Character Creation and Races Traits
Choose a Class, Race, and Background. Class and Race go hand in hand, so whichever you choose first, make sure the next choice complements it.
All this is taken from the players handbook 2024 and slightly modified by me.
I have uploaded all the information in PDF, is in my drive:
Donato's Drive
Class
This determines your fighting style and special abilities. Each time you level up, you gain a level in your class (up to 20th level).
| Class | Traditional Play Style | Prioritized Abilities |
|---|---|---|
| Barbarian | Weapons, high damage, tank | STR, CON |
| Bard | Spells & weapons, crowd control, skill jockey, support | DEX, CHA |
| Cleric | Spells & weapons, support | CON, WIS |
| Druid | Spells & weapons, offense and non-combat spells | DEX, WIS |
| Fighter | Weapons, combat specialist | STR, DEX |
| Monk | Weapons, combat specialist | DEX, WIS |
| Paladin | Weapons & spells, tank, offense, support | STR, CHA |
| Ranger | Weapons & spells, survivalist, animal companion (optional) | DEX, WIS |
| Rogue | Weapons, stealth specialist, skill jockey | DEX, INT |
| Sorcerer | Spells, glass cannon | CON, CHA |
| Warlock | Weapons & spells, well-rounded combat | CON, CHA |
| Wizard | Spells, diverse spell list | CON, INT |
Race
This determines your physical appearance and provides bonuses to certain ability scores, extra abilities, and/or proficiencies. Some races are more suited to certain classes, but you can choose any race you like.
Human
Versatile and ambitious, humans are the most adaptable and widespread race in the world, known for their diversity and drive.
Human Traits
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Creature Type: Humanoid
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Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
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Speed: 30 feet
As a Human, you have the following special traits:
Resourceful
You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful
You gain proficiency in one skill of your choice.
Versatile
You gain an Origin Feat of your choice.
Origin Feats (Choose one)
Alert
You gain the following benefits:
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Initiative Proficiency: Add your Proficiency Bonus to your Initiative rolls.
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Initiative Swap: After rolling Initiative, you may swap Initiative with one willing ally (not Incapacitated) in the same combat.
Crafter
You gain the following benefits:
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Tool Proficiency: Gain proficiency with three different Artisan's Tools of your choice.
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Discount: Receive a 20% discount on nonmagical items you purchase.
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Fast Crafting: After a Long Rest, craft one item from the Fast Crafting table if you have the proper tools and proficiency. The item lasts until your next Long Rest.
Crafted Gear Examples
Ladder, Torch, Case, Pouch, Block and Tackle, Jug, Lamp, Ball Bearings, Bucket, Caltrops, Grappling Hook, Iron Pot, Bell, Shovel, Tinder Box, Basket, Rope, Net, Tent, Club, Greatclub, Quarterstaff.
Healer
You gain the following benefits:
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Battle Medic: With a Healer's Kit, as a Use an Object action, a creature within 5 feet can spend a Hit Die. You roll that die, and they regain HP equal to the roll + your Proficiency Bonus.
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Healing Rerolls: When you roll a 1 on any die used to restore HP (from this feat or spells), you may reroll it once (must use the new roll).
Lucky
You gain the following benefits:
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Luck Points: You have a number of Luck Points equal to your Proficiency Bonus. Regain all after a Long Rest.
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Advantage: Spend 1 Luck Point to gain Advantage on a d20 Test.
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Disadvantage: Spend 1 Luck Point to impose Disadvantage on an attack roll made against you.
Magic Initiate
You gain the following benefits:
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Two Cantrips: Choose two cantrips from the Cleric, Druid, or Wizard spell list.
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Level 1 Spell: Choose one level 1 spell from the same list. Always prepared. Cast once without a slot per Long Rest.
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Spellcasting Ability: Choose Intelligence, Wisdom, or Charisma when you select the feat.
