Races

= Overview = There are quite a number of official Adventurer's League races found in the lands of Faerun. The core races are all from the Player's Handbook and Dungeon Master's Guide, but since their release, Wizards of the Coast has released a wide variety via supplemental books and Unearthed Arcana releases. However only the races listed in official published materials are considered Adventurer's League compliant and include the following books: Any races from outside of those above sources are not available for use in Adventurer's League play under normal circumstances, and should be added to D&D 5E Adventurer's League Unplayable Races.
 * Elemental Evil Player’s Companion
 * Sword Coast Adventurer’s Guide
 * Volo’s Guide to Monsters

As well, any race with flight at first level, including the Aarakocra, Winged Tiefling, and Avariel Elf subrace, is not legal for Adventurer's League play. Standard =

Dragonborn
Essentially, they are their 4e counterparts with vaguer backgrounds. Being draconic humanoids, they are still pretty close to what they were (D&D 5th Ed).
 * Ability Scores: Strength +2, Charisma +1


 * Size: Medium


 * Speed: 30ft

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 below.
 * Breath Weapon : You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. Each creature must make a saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half 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.
 * 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.

Dwarf
Dwarves are short, stout, grumpy and loyal. They love digging, they're tough as nails, and they love to fight (D&D 5th Ed).
 * Ability Score Increase: Constitution +2
 * Size: Medium
 * Speed: 25ft. It's not reduced by heavy armor.
 * Darkvision: 60 ft
 * Dwarven Resilience: Advantage on saves vs poison, and resistance to poison damage.
 * Dwarven Combat Training: Proficiency with the battleaxe, handaxe, light hammer, and warhammer.
 * Tool Proficiency: Pick one proficiency from smith's tools, brewer's supplies, or mason's tools.
 * Stonecunning: When determining the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
 * Languages: Common and Dwarvish.

Duergar Dwarves
Also known as Gray Dwarves, the Duergar come from the Underdark. They were introduced to the 5th edition in the Sword Coast Adventurer's Guide.
 * Ability Score Increase: Strength +1
 * Superior Darkvision: 120ft
 * Duergar Resilience: Advantage on saves vs illusions, charm, and paralyzation.
 * Languages: Common, Dwarvish, and Undercommon.
 * Duergar Magic: At 3rd level, you can cast the Enlarge spell on yourself once per long rest. At 5th level, you can cast Invisibility once per long rest. You need no material components and you can't cast either of them in direct sunlight, though sunlight has no effect once they're cast.
 * Sunlight Sensitivity: Disadvantage on attack rolls and Perception (sight) checks when you or your target is in direct sunlight.

Hill Dwarves
Also known as Gold Dwarves, these hearty beings are known for their keen senses, deep intuition, and remarkable resilience.
 * Ability Score Increase: Wisdom +1
 * Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mountain Dwarves
Also known as Shield Dwarves, these slightly taller cousins are strong and hardy, accustomed to rugged terrain.
 * Ability Score Increase: Strength +2
 * Dwarven Armor Training: Proficiency with light and medium armor.

Elf
Elves are still pretty standard in 5th edition; graceful, eerie, and beautiful. They get a bonus to Dexterity, have keen senses, are resistant to charms, are immune to sleep, and they go into a trance for a few hours instead of sleeping (D&D 5th Ed).
 * Ability Score Increase: Dexterity +2
 * Size: Medium
 * Speed: 30 feet
 * Darkvision: 60 feet
 * Keen Senses: Proficiency in the Perception skill.
 * Fey Ancestry: Advantage on saves vs magical charms and you can't be put to sleep with magic.
 * Trance: Can meditate for 4 hours a day instead of sleeping for 8 hours.
 * Languages: Common and Elvish.

High Elves
High elves are reclusive, have a keen mind, know the basics of magic, and often believe they are superior to all other humanoid races.
 * Ability Score Increase: Intelligence +1
 * Bonus Language: One extra language of your choice.
 * Elf Weapon Training: Proficiency in longsword, shortsword, shortbow, and longbow.
 * Cantrip: Gain one Wizard cantrip of your choice using Intelligence for it.

Wood Elves
Wood elves have a keen sense of intuition, move quickly on their feet, and are naturally stealthy when in nature.
 * Ability Score Increase: Wisdom +1
 * Elf Weapon Training: Proficiency in longsword, shortsword, shortbow, and longbow.
 * Fleet of Foot:  Speed 35 feet
 * Mask of the Wild:  You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Drow (Dark Elves)
Banished from the surface world, Drow Elves mostly reside in the depths of the Underdark.
 * Ability Score Increase: Charisma +1
 * Drow Weapon Training:  Proficiency in rapiers, shortswords, and hand crossbows.
 * Superior Darkvision:  120 feet
 * Sunlight Sensitivity:  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.
 * Drow Magic:  At 1st level, you gain the Dancing Lights cantrip, at 3rd level you can cast Faerie Fire once per long rest, and at 5th level you can cast Darkness once per long rest. Charisma is your spellcasting ability.

Gnome
Crazy, hyper-energetic and insatiably curious, gnomes are a wonderfully chaotic addition to any party. Gnomes don’t look like a threat and can quickly disarm suspicion with good humor. The common folk are often curious about gnomes, likely never having seen one before, but they are rarely hostile or fearful (D&D 5th Ed).
 * Ability Score Increase: Intelligence +2
 * Size: Small
 * Speed: 25 feet.
 * Darkvision: 60 feet
 * Gnome Cunning: Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
 * Languages: Common and Gnomish.

Forest Gnomes
Forest Gnomes are rare and secretive nature-folk. They have a natural knack for illusion and are both quick and stealthy.
 * Ability Score Increase: Dexterity +1
 * Natural Illusionist: You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for it.
 * Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Rock Gnomes
Rock Gnomes have a natural inventiveness and hardiness beyond that of other Gnomes. They are the iconic tinker gnomes, being more adept at puzzling out magic items, alchemical objects, and technological devices.
 * Ability Score Increase: Constitution +1
 * Artificer's Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus.


 * Tinker: Proficiency with Tinker's 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.

Deep Gnomes
Also known as Svirfneblin, Deep Gnomes come from the Underdark. They are dour and serious compared to the cheerful and generally optimistic rock gnomes and forest gnomes (SCAG p115). Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the  surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.
 * Ability Score Increase: Dexterity +1
 * Superior Darkvision: 120 feet
 * Stone Camouflage: Advantage on Stealth checks to hide in rocky terrain.
 * Additional Languages: Undercommon
 * Svirfneblin Magic: Although they don't begin with it, Deep Gnomes gain access to the Svirfneblin Magic feat which allows them to cast Nondetection on yourself at will, and once per long rest you can cast Blindness/Deafness, Blur, and Disguise Self. Intelligence is your spellcasting ability for these spells.

