Race and Kingdom
Race is split into two steps in this game. You choose your race from those listed below, and then you
choose your kingdom. The kingdom represents cultural qualities common to the community you were
raised in or otherwise spent your formative years.
Every character has the following:
One ability score of your choice increases by 2.
You may forego this bonus for one of the following feats: Actor, Dungeon Delver, Durable, Healer,
Inspiring Leader, Keen Mind, Observant, Resilient, Ritual Caster, or Skilled. You may instead forego
the bonus for a racial feat if your race has any.
Another ability score of your choice increases by 1.
(This can’t be the same ability score as your first choice.)
Dwarf Traits
Size: Adult dwarves stand just over 4 feet tall on average. Your size is Medium.
Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Low-Light Vision: Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying
on sight.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance
against poison damage.
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain
a level.
Tireless: You can recover one level of exhaustion once after a short rest. You regain the ability to do so
after a long rest.
Elf Traits
Size: Elves stand just over 5 feet tall on average. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Low-light Vision: Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying
on sight.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to
sleep.
Keen Senses: You have proficiency in the Perception skill.
Reverie: Sleeping during a long rest doesn’t impose disadvantage on your Wisdom (Perception) checks
relying on hearing.
Sylvan Agility: You can roll Athletics ability checks using your Dexterity modifier instead of Strength.
Halfling Traits
Heaiamin, or halflings as they’re commonly called, are small humanoids. They have distinctly animal-
like qualities such as spots, stripes, and long arms. Some heiamin have retractable claws, furry ears, or
a tail. The race is uncommon, all but extinct in most regions, and sadly they are enslaved in the country
of Redmill.
Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than
yours.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and
must use the new roll.
Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at
least one size larger than you.
Dwarves have darkvision, dwarven resilience, and dwarven toughness.
Elves have darkvision, keen senses, fey ancestry, and trance.
Halflings have halfling nimbleness, naturally stealthy, and lucky.
Humans have proficiency in one skill of their choice and +1 to an additional ability score.
Gnomes have darkvision, gnome cunning, and naturally stealthy (the halfling lightfoot ability).
Orcs have darkvision, menacing, and relentless endurance.
Goblins have darkvision, nimble escape, and agile climber.
Half-Elves must use the abilities of an elf or a human.
Half-Orcs must use the abilities of an orc or a human.
Tiefling do not exist. Use the Damned Kingdom if you want infernal heritage.
Agile Climber. You have a climbing speed of 25 feet. You can't use your climbing speed while you
wear medium or heavy armor or if you’re encumbered.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Kingdom abilities:
The Hill Kingdom: You gain armor training, sure-footed, and stout resilience.
Armor Training. You have proficiency with light and medium armor.
Sure-Footed: You may ignore difficult terrain that is due to uneven surfaces, rocks, or light foliage.
Stout Resilience. You have advantage on saving throws against poison, and you have resistance to
poison damage. If your race grants resistance, you are immune instead.
The Swamp Kingdom: You gain natural illusionist, speak with beasts, and canny hunter.
Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for
it.
Speak with Beasts. Through sound and gestures, you may communicate simple ideas with beasts. If the
beast is friendly, you can also discern basic information about the environment and threats that the
beast has recently observed.
Canny Hunter: You gain proficiency with blowguns, spears, the poisoner’s kit, and the herbalism kit.
The Metropolitan Kingdom: You gain skill versatility, mercantile, and professional.
Skill Versatility. You gain proficiency in two skills of your choice.
Mercantile: You get advantage on persuasion checks made to barter.
Professional: Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any
ability check you make with the chosen proficiency.
The Forest Kingdom: You gain fleet of foot, mask of the wild, and beast ken.
Fleet of Foot. Your base walking speed increases by 5 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy
rain, falling snow, mist, and other natural phenomena.
Beast Ken. Through sound and gestures, you may communicate simple ideas with beasts. Indifferent
beasts will act friendly when there is a common threat to you and the beast. Beasts that are hostile due
to confusion or fear will act indifferent as long as they remain unprovoked and you come no closer than
50 feet.
The Mountain Kingdom: You gain artisan’s expertise and shield proficiency.
Artisan's Expertise. You gain proficiency with two kinds of artisan’s tools of your choice. Your
proficiency bonus is doubled for any ability check you make that uses either of the chosen
proficiencies. In addition, whenever you make an Intelligence (History) check related to the origin of
any architectural construction, you are considered proficient in the History skill and add double your
proficiency bonus to the check, instead of your normal proficiency bonus.
Shield Proficiency: You are proficient with shields.
The Feudal Kingdom: You gain brave, crowd tactics, and polearm proficiency.
Brave. You have advantage on saving throws against being frightened.
Crowd Tactics. You have advantage on an attack roll against a creature if at least two of your allies are
within 5 feet of the creature and neither ally is incapacitated.
Polearm Proficiency: You gain proficiency with spears, glaives, and pikes.
The Strange Kingdom: You gain cantrips, extra language, and spirit sight.
Cantrips. You know two cantrips of your choice from the Wizard spell list. Intelligence is your
spellcasting ability for them.
Extra Language. You can read, speak, and write one additional language of your choice.
Spirit Sight: You can see 60 feet into the Ethereal Plane. You can also see fey and undead that have
become invisible through innate spellcasting if they are within 60 feet.
The Industrial Kingdom: You gain tinker, artificer’s lore, and crossbow proficiency.
Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or
technological items, you can add twice your proficiency bonus instead of any other proficiency bonus
that may apply.
