Skills

Traits and skills that increase the efficacy and efficiency in combat. Whenever a skill refers to a save, the DC is calculated as 8 + your proficiency bonus + the attribute you use for the weapon.

When do I get combat skills?

You will get skill points to spend on combat skills mostly from you character choice.

Spending skill points

Unless otherwise noted, each skill costs 1 skill point. To buy a skill you must know the skill right above it in the “skill tree”. You can save skill points, and are allowed to spend them at a later time, after finishing a long rest.

Terms

Skill list

Weapons are divided into groups with common properties. For each group you have a rank which decides what traits you have access to. You need to have at least one trait in a rank to be able to choose a trait of a higher rank. If a trait has the same name as one in the previous rank, that trait is a prerequisite.

The following traits are included in all weapon groups.

  • Rank 1 - Simple Weapon Proficiency. Includes all Simple weapons in group
  • Rank 2 - Martial Weapon Proficiency. Includes all Martial weapons in group
  • Rank 3 - Weapon Master. You may reroll an attack with a weapon in this group. Use resets after a long rest.
  • Rank 4 - Weapon Master II. The use of weapon master is reset every time you crit.
Axe

Melee

Axes are weapons that have bladed, heavy heads and deal vicious cuts. The weight of an axe makes it fine for delivering crushing blows.

Rank 3
  • Arcing slash. When attacking with a two-handed axe, you may choose to target two creatures with a single attack. The targets must be within 5 ft of each other and within your reach. This attack uses the same attack roll for both targets, but using only half your proficiency bonus. On a hit you deal slashing damage equal to 1d6 plus your Strength modifier to each target.
  • Savage Critical. When you score a critical hit, you may roll one extra damage die.
Rank 4
  • Intimidating Slash. On your turn, when you score a critical hit or reduce a creature to 0 hit points, you can use a reaction to make a Strength (Intimidation) check, contested by the Wisdom of creatures that can see and hear you within 30 ft. If you succeed, the creatures are frightened of you until the end of your next turn.
  • Momentum. You can leverage the momentum and sweeping arc of an axe. When you miss an enemy, you may attack an adjacent enemy with the same weapon as a bonus action.
Club

Melee

Includes maces, hammers and picks. Weighted toward the top and attached to a shaft. Hammers have blunt striking surfaces, while a pick has a pointed head made to pierce.

Rank 3
  • Savage Critical. When you score a critical hit, you may roll one extra damage die.
Rank 4
  • Intimidating Smash. On your turn, when you score a critical hit or reduce a creature to 0 hit points, you can use a reaction to make a Strength (Intimidation) check, contested by the Wisdom of creatures that can see and hear you within 30 ft. If you succeed, the creatures are frightened of you until the end of your next turn.
Fencing Sword

Melee

All weapons in this group are martial light finesse blades that reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.

Rank 3
  • Defensive Posture. After using the Attack action with this weapon, you can spend a bonus action to bolster your defense. When you do, choose to either gain +1 to your AC, or lower the damage of one (1) attack that hits you by 1d6. Both effects last until the start of your next turn.
  • Defensive Slash. When you take the dodge action, you may use your bonus action to make a single melee attack at disadvantage.
  • Lightning Slash. If an opponent provokes an attack of opportunity, you can use your reaction to make two attacks instead of one. Once you use this trait, you must finish a short rest before you can use it again.
  • Parry. If a creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. This can be used while in Defensive posture.
  • Oncoming Storm. You have learnt a fighting stance focusing on swift slashes. With a bonus action, you can enter or leave the Oncoming Storm stance. While in this stance, the following applies. You gain +1 to attack rolls, but -2 penalty for damage rolls. If you use an Attack action, you can make an extra attack with your bonus action. If you are fighting with two weapons, you can make two attacks with the same bonus action with your off-hand.
Rank 4
  • Storm’s Edge. While in the Oncoming storm stance, you can activate this trait as a free action. Until the start of your next turn, all your attacks have 19-20 critical range. At the start of your next turn, all the opponents you successfully hit while in this feature take 1d6 damage for each attack it took. Once you use this feature, you must finish a short rest before you can use it again.
Flail

Melee

Weapons in the flail group have a flexible material, usually a length of chain, between a solid handle and the damage-dealing end of the weapon.

