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medium armor

  • casting time Charisma

    **Skills.** Choose two from History
  • range Insight

  • components Medicine
  • duration Persuasion

and Religion;Cleric Class Feature;;

Other shields

**Weapons.** All simple weapons

**Tools.** None

**Saving Throws.** Wisdom

in addition to the equipment granted by your background:

• (a) a mace or (b) a warhammer (if proficient)
• (a) scale mail

  • casting time or (c) chain mail (if proficient)
    • (a) a light crossbow and 20 bolts or (b) any simple weapon
    • (a) a priest’s pack or (b) an explorer’s pack
    • A shield and a holy symbol;Cleric Class Feature;;
  • range

Other (b) leather armor

you can cast cleric spells (see the cleric spell list).

**Cantrips.** At 1st level

Other you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels.

**Preparing and Casting Spells.** You prepare a list of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one). You can change your list when you finish a long rest; preparing a new list requires prayer and meditation (at least 1 minute per spell level for each spell on your list).

**Spellcasting Ability.** Wisdom is your spellcasting ability for your cleric spells. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Spell attack modifier = your proficiency bonus + your Wisdom modifier

**Ritual Casting.** You can cast a cleric spell as a ritual if the spell has the ritual tag and you have it prepared.

**Spellcasting Focus.** You can use a holy symbol as a spellcasting focus for your cleric spells.;Cleric Class Feature;;

you always have it prepared

Other and it doesn’t count against the number of spells you can prepare each day.;Cleric Class Feature;;

the spell is nonetheless a cleric spell for you.;Cleric Class Feature;;

Other

speak with animals
3rd — barkskin

  • casting time wind wall
    7th — dominate beast
  • range grasping vine
    9th — insect plague

  • components tree stride;Cleric Class Feature;;
  • duration

Other spike growth
5th — plant growth

you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling

  • casting time or Survival.

    **Bonus Proficiency.** Also at 1st level
  • range you gain proficiency with heavy armor.;Cleric Class Feature;;

Other Nature

you gain the ability to channel divine energy directly from your deity

  • casting time as noted in the domain description.

    When you use your Channel Divinity
  • range you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

    Some Channel Divinity effects require saving throws. When you use such an effect from this class

  • components the DC equals your cleric spell save DC.

    Beginning at 6th level
  • duration you can use your Channel Divinity twice between rests

and beginning at 18th level you can use it three times between rests. When you finish a short or long rest

Other using that energy to fuel magical effects.

You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels

you present your holy symbol and speak a prayer censuring the undead.

Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw

  • casting time and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action
  • range it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move

  • components the creature can use the Dodge action.;Cleric Class Feature;;
  • duration

Other it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can

C;Hit Points & Proficiencies;PHB;;;;;;Hit Dice: 1d8 per cleric level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

**Armor.** Light armor
C;Hit Points & Proficiencies;PHB;;;;;;Hit Dice: 1d8 per cleric level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

**Armor.** Light armor
C;Equipment;PHB;;;;;;You start with the following equipment C;Equipment;PHB;;;;;;You start with the following equipment
C;Spellcasting (1st Level);PHB;;;;;;As a conduit for divine power C;Spellcasting (1st Level);PHB;;;;;;As a conduit for divine power
C;Divine Domain Spells (Overview);PHB;;;;;;Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description.

Once you gain a domain spell
C;Divine Domain Spells (Overview);PHB;;;;;;Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description.