Born of Deep Earth
Svirfneblin seem more like creatures of stone than flesh. Their leathery skin is usually a gray, brown, or dun hue that acts as a natural camouflage with the rock around them. Their bodies are gnarled with hard muscle or fat, and they are heavier than their small stature suggests; svirfneblin often weigh 100 pounds or more but rarely stand much more than 3 feet tall. Male svirfneblin are bald from early childhood, although adults can grow stiff beards or mustaches. Females have full heads of hair, and they usually tie their hair back in braids or cut it short to keep it from getting in their way as they work. Svirfneblin are well adapted for their subterranean existence. They have excellent darkvision, and many of them have magical talents that rival the innate spellcasting of the drow and duergar. They are surprisingly strong for their size, enduring toil and danger that would overwhelm most other people.

Master Miners
Despite their guarded natures, svirfneblin aren’t joyless. They admire skillful work and delicate craftsmanship, just like any other gnome. Svirfneblin love gemstones of all kinds, and they boldly seek out precious stones in the deepest and darkest tunnels. They are also expert gemcutters and miners, and they prize rubies above all other gemstones.

Deep Dwellers
Svirfneblin are known as deep gnomes because they choose to live far below the earth’s surface. Most svirfneblin never see the light of day. Their homes are well-hidden strongholds concealed by mazelike passages and clever illusions. Vast networks of mine tunnels ring most svirfneblin settlements, guarded by deadly traps and concealed sentries. Once a traveler passes through the outer defenses, the tunnels open up into marvelous cavern-towns carved from the surrounding rock with exquisite care. The svirfneblin are austere in their comforts compared to their surface cousins, but they take great pride in their stonework. Deep gnomes do their best to remain hidden. Even if surface travelers succeed in locating a svirfneblin community, winning their trust can be even more difficult. Those rare travelers who do succeed in befriending deep gnomes find that they are loyal and courageous allies against any foes.

Scouts and Spies
Surface-dwelling gnomes often take up the adventurer’s life out of sheer curiosity about the world around them, eager to see new things and meet new people. By comparison, most svirfneblin possess very little wanderlust and rarely travel far from home. They see the surface world as a bewildering place without boundaries and filled with unknown dangers. Nevertheless, a few svirfneblin understand that it is necessary to know something about what is happening on the surface near their hidden refuges. As a result, some svirfneblin become scouts, spies, or messengers who venture abroad, doing their best to avoid attention. These travelers are notoriously close-mouthed about where they come from and what they are up to, but a few eventually learn to trust good-hearted people of the surface world. A few svirfneblin become merchants who deal with other races both above and below ground. Drow, duergar, and other peoples know that svirfneblin are usually neutral in outlook and typically honest in their dealings. Serving as middlemen between races too hostile to deal with each other directly can be lucrative, and it serves an important defensive function; svirfneblin middlemen tend to know more about rumors and threats between rival merchants than anybody else.

Deep Gnome Names
Svirfneblin prefer less flamboyant names than their rock gnome or forest gnome cousins. Clan names reflect skills or occupations that a particular family is associated with, and sometimes change if a noteworthy individual strikes out in a new direction.

Male Names: Belwar, Brickers, Durthmeck, Firble, Krieger, Kronthud, Schneltheck, Schnicktick, Thulwar, Walschud Female Names: Beliss, Durthee, Fricknarti, Ivridda, Krivi, Lulthiss, Nalvarti, Schnella, Thulmarra, Wirsidda Clan Names: Crystalfist, Gemcutter, Ironfoot, Rockhewer, Seamfinder, Stonecutter

Deep Gnome Traits
When you create a gnome character, you may choose the deep gnome as an alternative to the subraces in the Player’s Handbook. For your convenience, the traits of the gnome and the deep gnome are combined here.

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.

Alignment. Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others.

Size. A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Stone Camouflage. You have advantage on Dexterity (stealth) checks to hide in rocky terrain.

Languages. You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands.

Optional Feat
If your DM allows the use of feats your deep gnome character has access to the following special feat.

Svirfneblin Magic
Prerequisite: Gnome (deep gnome) You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.

Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.

Half-Elf
Walking in two worlds but truly belonging to neither, Half-Elves combine the best qualities of their Elf and Human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the Elves (D&D 5th Ed).

The Sword Coast Adventurer's Guide includes rules for half-elf racial variants, allowing them to have sub-races like several other races. Basically, they can trade out their bonus skill proficiencies for the other Elf races' bonuses.
 * Ability Score Improvements: Charisma +2, Choose any two +1
 * Size: Medium
 * Speed: 30 feet
 * Darkvision: 60 feet
 * Fey Ancestry: Advantage on saves vs charms and magic can't put you to sleep.
 * Skill Versatility: Proficiency in two skills of your choice.
 * Languages: Common, Elvish, and one extra language of your choice.

Half-Elf Variants
Some Half-Elves in Faerun have a racial trait in place of the Skill Versatility. You can instead take the Elf trait Keen Senses or a trait based on your elf parentage. With all that said, a good DM should recommend replacing one skill proficiency with Keen Senses, or one of the following:
 * Half Wood Elf: choose the wood elf's Elf Weapon Training, Fleet of Foot, or Mask of the Wild.
 * Half Moon or Sun Elf: choose Elf Weapon Training or a Wizard Cantrip.
 * Half Drow Elf: choose the Drow Elf's Drow Magic.
 * Half Aquatic Elf: choose swimming speed of 30 feet.

Half-Orc
Big scary bruisers, are harder to kill than other races, and deal much nastier criticals with melee weapons. This effectively makes them the best barbarians in the game, and gives barbarian-like abilities to any other classes. New design eliminates the culturally awkward standard of male orcs forcing themselves on human women, to the point of actually raising the idea that the race could be used for playing a Half-Dwarf, Half-Orc (D&D 5th Ed).
 * Ability Scores: Strength +2, Constitution +1
 * Size: Medium
 * Speed: 30 feet
 * Darkvision: 60 feet
 * Menacing: Proficiency in the Intimidation skill.
 * Relentless Endurance: Once per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
 * 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.
 * Languages: Common and Orc.

Halfling
Small, cheerful, practical creatures, halflings try to make friends with anybody. They usually don't have any greater goal beyond a simple, pleasant life. They're resistant to fear effects and they can move through spaces occupied by other creatures with ease (D&D 5th Ed).
 * Ability Score Improvement: Dexterity +2
 * Size: Small
 * Speed: 25 feet
 * 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.
 * Brave: You have advantage on saving throws against being frightened.
 * Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
 * Language: Common and Halfling.

