a corpse and speak the last sentence they spoke before they died in a perfect imitation. Mark of Death. As a bonus action, you can mark a bloodied creature you can see within 30 feet of you for the next minute requiring concentration. Whilst marked, the creature cannot regain any hit points. This feature ends early if you fall unconscious or use this feature against another target. Once you have used this feature, you may not do so again until you finish a breather. Plague Doctor. You gain one rank in the Medicine skill up to your rank maximum. Additionally, you have advantage on saving throws against disease. Reaper. You gain 1 character point to put into weapon ranks. Shroudeye Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Eye of Omens. Oracle. You have proficiency in the Arcana and Religion skills. Bird’s Eye View. Through sounds and gestures, you can communicate simple ideas with Small or smaller birds. In addition, when you are within 25 feet of a non-hostile Small or smaller bird you can see, you may use your action to point at it and see through Pg 42 Part 3: Races


Mortality that bird's vision, blinded to your own. The effect ends if the bird flies more than 50 feet away from you, and you may end the effect by using your bonus action. Snatchbeak Ability Score Increase. Your Charisma score increases by 1 to a maximum of 16. Dark Feathers. You gain one rank in the Hide skill up to your rank maximum. Expert Forgery. Kenku Training. Snatchbeak. Kobold Kobold Names Kobold Traits Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 1 to a maximum of 16. Ability Score Decrease. Your Strength score decreases by 2. Age. Kobolds mature at the age of 6 and can live as long as 120 years. Alignment. Kobolds have strong ties to family and have a sense of law within their tribes and communities. Predominantly, their own survival is the most important, however, while Kobolds are not inherently evil, they often rely on subterfuge and illicit means to survive giving them a reputation for being evil and self-serving. Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. Speed. You have a base walking speed of 30 feet. 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. Low-Light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Racial Trait. Languages. Subrace. Dragonshield Ability Score Increase. Your Constitution score increases by 1 to a maximum of 16. Defiance. You have advantage on saving throws against being frightened. Scale Sorcerer Ability Score Increase. Your Charisma score increases by 1 to a maximum of 16. Draconic Sorcery. You gain the Innate Spellcasting ability. Additionally, you know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for this cantrip. Pg 43 Part 3: Races


Mortality Leonin Leonin Names Leonin Traits Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1 to a maximum of 16. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Racial Trait. Racial Trait. Racial Trait. Languages. Lizardfolk Lizardfolk Names Lizardfolk Traits Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1 to a maximum of 16. Ability Score Decrease. Your Intelligence score decreases by 1. Age. Alignment. Size. Speed. Your base walking speed is 30 feet and you have a swimming speed equal to your walking speed. Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, 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. Feeding Frenzy. You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Hold Breath. You can hold your breath for up to 15 minutes at a time. Hunter’s Lore. Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival. Natural Armour. Whilst you are not wearing armour, your AC is 13 + your Dexterity modifier. You can use your natural armour if the armour you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your unarmoured AC. Languages. You can speak, read, and write Common and Draconic. Pg 44 Part 3: Races


Mortality Locathah Locathah Names Locathah Traits Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1 to a maximum of 16. Loxodon Loxodon Names Loxodon Traits Ability Score Decrease. Your Dexterity score decreases by 1. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Charge. As a bonus action when you take the dash action on your turn, you can make an attack using your tusks against a creature provided you have moved more than 20ft. in a straight line. On a hit, you deal an additional 1d6 piercing damage. Natural Armour. You have thick, leathery skin. When you aren't wearing armour, your AC is 12 + your Dexterity modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armour. Powerful Build. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. 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. It can't 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. Tusks. You have large deadly tusks that act as natural weapons which you can use to make unarmed strikes with. On a hit, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you make an unarmed strike with your tusks, you ignore the nonlethal property of your unarmed strikes. Languages. Subraces. Two main subraces of loxodon populate the worlds of Mortality: Elephant loxodon, and Mammoth loxodon. Choose one of these subraces. Elephant Ability Score Improvement. Your Strength score increases by 2 and your Constitution score increases by 1 to a maximum of 16. Pg 45 Part 3: Races