Rank 3
  • Conserve Momentum. When you miss with an attack you continue to whirl the chain in an effort to build energy towards your next attack. You may use your reaction to increase the damage of your next attack by the weapon’s damage dice. This effect can only be used until the start of your next turn.
  • Disarm. As an action, you may try to disarm a creature. If it fails a Strength or Dexterity saving throw (targets choice), it is disarmed.
  • Trip. When you hit with an opportunity attack, you may force the target to succeed with a Strength saving throw or be knocked prone.
Knife

Melee/Ranged

The knife group includes daggers, knives, stilettos and punching daggers. Basically any short blade that deals piercing or slashing damage. Knives are usually simple light weapons, but there are some that require more training to use efficiently, i.e. making them martial weapons, such as the blade boot or tiger claws.

Rank 3
  • Defensive Fighter. You gain +1 bonus to AC while wielding a knife in one hand and nothing in your other hand.
  • Fast Hands. You can draw a knife as part of an attack, without using your item action.
  • Knife Thrower. Attacking at long range doesn’t impose disadvantage on your ranged knife attack rolls. In addition they ignore half cover and three-quarters cover.
  • Precise. Attacks with knives score a critical hit on a roll of 19-20.
Rank 4
  • Barrage. The small nature of these weapons make it easy to throw multiples at once. Immediately after you take the Attack action on your turn to make a ranged knife attack, you can make an additional ranged knife attack as a bonus action.
  • Riposte. When a creature misses you with a melee attack, you can use your reaction to make a knife attack against that creature.
  • Try again. When you attack a creature with a knife during your turn and miss, you can use your bonus action to make another attack with the weapon against the same creature.
Lance

Melee

The lance is a special weapon that is used when mounted. It only exists as a martial weapon.

Rank 3
  • Savage Critical. When you score a critical hit, you may roll one extra damage die.
Polearm

Melee

Polearms are two-handed reach weapons mounted at the end of long shafts. All polearms also fall into another category of weapon, usually axe, heavy blade or spear, and thus apply the traits selected from that weapon group as well.

Rank 3
  • Arcing slash. When attacking with a two-handed slashing polearm, you may choose to target two creatures with a single attack. The targets must be within 5 ft of each other and within your reach. This attack uses the same attack roll for both targets, but using only half your proficiency bonus. On a hit you deal slashing damage equal to 1d6 plus your Strength modifier to each target.
  • Repel Charge. Polearms with a point are commonly used to set against a charge. If a creature moves at least 20 ft straight toward you to attack, you may use your reaction to make an opportunity attack with your piercing polearm before the attacker makes its attack roll. If your attack hits, add one additional weapon die to the damage roll, and the target has disadvantage on its attack roll. If the target was mounted, it must make a Strength saving throw. On a failure, it is dismounted and falls prone.
  • Vault. You can use your weapon to help you leap higher and farther. When you move at least 10 ft in a straight line, you can use your action to double the length and height of your jump. You can leap a maximum number of ft up to twice your Strength score (as part of your movement).
  • Whirlwind. You can keep multiple enemies at bay. When you take the Attack action, you can use a bonus action to make a melee attack with the opposite end of the weapon against a different target. The weapon’s damage die for this attack is a d6 and deals bludgeoning damage.
Rank 4
  • Repel Charge II. You have advantage on attack rolls against mounted creatures.
  • Utilize Reach. Creatures provoke an opportunity attack from you when they enter your reach.
  • Whirlwind II. As an action, you can choose to spin your polearm around you with great force. Make an attack roll against every adjacent creature. Each creature hit takes half damage and must succeed with a Strength saving throw or be pushed back 5 ft.
Spear

Melee

Consisting of a stabbing head on the end of a long shaft, a spear is great for lunging attacks. This includes the trident.

Rank 3
  • Dexterous Style. You may use these weapons as finesse weapons.
  • Reaching. As a bonus action on your turn, you can increase your reach by 5 feet for the rest of your turn.
  • Vault. You can use your weapon to help you leap higher and farther. When you move at least 10 ft in a straight line, you can use your action to double the length and height of your jump. You can leap a maximum number of ft up to twice your Strength score (as part of your movement).
Staff

Melee

In its most basic form, a staff is a long piece of wood or some other substance, roughly the same diameter along its whole length.

Rank 3
  • Vault. You can use your weapon to help you leap higher and farther. When you move at least 10 ft in a straight line, you can use your action to double the length and height of your jump. You can leap a maximum number of ft up to twice your Strength score (as part of your movement).
  • Whirlwind. You can keep multiple enemies at bay. When you take the attack action, you can use a bonus action to make a melee attack with the opposite end of the weapon against a different target. The weapon’s damage die for this attack is a d6 and deals bludgeoning damage.
Rank 4
  • Whirlwind II. As an action, you can choose to spin your staff around you with great force. Make an attack roll against every adjacent creature. Each creature hit takes half damage and must succeed with a Strength saving throw or be pushed back 5 ft.
Sword

Melee

Blades are balanced edged weapons. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.