Ghostwise Halflings
Ghostwise halflings are the rarest of the hin, found only in the Chondalwood and a few other isolated forests, clustered in tight-knit clans (SCAG).
 * Ability Score Increase: Wisdom +1
 * Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Lightfoot Halflings
Lightfoots are more prone to wanderlust. They get along well with others, which is a great thing because they can also use other people as cover, easily hiding behind them in combat.
 * Ability Score Increase: Charisma +1
 * 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.

Stout Halflings
Stout Halflings are hardier than average and have some resistance to poison. Some say that stouts have dwarven blood.
 * Ability Score Increase: Constitution +1
 * Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Human
Humans are the versatile race once again. Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds (D&D 5th Ed).
 * Ability Score Increase: All ability scores increase by +1
 * Size: Medium
 * Speed: 30 feet
 * Languages: Common and one extra language of your choice.

Variant Humans

 * Ability Score Increase: Two different ability scores of your choice increase by +1.
 * Size: Medium
 * Speed: 30 feet
 * Skills: You gain proficiency in one skill of your choice.
 * Feat: You gain one feat of your choice.
 * Languages: Common and one extra language of your choice.

Tiefling Traits

 * Ability Score Increase: Your Intelligence score increases by 1, and your Charisma score increases by 2.
 * Age: Tieflings mature at the same rate as humans but live a few years longer.
 * Size: Tieflings are about the same size and build as humans. Your size is Medium.
 * Speed: Your base walking speed is 30 feet.
 * Darkvision: Thanks to your infernal heritage, 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, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
 * Hellish Resistance: You have resistance to fire damage.
 * Infernal Legacy: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke 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.
 * Languages: You can speak, read, and write Common and Infernal.
 * Subrace (Mordekainen's Tome of Foes): If your tiefling has a subrace from Mordekainen's Tome of Foes, the traits of the chosen subrace replace the tiefling’s Ability Score Increase and Infernal Legacy traits given in the Player’s Handbook.

Variants
(Sword Coast Adventurer's Guide)

Feral can be combined with one other trait of the Sword Coast Adventurer's Guide variants.
 * Feral: Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces the Ability Score Increase trait.
 * Devil's Tongue: You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the Enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
 * Hellfire: Once you reach 3rd level, you can cast the Burning Hands spell once per day as a 2nd-level spell. This trait replaces the Hellish Rebuke spell of the Infernal Legacy trait.
 * Winged: You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.

Abyssal
(Unearthed Arcana) Abyssal Arcana: Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell.
 * Ability Score Increase: Your Constitution score increases by 1, and your Charisma score increases by 2.
 * Abyssal Fortitude: Your hit point maximum increases by half your level (minimum 1).
 * Languages: You can speak, read, and write Common and Abyssal.

You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot.

At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.

Baalzebul
(Mordekainen's Tome of Foes)
 * Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
 * Legacy of Maladomini: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Ray of Sickness 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 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.

Dispater
(Mordekainen's Tome of Foes)
 * Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.
 * Legacy of Dis: You know the Thaumaturgy 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 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.

Fierna
(Mordekainen's Tome of Foes)
 * Ability Score Increase: Your Charisma score increases by 2, and your Wisdom score increases by 1.
 * 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.

Glasya
(Mordekainen's Tome of Foes)
 * Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.
 * 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.

Levistus
(Mordekainen's Tome of Foes)
 * Ability Score Increase: Your Charisma score increases by 2, and your Constitution score increases by 1.
 * 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.

Mammon
(Mordekainen's Tome of Foes)
 * Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
 * 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.

Mephistopheles
(Mordekainen's Tome of Foes)
 * Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
 * 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.

Zariel
(Mordekainen's Tome of Foes)
 * Ability Score Increase: Your Charisma score increases by 2, and your Strength score increases by 1.
 * 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.

Other=

Aasimar
Aasimar are humanoids with an angelic spark in their souls, which grants them supernatural power. They come in 3 variants and they must be part of one of Faerun's factions to be Adventurer's League compliant (DDAL - A Guide to the Factions of Faerun).
 * Ability Scores: Charisma +2
 * Age: 160
 * Typical Alignment: Good
 * Size: Medium
 * Speed: 30ft.
 * Darkvision: 60 feet
 * Celestial Resistance: Resistance to Necrotic and Radiant damage.
 * Healing Hands: As an action, you can touch a creature and heal a number of hit points equal to your level, once per long rest.
 * Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.
 * Languages: Common and Celestial.

(From DMG pg 286, &copy; Wizards of the Coast)

Background: Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of celestial beings. These folk generally appear as glorious humans with lustrous hair, flawless skin, and piercing eyes, and in their twenties (which is when they reach adulthood). Aasimar often attempt to pass as humans in order to right wrongs and defend goodness on the Material Plane without drawing undue attention to their celestial heritage. They strive to fit into society, although they usually rise to the top, becoming revered leaders and honorable heroes. Ability Score Increase: Your Wisdom score increases by 1, and your Charisma score increases by 2. Age: Aasimar mature a little slower than humans (around 20), and live about 150 years. The maximum age for a level one Aasimar is 60 yrs. Alignment: Due to their celestial heritage, aasimar are often good. However, some aasimar fall into evil, (such as Fallen Aasimar) rejecting their heritage. Size: Aasimar are built like well-proportioned humans. Your size is Medium. Speed: Your base walking speed is 30 feet. Darkvision: Thanks to your celestial heritage, 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, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Celestial Resistance: You have resistance to necrotic damage and radiant damage. Celestial Legacy: You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Languages: You can speak, read, and write Common and Celestial.

Updated Version
An updated version of the Aasimar, including subclasses, is available in Volo's Guide to Monsters

Protector Aasimar
Protector Aasimar are good and guard the weak from the evil of the world.
 * Ability Scores: Wisdom +1
 * Radiant Soul: Starting at 3rd level, you can unleash the divine energy as an action. When you do so, your eyes glimmer and two luminous, ghost-like wings emerge from your back and you gain a flying speed of 30 feet. The transformation lasts for 1 min, and once on each of your turns you can deal extra radiant damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Radiant Soul with a bonus action, and cannot use it again until you take a long rest.

Scourge Aasimar
Scourge Aasimar are imbued with an all-consuming powerful desire to destroy evil and wear masks to hide their unquenchable thirst.
 * Ability Scores: Constitution +1
 * 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.