Mortality Desert Born. You have resistance 5 to fire damage and are naturally acclimated to hot environments, even if you’ve never been to one before. Mammoth Ability Score Improvement. Your Constitution score increases by 2 and your Strength score increases by 1 to a maximum of 16. Winter Born. You have resistance 5 to cold damage and are naturally acclimated to cold environments, even if you’ve never been to one before. Minotaur Minotaur Names Minotaur Traits Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1 to a maximum of 16. Ability Score Decrease. Your Intelligence score decreases by 1. Age. Minotaurs mature and age at about the same rate as humans. Alignment. Size. Speed. You have a base walking speed of 30 feet. 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 use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency rank bonus in unarmed strikes + your Strength modifier, you push it up to 10 feet away from you. Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you make an unarmed strike with your horns, you ignore the nonlethal property of your unarmed strikes. Additionally, when you make an unarmed strike with your horns, you are considered one rank higher up to your rank maximum. Imposing Presence. You gain 1 rank in the Intimidate skill up to your rank maximum. Labyrinthian Recall. You gain 1 rank in the Direction Sense skill up to your rank maximum. Languages. Orc Orc Names Orc Traits Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 2 to a maximum of 16. Ability Score Decrease. Your Intelligence score decreases by 2. Pg 46 Part 3: Races


Mortality Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus. Primal Intuition. You gain one rank in two skills of your choice from the following : Animal Handling, Insight, Intimidation, Listen, Medicine, Nature, Smell, Spot, and Survival. Powerful Build. You count as 1 size larger when determining your carrying capacity and how much you can push, drag, or lift. Relentless Endurance. When you are reduced to 0 vitality but not killed outright. You may enter a state of relentless endurance. For the next minute or until you take damage that is not bleed damage, you can remain conscious and stable. If you are still at 0 vitality when this state ends, you begin dying as normal. If you take damage from a source that is not bleed damage, you fall unconscious and begin dying as normal. Languages. You can speak, read, and write Common and Orcish. Rodentkin Rodentkin Names Rodentkin Traits Ability Score Increase. Your Dexterity score increases by 2 to a maximum of 16. Ability Score Decrease. Your Strength score decreases by 1. Age. Alignment. Size. Rodentkin range from 2 to 3 feet tall, and weigh an average of 30 pounds. Your size is Small. Here's how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier: 2d4 Height = 2 feet + 4 inches + your size modifier in inches. Weight in pounds: 25 + your size modifier. Speed. You have a base walking speed of 30 feet. Bite. Your sharp, pronounced foreteeth are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Low-light Vision. You have low-light vision out to a range of 60 feet. You can see in dim light within 60 feet of you as if it were bright light. You are Partially Blinded when you are in brightest light. Rodent Nimbleness. You can move through the space of any creature that is of a size larger than yours. Additionally, you are considered one Pg 47 Part 3: Races


Mortality size smaller for the purpose of squeezing into narrow holes and passages. Vermin Infiltration. Due to your light weight, quick mind, and specialised claws, you can get inside almost any place you choose. You have a climbing speed of 25 feet, and a burrowing speed of 5 feet. You can only use this burrowing speed to tunnel through soft dirt or mud, and the tunnel quickly collapses after you pass through. Languages. Subrace. Mousefolk Ability Score Increase. Your Wisdom score increases by 1 to a maximum of 16. Brave. You have advantage on saving throws against being frightened. Nimble. You gain 1 rank in your choice of the Balance, Escape Artistry, Juggling, or Tumble skill up to your rank maximum. Ratter Ability Score Increase. Your Intelligence score increases by 1 to a maximum of 16. Stealthy. You have proficiency in the Stealth skill. Plague-Bearer. You have resistance 5 to poison damage and advantage on saving throws against poison and disease. Satyr Satyr Names Satyr Traits Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1 to a maximum of 16. Ability Score Decrease. Your Wisdom score decreases by 1. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Ram. You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as usual. Magic Resistance. You have advantage on Intelligence, Wisdom and Charisma saving throws against spells and other magical effects. Reveller. As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice. Languages. You can speak, read, and write Common and Sylvan. Pg 48 Part 3: Races


