Yesterday, we spent the afternoon putting some of the features for the basic classes on their respective pages. This did not include features for the subclasses(such as Cleric Domains, Wizard Schools, etc.)
Those features may be added in the future and we may be experimenting with displaying them on the pages in different formats today to see if we can find a feasible way to do so!
We've avoided simply added them in the middle of the page due to the large amount of text in a single column. They may be available as separate pages, but we'd prefer to keep the content in one easy location.
Spoiler tags are one suggested solution.
We'll play around with the idea today and see what we can do!
~Team MF
Thursday, July 27, 2017
Tuesday, July 18, 2017
New Races Available (Expansion + Homeruled)
Spent the better part of this morning putting together and updating a large number of races from the old 5E builder that I hadn't had time to carry over yet. All homebrewed content will have a red text indicator at the top of the page from now on.
Official Races:
Homeruled Races:
Upcoming Races:
These are some of the upcoming races in the next update.
Official Races:
Homeruled Races:
Upcoming Races:
These are some of the upcoming races in the next update.
- Aasimar
- Duergar
- Firbolg
- Goblin
- Ghostwise (Halfling)
- Hobgoblin
- Kenku
- Kobold
- Lizardfolk
- Orc
- Tabaxi
- Trion
- Yuan-Ti Pureblood
- Eladrin (Elf)
- Merfolk
- Revenant
Race: Satyr
This race is home-ruled and not acceptable for Adventurer's League play.
ABILITY SCORE CHANGES:
+2 Charisma
+1 Dexterity
SIZE:
Medium
SPEED:
30 ft.
LANGUAGES:
Common
Sylvan
PROFICIENCIES:
Persuasion
FEATURES:
Fey Ancestry:You have advantage on saving throws against being charmed. Magic cannot put you to sleep.
Pipes:
You can use panpipes as an arcane focus to cast spells and you know the vicious mockery cantrip. At 3rd level, you can cast entangle once with this feature. At 5th level, you can also cast suggestion. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Exotic Body:
Normal articles of clothing do not fit you and your people do not clothe or armor themselves. Any garments you wish to wear must be custom-made with a material cost that is equal to the base cost plus an additional 50%. This does not include any service fee a craftsman may charge you.
Drunken Foolery:
You have advantage on saving throws against something you've consumed and on perception checks to locate social gatherings. You can dance, sing, or play music endlessly without experiencing exhaustion.
Race: Hamadryad
This race is home-ruled and not acceptable for Adventurer's League play.
ABILITY SCORE CHANGES:
+2 Charisma
SIZE:
Medium
SPEED:
30 ft.
LANGUAGES:
Common
Elven
Sylvan
SENSES:
Darkvision (60 ft.)
FEATURES:
Fey:You were cursed to become a dryad. You were unbound and changed into a hamadryad. You count as Fey for the purpose of determining spells and effects.
Speak with Beasts and Plants:
You can communicate with beasts and plants, as if you shared their language.
Tree Form:
You do not sleep as mortal's do. Instead, you root yourself and shift into a tree with a semblance of your form for 4 hours each day to gain the benefits of a long rest.
SUBRACE - SPRING:
Ability Score Changes: +1 Dexterity
Woodland Magic:
You know the druidcraft cantrip. When you reach 3rd level, you can cast entangle once per day. Charisma is your spellcasting ability for these spells. At 5th level, you can cast pass without trace once per day.
SUBRACE - SUMMER:
Woodland Magic:
You know the druidcraft cantrip. When you reach 3rd level, you can cast entangle once per day. Charisma is your spellcasting ability for these spells. At 5th level, you can cast barkskin once per day.
SUBRACE - AUTUMN:
Ability Score Changes: +1Wisdom
Woodland Magic:
You know the druidcraft cantrip. When you reach 3rd level, you can cast entangle once per day. Charisma is your spellcasting ability for these spells. At 5th level, you can cast hold person once per day.
SUBRACE - WINTER:
Ability Score Changes: +1 Intelligence
Woodland Magic:
You know the druidcraft cantrip. When you reach 3rd level, you can cast entangle once per day. Charisma is your spellcasting ability for these spells. At 5th level, you can cast spike growth once per day.