Fallen Aasimar
An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.
 * Ability Scores: Strength +1
 * Alignment: Neutral or Evil
 * Necrotic Shroud: Starting at 3rd level, you can unleash your divine energy as an action, causing your eyes to turn into pools of darkness and two skeletal, ghost-like, flightless wings sprout from your back. The instant you transform, all other creatures within 10 feet that can see you become frightened until the end of your next turn if they fail a Charisma saving throw (DC 8 + your prof bonus + Charisma modifier). The transformation lasts for 1 min, and once on each of your turns you can deal extra necrotic damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Necrotic Shroud with a bonus action, and cannot use it again until you take a long rest.

Firbolg
Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic (VGM p105).
 * Ability Scores: Wisdom +2, Strength +1
 * Age: 500
 * Typical Alignment: Neutral Good
 * Size: Medium
 * Speed: 30 feet
 * Firbolg Magic: Once per short or long rest you can cast both the Detect Magic and Disguise Self spells using Wisdom as your spellcasting ability. This version of Disguise Self lets you appear up to 3 feet shorter, thus allowing you to blend in with humans and elves.
 * Hidden Step: Once per short or long rest, you can magically turn Invisible until the start of your next turn as a bonus action. The ability ends early if you attack, deal any damage, or force anyone to make a saving throw.
 * Powerful Build: When determining your carry, push, drag, or lift capacity, you count as one size larger.
 * Speech of Beast and Leaf: You can communicate with beasts and plants. You also have advantage on Charisma checks to influence them. These creatures can understand the meaning of your words, even though you cannot understand them in return.
 * Languages: Common, Elvish, and Giant.

Genasi
Sometimes the other planes manifest themselves into beings during birth, infusing their blood with their power. The Genasi are one such people, the offspring of genies and mortals.
 * Ability Score Increase: Constitution +2
 * Size: Medium
 * Speed: 30 feet
 * Languages: Common

Air Genasi
Air Genasi are descended from the djinn. Their moods are as changeable as the weather, shifting from calm to wildly violent with little warning. Fortunately those moods don't last very long.
 * Ability Score Increase: Dexterity +1
 * Unending Breath: You can hold your breath indefinitely while you're not incapacitated.
 * Mingle with the Wind: You can cast Levitate once per long rest requiring no material components. Constitution is your spellcasting ability for it.
 * Languages: Auran

Earth Genasi
Though not necessarily evil, the Earth Genasi are descended from the cruel and greedy Dao. They all have some minor control over earth, displaying superior strength and solid power. They like to avoid rash decisions, and often pause to consider all their options.
 * Ability Score Increase: Strength +1
 * Earth Walk: You can move across difficult terrain made of earth or stone without expending extra movement.
 * Merge with Stone: Once per long rest, you can cast Pass Without Trace, requiring no material components. Constitution is your spellcasting ability for this spell.
 * Languages: Terran

Fire Genasi
Fire genasi inherit the volatile moods and keen minds of their Efreet bloodline. They're impatient, make snap judgments and revel in their distinctive appearances.
 * Ability Score Increase: Intelligence +1
 * Darkvision: 60 feet and everything you see in darkness is in a shade of red due to your ties to the Elemental Plane of Fire.
 * Fire Resistance: You have resistance to fire damage.
 * Reach to the Blaze: You know the Produce Flame cantrip. Beginning at 3rd level, you can also cast Burning Hands at 1st level of power, once per long rest. Constitution is your spellcasting ability for these spells.
 * Languages: Ignan

Water Genasi
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.
 * Ability Score Increase: Wisdom +1
 * Acid Resistance: You have resistance to acid damage.
 * Amphibious: You can breathe air and water.
 * Swim: Your swimming speed is 30 feet
 * Call to the Wave: You know the Shape Water cantrip. Beginning at 3rd level, you can also cast the Create or Destroy Water spell at 2nd-level of power, once per long rest. Constitution is your spellcasting ability for these spells.
 * Languages: Aquan

Goliath
The reclusive Goliaths live on the highest mountain peaks, where the air is thin and the wind howls regularly. They are a hearty race of warriors who look as if they're carved from mountain and stone.
 * Ability Score Improvements: Strength +2, Constitution +1
 * Size: Medium
 * Speed: 30 feet
 * Natural Athlete: Proficiency in the Athletics skill.
 * Stone's Endurance: Once per short or long rest, you can use your reaction to reduce damage taken by 1d12 + your Constitution bonus.
 * Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
 * Mountain Born: You're acclimated to extremely high altitude and naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide. In short you will not accrue levels of exhaustion caused by cold climates.
 * Languages: Common and Giant

Kenku
A race of crow-like, wingless Avians that communicate through their ability to flawlessly imitate any sound they hear. These flightless people often form thieves guilds, referred to as "flocks" in major cities and quite often work as burglars, pickpockets, and assassins. (VGM p110)
 * Ability Score Increase: Dexterity +2, Wisdom +1
 * Age: 60 years
 * Typical Alignment: Chaotic neutral
 * Size: Medium
 * Speed: 30 feet
 * Expert Forgery: You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
 * Kenku Training: You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
 * Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
 * Languages: You understand Auran and Common, but you can only speak through your Mimicry trait.

Lizardfolk
Lizardfolk are primitive reptilian humanoids typically standing from six to seven feet tall. Their scales are normally dull, earthy colors such as green, brown, or gray. They have a tail for balance, which measures three to four feet long. (VGM p112)
 * Ability Score Increase: Constitution +2, Wisdom +1
 * Age: 60 years
 * Typical Alignment: Neutral
 * Size: Medium
 * Speed: 30 feet
 * Swim Speed: 30 feet
 * Natural Armor: You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
 * Bite Attack: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
 * Hold Breath: You can hold your breath for up to 15 minutes.
 * Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
 * Hunter's Lore: You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
 * Hungry Jaws: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
 * Languages: Common and Draconic.

Tabaxi
Hailing from a strange and distant land, wandering Tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive Tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost. (VGM p114)
 * Ability Score Increase: Dexterity +2, Charisma +1
 * Age: Equivalent to humans.
 * Typical Alignment: Chaotic neutral
 * Size: Medium
 * Speed: 30 feet
 * Darkvision: 60 feet
 * Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
 * Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
 * Cat's Talent: You gain proficiency in the Perception and Stealth skills.
 * Languages: Common and a language of the players choice.

Tortle
Tortles are humanoid tortoises. They walk upright with a ponderous, rolling gait. The creatures have leathery, reptilian skin and shells that cover their backs and bellies. An adult Tortle stands just under 6 feet tall and weighs more than 500 pounds. (Tortle Package)
 * Ability Score Increase: Strength +2, Wisdom +1
 * Age: 50 years
 * Typical Alignment: Lawful good
 * Size: Medium
 * Speed: 30 feet
 * Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
 * Hold Breath: You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
 * Natural Armor: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection however; it gives you a base of AC 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
 * Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws, as well as disadvantage on Dexterity saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
 * Survival Instinct: You gain proficiency in the Survival skill.
 * Languages: Aquan and Common.

