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Alseid
## Alseid Traits Your alseid character has certain characteristics in common with all other alseid.
Core stats
Speed: not listed
Languages: ***Languages.*** You can speak, read, and write Common and Elvish.
Training hooks
***Ability Score Increase.*** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Traits and features
***Alseid Weapon Training.*** You have proficiency with spears and shortbows. ***Light Hooves.*** You have proficiency in the Stealth skill. ***Quadruped.*** The mundane details of the structures of humanoids can present considerable obstacles for you. You have to squeeze when moving through trapdoors
manholes
and similar structures even when a Medium humanoid wouldn't have to squeeze. In addition
ladders
stairs
and similar structures are difficult terrain for you. ***Woodfriend.*** When in a forest
you leave no tracks and can automatically discern true north.
Catfolk
## Catfolk Traits Your catfolk character has the following traits.
Core stats
Speed: not listed
Languages: ***Languages.*** You can speak, read, and write Common.
Training hooks
***Ability Score Increase.*** Your Dexterity score increases by 2.
Traits and features
***Cat's Claws.*** Your sharp claws can cut with ease. Your claws are natural melee weapons
which you can use to make unarmed strikes. When you hit with a claw
your claw deals slashing damage equal to 1d4 + your Strength modifier
instead of the bludgeoning damage normal for an unarmed strike. ***Hunter's Senses.*** You have proficiency in the Perception and Stealth skills.
Darakhul
## Darakhul Traits Your darakhul character has certain characteristics in common with all other darakhul.
Core stats
Speed: not listed
Languages: ***Languages.*** You can speak, read, and write Common, Darakhul, and a language associated with your Heritage Subrace.
Training hooks
***Ability Score Increase.*** Your Constitution score increases by 1.
Traits and features
***Hunger for Flesh.*** You must consume 1 pound of raw meat each day or suffer the effects of starvation. If you go 24 hours without such a meal
you gain one level of exhaustion. While you have any levels of exhaustion from this trait
you can't regain hit points or remove levels of exhaustion until you spend at least 1 hour consuming 10 pounds of raw meat. ***Imperfect Undeath.*** You transitioned into undeath
but your transition was imperfect. Though you are a humanoid
you are susceptible to effects that target undead. You can regain hit points from spells like cure wounds
but you can also be affected by game effects that specifically target undead
such as a cleric's Turn Undead feature. Game effects that raise a creature from the dead work on you as normal
but they return you to life as a darakhul. A true resurrection or wish spell can restore you to life as a fully living member of your original race. ***Powerful Jaw.*** Your heavy jaw is powerful enough to crush bones to powder. Your bite is a natural melee weapon
which you can use to make unarmed strikes. When you hit with it
your bite deals piercing damage equal to 1d4 + your Strength modifier
instead of the bludgeoning damage normal for an unarmed strike. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you
the target of your attack
or whatever you are trying to perceive is in direct sunlight. ***Undead Resilience.*** You are infused with the dark energy of undeath
which frees you from some frailties that plague most creatures. You have resistance to necrotic damage and poison damage
you are immune to disease
and you have advantage on saving throws against being charmed or poisoned. When you finish a short rest
you can reduce your exhaustion level by 1
provided you have ingested at least 1 pound of raw meat in the last 24 hours (see Hunger for Flesh). ***Undead Vitality.*** You don't need to breathe
and you don't sleep the way most creatures do. Instead
you enter a dormant state that resembles death
remaining semiconscious
for 6 hours a day. While dormant
you have disadvantage on Wisdom (Perception) checks. After resting in this way
you gain the same benefit that a human does from 8 hours of sleep. ***Heritage Subrace.*** You were something else before you became a darakhul. This heritage determines some of your traits. Choose one Heritage Subrace below and apply the listed traits.
Derro
## Derro Traits Your derro character has certain characteristics in common with all other derro.
Core stats
Speed: not listed
Languages: ***Languages.*** You can speak, read, and write Dwarvish and your choice of Common or Undercommon.