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Spell Change: When you gain a level, you may replace one spell from this feat with another of the same level from the same list.
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Repeatable: Can be taken more than once, but you must select a different spell list each time.
Musician
You gain the following benefits:
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Instrument Training: Gain proficiency with three Musical Instruments of your choice.
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Encouraging Song: After a Short or Long Rest, play music to give Heroic Inspiration to a number of allies equal to your Proficiency Bonus.
Savage Attacker
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Once per turn, when you hit with a weapon, roll the damage dice twice and use either result.
Skilled
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Gain proficiency in any combination of three skills or tools of your choice.
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Repeatable: Can be taken more than once.
Tavern Brawler
You gain the following benefits:
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Enhanced Unarmed Strike: Deal 1d4 + Strength modifier Bludgeoning damage instead of normal Unarmed Strike damage.
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Damage Rerolls: Reroll 1s on damage dice for Unarmed Strikes (must use the new roll).
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Improvised Weaponry: Gain proficiency with improvised weapons.
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Push: Once per turn, when you hit with an Unarmed Strike, you may also push the target 5 feet away.
Tough
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Your Hit Point maximum increases by twice your character level when you gain this feat.
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Afterward, gain +2 HP each time you level up.
Elf
Graceful and long-lived, elves are known for their keen senses, natural agility, and deep connection to magic and nature.
Elf Traits
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Creature Type: Humanoid
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Size: Medium (about 5–6 feet tall)
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Speed: 30 feet
As an Elf, you have the following special traits:
Elven Lineage
You are part of a lineage that grants you supernatural abilities. Choose one of the following Elven Lineages. You gain the level 1 benefit of that lineage.
When you reach character levels 3 and 5, you gain additional spells. You always have these spells prepared. You can cast each of them once without a spell slot, regaining the ability to do so when you finish a Long Rest. You may also cast them using your own spell slots.
Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for these spells when you select your lineage.
Elven Lineages Table
| Lineage | Level 1 Benefit | Level 3 Spell | Level 5 Spell |
|---|---|---|---|
| Drow | Dancing Lights cantrip Darkvision increases to 120 ft | Faerie Fire | Darkness |
| High Elf | Prestidigitation cantrip (can be swapped after a Long Rest) | Detect Magic | Misty Step |
| Wood Elf | Speed increases to 35 feet Know the Druidcraft cantrip | Longstrider | Pass without Trace |
You have Advantage on saving throws to avoid or end the Charmed condition.
Keen Senses
You have proficiency in Insight, Perception, or Survival (choose one).
Trance
You don’t need to sleep, and magic can’t put you to sleep.
You can complete a Long Rest in 4 hours by entering a trancelike meditation, during which you remain conscious.
Dwarf
Stout and resilient, dwarves are proud warriors and master craftsmen, often found in mountain strongholds and ancient halls.
Dwarf Traits
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Creature Type: Humanoid
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Size: Medium (about 4–5 feet tall)
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Speed: 30 feet
As a Dwarf, you have the following special traits:
Dwarven Resilience
You have Resistance to Poison damage.
You also have Advantage on saving throws to avoid or end the Poisoned condition.
Dwarven Toughness
Your Hit Point maximum increases by 1, and increases by 1 again each time you gain a level.
Stonecunning
As a Bonus Action, you gain Tremorsense (the ability to sense creatures, objects or rooms around the rock and stone) with a range of 60 feet for 10 minutes.
To use this sense, you must be on or touching a stone surface (natural or worked).
You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Gnome
Clever and curious, gnomes are small but energetic, often drawn to invention, illusion, and playful trickery.
Gnome Traits
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Creature Type: Humanoid
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Size: Small (about 3–4 feet tall)
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Speed: 30 feet
As a Gnome, you have the following special traits:
Gnomish Cunning
You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
Gnomish Lineage
You are part of a lineage that grants you supernatural abilities. Choose one of the following lineages.