Triton
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above. (VGM p115)
 * Ability Score Increase: Strength +1, Constitution +1, Charisma +1
 * Age: 200 years
 * Typical Alignment: Lawful good
 * Size: Medium
 * Speed: 30 feet
 * Swim speed: 30 feet
 * Amphibious: You can breathe air and water
 * Control Air and Water: A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
 * Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
 * Guardians of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
 * Languages: Common and Primordial

Evil=

Bugbear
Bugbear are massive humanoids distantly related to, but larger and stronger than, goblins and hobgoblins. Like many goblinoids, bugbears speak the Goblin language. They are one of the only goblinoids to be covered in fur. (VGM p119)
 * Ability Score Increase: Strength +2 and Dexterity +1
 * Age: 80 Years
 * Typical Alignment: Chaotic evil
 * Size: Medium
 * Speed: 30 feet
 * Darkvision: 60 feet
 * Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal
 * Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
 * Sneaky: You are proficient in the Stealth skill.
 * Surprise Attack: If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
 * Languages: Common and Goblin.

Goblin
Goblins are a race of small and numerous goblinoids common throughout Toril, often living in underground caverns near the surface known as lairs. The race is often, though not always, dominated by other goblinoids, most commonly hobgoblins. Goblins may have, in fact, been initially created by this related race to serve as scouts and infiltrators. (VGM p119)
 * Ability Score Increase: Dexterity +2 and Constitution +1
 * Age: 60 years
 * Typical Alignment: Neutral evil
 * Size: Small
 * Speed: 30 feet
 * Darkvision: 60 feet
 * Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you finish this trait, you can't use it again until you finish a short or long rest.
 * Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
 * Languages: Common and Goblin.

Hobgoblin
Hobgoblins are a larger, stronger, smarter, and more menacing form of goblinoids than goblins, but not as powerful as bugbears. It is believed they may have created the latter two races. (VGM p119)
 * Ability Score Increase: Constitution +2, Intelligence +1
 * Age: 60 years
 * Typical Alignment: Lawful Evil
 * Size: Medium
 * Speed: 30 feet
 * Darkvision: 60 feet
 * Martial Training: You are proficient with two martial weapons of your choice and with light armor.
 * Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
 * Languages: Common and Goblin.

Kobold
Kobolds are aggressive, inward, yet industrious small humanoid creatures. They are noted for their skill at building traps and preparing ambushes, and mining. Kobolds are distantly related to dragons and urds and are often found serving the former as minions. (VGM p119)
 * Ability Score Increase: Dexterity +2, Strength -2
 * Age: 120 years
 * Typical Alignment: Lawful evil
 * Size: Small
 * Speed: 30 feet
 * Darkvision: 60 feet
 * Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
 * Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
 * 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.
 * Languages: Common and Draconic.

Orc
No one knows from whence orcs originally came, though they appear to be non-native to either Abeir or Toril. The first legends of orcs tell of the wars between their primary god Gruumsh and Corellon Larethian, the creator of the elves and eladrin. (VGM p120)
 * Ability Score Increase: Strength +2, Constitution +1, Intelligence -2
 * Age: 50 years
 * Typical Alignment: Chaotic evil
 * Size: Medium
 * Speed: 30 feet
 * Darkvision: 60 feet
 * Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
 * Menacing: You are proficient with the Intimidation skill.
 * Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
 * Languages: Common and Orc.

Yuan-Ti Pureblood
Purebloods were described as human-like but with minor reptilian features, such as snake-like eyes, a forked tongue, and patches of scales on their skin (VGM p120)
 * Ability Score Increase: Charisma +2, Intelligence +1
 * Age: Equivalent to Humans.
 * Typical Alignment: Neutral Evil
 * Size: Medium
 * Speed: 30 feet
 * Darkvision: 60 feet
 * Innate Spellcasting: You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
 * Magic Resistance: You have an advantage on saving throws against spells and other magical effects.
 * Poison Immunity: You are immune to poison damage and the poisoned condition.
 * Languages: Common, Abyssal and Draconic.

Unplayable = Overview

The following page contains information on races published in WotC releases, yet are unplayable in the AL.Some of these might be subraces for official races, others might be completely new. This includes the following books:
 * Unearthed Arcana
 * Plane Shift
 * One Grung Above

=Core Rulebook=

Aarakocra
As an Aarakocra, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances, and exceedingly dangerous in others (Becuase you can fall out of the sky). As a result, playing an Aarakocra requires special consideration by your DM.
 * Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.


 * Size: Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.


 * Speed: Your base walking speed is 25 feet.


 * Flight: You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.


 * Talons: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.


 * Language: You can speak, read, and write Common, Aarakocra, and Auran.

Aasimar (Dungeon Master's Guide)

 * Ability Score Increase:  Your Charisma score increases by 2, and your Wisdom score increases by 1.


 * Age: Aasimar mature at the same rate as humans but live a few years longer
 * Alignment: Due to their celestial heritage, aasimar are often good. However, some aasimar fall into evil, rejecting their heritage.
 * Size: Aasimar are built like well-proportioned humans. Your size is medium.
 * Darkvision:   Thanks to your celestial heritage, 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, and in darkness as if it were dim light. You  can’t discern color in darkness, only shades of gray.
 * Celestial Resistance: You have reistance to necrotic damage and radiant damage.


 * Celestial Legacy: You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.


 * Languages: You can speak, read and write Common and Celestial.

=One Grung Above=

Grung
Grungs preferred to live in shady areas, and needed to remain in constant proximity to water. Their tadpoles developed in ground pools, already separated by caste. All Grungs continuously secreted a poisonous substance that was harmless to them (One Grung Above)
 * Ability Score Increase: Your Dexterity score increases by 2 and your Constitution score increases by 1.
 * Age: Grungs mature to adulthood in a single year, but have been known to live up to 50 years.
 * Alignment: Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy.
 * Arboreal Alertness: You have proficiency in the Perception skill.
 * Size: Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small.
 * Speed: Your base walking speed is 25 feet, and you have a climbing speed of 25 feet.
 * Amphibious: You can breathe air and water
 * Poison Immunity: You’re immune to poison damage and the poisoned condition
 * Poisonous Skin: Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.


 * Standing Leap: Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start
 * Water Dependency: If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.


 * Languages: You can speak, read, and write Grung.

=Unearthed Arcana=

Changeling (Unearthed Arcana)
Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals. As a changeling, you have the following racial traits.
 * Ability Score Increase: Your Dexterity and Charisma scores increase by 1.