Once you gain a domain spell
C;Divine Domain Spells (Cleric Spells for You);PHB;;;;;;If you have a domain spell that doesn’t appear on the cleric spell list C;Divine Domain Spells (Cleric Spells for You);PHB;;;;;;If you have a domain spell that doesn’t appear on the cleric spell list
C;Nature Domain Spells;PHB;;;;;;**Cleric Level — Spells**

1st — animal friendship
C;Nature Domain Spells;PHB;;;;;;**Cleric Level — Spells**

1st — animal friendship
C;Acolyte of Nature & Bonus Proficiency;PHB;;;;;;**Acolyte of Nature.** At 1st level C;Acolyte of Nature & Bonus Proficiency;PHB;;;;;;**Acolyte of Nature.** At 1st level
C;Channel Divinity (2nd Level);PHB;;;;;;At 2nd level C;Channel Divinity (2nd Level);PHB;;;;;;At 2nd level
C;Channel Divinity: Turn Undead;PHB;;;;;;As an action C;Channel Divinity: Turn Undead;PHB;;;;;;As an action

when an undead fails its saving throw against your Turn Undead feature

  • casting time as shown below.

    **Cleric Level — Destroys Undead of CR**

    5th — 1/2 or lower
    8th — 1 or lower
    11th — 2 or lower
    14th — 3 or lower
    17th — 4 or lower;Cleric Class Feature;;
  • range

Other the creature is instantly destroyed if its challenge rating is at or below a certain threshold

you can use your Channel Divinity to charm animals and plants.

As an action

  • casting time it is charmed by you for 1 minute or until it takes damage.

    While it is charmed by you
  • range it is friendly to you and other creatures you designate.;Cleric Class Feature;;

Other you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw

medium armor

  • casting time daggers
  • range darts

  • components javelins
  • duration maces

quarterstaffs

scimitars shields (druids will not wear armor or use shields made of metal)

**Weapons.** Clubs

in addition to the equipment granted by your background:

• (a) a wooden shield or (b) any simple weapon
• (a) a scimitar or (b) any simple melee weapon
• Leather armor

  • casting time and a druidic focus;Druid Class Feature;;
  • range

scimitars an explorer’s pack

the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message.

Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.;Druid Class Feature;;

scimitars

you can cast druid spells.

**Cantrips.** At 1st level

scimitars you know three cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels.

**Preparing and Casting Spells.** You prepare a list of druid spells equal to your Wisdom modifier + your druid level (minimum of one). You can change your list when you finish a long rest; preparing a new list requires prayer and meditation (at least 1 minute per spell level for each spell on your list).

**Spellcasting Ability.** Wisdom is your spellcasting ability for your druid spells. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Spell attack modifier = your proficiency bonus + your Wisdom modifier

**Ritual Casting.** You can cast a druid spell as a ritual if the spell has the ritual tag and you have it prepared.

**Spellcasting Focus.** You can use a druidic focus as a spellcasting focus for your druid spells.;Druid Class Feature;;

you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into

  • casting time drop to 0 hit points
  • range or die.

    While you are transformed:

    • Your game statistics are replaced by the beast’s statistics

  • components but you retain your alignment
  • duration personality

and Intelligence

Wisdom as shown below.

**Beast Shapes**

2nd — Max. CR 1/4 — No flying or swimming speed — Example: Wolf
4th — Max. CR 1/2 — No flying speed — Example: Crocodile
8th — Max. CR 1 — (no limitation listed) — Example: Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature.

You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious

you gain the ability to use Wild Shape on your turn as a bonus action

  • casting time while you are transformed by Wild Shape
  • range you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.;Druid Class Feature;;

Wisdom rather than as an action.

Additionally

you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table

  • casting time you can transform into a beast with a challenge rating as high as your druid level divided by 3
  • range rounded down.;Druid Class Feature;;

Wisdom but must abide by the other limitations).

