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Warforged
Warforged Traits Ability Score Increase: Your Constitution score increases by 1. Size: Medium. Speed: 30 feet.
Warforged Resilience: You have resistance to poison damage and advantage on saves against being poisoned. You are immune to disease, and don't need to eat, drink, or breathe. You also don't need to sleep, and don't suffer exhaustion from lack of rest. Magic can't put you to sleep. Sentry's Rest: When you take a long rest, you must spend at least 6 hours of it in an inactive, motionless state. You appear unconscious, but can see or hear as normal.
Integrated Protection: You have a natural armor class. You don't benefit from wearing armor except shields. Each time you finish a long rest, choose one of the following protection modes, provided you meet the mode's prerequisite. Mode Prerequisite Armor Class Darkwood undercore (unarmored) None 11 + your Dexterity modifier + your proficiency bonus (if proficient with light armor) Composite plating (armor) Medium armor proficiency 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus Heavy plating (armor) Heavy armor proficiency 16 + your proficiency bonus; disadvantage on Stealth checks Languages: You can speak, read, and write Common. Envoy
Ability Score Increase: Two different ability scores of your choice increase by 1. Specialized Design: You gain proficiency in one skill and one tool of your choice, and know one language of your choice. Integrated Tool: Choose a tool you're proficient with. It becomes integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this tool.
Juggernaut Ability Score Increase: Your Strength score increases by 2. Iron Fists: Your unarmed strikes deal 1d4 + your Strength modifier of bludgeoning damage. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, and lift.
Skirmisher Ability Score Increase: Your Dexterity score increases by 2. Swift: Your walking speed increases by 5 feet. Light Step: When you're traveling alone for an hour or more, you can move stealthily at a normal pace.
Simic Hybrid
Simic Hybrid Traits Ability Score Increase: Your Constitution score increases by 2, and one other ability score of your choice increases by 1. Size: Medium. Speed: 30 feet. Darkvision: You can see in dim light within 60 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. Languages: You can speak, read, and write Common and your choice of Elvish or Vedalken. Animal Enhancement Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level. When choosing one at 5th level, you can pick from one of the 5th level enhancements, or one from the list of 1st level enhancements.
1st Level Options Manta Glide: Your ray-like wings can slow your fall and allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Nimble Climber: You have a climbing speed equal to your walking speed. Underwater Adaptation: You can breathe air and water, and you have a swimming speed equal to your walking speed. 5th Level Options Grappling Appendages: You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. Each of these appendages is a natural weapon, which you can use to make unarmed strikes. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment. Carapace: Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor. Acid Spit: As an action, you can spray a stream of acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. This damage increases by 1d10 when you reach 11th and again when you reach 17th level. You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest
Changling
Changeling Traits Ability Score Increase: Your Charisma score increases by 2, and your choice of Dexterity or Intelligence increases by 1. Size: Medium. Speed: 30 feet. Change Appearance: As an action, you can transform into any humanoid of your size, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance. You have advantage on Deception checks to pass your changed self off as genuine. Changeling Instincts: You gain proficiency with your choice of two of the following skills: Deception, Intimidation, Insight, or Persuasion. Unsettling Visage: You can use your reaction to impose disadvantage on an attack roll a creature you can see makes against you. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals the fact that you're a shapeshifter to any creature within 30 feet that can see you. Once you use this trait, you must finish a short or long rest before you can use it again. Divergent Persona: Choose one tool to become proficient with. Additionally, define a persona to match the tool. While in this persona's form, your proficiency bonus is doubled for the tool you choose. Languages: You can speak, read, and write Common and two other languages of your choice.
Naga
Naga Traits Ability Score Increase: Your Constitution score increases by 2, and your Intelligence score increases by 1. Size: Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium. Speed: Your base walking speed is 30 feet. Speed Burst: By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn. Natural Weapons: Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target. Poison Immunity: You are immune to poison damage and can’t be poisoned. Poison Affinity: You gain proficiency with the poisoner’s kit. Languages: You can speak, read, and write Common and Naga.