 * Size: Changelings are built much like humans, but a little leaner. Your size is medium.


 * Speed: Your base walking speed is 30 feet.


 * Duplicity: You gain proficiency in the Deception skill.


 * Shapechanger: As an action you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.


 * Languages: You can speak, read, and write Common and two languages of your choice.

Avariel (Unearthed Arcana)
The avariel are winged elves. These rare creatures were more common when the worlds of the multiverse were young, but frequent conflicts with dragons much reduced the winged elves’ number. Still, a few colonies persist here and there in the Material Plane and on the Plane of Air.
 * Flight: You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
 * Languages: You can speak, read, and write Auran.

Eladrin (Dungeon Master's Guide)

 * Ability Score Increase: Your Intelligence score increases by 1


 * Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.


 * Fey Step: You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest

Eladrin (Unearthed Arcana)
The chaotic eladrin are creatures of powerful emotions, infused with a power that can align with the magic of the seasons.


 * Ability Score Increase: Your Intelligence or Charisma score increases by 1 (your choice).


 * Fey Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.
 * Shifting Seasons: At the end of each short or long rest, you can align yourself with the magic of one season, regardless of the season that is dominating your personality. Doing so allows you to cast a certain cantrip, as shown in the Shifting Seasons Cantrips table. When you align yourself with a season’s magic, you lose the cantrip associated with the previous season and gain the cantrip associated with the new season. Your spellcasting ability for these cantrips is Intelligence or Charisma, whichever is higher.
 * Autumn: Friends cantrip
 * Winter: Chill touch cantrip
 * Spring: Minor illusion cantrip
 * Summer: Fire bolt cantrip

Grugach (Unearthed Arcana)
The grugach of the world of Greyhawk shun contact with other folk, preferring the solace of the deepest forests and the companionship of wild animals. Even other elves draw their suspicion. The grugach tend toward chaos and neutrality. They feel no special duty to anyone beyond their own folk and the forest that is their home. Troubles beyond their borders are best kept there. At the same time, they harbor little ambition beyond a peaceful coexistence with nature. If anyone is fool enough to disturb a grugach realm, these elves take to arms and fight in earnest. Grugach master the basic weapons needed to hunt and forage in the wood. Every copse of trees becomes a sniper’s nest, and each forest meadow is an ambush point. The grugach set pits filled with stakes, snares that leave an intruder helpless to grugach arrows, and other snares designed to kill rather than capture. The grugach fight to the death to preserve their realms.


 * Ability Score Increase: Your Strength score increases by 1.


 * Grugach Weapon Training: You have proficiency with the spear, shortbow, longbow, and net.


 * Cantrip: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.


 * Languages: Unlike other elves, you don’t speak, read, or write Common. You instead speak, read, and write Sylvan.

Sea Elves (Unearthed Arcana)
The sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they form small, hidden communities in the ocean shallows and the Plane of Water.
 * Ability Score Increase: Your Constitution score increases by 1.
 * Sea Elf Weapon Training: You have proficiency with the spear, trident, light crossbow, and net.
 * Child of the Sea: You have a swimming speed of 30 feet, and you can breathe air and water.
 * Friend of the Sea: Using gestures and sounds, you can communicate simple ideas with Small or smaller beasts that have an inborn swimming speed.
 * Languages: You can speak, read, and write Aquan.

Shadar-kai (Unearthed Arcana)
Sworn to the Raven Queen’s service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were elves like the rest of their kin, but now they exist in a strange state between life and death, their skin pale and their bodies marked by piercings and eerie tattoos.
 * Ability Score Increase: Your Charisma score increases by 1.
 * Cantrip: You know one of the following cantrips of your choice: chill touch, spare the dying, or thaumaturgy. Charisma is your spellcasting ability for it.
 * Blessing of the Raven Queen: As a bonus action, you can magically teleport up to 15 feet to an unoccupied space you can see, and you gain resistance to all damage until the start of your next turn. During that time, you appear ghostly and translucent. Once you use this ability, you can’t use it again until you finish a short or long rest.

Gith (Unearthed Arcana)
Gith feature a number of common traits.


 * Ability Score Increase: Your Intelligence score increases by 1.


 * Age: Gith reach adulthood in their late teens and live for about a century.
 * Size: Gith are taller and leaner than humans, with most a slender 6 feet in height.


 * Speed: Your base walking speed is 30 feet.


 * Languages: You can speak, read, and write Common and Gith.


 * Subrace: There are two kinds of gith, githyanki and githzerai. Choose one of these subraces.

Githyanki (Unearthed Arcana)
The brutal githyanki are trained from birth as warriors.


 * Ability Score Increase: Your Strength score increases by 2.


 * Alignment: Githyanki tend toward lawful evil. They are self-centered, violent, and arrogant, yet they remain the faithful servants of their lichqueen, Vlaakith. Renegade githyanki tend toward chaos as they have forsaken her will.


 * Decadent Mastery: You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu’narath, githyanki have bountiful time to master odd bits of knowledge


 * Martial Prodigy: You are proficient with light and medium armor. Your people are always ready for war.


 * Githyanki Psionics: You know the mage hand cantrip. When you reach 3rd level, you can cast jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. You can cast all of them without components.

Githzerai (Unearthed Arcana)
In their fortresses within Limbo, the githzerai hone their minds to a razor’s edge.


 * Ability Score Increase: Your Wisdom score increases by 2.


 * Alignment: Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.


 * Monastic Training: You gain a +1 bonus to AC while you aren’t wearing medium or heavy armor and aren’t using a shield. All githzerai receive basic training from monks, and the monks among them are unmatched in their defensive abilities.


 * Githzerai Psionics: You know the mage hand cantrip. When you reach 3rd level, you can cast shield once with this trait, and you 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 you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. You can cast all of them without components.

Minotaur, Krynn (Unearthed Arcana: Waterborne Adventures)
Your minotaur character possesses a number of traits that reflect the power and superiority of your kind.
 * Ability Score Increase: Your Strength score increases by 1.
 * Conqueror’s Virtue: From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
 * Age: Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
 * Alignment: Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
 * Size: Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.
 * Speed: Your base walking speed is 30 feet.
 * Horns: You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
 * Goring Rush:  When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
 * Hammering Horns: When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
 * Labyrinthine Recall: You can perfectly recall any path you have traveled.
 * Sea Reaver: You gain proficiency with navigator’s tools and vehicles (water).
 * Languages: You can speak, read, and write Common.

Revenant (Unearthed Arcana)
Having met a cruel and undeserved end, you have returned to the realm of the living . As a revenant, you thirst for revenge against those who wronged you in life, or seek to complete a final, critical task you left unfinished.