Training hooks
***Ability Score Increase.*** Your Dexterity score increases by 2.
Traits and features
***Eldritch Resilience.*** You have advantage on Constitution saving throws against spells. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you
the target of your attack
or whatever you are trying to perceive is in direct sunlight.
Dragonborn
## Dragonborn Traits Your draconic heritage manifests in a variety of traits you share with other dragonborn.
Core stats
Speed: not listed
Languages: **_Languages._** You can speak, read, 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.
Training hooks
**_Ability Score Increase._** Your Strength score increases by 2, and your Charisma score increases by 1.
Traits and features
**Draconic Ancestry** | Dragon | Damage Type | Breath Weapon | |--------------|-------------------|------------------------------| | Black | Acid | 5 by 30 ft. line (Dex. save) | | Blue | Lightning | 5 by 30 ft. line (Dex. save) | | Brass | Fire | 5 by 30 ft. line (Dex. save) | | Bronze | Lightning | 5 by 30 ft. line (Dex. save) | | Copper | Acid | 5 by 30 ft. line (Dex. save) | | Gold | Fire | 15 ft. cone (Dex. save) | | Green | Poison | 15 ft. cone (Con. save) | | Red | Fire | 15 ft. cone (Dex. save) | | Silver | Cold | 15 ft. cone (Con. save) | | White | Cold | 15 ft. cone (Con. save) | **_Draconic Ancestry._** You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type
as shown in the table. **_Breath Weapon._** You can use your action to exhale destructive energy. Your draconic ancestry determines the size
shape
and damage type of the exhalation. When you use your breath weapon
each creature in the area of the exhalation must make a saving throw
the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save
and half as much damage on a successful one. The damage increases to 3d6 at 6th level
4d6 at 11th level
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. **_Damage Resistance._** You have resistance to the damage type associated with your draconic ancestry.
Drow
## Drow Traits Your drow character has certain characteristics in common with all other drow.
Core stats
Speed: not listed
Languages: ***Languages.*** You can speak, read, and write Elvish and your choice of Common or Undercommon.
Training hooks
***Ability Score Increase.*** Your Intelligence score increases by 2.
Traits and features
***Fey Ancestry.*** You have advantage on saving throws against being charmed
and magic can't put you to sleep. ***Mind of Steel.*** You understand the complexities of minds
as well as the magic that can affect them. You have advantage on Wisdom
Intelligence
and Charisma saving throws against spells. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you
the target of your attack
or whatever you are trying to perceive is in direct sunlight.
Dwarf
## Dwarf Traits Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.
Core stats
Speed: not listed
Languages: **_Languages._** You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Training hooks
**_Ability Score Increase._** Your Constitution score increases by 2.
Traits and features
**_Dwarven Resilience._** You have advantage on saving throws against poison
and you have resistance against poison damage. **_Dwarven Combat Training._** You have proficiency with the battleaxe
handaxe
light hammer
and warhammer. **_Tool Proficiency._** You gain proficiency with the artisan's tools of your choice: smith's tools
brewer's supplies
or mason's tools. **_Stonecunning._** Whenever you make an Intelligence (History) check related to the origin of stonework
you are considered proficient in the History skill and add double your proficiency bonus to the check
instead of your normal proficiency bonus.
Elf
## Elf Traits Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.
Core stats
Speed: not listed
Languages: **_Languages._** You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Training hooks
**_Ability Score Increase._** Your Dexterity score increases by 2.
Traits and features
**_Keen Senses._** You have proficiency in the Perception skill. **_Fey Ancestry._** You have advantage on saving throws against being charmed
and magic can't put you to sleep. **_Trance._** Elves don't need to sleep. Instead
they meditate deeply
remaining semiconscious
for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating
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
you gain the same benefit that a human does from 8 hours of sleep.