Tinker. You have proficiency with artisan tools (tinker's tools). 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. When you create a device, choose one of the following
options:
• 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 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.
At your DM's discretion, you may make other objects with effects similar in power to these. The
Prestidigitation cantrip is a good baseline for such effects.
Crossbow Proficiency: You gain proficiency with light crossbows, heavy crossbows, and hand
crossbows.
The Damned Kingdom: You gain hellish resistance and an infernal lineage.
Hellish Resistance. You have resistance to fire damage.
Infernal Lineage: Choose one of the following legacies.
• Legacy of Nessus. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast
the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast
the Darkness spell once. You must finish a long rest to cast these spells again with this trait.
Charisma is your spellcasting ability for these spells.
• Legacy of Maladomini. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can
cast the Ray of Sickness spell once as a 2nd-level spell with this trait and regain the ability to do
so when you finish a long rest. When you reach 5th level, you can cast cast the Crown of
Madness spell once with this trait and regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
• Legacy of Dis. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the
Disguise Self spell once with this trait and regain the ability to do so when you finish a long
rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait and
regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for
these spells.
• Legacy of Phlegethos. You know the Friends cantrip. When you reach 3rd level, you can cast
the Charm Person spell as a 2nd-level spell once with this trait and regain the ability to do so
when you finish a long rest. When you reach 5th level, you can cast the Suggestion spell once
with this trait and regain the ability to do so when you finish a long rest. Charisma is your
spellcasting ability for these spells.
• Legacy of Malbolge. You know the Minor Illusion cantrip. When you reach 3rd level, you can
cast the Disguise Self spell once with this trait and regain the ability to do so when you finish a
long rest. When you reach 5th level, you can cast the Invisibility spell once with this trait and
regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for
these spells.
• Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast
the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do
so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once
with this trait and regain the ability to do so when you finish a long rest. Charisma is your
spellcasting ability for these spells.
• Legacy of Minauros. You know the Mage Hand cantrip. When you reach 3rd level, you can cast
the Tenser's Floating Disk spell once with this trait and regain the ability to do so when you
finish a short or long rest. When you reach 5th level, you can cast the Arcane Lock spell once
with this trait, requiring no material component, and regain the ability to do so when you finish
a long rest. Charisma is your spellcasting ability for these spells.
• Legacy of Cania. You know the Mage Hand cantrip. When you reach 3rd level, you can cast the
Burning Hands spell as a 2nd-level spell once with this trait and regain the ability to do so when
you finish a long rest. When you reach 5th level, you can cast the Flame Blade spell once with
this trait and regain the ability to do so when you finish a long rest. Charisma is your
spellcasting ability for these spells.
• Legacy of Avernus. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast
the Searing Smite spell as a 2nd-level spell once with this trait and regain the ability to do so
when you finish a long rest. When you reach 5th level, you can cast the Branding Smite spell
once with this trait and regain the ability to do so when you finish a long rest. Charisma is your
spellcasting ability for these spells.
The Warrior Kingdom: You gain savage attacks and combat training.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the
weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Combat Training: Choose four martial and/or simple weapons that lack the special property. You gain
proficiency with them.
The Underdark Kingdom: You gain superior darkvision, innate magic, and sunlight sensitivity.
Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Innate Magic: You know one cantrip of your choice from the Sorcerer spell list. When you reach 3rd
level, choose one 1st level spell from the Sorcerer spell list. You can cast that spell once and regain the
ability to do so when you finish a long rest. When you reach 5th level, choose one 2nd level spell from
the Sorcerer spell list. You can cast that spell once and regain the ability to do so when you finish a
long rest. Charisma is your spellcasting ability for these spells.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely
on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
The Blessed Kingdom: You gain celestial resistance, healing hands, and radiant consumption.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points
equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Radiant Consumption. Starting at 3rd level, you can use your 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 level.
• Once you use this trait, you can't use it again until you finish a long rest.
Hellish Resistance, Infernal Lineage (Tiefling)
Savage Attacks, Relentless Endurance, Menacing (Half-Orc)
Skill Versatility, Fey Ancestry (Half-Elf)
Artificer’s Lore, Tinker (Rock Gnome)
Natural Illusionist, Speak with Small Beasts (Forest Gnome)
Feat, Skill (Human variant)
Stout Resilience (Stout halfling)
Naturally Stealthy (Lightfoot Halfling)
Lucky, Brave (Halfling)
Elf Weapon Training, Fleet of Foot, Mask of the Wild (Wood Elf)
Elf Weapon Training, Cantrip, Extra Language (High Elf)
Keen Senses, Trance (Elf)
Dwarven Armor Training (Mountain Dwarf)
Dwarven Toughness (Hill Dwarf)
Stonecunnung, Tool Proficiency, Dwarven Combat Training (Dwarf)
replace dragonborn with lizardfolk and make breath weapon a feat?
Racial feats:
Dwarf – Dwarven Fortitude
Elf – Revenant Blade, Elven Accuracy, Drow High Magic, Fey Teleportation, Wood Elf Magic
Orc – Tanarukk Blood, Orcish Fury
Goblin – Like A Boss
Gnome – Fade Away
Human – Prodigy
Halfling – Second Chance
Dwarf/Gnome/halfling – Squat Nimbleness
Blessed Kingdom – Angelic Protection
Damned Kingdom – Flames of Phlegethos, Infernal Constitution
Dragon Fear
Dragon Hide