The revenant subrace can be applied to any race that has a subrace, and replaces that race’s existing subrace options. Alternatively, you can apply this new subrace to a race without subrace options using the modification options provided below.

Your DM might also allow you to take this subrace for a slain character. In that case, your character rises from the dead with its original subrace replaced (or with the necessary modifications made to its base traits), filled with a determination to seek vengeance or complete its mission

To play as a revenant simply use any race with a subrace, and instead of choosing one, use the Revenant features.

To play as a human revenant, simply use the variant human without the skill trait and feat.

To play a dragonborn revenant modify your ability scores. Your Strength and Charisma increase by 1. In addition, your Draconic Ancestry trait uses necrotic damage. You still gain all the other revenant features.

To play a tiefling revenant, use the subrace option for the tiefling as described bellow, but instead of a subrace choose the revenant.
 * Ability Score increase: Your Constitution score increases by 1.

Relentless Nature: Your DM assigns a goal to you—typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits:
 * If you are below half your hit point maximum at the start of your turn, you regain 1 hit point.
 * If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If your equipment was also destroyed, you do not regain it.


 * You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence. When your goal is complete, you finally find rest. You die and cannot be restored to life.

Shifter (Unearthed Arcana)
Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting. As a shifter, you have the following racial traits.
 * Ability Score Increase: Your Dexterity score increases by 1


 * Size: Shifters are about the same size as humans. Your size is Medium


 * Speed: Your base walking speed is 30 feet


 * Darkvision: Your lycanthropic heritage grants you the ability to see in dark conditions. 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.


 * Shifting: On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below. You must finish a short or long rest before you can shift again.


 * Languages: You can speak, read, and write Common and Sylvan.


 * Subraces: Several subraces of shifter exist, each with its own animalistic features. Choose one of the options below.

Beasthide
As a beasthide shifter, you are especially tough and persistent in battle.


 * Ability Score Increase: Your Constitution score increases by 1.


 * Shifting Feature: While shifting, you gain a +1 bonus to AC.

Cliffwalk
Your cliffwalk heritage grants you the agility of a mountain goat.


 * Ability Score Increase: Your Dexterity score increases by 1.


 * Shifting Feature: While shifting, you gain a climb speed of 30 feet.

Longstride
Longstride shifters are fleet and elusive.


 * Ability Score Increase: Your Dexterity score increases by 1.


 * Shifting Feature: While shifting, you can use the Dash action as a bonus action.

Longtooth
As a longtooth shifter, you are a ferocious combatant.


 * Ability Score Increase: Your Strength score increases by 1.


 * Shifting Feature: While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.

Razorclaw
As a razorclaw shifter, you make swift, slashing strikes in battle.


 * Ability Score Increase: Your Dexterity score increases by 1.
 * ' Shifting Feature: ' While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage

Wildhunt
Your wildhunt heritage makes you a consummate tracker and survivor.


 * Ability Score Increase: Your Wisdom score increases by 1.


 * Shifting Feature: While shifting, you gain advantage on all Wisdom-based checks and saving throws

Tiefling Subraces
Tieflngs use the following subraces or origin options. These options are not mutually exclusive. The Subraces come from the Unearthed Arcana "That old black magic", while the Origins come from the Unearthed Arcana "Fiendish Options". The Winged Tiefling variant option from the Sword Coast Adventurer's Guide is also unplayable in Adventurer's League, and will be listed here.

Subraces
To use these subraces keep the following from the base Tiefling race in the PHB: Additionally, the following traits are modifier:
 * Age
 * Alignment
 * Size
 * Speed
 * Darkvision
 * Ability Score Increase: Your Charisma score increases by 2.
 * Languages: You can speak, read, and write common.

Infernal (Unearthed Arcana)
An infernal Tiefling draws upon the power of the Nine Hells and it's diabolic masters.
 * Ability Score Increase: Your Inteligence score increases by 1.
 * Hellish Resistance: As described in the PHB
 * Infernal legacy: As described in the PHB
 * Langauges: You can speak, read, and write Infernal

Abyssal (Unearthed Arcana)
Abyssal Tieflings trave their bloodline to the demons of the Abyss.
 * Ability Score Increase: Your Constitution score increases by 1.
 * Abyssal Fortitude: Your hit point maximum increases by half your level (minimum 1).
 * Languages: You can speak, read, and write Abyssal.
 * Abyssal arcana: Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell. You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot. At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.

Winged
You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.

Origins
Origins are not like subraces, only modifying the spells the Tiefling can cast, along with the lore of which demon lord they are descended from.

Asmodeus
Asmodeus The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself. Such tieflings use the Ability Score Increase and Infernal Legacy traits in the Player’s Handbook

Baalzebul
The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this layer can corrupt others both physically and psychically.
 * Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
 * Legacy of Maladomini: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness 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 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.

Dispater
The great city of Dis occupies most of Hell’s second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.


 * Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.


 * Legacy of Dis: You know the thaumaturgy 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.

Fierna
A master manipulator, Fierna grants tieflings tied to her forceful personalities.


 * Ability Score Increase: Your Charisma score increases by 2, and your Wisdom score increases by 1.


 * 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.

Glasya
Glasya, Hell’s criminal mastermind, grants her tieflings useful magic in committing heists.


 * Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.


 * 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.

Levistus
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
 * Ability Score Increase: Your Charisma score increases by 2, and your Constitution score increases by 1.
 * 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.

Mammon
The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.


 * Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.


 * 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.

Mephistopheles
In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to this place master some arcane magic.


 * Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.


 * Legacy of Cania: You know the mage hand cantrip. When you reach 3rd level, you can cast the magic missile 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 web 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.

Zariel
Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.


 * Ability Score Increase: Your Charisma score increases by 2, and your Strength score increases by 1.


 * 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.

Kender
Kender are a small race similar to halflings. Known to exist only on the world of Krynn—the DRAGONLANCE setting—Kender are utterly fearless, insatiably curious, and unstoppably mobile and independent. They pick up anything that is not nailed down, and Kender with claw hammers will get those things as well. Traits As a Kender, the following racial traits replace all Halfling traits.
 * Ability Score Adjustment: Dexterity +1 and Charisma +1. Because all races in the final release got +2 to one Ability Score, your DM may allow you to increase your Charisma or Dexterity by +1 more.
 * Size: Small.
 * Speed: 25 feet.
 * Fearless: You cannot be frightened.
 * Taunt: You have an uncanny insight into the motivations and characteristics of other races, and you can use this insight to infuriate them. As an action, you can unleash a verbal barrage of sarcasm, insults, and crude comments against a creature that can understand you. Make a Performance check vs the target’s Insight check. If you win the contest, the target must use its next action to attack only you at Disadvantage. If you are out of range, it must charge at you. If the target wins the contest, it is immune to your Taunt for 24 hours (being this ability uses your whole action, check to see if your DM will make it a bonus action).
 * Kender Pockets: Kender constantly pick things up, pockets em, and then forgets them. If you need of a piece of non-magical equipment, you can spend 1 min searching, and then roll 1d4. If you roll a 4, you find the item in your pocket, pack, or pouch. If you roll anything else, you don’t have such an item on you, and you can’t search again for the same item until you’ve spent at least one day in a town or city.
 * Languages: You can speak, read, and write Common and Kenderspeak (a language unique to the DRAGONLANCE setting. If you are playing a kender in a different setting, give them the Halfling language or check with your DM).
 * Hoopak: You have proficiency in the Hoopak Staff, which does 1d6 melee or ranged damage (sling stones). It is considered a finesse weapon in your hands only and has a range of 30/120.