Starting at 6th level

C;Destroy Undead (5th Level);PHB;;;;;;Starting at 5th level C;Destroy Undead (5th Level);PHB;;;;;;Starting at 5th level
C;Channel Divinity: Charm Animals and Plants;PHB;;;;;;Starting at 2nd level C;Channel Divinity: Charm Animals and Plants;PHB;;;;;;Starting at 2nd level
D;Hit Points & Proficiencies;PHB;;;;;;Hit Dice: 1d8 per druid level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

**Armor.** Light armor
D;Hit Points & Proficiencies;PHB;;;;;;Hit Dice: 1d8 per druid level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

**Armor.** Light armor
D;Equipment;PHB;;;;;;You start with the following equipment D;Equipment;PHB;;;;;;You start with the following equipment
D;Druidic;PHB;;;;;;You know Druidic D;Druidic;PHB;;;;;;You know Druidic
D;Spellcasting (1st Level);PHB;;;;;;Drawing on the divine essence of nature itself D;Spellcasting (1st Level);PHB;;;;;;Drawing on the divine essence of nature itself
D;Wild Shape (2nd Level);PHB;;;;;;Starting at 2nd level D;Wild Shape (2nd Level);PHB;;;;;;Starting at 2nd level
D;Combat Wild Shape;PHB;;;;;;When you choose this circle at 2nd level D;Combat Wild Shape;PHB;;;;;;When you choose this circle at 2nd level
D;Circle Forms;PHB;;;;;;The rites of your circle grant you the ability to transform into more dangerous animal forms.

Starting at 2nd level
D;Circle Forms;PHB;;;;;;The rites of your circle grant you the ability to transform into more dangerous animal forms.

Starting at 2nd level

shields

**Weapons.** Simple weapons

  • casting time Constitution

    **Skills.** Choose two skills from Acrobatics
  • range Animal Handling

  • components Athletics
  • duration History

Insight

Intimidation martial weapons

**Tools.** None

**Saving Throws.** Strength

in addition to the equipment granted by your background:

• (a) chain mail or (b) leather

  • casting time and 20 arrows
    • (a) a martial weapon and a shield or (b) two martial weapons
    • (a) a light crossbow and 20 bolts or (b) two handaxes
    • (a) a dungeoneer’s pack or (b) an explorer’s pack;Fighter Class Feature;;
  • range

Intimidation longbow

you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature

Intimidation you must finish a short or long rest before you can use it again.;Fighter Class Feature;;

you can push yourself beyond your normal limits for a moment.

On your turn

  • casting time you must finish a short or long rest before you can use it again.

    Starting at 17th level
  • range you can use it twice before a rest

  • components but only once on the same turn.;Fighter Class Feature;;
  • duration

Intimidation you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature

you can attack twice

  • casting time whenever you take the Attack action on your turn.

    The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.;Fighter Class Feature;;
  • range

Intimidation instead of once

you learn maneuvers that are fueled by special dice called superiority dice.

**Maneuvers.** You learn three maneuvers of your choice (see “Maneuvers”). Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th

  • casting time and 15th level. Each time you learn new maneuvers
  • range you can also replace one maneuver you know with a different one.

    **Superiority Dice.** You have four superiority dice

  • components which are d8s. A superiority die is expended when you use it. You regain all expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

    **Saving Throws.** Some maneuvers require a saving throw: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).;Fighter Class Feature;;
  • duration

Intimidation 10th

you gain proficiency with one type of artisan’s tools of your choice.;Fighter Class Feature;;

Intimidation

medium armor

  • casting time martial weapons

    **Tools.** None

    **Saving Throws.** Strength
  • range Constitution

    **Skills.** Choose two from Animal Handling

  • components Athletics
  • duration Intimidation

Nature

Perception shields

**Weapons.** Simple weapons

in addition to the equipment granted by your background:

• (a) a greataxe or (b) any martial melee weapon
• (a) two handaxes or (b) any simple weapon
• An explorer’s pack and four javelins;Barbarian Class Feature;;

Perception

F;Hit Points & Proficiencies;PHB;;;;;;Hit Dice: 1d10 per fighter level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

**Armor.** All armor
F;Hit Points & Proficiencies;PHB;;;;;;Hit Dice: 1d10 per fighter level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

**Armor.** All armor
F;Equipment;PHB;;;;;;You start with the following equipment F;Equipment;PHB;;;;;;You start with the following equipment
F;Second Wind;PHB;;;;;;You have a limited well of stamina that you can draw on to protect yourself from harm.