Rank 3
  • Arcing slash. When attacking with a two-handed sword, you may choose to target two creatures with a single attack. The targets must be within 5 ft of each other and within your reach. This attack uses the same attack roll for both targets, but using only half your proficiency bonus. On a hit you deal slashing damage equal to 1d6 plus your Strength modifier to each target.
  • Versatile. In your hands, a Sword is a truly versatile weapon. When attacking during your turn, you can deal either bludgeoning, slashing or piercing damage.
Rank 4
  • Defensive Posture. After using the Attack action with a sword, you can spend a bonus action to bolster your defense. When you do, choose to either gain +1 to your AC, or lower the damage of one (1) attack that hits you by 1d6. Both effects last until the start of your next turn.
  • Grinding Halt. Whenever you must make a Strength saving throw to avoid being moved against your will, you can dig the blade of your two-handed sword into the ground as a reaction. Roll 2d6 and add the number rolled to the saving throw. If the effect pushing you does not have a saving throw, you move 5 ft less instead.
  • Pommel Strike. You may attempt to daze an enemy with the pommel of your blade. Make an attack as a bonus action. On a hit, you deal damage equal to your Strength modifier, and your target cannot take reactions until the end of your next turn.
  • Short draw. As an attack, you may draw a sheathed one-handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath on a hit. The attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.
Whip

Melee

A long, flexible, braided leather cord which tapered gradually from the handle to the tip. When stretched to full length, a whip can be up to 15 ft in length. The whip is mostly effective against unarmored creatures, but can be fitted with a blade at the end. All whips are martial weapons.

Rank 3
  • Disarm. As an action, you may try to disarm a creature. If it fails a Strength or Dexterity saving throw (targets choice) against DC 8 + your proficiency bonus + the attribute you use for the weapon, it is disarmed.
  • Trip. When you hit with an opportunity attack, you may force the target to succeed with a Strength saving throw (DC 8 + your proficiency bonus + the attribute you use for the weapon) or be knocked prone.
  • Whip Familiarity. Whips are considered light weapons for you.
Bow

Ranged

A bow is a shaft of strong, supple material with a string stretched between its two ends. It’s a projectile weapon that you use to fire arrows. Bows take training to use effectively, and they can be extremely deadly in expert hands.

Rank 3
  • Aimed Shot. As a bonus action, you can make a DC 15 Wisdom (Perception; modifiable with Sense-Sight) check to take a moment extra to ensure a precise hit. The next time you ready an action against a creature, you have advantage on the readied attack and score a critical hit on a roll of 19 or 20.
Rank 4
  • Lightning Reflexes. If your bow is drawn, you can make 1d3-1 ranged attacks as part of rolling initiative.
Crossbow

Ranged

A short bow mounted crosswise near the end of a wooden stock that shoots bolts (short arrows).

Rank 3
  • Aimed Shot. As a bonus action, you can make a DC 15 Wisdom (Perception; modifiable with Sense-Sight) check to take a moment extra to ensure a precise hit. The next time you ready an action against a creature, you have advantage on the readied attack and score a critical hit on a roll of 19 or 20.
  • Calm Nerves. Being adjacent to a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • Fast Loader. You have trained at loading crossbows faster, allowing you to ignore the loading quality of hand and light crossbows.
  • Zig-Zag. At the start of your turn you can spend a bonus action to move up to half your base speed. Attacks you make during your turn are made with disadvantage, but ranged attacks against you are made with disadvantage until the start of your next round.
Rank 4
  • Boltslinger. Gain a +1 bonus on damage rolls made with any type of crossbow.
Sling

Ranged

Slings consist of a cord made from leather or fabric, with a pouch to hold a projectile. They are typically loaded with either smooth rounded stones or a ball of lead, known as sling bullets. However, unlike some projectiles they were very versatile and could be used to launch a variety of objects, such as rocks or coins. This group also includes the staff sling, which is a sling attached to a staff. It is held in both hands and can be used for heavier missiles.