Race: Kender
This race is home-ruled and not acceptable for Adventurer's League play.
ABILITY SCORE CHANGES:
+2 Charisma
+1 Dexterity
SIZE:
Small
SPEED:
30 ft.
LANGUAGES:
Common
Halfling
PROFICIENCIES:
Hoopak (simple weapon)
FEATURES:
Bravery:Your childlike innocence prevents you from fully grasping the consequences of your actions, making you immune to the Frightened condition.
Taunt:
You know the vicious mockery cantrip. Your spellcasting ability for this cantrip is your Charisma.
Curiousity:
Your innocence knows no bounds. As such, Kender often "acquire" objects that are no their own. Willful thievery is considered morally wrong by most Kender, and to be called a thief is a great insult, Kender simply have no problem handling other people's property that interest them. You begin the game with 3 trinkets(see PHB table).
As an action, you can search your bag for any single item you may have picked up during your travels. It must be less than 2lbs and worth no more than 2 gp. You must finish a long rest to regain use of this feature.
Distracted:
You have disadvantage on all Constitution checks to maintain concentration for spells and abilities. In addition, you are required to make a Constitution check to maintain concentration every turn, not only when you take damage(DC 10).
Reputation:
Your natural innocence and questionable reputation makes you a terrible liar and your childlike rage invokes more laughter than fear. You have disadvantage on Deception and Intimidation checks.
Race: Thri-Kreen
This race is home-ruled and not acceptable for Adventurer's League play.
ABILITY SCORE CHANGES:
+2 Dexterity
+1 Wisdom
SIZE:
Medium
SPEED:
30 ft.
Climb: 30 ft.
LANGUAGES:
Common
Thri-Kreen
SENSES:
Darkvision (60 ft.)
FEATURES:
Exoskeleton:While you are not wearing armor, your AC equals 13 + your Dexterity modifier.
Multiple Limbs:
Your lower set of arms are weaker and cannot be used to hold shields and can only use light weapons, allowing you to potentially have two sets of weapons equipped preventing the need to switch mid-combat.
In addition, you can use them to perform somatic components of spells, open doors, etc. while you have both of your main arms full. Your multiple sets of limbs also grants you a climb speed of 30 feet and you can remain stationary on vertical surfaces, leaving your two main hands free to attack.
Torpor:
Instead of sleeping, you enter a torpid state for four hours, during which you are fully aware of your surroundings. Magic cannot put you to sleep.
Race: Shardmind
This race is home-ruled and not acceptable for Adventurer's League play.
ABILITY SCORE CHANGES:
+2 Intelligence
+1 Wisdom
SIZE:
Medium
SPEED:
30 ft.
LANGUAGES:
Common
Any Other Language
PROFICIENCIES:
Arcana
FEATURES:
Crystalline Mind:You have resistance to psychic damage. In addition, your thoughts cannot be read by any means.
Telepathy:
You can communicate with any creature within 30 feet of you that you share a language with.
Crystalline Body:
Your body is composed of arcane crystals and gems, which grants you a +1 bonus to your AC.
Living Construct:
You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Race: Pixie
This race is home-ruled and not acceptable for Adventurer's League play.
ABILITY SCORE CHANGES:
+2 Dexterity
+1 Charisma
SIZE:
Tiny
SPEED:
15 ft.
Fly: 35 ft.
LANGUAGES:
Common
Elven
Sylven
SENSES:
Darkvision (60 ft.)
PROFICIENCIES:
Nature
FEATURES:
Fey Ancestry:You have advantage on saving throws against being charmed. Magic cannot put you to sleep.
Pixie Dust:
You have the power to sprinkle your magical dust from your wings upon a creature of medium or smaller size. The creature gains a fly speed of 15 ft for one hour. The dust can be washed off with water. If a creature is in the air when the effect ends or the dust is washed off, they fall. You can use this feature on a number of creatures equal to your Charisma modifier(minimum of once) and regain all expended uses after you finish a long rest.
Pixie Magic:
You can shrink objects sized for a medium or small creature to suit your size, while it is worn or carried by you. While shrunk, a weapon can be used normally and still deals the normal amount of damage.