On your turn
F;Second Wind;PHB;;;;;;You have a limited well of stamina that you can draw on to protect yourself from harm.

On your turn
F;Action Surge;PHB;;;;;;Starting at 2nd level F;Action Surge;PHB;;;;;;Starting at 2nd level
F;Extra Attack;PHB;;;;;;Beginning at 5th level F;Extra Attack;PHB;;;;;;Beginning at 5th level
F;Combat Superiority;PHB;;;;;;When you choose this archetype at 3rd level F;Combat Superiority;PHB;;;;;;When you choose this archetype at 3rd level
F;Student of War;PHB;;;;;;At 3rd level F;Student of War;PHB;;;;;;At 3rd level
B;Hit Points & Proficiencies;PHB;;;;;;Hit Dice: 1d12 per barbarian level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

**Armor.** Light armor
B;Hit Points & Proficiencies;PHB;;;;;;Hit Dice: 1d12 per barbarian level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

**Armor.** Light armor
B;Equipment;PHB;;;;;;You start with the following equipment B;Equipment;PHB;;;;;;You start with the following equipment

you fight with primal ferocity. On your turn

  • casting time you gain the following benefits if you aren’t wearing heavy armor:

    • Advantage on Strength checks and Strength saving throws
    • Bonus damage on melee weapon attacks using Strength (see Rage Damage on the Barbarian table)
    • Resistance to bludgeoning
  • range piercing

  • components and slashing damage

    If you are able to cast spells
  • duration you can’t cast them or concentrate on them while raging.

    Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

    Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table

you must finish a long rest before you can rage again.;Barbarian Class Feature;;

Perception you can enter a rage as a bonus action.

While raging

your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

You can use a shield and still gain this benefit.;Barbarian Class Feature;;

Perception

you can throw aside all concern for defense to attack with fierce desperation.

When you make your first attack on your turn

  • casting time but attack rolls against you have advantage until your next turn.;Barbarian Class Feature;;
  • range

Perception you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn

you gain an uncanny sense of when things nearby aren’t as they should be

  • casting time such as traps and spells.

    To gain this benefit
  • range you can’t be blinded

  • components deafened
  • duration or incapacitated.;Barbarian Class Feature;;

Perception giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see

you can attack twice

  • casting time whenever you take the Attack action on your turn.;Barbarian Class Feature;;
  • range

Perception instead of once

you can transform

  • casting time you manifest a natural weapon. It counts as a simple melee weapon for you
  • range and you add your Strength modifier to the attack and damage rolls when you attack with it

  • components as normal.

    You choose the weapon’s form each time you rage:

    **Bite.** Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite
  • duration you regain hit points equal to your proficiency bonus

provided you have less than half your hit points when you hit.

**Claws.** Each of your hands transforms into a claw

Perception revealing the bestial power within you. Until the rage ends

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.** Elves love freedom

  • casting time and self-expression
  • range so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own

  • components and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.

    **Size.** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

    **Speed.** Your base walking speed is 30 feet.;High Elf Race Feature;;
  • duration

Perception variety

you have superior vision in dark and dim conditions.

You can see in dim light within 60 feet of you as if it were bright light

  • casting time only shades of gray.;High Elf Race Feature;;
  • range

Perception and in darkness as if it were dim light. You can’t discern color in darkness

and magic can’t put you to sleep.;High Elf Race Feature;;

Perception

B;Rage;PHB;;;;;;In battle B;Rage;PHB;;;;;;In battle
B;Unarmored Defense;PHB;;;;;;While you are not wearing any armor B;Unarmored Defense;PHB;;;;;;While you are not wearing any armor
B;Reckless Attack;PHB;;;;;;Starting at 2nd level B;Reckless Attack;PHB;;;;;;Starting at 2nd level
B;Danger Sense;PHB;;;;;;At 2nd level B;Danger Sense;PHB;;;;;;At 2nd level
B;Extra Attack;PHB;;;;;;Beginning at 5th level B;Extra Attack;PHB;;;;;;Beginning at 5th level
B;Form of the Beast;TCE;;;;;;When you enter your rage B;Form of the Beast;TCE;;;;;;When you enter your rage
R;Elf - Core Traits;PHB;;;;;;**Ability Score Increase.** Your Dexterity score increases by 2.