Rank 3
  • Sling Master. You may use either Strength or Dexterity for attack and damage rolls, and when you score a critical hit using a sling, the target can’t take reactions until the end of your next turn.
  • Headcrack. As an action, you may make a single ranged attack. If the attack hits, the target must make a Constitution saving throw or be stunned until the beginning of its next turn. A target can only be affected once by this attack, and this is reset after a short rest.
  • Zig-Zag. At the start of your turn you can spend a bonus action to move up to half your base speed. Attacks you make during your turn are made with disadvantage, but ranged attacks against you are made with disadvantage until the start of your next round.
Rank 4
  • Ricochet. As a bonus action, choose up to three creatures within 30 ft and 10 ft from each other. If you hit the first target with, you may make an additional attack against the second, and if the second hits, you may attack the third target.
Thrown Weapon

Ranged

This group includes all types of thrown weapons.

Rank 3
  • Boomerang Master. You can use the full potential of this unorthodox weapon. If you miss an attack with a boomerang, you may make one additional attack. If you miss all attacks, the boomerang returns to your hand. In addition, as a bonus action, choose up to three creatures within 30 ft and 10 ft from each other. If you hit the first target with, you may make an additional attack against the second, and if the second hit, you may attack the third target.
  • Fast Hands. You can draw a throwing weapon as part of an attack, without using your item action.
  • Improvised Throwing. You have proficiency with throwing improvised weapons.
  • Precise Thrower. Attacking at long range doesn’t impose disadvantage on your thrown weapon attack rolls. In addition they ignore half cover and three-quarters cover.
Rank 4
  • Barrage. If you are using small weapons, such as knives, darts or other items no larger than fist-sized, you can throw multiples at once. Immediately after you take the Attack action on your turn to make a ranged attack with a small thrown weapon, you can make an additional ranged attack as a bonus action.
Light Armor
You have trained to master the use of theae types of armor. You gain proficiency with light armor.
Light Armor Master

You are able to nimbly duck and dodge, and use your armor’s light protection to cover your mistakes, deflecting blows that would have only barely hit you. While wearing light armor, if you are subjected to an effect that allows you to make a Dexterity saving throw, you may use your reaction to gain advantage on the save. In addition opportunity attacks against you suffer disadvantage.

Medium Armor You gain proficiency with medium armor and shields.
Medium Armor Master Wearing medium armor doesn’t impose disadvantage on your Stealth checks, and when wearing such armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Heavy Armor You gain proficiency with heavy armor.
Heavy Armor Master You can use your armor or to deflect strikes that would kill others. While wearing heavy armor, bludgeoning, piercing and slashing damage that you take from non magical weapons is reduced by 3.
Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while wielding a shield.

  • If you take the Attack action, you can use a bonus action to try to shove an adjacent creature with your shield.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to Dexterity saving throws you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Brawler

You are accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand. You are proficient with improvised weapons and can use either Dexterity or Strength for attack and damage rolls of your unarmed strikes and improvised weapons. Additionally you gain the following benefits:

  • Your unarmed strike deals 1d4 damage and improvised weapons deal 1d6 if one-handed/thrown or 1d10 if two-handed.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to make an additional unarmed strike.
  • Attack rolls of unarmed strikes and improvised weapons have advantage for 1 round, if the targeted creature has not been attacked by you since it last completed a long rest.
Dual Wield You are a master at fighting with two weapons. Gain a +1 bonus to AC while wielding a separate melee weapon in each hand. Additionally you can draw or stow two weapons as a single item interaction.
Dual Wield II You can use two-weapon fighting even when the weapons you are wielding aren’t light.
Feint You can replace one attack with an attempt to deceive one humanoid that can see and hear you. Make a Charisma (Feint) check contested by the target’s Insight check. If you succeed, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.
Great Weapon Master

You’ve learned to put the weight of a Heavy weapon to your advantage, letting its momentum empower your strikes. On your turn, when you score a critical hit or reduce a creature to 0 hit points with one, you can make one melee weapon attack with it as a bonus action.

Interceptor

Interceptor is a generic term for any article of clothing which is used to deflect or intercept attacks, such as a thick wool cloak, silk scarf, war fan or umbrella. These are not weapons in the traditional sense, just durable personal effects, but can be just as effective in a duel as steel. For you, an interceptor grants +1 AC and has the Trip weapon property. In addition you can use an interceptor to catch missile weapons in flight before they strike, even against an ally. When a creature you can see attacks you or a target adjacent to you, you can use your reaction to impose disadvantage on the attack roll.