Abhorrent Apparition
School: illusion
Casting: 1 action
Range: 60 feet
Duration: Instantaneous
Original level: 4th-level
Eternum display: no spell slots
Overview and rules text
You imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute; a successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Abrupt Hug
School: transmutation
Casting: 1 reaction, which you take when you or a creature within 30 feet of you takes an Attack action
Range: 30 Feet
Duration: Instantaneous
Original level: 1st-level
Eternum display: no spell slots
Overview and rules text
You or the creature taking the Attack action can immediately make an unarmed strike. In addition to dealing damage with the unarmed strike, the target can grapple the creature it hit with the unarmed strike.
Absolute Command
School: transmutation
Casting: 1 action
Range: Touch
Duration: 10 Minutes
Original level: 4th-level
Eternum display: no spell slots
Overview and rules text
Deep Magic: clockwork You can control a construct you have built with a challenge rating of 6 or less. You can manipulate objects with your construct as precisely as its construction allows, and you perceive its surroundings through its sensory inputs as if you inhabited its body. The construct uses the caster's Proficiency bonus (modified by the construct's Strength and Dexterity scores). You can use the manipulators of the construct to perform any number of skill-based tasks, using the construct's Strength and Dexterity modifiers when using skills based on those particular abilities. Your body remains immobile, as if paralyzed, for the duration of the spell. The construct must remain within 100 feet of you. If it moves beyond this distance, the spell immediately ends and the caster's mind returns to his or her body.
Accelerando
School: Transmutation
Casting: 1 action
Range: 30 feet
Duration: Up to 6 rounds
Original level: 4th-level
Eternum display: no spell slots
Overview and rules text
You play a complex and quick up-tempo piece that gradually gets faster and more complex, instilling the targets with its speed. You cannot cast another spell through your spellcasting focus while concentrating on this spell. Until the spell ends, targets gain cumulative benefits the longer you maintain concentration on this spell (including the turn you cast it). * **1 Round:** Double Speed. * **2 Rounds:** +2 bonus to AC. * **3 Rounds:** Advantage on Dexterity saving throws. * **4 Rounds:** An additional action each turn. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, a target can't move or take actions until after its next turn as the impact of their frenetic speed catches up to it.
Accelerate
School: transmutation
Casting: 1 action
Range: Touch
Duration: Up to 1 minute
Original level: 3rd-level
Eternum display: no spell slots
Overview and rules text
Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target’s walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws.
Acid Arrow
School: Evocation
Casting: 1 action
Range: 90 feet
Duration: Instantaneous
Original level: 2nd-level
Eternum display: no spell slots
Overview and rules text
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
Acid Arrow
School: Evocation
Casting: 1 action
Range: 120 feet
Duration: Instantaneous
Original level: 2nd-level
Eternum display: no spell slots
Overview and rules text
A jet of acid streaks towards the target like a hissing, green arrow. Make a ranged spell attack. On a hit the target takes 4d4 acid damage and 2d4 ongoing acid damage for 1 round. On a miss the target takes half damage.
Acid Gate
School: conjuration
Casting: 1 action
Range: 60 feet
Duration: Up to 1 minute
Original level: 7th-level
Eternum display: no spell slots
Overview and rules text
You create a portal of swirling, acidic green vapor in an unoccupied space you can see. This portal connects with a target destination within 100 miles that you are personally familiar with and have seen with your own eyes, such as your wizard’s tower or an inn you have stayed at. You and up to three creatures of your choice can enter the portal and pass through it, arriving at the target destination (or within 10 feet of it, if it is currently occupied). If the target destination doesn’t exist or is inaccessible, the spell automatically fails and the gate doesn’t form. Any creature that tries to move through the gate, other than those selected by you when the spell was cast, takes 10d6 acid damage and is teleported 1d100 × 10 feet in a random, horizontal direction. If the creature makes a successful Intelligence saving throw, it can’t be teleported by this portal, but it still takes ac...
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