**Age.** Although elves reach physical maturity at about the same age as humans
R;Elf - Core Traits;PHB;;;;;;**Ability Score Increase.** Your Dexterity score increases by 2.

**Age.** Although elves reach physical maturity at about the same age as humans
R;Elf - Darkvision;PHB;;;;;;Accustomed to twilit forests and the night sky R;Elf - Darkvision;PHB;;;;;;Accustomed to twilit forests and the night sky
R;Elf - Keen Senses & Fey Ancestry;PHB;;;;;;**Keen Senses.** You have proficiency in the Perception skill.

**Fey Ancestry.** You have advantage on saving throws against being charmed
R;Elf - Keen Senses & Fey Ancestry;PHB;;;;;;**Keen Senses.** You have proficiency in the Perception skill.

**Fey Ancestry.** You have advantage on saving throws against being charmed

they meditate deeply

  • casting time for 4 hours a day (trance).

    While meditating
  • range 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

  • components you gain the same benefit that a human does from 8 hours of sleep.;High Elf Race Feature;;
  • duration

Perception remaining semiconscious

read

  • casting time with subtle intonations and intricate grammar. Elven literature is rich and varied
  • range and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.;High Elf Race Feature;;

Perception and write Common and Elvish.

Elvish is fluid

shortsword

  • casting time and longbow.

    **Cantrip.** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

    **Extra Language.** You can speak
  • range read

  • components and write one extra language of your choice.;High Elf Race Feature;;
  • duration

Perception shortbow

they are good-hearted and kind

  • casting time and have no tolerance for oppression. They are also very orderly and traditional
  • range leaning heavily on the support of their community and the comfort of their old ways.

    **Size.** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

    **Speed.** Your base walking speed is 25 feet.;Lightfoot Halfling Race Feature;;

Perception hate to see others in pain

ability check

  • casting time you can reroll the die and must use the new roll.;Lightfoot Halfling Race Feature;;
  • range

Perception or saving throw

read

  • casting time but halflings are loath to share it with others. They write very little
  • range so they don’t have a rich body of literature. Their oral tradition

  • components however
  • duration is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.;Lightfoot Halfling Race Feature;;

Perception and write Common and Halfling.

The Halfling language isn’t secret

and your Charisma score increases by 1.

**Age.** Young dragonborn grow quickly. They walk hours after hatching

  • casting time and reach adulthood by 15. They live to be around 80.

    **Alignment.** Dragonborn tend to extremes
  • range making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat). Most dragonborn are good

  • components but those who side with Tiamat can be terrible villains.

    **Size.** Dragonborn are taller and heavier than humans
  • duration standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

    **Speed.** Your base walking speed is 30 feet.;Dragonborn Race Feature;;

Perception attain the size and development of a 10-year-old human child by the age of 3

shape

  • casting time each creature in the area must make a saving throw (type depends on your ancestry). The DC equals 8 + your Constitution modifier + your proficiency bonus.

    A creature takes 2d6 damage on a failed save
  • range and half as much damage on a successful one. The damage increases to 3d6 at 6th level

  • components 4d6 at 11th level
  • duration and 5d6 at 16th level.

    After you use your breath weapon

you can’t use it again until you complete a short or long rest.;Dragonborn Race Feature;;

Perception and damage type of the exhalation.

When you use your breath weapon

read

Perception and write Common and Draconic.

Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.;Dragonborn Race Feature;;

R;Elf - Trance;PHB;;;;;;Elves don’t need to sleep. Instead R;Elf - Trance;PHB;;;;;;Elves don’t need to sleep. Instead
R;Elf - Languages;PHB;;;;;;You can speak R;Elf - Languages;PHB;;;;;;You can speak
R;High Elf - Subrace Features;PHB;;;;;;**Ability Score Increase.** Your Intelligence score increases by 1.

**Elf Weapon Training.** You have proficiency with the longsword
R;High Elf - Subrace Features;PHB;;;;;;**Ability Score Increase.** Your Intelligence score increases by 1.

**Elf Weapon Training.** You have proficiency with the longsword
R;Halfling - Core Traits;PHB;;;;;;**Ability Score Increase.** Your Dexterity score increases by 2.

**Age.** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

**Alignment.** Most halflings are lawful good. As a rule
R;Halfling - Core Traits;PHB;;;;;;**Ability Score Increase.** Your Dexterity score increases by 2.

**Age.** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

**Alignment.** Most halflings are lawful good. As a rule
R;Halfling - Lucky;PHB;;;;;;When you roll a 1 on an attack roll R;Halfling - Lucky;PHB;;;;;;When you roll a 1 on an attack roll
R;Halfling - Languages;PHB;;;;;;You can speak R;Halfling - Languages;PHB;;;;;;You can speak
R;Dragonborn - Core Traits;PHB;;;;;;**Ability Score Increase.** Your Strength score increases by 2 R;Dragonborn - Core Traits;PHB;;;;;;**Ability Score Increase.** Your Strength score increases by 2
R;Dragonborn - Breath Weapon;PHB;;;;;;You can use your action to exhale destructive energy. Your draconic ancestry determines the size R;Dragonborn - Breath Weapon;PHB;;;;;;You can use your action to exhale destructive energy. Your draconic ancestry determines the size
R;Dragonborn - Languages;PHB;;;;;;You can speak R;Dragonborn - Languages;PHB;;;;;;You can speak

and your Constitution score increases by 1.

**Age.** Half-orcs mature a little faster than humans

  • casting time and they range from 5 to well over 6 feet tall. Your size is Medium.

    **Speed.** Your base walking speed is 30 feet.;Half-Orc Race Feature;;
  • range

Perception reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

**Alignment.** Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

**Size.** Half-orcs are somewhat larger and bulkier than humans

you have superior vision in dark and dim conditions.

You can see in dim light within 60 feet of you as if it were bright light

  • casting time only shades of gray.;Half-Orc Race Feature;;
  • range

Perception and in darkness as if it were dim light. You can’t discern color in darkness

you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.;Half-Orc Race Feature;;

Perception

you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.;Half-Orc Race Feature;;

Perception

read

  • casting time grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.;Half-Orc Race Feature;;
  • range

Perception and write Common and Orc.

Orc is a harsh

the deities

  • casting time or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten
  • range or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile

  • components and hence the reason for your return to society.

    Work with your DM to determine the details of your discovery and its impact on the campaign.;Hermit Background Feature;;
  • duration

Perception the powerful beings of the outer planes

Religion

**Tool Proficiencies:** Herbalism kit

**Languages:** One of your choice

**Equipment:** A scroll case stuffed full of notes from your studies or prayers

  • casting time a set of common clothes
  • range an herbalism kit

    **Starting Gold:** 5 gp;Hermit Background Feature;;

Perception a winter blanket

people are inclined to think the best of you. You are welcome in high society

  • casting time and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.;Noble Background Feature;;
  • range