For all spells gained from this trait, choose Intelligence, Wisdom, or Charisma as your spellcasting ability when you select your lineage.
Forest Gnome
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You know the Minor Illusion cantrip.
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You always have Speak with Animals prepared.
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You can cast Speak with Animals without a spell slot a number of times equal to your Proficiency Bonus, regaining all uses after a Long Rest.
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You can also use any available spell slots to cast it.
Rock Gnome
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You know the Mending and Prestidigitation cantrips.
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You can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box.
When you create the device:
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Choose one effect from Prestidigitation. The device produces that effect when a creature touches it and uses a Bonus Action to activate it.
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If the effect has multiple options (e.g., ignite/extinguish), choose one. The device performs only that specific option.
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You can have up to three devices at once.
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Each device lasts 8 hours or until you dismantle it with a touch as a Use an Object action.
Tiefling
Marked by infernal heritage, tieflings bear horns and tails, often facing prejudice—but wielding innate magic and determination.
Tiefling Traits
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Creature Type: Humanoid
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Size: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species
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Speed: 30 feet
As a Tiefling, you have the following special traits:
Fiendish Legacy
You are the recipient of a legacy that grants you supernatural abilities. Choose one Fiendish Legacy from the table below. You gain the Level 1 benefit of your chosen legacy.
At character levels 3 and 5, you gain additional spells based on your legacy.
You always have these spells prepared. You can cast each of them once without a spell slot, regaining the use after a Long Rest.
You may also cast them using any available spell slots.
Choose Intelligence, Wisdom, or Charisma as your spellcasting ability when you select this legacy.
Fiendish Legacies Table
| Legacy | Level 1 Benefit | Level 3 Spell | Level 5 Spell |
|---|---|---|---|
| Abyssal | Resistance to Poison damage Know the Poison Spray cantrip | Ray of Sickness | Hold Person |
| Chthonic | Resistance to Necrotic damage Know the Chill Touch cantrip | False Life | Ray of Enfeeblement |
| Infernal | Resistance to Fire damage Know the Fire Bolt cantrip | Hellish Rebuke | Darkness |
You know the Thaumaturgy cantrip.
When cast using this trait, it uses the same spellcasting ability chosen for your Fiendish Legacy.
Orc
Fierce and powerful, orcs are driven by strength and instinct. Many strive to prove themselves beyond their warlike reputation.
Orc Traits
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Creature Type: Humanoid
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Size: Medium (about 6–7 feet tall)
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Speed: 30 feet
As an Orc, you have the following special traits:
Adrenaline Rush
You can take the Dash action as a Bonus Action.
When you do, you also gain Temporary Hit Points equal to your Proficiency Bonus.
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You can use this trait a number of times equal to your Proficiency Bonus.
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You regain all expended uses when you finish a Short or Long Rest.
Relentless Endurance
When you are reduced to 0 Hit Points but not killed outright, you can instead drop to 1 Hit Point.
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Once you use this trait, you can't use it again until you finish a Long Rest.
Dragonborn
Dragonborn Traits
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Creature Type: Humanoid
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Size: Medium (about 5–7 feet tall)
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Speed: 30 feet
As a Dragonborn, you have the following special traits:
Draconic Ancestry
Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon, Damage Resistance, and your appearance.
Draconic Ancestors Table:
| Dragon | Damage Type | Dragon | Damage Type | |
|---|---|---|---|---|
| Black | Acid | Gold | Fire | |
| Blue | Lightning | Green | Poison | |
| Brass | Fire | Red | Fire | |
| Bronze | Lightning | Silver | Cold | |
| Copper | Acid | White | Cold |
When you take the Attack action, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot cone or a 30-foot line that is 5 feet wide (choose the shape each time).
Each creature in the area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + Proficiency Bonus).
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On a failed save, the creature takes 1d10 damage of the type determined by your Draconic Ancestry.
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On a successful save, the creature takes half damage.