Invisibility:
You can cast invisibility with yourself as the target once without spell slots or material components. You must finish a short or long rest to regain use of this feature.
Wing Regrowth:
If your wings are cut or injured, your magic causes them to regrow by the end of a long rest.
Race: Hengeyokai
This race is home-ruled and not acceptable for Adventurer's League play.
ABILITY SCORE CHANGES:
+2 Dexterity
SIZE:
Medium
SPEED:
30 ft.
LANGUAGES:
Common
FEATURES:
Change Form:As an action, you can transform to your human form, hybrid form, or animal form. Your hybrid form is considered your "true" form, in which you have the body of a humanoid but the face and some other traits of your animal form. If you are incapacitated, you revert back to your hybrid form.
You can only transform into the animal form of your subrace using this feature. In addition, you can communicate with other animals of the race you select, regardless of which form you are currently in.
SUBRACE - TANUKI:
Ability Score Changes: +1 Constitution
You gain proficiency with the pike and shortbow.
Hybrid Instincts:
In your hybrid form, you have advantage on Survival and Nature checks.
SUBRACE - SPARROW:
Ability Score Changes: +1 Wisdom
Hybrid Wings:In your hybrid form, wings sprout from your back. You have a flying speed of 50 feet, unless you are wearing medium or heavy armor.
SUBRACE - FOX:
Ability Score Changes: +1 Charisma
You can use the dancing lights cantrip and do not require material components to cast it. At 3rd level, you can cast charm person once per day without expending any spell slots.
Hybrid Senses:
In your hybrid form, you have advantage on Perception checks.
SUBRACE - CAT:
Ability Score Changes: +1 Intelligence
You gain proficiency with the Acrobatics skill.
Hybrid Stealth:
In your hybrid form, you have advantage on Stealth checks.
SUBRACE - BADGER:
Ability Score Changes: +1 Intelligence
When you are reduced to 0 hit points, but not killed outright, you can drop to 1 hit point instead. You must finish a long rest to regain use of this feature.
Hybrid Claws:
In your hybrid form, you are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Race: Minotaur
ABILITY SCORE CHANGES:
+1 Strength
SIZE:
Medium
SPEED:
30 ft.
LANGUAGES:
Common
FEATURES:
Conqueror's Virtue:From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
Horns:
You are never unarmed. You are proficient with your horns, which are a melee weapon taht deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
Goring Rush:
When you take the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
Hammering Horns:
When you use the Attack action during your turn to make a melee attack, you can attempt to shove the creature with your horns as a bonus action. You cannot use this shove to attempt to knock a creature prone.
Labyrinthine Recall:
You can perfectly recall any path you have traveled.
Sea Reaver:
You gain proficiency with navigator's tools and vehicles (water).
Race: Goliath
ABILITY SCORE CHANGES:
+2 Strength
+1 Constitution
SIZE:
Medium
SPEED:
30 ft.
LANGUAGES:
Common
Giant
PROFICIENCIES:
Athletics
FEATURES:
Stone's Endurance:
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll 1d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build:
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born:
You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates:
Extreme Cold - Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear(thick coats, cloves, and the like) and creatures naturally adapted to cold environments.
High Altitude - Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breath, because of the reduced amount of oxygen in the air. For each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long a creature can travel. Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Breathing creatures can't become acclimated to elevations above 20,000 feet unless they are native to such environments.
Race: Genasi
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ABILITY SCORE CHANGES:
+2 Constitution
SIZE:
Medium
SPEED:
30 ft.
LANGUAGES:
Common
Primordial
SUBRACE - AIR GENASI:
Ability Score Changes: +1 Dexterity
Unending Breath:
You can hold your breath indefinitely while you are not incapacitated.
Mingle with the Wind:
You can cast the levitate spell once with this trait, without material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
SUBRACE - EARTH GENASI:
Ability Score Changes: +1 Strength
Earthwalk:
You can move across difficult terrain made of earth or stone without expending extra movement.
Merge with Stone:
You can cast the pass without trace spell once with this trait, without material components, and you regain the ability to
cast it this way when you finish a long rest. Constitution is your
spellcasting ability for this spell.