Perception and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure

Persuasion

**Tool Proficiencies:** One type of gaming set

**Languages:** One of your choice

**Equipment:** A set of fine clothes

  • casting time a scroll of pedigree
  • range and a purse containing 25 gp

    **Starting Gold:** 25 gp;Noble Background Feature;;

Perception a signet ring

R;Half-Orc - Core Traits;PHB;;;;;;**Ability Score Increase.** Your Strength score increases by 2 R;Half-Orc - Core Traits;PHB;;;;;;**Ability Score Increase.** Your Strength score increases by 2
R;Half-Orc - Darkvision;PHB;;;;;;Thanks to your orc blood R;Half-Orc - Darkvision;PHB;;;;;;Thanks to your orc blood
R;Half-Orc - Menacing & Relentless Endurance;PHB;;;;;;**Menacing.** You gain proficiency in the Intimidation skill.

**Relentless Endurance.** When you are reduced to 0 hit points but not killed outright
R;Half-Orc - Menacing & Relentless Endurance;PHB;;;;;;**Menacing.** You gain proficiency in the Intimidation skill.

**Relentless Endurance.** When you are reduced to 0 hit points but not killed outright
R;Half-Orc - Savage Attacks;PHB;;;;;;When you score a critical hit with a melee weapon attack R;Half-Orc - Savage Attacks;PHB;;;;;;When you score a critical hit with a melee weapon attack
R;Half-Orc - Languages;PHB;;;;;;You can speak R;Half-Orc - Languages;PHB;;;;;;You can speak
BKG;Feature: Discovery;PHB;;;;;;The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos BKG;Feature: Discovery;PHB;;;;;;The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos
BKG;Proficiencies & Equipment;PHB;;;;;;**Skill Proficiencies:** Medicine BKG;Proficiencies & Equipment;PHB;;;;;;**Skill Proficiencies:** Medicine
BKG;Feature: Position of Privilege;PHB;;;;;;Thanks to your noble birth BKG;Feature: Position of Privilege;PHB;;;;;;Thanks to your noble birth
BKG;Proficiencies & Equipment;PHB;;;;;;**Skill Proficiencies:** History BKG;Proficiencies & Equipment;PHB;;;;;;**Skill Proficiencies:** History

and you can always recall the general layout of terrain

  • casting time and other features around you. In addition
  • range you can find food and fresh water for yourself and up to five other people each day

  • components provided that the land offers berries
  • duration small game

water

Perception settlements

Survival

**Tool Proficiencies:** One type of musical instrument

**Languages:** One of your choice

**Equipment:** A staff

  • casting time a trophy from an animal you killed
  • range a set of traveler’s clothes

  • components and a belt pouch containing 10 gp

    **Starting Gold:** 10 gp;Outlander Background Feature;;
  • duration

Perception a hunting trap

you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on

  • casting time you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage
  • range you and your companions are expected to assist the crew during the voyage.;Sailor Background Feature;;

Perception or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favour

Perception

**Tool Proficiencies:** Navigator’s tools

  • casting time 50 feet of silk rope
  • range a lucky charm such as a rabbit foot or a small stone with a hole in the centre (or you may roll for a random trinket)

  • components a set of common clothes
  • duration and a belt pouch containing 10 gp

    **Starting Gold:** 10 gp;Sailor Background Feature;;

Perception vehicles (water)

**Languages:** None

**Equipment:** A belaying pin (club)

BKG;Feature: Wanderer;PHB;;;;;;You have an excellent memory for maps and geography BKG;Feature: Wanderer;PHB;;;;;;You have an excellent memory for maps and geography
BKG;Proficiencies & Equipment;PHB;;;;;;**Skill Proficiencies:** Athletics BKG;Proficiencies & Equipment;PHB;;;;;;**Skill Proficiencies:** Athletics
BKG;Feature: Ship’s Passage;PHB;;;;;;When you need to BKG;Feature: Ship’s Passage;PHB;;;;;;When you need to
BKG;Proficiencies & Equipment;PHB;;;;;;**Skill Proficiencies:** Athletics BKG;Proficiencies & Equipment;PHB;;;;;;**Skill Proficiencies:** Athletics