The damage increases at certain character levels:
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5th level: 2d10
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11th level: 3d10
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17th level: 4d10
You can use this Breath Weapon a number of times equal to your Proficiency Bonus. All expended uses are regained when you finish a Long Rest.
Damage Resistance
You have Resistance to the damage type determined by your Draconic Ancestry.
Draconic Flight
At character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings from your back that last for 10 minutes, or until you retract them (no action required) or become Incapacitated.
During this time, you gain a Fly Speed equal to your Speed. The wings appear to be made of the same energy as your Breath Weapon.
Once you use this trait, you can’t use it again until you finish a Long Rest.
Aasimar (Angels, maybe demigods depending on the story of your character)
Radiant and enigmatic, aasimar are touched by celestial power, often seen as destined protectors with a mysterious aura.
Aasimar Traits
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Creature Type: Humanoid
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Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this race
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Speed: 30 feet
As an Aasimar, you have the following special traits:
Celestial Resistance
You have resistance to Necrotic damage and Radiant damage.
Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains hit points equal to the total rolled.
Once you use this trait, you can’t use it again until you finish a Long Rest.
Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation
When you reach character level 3, you can transform as a Bonus Action, choosing one of the following options each time you do so. The transformation lasts for 1 minute or until you end it (no action required).
Once you transform, you can’t do so again until you finish a Long Rest.
While transformed, once on each of your turns, you can deal extra damage to one target when you hit with an attack or spell. The extra damage equals your Proficiency Bonus, and its type depends on the transformation:
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Radiant for Heavenly Wings and Inner Radiance
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Necrotic for Necrotic Shroud
Transformation Options:
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Heavenly Wings
Spectral wings sprout from your back. You gain a Fly Speed equal to your Speed for the duration. -
Inner Radiance
Searing light radiates from your eyes and mouth. You shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. At the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. -
Necrotic Shroud
Your eyes become pools of darkness and shadowy wings appear. Creatures (not allies) within 10 feet must succeed on a Charisma saving throw (DC = 8 + your Charisma modifier + Proficiency Bonus) or be Frightened until the end of your next turn.
Goliath
Towering and hardy, goliaths hail from the high mountains. They live for challenge, glory, and the strength of the tribe.
Goliath Traits
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Creature Type: Humanoid
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Size: Medium (about 7–8 feet tall)
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Speed: 35 feet
As a Goliath, you have the following special traits:
Giant Ancestry
You are descended from Giants. Choose one of the following supernatural boons. You can use the chosen benefit a number of times equal to your Proficiency Bonus, regaining all uses when you finish a Long Rest.
| Ancestry | Ability |
|---|---|
| Cloud’s Jaunt (Cloud Giant) | As a Bonus Action, magically teleport up to 30 feet to an unoccupied space you can see. |
| Fire’s Burn (Fire Giant) | When you hit with an attack, deal an additional 1d10 Fire damage to the target. |
| Frost’s Chill (Frost Giant) | When you hit with an attack, deal an additional 1d6 Cold damage, and reduce the target’s Speed by 10 feet until the start of your next turn. |
| Hill’s Tumble (Hill Giant) | When you hit a Large or smaller creature, you can knock it Prone. |
| Stone’s Endurance (Stone Giant) | When you take damage, use a Reaction to roll 1d12 + Constitution modifier and reduce the damage by that total. |
| Storm’s Thunder (Storm Giant) | When a creature within 60 feet deals damage to you, use a Reaction to deal 1d8 Thunder damage to it. |
At character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space.
This transformation lasts for 10 minutes or until you end it (no action required).
While transformed:
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You have Advantage on Strength checks.
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Your Speed increases by 10 feet.
Once you use this trait, you can't use it again until you finish a Long Rest.
Powerful Build
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You have Advantage on saving throws to end the Grappled condition.
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You count as one size larger when determining carrying capacity.










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