SUBRACE - FIRE GENASI:
Ability Score Changes: +1 Intelligence
Darkvision:
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire makes your darkvision unusual: everything you see in darkness is in a shade of red.
You have resistance to fire damage.
Reach to the Blaze:
You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
SUBRACE - WATER GENASI:
Ability Score Changes: +1 Wisdom
Acid Resistance:
You have resistance to acid damage.
Amphibious:
You can breath air and water.
Swim:
You have a swimming speed of 30 feet.
Call to the Wave:
You know the shape water cantrip. Once you reach 3rd level, you can cast the create or destroy water
spell once with this trait 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.
Race: Shifter
ABILITY SCORE CHANGES:
+1 Dexterity
SIZE:
Medium
SPEED:
30 ft.
LANGUAGES:
Common
Sylvan
SENSES:
Darkvision (60 ft.)
FEATURES:
Shifting:
On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. When shifting, you gain temporary hit points equal to your level + your Constitution modifier(minimum of 1). You also gain a feature that depends on your subrace, described below.
SUBRACE - BEASTHIDE:
Ability Score Changes: +1 Constitution
Shifting Feature: While shifting, you gain a +1 bonus to AC.
SUBRACE - CLIFFWALK:
Ability Score Changes: +1Dexterity
Shifting Feature: While shifting, you gain a climb speed of 30 feet.
SUBRACE - LONGSTRIDE:
Ability Score Changes: +1 Dexterity
Shifting Feature: While shifting, you can use the Dash action as a bonus action.
SUBRACE - LONGTOOTH:
Ability Score Changes: +1 Strength
Shifting Feature: While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.
SUBRACE - RAZORCLAW:
Ability Score Changes: +1 Dexterity
Shifting Feature: While shifting, you can make an unarmed strike as a bonus action. You use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.
SUBRACE - WILDHUNT:
Ability Score Changes: +1 Wisdom
Shifting Feature: While shifting, you gain advantage on all Wisdom-based checks and saving throws.Race: Warforged
ABILITY SCORE CHANGES:
+1 Strength
+1 Constitution
SIZE:
Medium
SPEED:
30 ft.
LANGUAGES:
Common
Any Other Language
FEATURES:
Composite Plating:
Your construction incorporates wood and metal, granting you a +1 bonus to your Armor Class.
Living Construct:
Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breath, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully away of your surroundings and notice approaching enemies and other events as normal.
Race: Changeling
ABILITY SCORE CHANGES:
+1 Charisma
+1 Dexterity
SIZE:
Medium
SPEED:
30 ft.
LANGUAGES:
Common
Any Two Languages
PROFICIENCIES:
Deception
FEATURES:
Shapechanger:
As an action, you can polymorph into any humanoid of your size that you have seen or back into your turn form. However, your equipment does not change with you. If you die, you revert back to your natural appearance.
Race: Aarakocra
ABILITY SCORE CHANGES:
+2 Dexterity
+1 Wisdom
SIZE:
Medium
SPEED:
25 ft.
Fly: 50 ft.
LANGUAGES:
Common
Aarakocra
Auran
FEATURES:
Talons:
You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Flight:
You have a Fly speed of 50 feet, while not wearing Medium or Heavy Armor.
Monday, July 17, 2017
Upcoming Expansion Races!
I'll be adding the races included in the offical expansion materials for Dungeon & Dragons 5th Edition. Races not acceptable for Adventurer's League will be marked as such on their respective pages.
Expansion Races (Adventurer's League Legal)
NOTE: All Tiefling variants are legal for Adventurer's League play with the exception of the Winged Tiefling.
Expansion Races (Adventurer's League Legal)
- Aasimar (Protector, Scourge, Fallen)
- Duergar (Dark Dwarf)
- Firbolg
- Genasi
- Goblin
- Goliath
- Ghostwise (Halfling)
- Hobgoblin
- Kenku
- Kobold
- Lizardfolk
- Orc
- Tabaxi
- Triton
- Yuan-Ti Pureblood
- Aaakocra
- Changeling
- Eladrin (Elf)
- Merfolk
- Minotaur
- Revenant
- Shifter
- Warforged
NOTE: All Tiefling variants are legal for Adventurer's League play with the exception of the Winged Tiefling.
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