Opportunist

You take advantage of every drop in any enemy’s guard. When an adjacent creature makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Phalanx The training to fight and defend in a formation, in which the presence of friendly combatants on the left and right offer greater stability and defense during combat. The formation is a straight line, offering a front of defense against an enemy while advancing or fighting. This front ensures that each combatant in the line (with the exception of those upon the ends unless next to a wall) can be attacked by only one enemy per round. In a front created from the use of shields and one-handed weapons, shields provide an extra +1 AC. A formation requires that all the participants have this skill.

Your training includes watching your flanks and making it harder to pass. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

Stand Your Ground During combat, if at the end of your turn you have not moved, gain 3 temporary hit points. These temporary hit points last for 1 minute.
Press

The art of causing an adjacent enemy (of your size or smaller) to move towards an area where the combatant does not wish to be. On a successful opposed Strength (Press) check you push an enemy 5 ft backwards. You can either do this as a bonus action, or instead of an attack, in which case you have expertise.

Improved Press You can press creatures of one size larger than you.
Scuttle Away After rolling initiative, you may choose to replace your roll with an 18. If you do, for the first round of combat, you may only take the Dash, Hide, Dodge or Disengage actions for your action.
Sharpshooter You have mastered ranged weapons and can make shots that others find impossible. Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls. In addition they ignore half cover and three-quarters cover.
Crippling Hit Aiming for the legs, you can slow down your target. When you hit a creature with a ranged weapon attack, you can forgo the normal weapon damage. If you do, you deal damage equal to your ability modifier and the target must succeed with a Constitution saving throw, or their movement is reduced by half until the end of its next turn.
Trick Shot

Aiming for more vulnerable points can cause a great deal of damage. As an action, make a single stylish shot with disadvantage using a ranged weapon. If the lower roll would also hit the target, you automatically score a critical hit.

War magic

Requires Arcana, Divine magic or Primal magic, and only applies to the type of magic for which you have prerequisites.

You have practiced casting spells in the midst of combat. Through rigorous discipline you have learnt techniques that grant expertise on saving throws made to maintain concentration on spell effect. If you fail such a saving throw, you may choose to gain a level of exhaustion and treat the saving throw as a success instead.

Residual Power You have learned to harness your offensive magics and recycle its energy for use on your weapons. When you cast a spell of 1st level or higher that does damage, the next time you hit a creature with a weapon attack within 1 minute you deal 1d6 additional damage, the type of which is the same as the spell’s.
Spell Sniper You have learned techniques to enhance the precision and reach with combat spells. When you cast a spell that requires an attack roll, the spell’s range is doubled and the attacks ignore half cover and three-quarters cover.
War Caster You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. In addition you can cast a spell when making an opportunity attack. The spell must have a casting time of 1 action and target only that creature.
Skills and traits only selectable by certain folk.
Aasimar
Aasimar's Blessing Your divine lineage runs true within you, and you've grown to be able to draw upon it more frequently.

You can use your Necrotic Shroud or Radiant Soul feature a number of times equal to your proficiency bonus and you regain all uses after a long rest.

Celestial Resilience You become more resistant to injury when you unleash your full celestial might.

Gain temporary hit points equal to your level when you activate your Radiant Soul or Necrotic Shroud feature. These temporary hit points last until your transformation ends.

During your transformation, if you fail a saving throw, you can use your reaction to reroll the saving throw with advantage. Once you use this ability, you can’t do so again until your next transformation.

While transformed you may use a reaction to give an attack disadvantage within 10 ft of you, as you attempt to block the attack with your wings.

Searing Radiance Your celestial nature burns with holy fire, shining forth from your form.

You learn either the sacred flame or hand of radiance cantrip.

You learn either the searing smite or guiding bolt spell. You may cast this spell once per long rest without expending a spell slot.

Awakened
Deathless Flesh

   Prerequisite: Non-skeleton Awakened

As your power grows, your flesh becomes resilient to mundane forms of damage. Gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources.
Necrotic Affinity

   Prerequisite: Awakened (mummy)

Your affinity with necrotic energy grows, and you can sustain yourself with it.

When you take necrotic damage, you can use your reaction to ignore the damage and instead gain temporary hit points equal to the damage. These temporary hit points fade after 1 hour. Once you use this trait, you can’t use it again until you finish a short rest.

Beastfolk
Belly of the Beast

   Prerequisite: Varkind beastfolk

Few varkind posses a gut as impermeable, nor as odious as your own.

Once, after benefiting from your Buffet Enthusiast feature, you can excrete a staggering cloud of yellow, nauseating gas. For the following turn, each creature that comes within 5 ft of you must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or that are immune to poison automatically succeed on this saving throw. This effect is rendered null in areas of moderate wind.