Mortality Shardmind Shardmind Names Shardmind Traits Ability Score Increase. Your Intelligence score increases by 2 and your Constitution score increases by 1 to a maximum of 16. Ability Score Decrease. Your Charisma score decreases by 1. Age. Shardminds are not born but instead made as fully mature adults. There is no present estimate as to how long one can live but they tend to lose mental faculty after 1000 years. Alignment. Shardminds are connected to a central force of law in the world, though some Shardminds that become disconnected to that sense may choose to follow more chaotic paths. They tend towards neutral. Size. Shardminds stand anywhere from 5 to 8 feet tall and typically have slender builds. Your size is Medium. Speed. You have a base walking speed of 30 feet. Ancient Lore. You gain 2 character points to put into the following skills: Appraising, Arcana, Architecture, Concentration, Decipher Script, Engineering, History (Ancient), Knowledge (Planar), Languages (Ancient), Mathematics, Religion, Sage Knowledge (Choose Topic), Undead Lore Crystal Construct. You do not need to eat, drink, or breathe as you lack a mouth and nose to do so. You cannot ingest potions or other substances. Additionally, you do not need to sleep and instead resonate in a low hum for 4 hours in an inactive state in order to receive the benefits of a long rest. In this state you are considered partially blinded and have disadvantage on all Listen and Smell checks as well. Psychic Resonance. You have resistance 5 to psychic damage. Additionally, when attempting to communicate with other creatures, you do so by making your body resonate in a frequency that produces sound as you lack a mouth to produce speech otherwise. This resonance is capable of performing the somatic components of spells. Shard Swarm. You gain a rank in the Shard Swarm ability. As an action, you can burst into a composite crystal form that then reassembles in another place. When you do so, each creature within 5ft of you must succeed on a Dexterity saving throw (DC = 10 + your Constitution modifier + your proficiency rank bonus for this ability) or take 2d6 slashing or piercing damage (your choice when you use this ability). A creature that succeeds on its saving throw takes half damage. The damage of this ability increases to 3d6 when you reach 6th level, 4d6 at 11th level, and 5d6 at 16th level. You may use this ability a number of times equal to your proficiency rank bonus with it and regain all expended uses when you finish a long rest. Languages. You can speak, read, and write Common and Deep Speech. Pg 49 Part 3: Races


Mortality Shifter Shifter Names Shifter Traits Ability Score Increase. Your Constitution score increases by 1 to a maximum of 16. Age. Alignment. Size. Speed. You have a base walking speed of 30 feet. Racial Trait. Racial Trait. Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Languages. Subrace. Beasthide Shifter Ability Score Increase. Your Strength and Constitution score increase by 1 to a maximum of 16. Natural Athlete. You gain proficiency with the Athletics skill. Shifting Feature. While shifted, you gain a +1 bonus to your AC and you gain 1d6 extra temporary hit points. Cliffwalker Shifter Ability Score Increase. Your Strength score increases by 2 to a maximum of 16. Natural Athlete. You gain proficiency with the Athletics skill. Shifting Feature. While shifted, you have a climbing speed equal to your walking speed. Additionally, you have advantage on saving throws against effects that would move you against your will or knock you prone. Dreamsight Shifter Ability Score Increase. Your Wisdom score increases by 2 to a maximum of 16. Insightful. You gain one rank in the Insight skill up to your rank maximum. Shifting Feature. While shifted, you have advantage on Intelligence, Wisdom and Charisma saving throws against spells and other magical effects. Gorebrute Shifter Ability Score Increase. Your Strength score increases by 2 to a maximum of 16. Natural Athlete. You gain proficiency with the Athletics skill. Shifting Feature. While shifted you have large tusks which you can use to make unarmed strikes. These tusks deal 1d6 + your Strength modifier piercing damage instead of the bludgeoning damage of a normal unarmed strike. Additionally, when you take the dash action and move at least 20 feet in a straight line, you may use your bonus action to make an attack with your Pg 50 Part 3: Races


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