When you benefit from your Buffet Enthusiast trait, add half of your level to the total temporary hit points gained.

Jumping Twitch

   Prerequisite: Grung beastfolk

As a reaction after an enemy misses you with an attack or ends their turn adjacent to you, you can jump up to 10 ft away. This movement does not provoke attacks of opportunity.

Leaping Strike

   Prerequisite: Bullywug beastfolk

When an ally that you can see hits a creature with a melee weapon attack, you can use your reaction to immediately make a standing leap, and make one melee weapon attack against the same target if it is within your reach. This movement does not provoke an opportunity attack. Once you use this trait, you can’t use it again until you finish a short rest.

Birdfolk
Flying Charge

   Prerequisite: Aarakocra birdfolk

You have learned how to utilize your flight and speed in combat.

When you are flying and dive at least 40 ft towards a target and hit it with a melee weapon, you can cause the attack to deal an aditional 1d6 damage.

Wings of Iron

   Prerequisite: Aarakocra birdfolk

Some aarakocra learn how to use their wings in combat, even adding metal tips to them.

Your wings can be used to swiftly strike at the enemy, dealing 1d4 slashing damage on a hit. You always count as being proficient. These unarmed strikes have the finesse property and can be used as an off-hand weapon, even if wielding a two-handed weapon.

Changeling
Defensive Shift You can use your shapeshifting to harden your skin to better protect yourself against physical assault.

When you take non-magical bludgeoning, piercing or slashing damage, you can use your reaction to gain resistance to that damage type. This resistance lasts until the start of your next turn and applies to the triggering damage. You can use this feature a number of times equal to your Constitution modifier, and regain all uses after a short rest.

Dhampir
Bite Fighter

   Prerequisite: Nosferatu Dhampir

You have practiced and honed your bite attack.

The damage of your bite increases by one die size.

When you make a bite attack against a creature you have grappled or that is otherwise restrained, you have advantage on the attack roll.

If you hit an adjacent opponent with a melee weapon attack as part of an Attack action, you can use your bonus action to attack the same target with your bite.

Blood Drinker You have stronger and longer fangs, that allow you to drink blood, just as your vampiric progenitors.

You can drink fresh blood from a humanoid creature, granting you 10 temporary hit points. Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, unconscious, or similarly disabled.

If you have a bite attack, you can drink blood as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon. Once you cut the target, you can drink from its wound as an action, dealing 1d3 damage each round. The blood must come from a living humanoid creature. It cannot come from a dead or summoned creature.

Dragonborn
Mighty Dragonborn Breath Your draconic breath weapon is even more fearsome than that of your kin.

Depending on your Draconic Ancestry, you gain the following benefit:

Black/Copper: Your acid burns your foes’ faces causing blinding pain. Creatures that fail the saving throw against your Breath Weapon are also blinded until the end of your next turn.

Blue/Bronze: Your lightning causes bolts of electricity to spark out at nearby enemies. Choose a number of creatures equal to your Constitution modifier (minimum of one) within 15 ft of any creatures affected by your initial Breath Weapon. Those creatures are also affected by your Breath Weapon.

Green: Your poison is noxious enough to cause agonizing sickness in others. Creatures that fail the saving throw against your Breath Weapon spend their next action that turn in pain and are unable to take any other action. Creatures immune to poison are not affected.

Red/Gold/Brass: Your fire leaves lingering flames on its victims. Creatures that fail the saving throw against your Breath Weapon take fire damage at the start of their next turn equal to half your Breath Weapon damage and then the flames burn out.

White/Silver: Your cold freezes enemies in their path. Creatures that fail the saving throw against your Breath Weapon are restrained until the end of your next turn.

Mighty Dragonborn Breath II The damage dice for your Breath Weapon increase to d8s. You also add your Constitution modifier to the damage.
Teeth like Knives Your claws and teeth are natural weapons with which you are proficient. They deal slashing damage (for claws) or piercing damage (for teeth) equal to 1d4 + your Strength modifier.

This base damage increases to 1d6 at 6th level, 1d8 at 12th level and 1d10 at 18th level. You may also use your natural weapons as an “off-hand” attack using the two-weapon fighting rules.

Additionally you can use your jaws and one of your attacks to grapple a creature without a free hand. When you grapple a creature in this way, it automatically fails saving throws against your breath weapon until released from your grip.

Tenfold Shields You have tougher scales than most of your kin. While you aren't wearing armor, your Armor Class equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Voice of the Wyrm A dragon inspires awe in all who encounter it. The dragon blood that flows through your veins gives you the same commanding presence.

You can roar, forcing each creature of your choice within 30 ft that can hear you to make a Wisdom saving throw against your breath weapon DC. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. After you use your roar, you can’t use it again until you complete a short rest.

Kobold Dragonfolk
Kobold Inventor You are resourceful and clever for a kobold.

You carry six of your inventions with you, and you can use each of the options below as an action once. Their DC is 8 + your proficiency bonus + your Intelligence modifier. You also add your proficiency bonus to attack rolls of your inventions (including the swarms attacks). All initial damage increases by an additional 1d6 at 8th level, 12th level, 16th level and 20th level.

You can only use one invention each turn. After finishing a long rest, and spending 1 hour to forage and prepare, you can regain all expended uses of your inventions. These inventions look like a mess of scrap, therefore others are unwilling to use or purchase them.

You can choose to panic and use one of the options below as a bonus action, however you must roll a d6 dice to determine which invention you use. If you roll a used invention, then nothing happens.

1- Acid. You hurl a flask of volatile acid to a location within 20 ft. Those within 10 ft of that location must make a Dexterity saving throw, taking 2d6 acid damage on a failed save, or half as much damage on a successful one.

2- Basket of Centipedes. You throw a small basket up to 20 ft. A swarm of insects (centipedes) emerges from it, immediately taking its turn after yours, and attacks the nearest creature until that creature is reduced to 0 hit points, after which the swarm disperses.

3- Scorpion on a Stick. You attack an adjacent creature with a scorpion tied to the end of a stick. On a hit the target suffers 1 piercing damage and must make a Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much damage on a successful one. On a failed save the target is also poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

4- Skunk in a Cage. You release a skunk into an unoccupied space within 20 ft, which immediately sprays its musk at a random creature adjacent to it. The target must make a Constitution saving throw. On a failed save, the target retches and can’t take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, and whenever it takes damage, ending the effect on a success.

5- Volatile Fire. You hurl a flask of fire to a creature within 20 ft of you, who must make a Dexterity saving throw. On a failed save, the target suffers 1d6 initial fire damage, and 1d6 additional fire damage at the start of each of its turns. A creature can take an action to extinguish the flames.

6- Wasp Nest in a Bag. This has the same rules as your Basket of Centipedes, but with wasps.

Nimble Kobold You are exceptionally nimble, even for a kobold.

You can move through the space of any creature that is of a size larger than you.

During combat you can take the Disengage or Dash action as a bonus action.

Opportunist You have perfected techniques that allow you to take advantage of openings in an enemies defenses made by an allies attack.

When an ally makes a melee attack against a creature adjacent to you, you can use your reaction to make one melee weapon attack against that creature.

Nimble Kobold You are exceptionally nimble, even for a kobold.

You can move through the space of any creature that is of a size larger than you.

During combat you can take the Disengage or Dash action as a bonus action.

Pickaxe Mastery

   Prerequisite: Club weapon group rank 2

Your time spent wielding a pickaxe allows you to wield it with devastating efficiency. You can use them as if they had the finesse and versatile properties, dealing 1d8 piercing damage (1d10 when used with two hands).

Whenever you attack with a pickaxe, you can swing wildly, causing your attack to have disadvantage. If you hit, you deal additional damage equal to double your proficiency bonus.

Whenever you have disadvantage on an attack roll you make with a pickaxe, the target still takes piercing damage equal to your Strength or Dexterity modifier (your choice) if the attack misses but the higher of the two d20 rolls would have hit.

Dwarf
Dwarven Resilience You have the soul of dwarf heroes flowing through you.

Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself.

You can use your reaction upon being hit by a weapon attack to give yourself resistance towards bludgeoning, piercing or slashing damage until the start of your next turn. You must then finish a long rest to use this feature again.

Floran
Big, Bad and Barky

Prerequisite: Roothulk floran

Your natural armor is hardened beyond what even a normal floran achieves, boosting your physical abilities and making you resilient to harm in a way that fleshy races can only emulate by wrapping themselves in dead earth.

You gain advantage on any Strength or Constitution saves to avoid being stunned.

While your hp is at its maximum value, you have resistance to all damage types except for fire.

Oozing Sap Your wounds ooze sap and close quickly. Any effect that causes bleeding will stop by itself after 1 round.

If you are below half hp and not wearing armor, your AC increases by 2, due the tar-like sap oozing from your wounds.

Gnome
Fade Away

   Prerequisite: Forest gnome

You can draw on your magical heritage to escape danger.

When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short rest.

Pickaxe Mastery

   Prerequisite: Deep gnome, Club weapon group rank 2

Your time spent wielding a pickaxe allows you to wield it with devastating efficiency. You can use them as if they had the finesse and versatile properties, dealing 1d8 piercing damage (1d10 when used with two hands).

Whenever you attack with a pickaxe, you can swing wildly, causing your attack to have disadvantage. If you hit, you deal additional damage equal to double your proficiency bonus.

Whenever you have disadvantage on an attack roll you make with a pickaxe, the target still takes piercing damage equal to your Strength or Dexterity modifier (your choice) if the attack misses but the higher of the two d20 rolls would have hit.

Halfling
Juggling Joker

   Prerequisite: Sleight of hand - Juggling, thrown weapon group rank 1

You've found that your natural ability to juggle and throw stuff accurately elicits both applause and smiles from a crowd, as well as the oohs and aahs you delight so much in.

Your deft, quick hands allow you to draw a thrown weapon as part of a weapon attack instead of using an object interaction.

You can throw stones well, treating them as simple thrown weapons and can throw them up to 60 ft. On a hit they do 1d4 + Dex damage regardless of their size.

If you use the Attack action with only thrown weapons, you can make an additional attack as a bonus action with a thrown weapon using the normal rules for two-weapon fighting.

Juggler’s kit. 15 sp. This kit consists of well-balanced items like multi-colored balls, shiny throwing knives, funnily painted clubs, and so on, as well as the tools to maintain these items.

Half-Orc
Bite Fighter

Prerequisite: Razortusk trait

You have practiced and honed your bite attack. The damage of your bite attack increases by one die size (i.e., d6 increases to d8, d4 to d6, d3 to d4, etc.).

When you make a bite attack against a creature you have grappled or that is otherwise restrained, you have advantage on the attack roll.

If you hit an adjacent opponent with a melee weapon attack as part of an Attack action, you can use your bonus action to attack the same target with your bite using the normal two-weapon fighting rules.

Lizardfolk
Bite Fighter You have practiced and honed your bite attack. The damage of your bite attack increases by one die size (i.e., d6 increases to d8, d4 to d6, d3 to d4, etc.).

When you make a bite attack against a creature you have grappled or that is otherwise restrained, you have advantage on the attack roll.

If you hit an adjacent opponent with a melee weapon attack as part of an Attack action, you can use your bonus action to attack the same target with your bite using the normal two-weapon fighting rules.

Blood of The Komodo

Prerequisite: Frillneck or sandscale lizardfolk

Some species of lizardfolk have poisonous glands that become stronger with time.

You gain resistance to poison damage. When dealing damage with your bite attack, add an extra 1d4 poison damage.

Strong Tail

Prerequisite: Any lizardfolk, except treewalker

You have trained the muscles in your tail enough to use it as a weapon. Gain proficiency with tail attacks which you can use to make unarmed strikes. If you hit, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

You can use your tail attack as if you were wielding a secondary weapon, even if already wielding a two-handed weapon.

Shifter
Bite Fighter

Prerequisite: Bite attack

You have practiced and honed your bite attack. The damage of your bite attack increases by one die size (i.e., d6 increases to d8, d4 to d6, d3 to d4, etc.).

When you make a bite attack against a creature you have grappled or that is otherwise restrained, you have advantage on the attack roll.

If you hit an adjacent opponent with a melee weapon attack as part of an Attack action, you can use your bonus action to attack the same target with your bite using the normal two-weapon fighting rules.

Embraced Heritage You have fully embraced your heritage.

Revealing your inner beast can shake mere humans to their cores. Any target that witnesses your shifting and has not seen this type of transformation before, must succeed at a Wisdom save against a DC of 8 + your proficiency bonus + your Charisma bonus or be frightened of you. They are allowed a new save at the end of each of their turns.

Even if you teeth and claws are not strong enough to be used in combat, they can still do some damage to a close enough enemy. As a reaction when you are grappled or dealt damage while grappled, you may deal 1d6 + Str modifier slashing damage to your grappler.

Your lycanthropic heritage may be considered a curse, but it has given you an innate defense against baleful magic. You have advantage on saving throws against curses and curse effects.

Tiefling
Flames of Phlegethos You have learned to call on hellfire to serve your commands.

Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 ft and dim light for an additional 30 ft. While the flames are present, adjacent creature that hit you with a melee attack takes 1d4 fire damage.