Warforged (Unearthed Arcana)
The warforged were made as the ideal soldiers to serve in the devastating Last War. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls.

As a warforged, you have the following racial traits. =Plane Shift =
 * Ability Score Increase: Your Strength and Constitution scores increase by 1.
 * Size: Warforged are generally broader and heavier than humans. Your size is Medium.
 * Speed: Your base walking speed is 30 feet.
 * Composite Plating: Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.
 * Living Construct: Even though you were constructed, you are a living creature. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
 * Languages: You can speak, read, and write Common and one other language of your choice.

Aetherborn (Plane Shift: Kaladesh)
Your Aetherborn character has certain traits deriving from your unusual nature
 * Ability Score Increase: Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.


 * Size: Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.


 * Speed: Your base walking speed is 30 feet.


 * Darkvision: Accustomed to the night, 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, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


 * Born of Aether: You have resistance to necrotic damage.


 * Menacing: You gain proficiency in the Intimidation skill.


 * Drain Life: This is an optional ability that the aetherborn can research at the DM's discretion. The aetherborn can make a natural attack that deals 1d6 necrotic damage and restores the same number of hit points to the aetherborn. However, if the aetherborn goes for 7 days without dealing damage, their hit point maximum is reduced by 1d6 per week. This reduction can't be removed until the aetherborn has used their Drain Life ability and completed a long rest.


 * Languages: You can speak, read, and write Common and two other languages of your choice.

Aven (Plane Shift: Amonkhet)
All Aven share the following traits.
 * Ability Score Increase: Your Dexterity score increases by 2.


 * Size: Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.


 * Speed: Your base walking speed is 25 feet. You have a flying speed of 30 feet. You can’t use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can’t use your flying speed if you are encumbered.)


 * Languages: You can speak, read, and write Common and Aven.


 * Subrace: Two varieties of aven inhabit Amonkhet: ibis-headed and hawk-headed. Choose one of these subraces.

Ibis-Headed
A majority of ibis-headed aven, drawn to the teachings of Kefnet, specialize in spellcasting. They take great pride in all the qualities they share with the god of knowledge not just their avian heads, but their quick wit, self-confidence, cunning, and spellcasting prowess.
 * Ability Score Increase: Your Intelligence score increases by 1.


 * Kefnet’s Blessing: You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn’t already include your proficiency bonus.

Hawk-Headed
Following the example of Oketra, hawk-headed aven often focus on the techniques of long-range combat. Most prefer javelins, but some are skilled with bows, spears, and throwing axes.
 * Ability Score Increase: Your Wisdom score increases by 2.


 * Hawkeyed: You have proficiency in the Perception skill. In addition, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.

Dwarf (Plane Shift: Kaladesh)
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.
 * Ability Score Increase: Your Constitution score increases by 2, and your Wisdom score increases by 1.


 * Age: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.


 * Alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend towards good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.


 * Size: Dwarves stand around 5 feet tall and average about 150 pounds. Your sie is Medium.


 * Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.


 * Darkvision: You can see dim light within 60 feet 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.


 * 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.


 * Artisan's Expertiese: You gain proficiency with two kinds of artisan's tools of your choice. Your proficiency is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, whenever you make an Inteligence (History) check related to origin of any architectural construction (including buildings, public works such ascanals and aquaducts, and the massive cogwork of the construction Ghirapur), you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal bonus.


 * Languages: You can speak, read, and write Common and Dwarvish.

Elf (Plane Shift: Kaladesh)
The elves of Kaladesh have much in common with the elves of other worlds. Your elf character has the following traits.
 * Ability Score Increase: Your Dexterity score increases by 2 and your Wisdom score increases by 1.


 * Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood around the age of 100 and can live to be 750 years old.


 * Alignment: Elves love freedom, variety, and self-expression, so they lean towards the gentler aspects of chaos. They vaulue and protect others' freedom as well as their own, and are more often than not good than not.


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


 * Speed: Your base walking speed is 30 feet.


 * Darkvision: You can see dim light within 60 feet 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.


 * Keen Senses: You have proficiency in the Perception skill.


 * Elf Weapon Training: You have proficiency with the longsword, showtsword, shortbow, and longbow.


 * Fey Ancestry: You have advantage on saving throw against being charmed, and magic can't put you to sleep.


 * Trance: You can meditate for 4 hours a day instead of sleeping for 8 hours.


 * Languages: You can speak, read, and write Common and Elvish.


 * Elf Culture: Elves of Kaladesh don't organize into nations or tribes, yet still recognize three distinct cultures.

Bishtahar and Tirahar
Elves who dwell in the forest and countryside are known as the Bishtahar. Most live in isolated communities away from other races, though they still trade with them. In fact, much of Kaladesh’s food supply is grown by elves. Bishtahar cultivators grow food, decorative flowers, wood for building, and elaborate living sculptures in their meandering gardens and fields. They use the plane’s ubiquitous technology to foster the growth of plants and animals, utilizing automatons as gardeners and herders, and employing elaborate, nearly invisible systems controlling heat, water, and nutrients. A garden tended by elves seems to grow naturally in an aesthetically pleasing fashion. In fact, many of the forests and plains of Kaladesh are planted and tended by elves as well. What might appear at first to be wild countryside is more likely a carefully planned landscape designed to meet the needs of the people and animals that live there.
 * Fleet of Foot: Your base walking speed increases to 35 feet.


 * Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Vahadar
The  Vahadar  are  elves  who  dwell  in  the  cities  of  Kaladesh. They are comfortable  with  technology,  and work as planners, architects, aether-seers, or inventors. Some of them use the techniques of Bishtahar cultivators to grow food on rooftops, towers, and greenways. The  Vahadar  are  generally  integrated  into  the  rest  of  society on Kaladesh, living in cities dominated by the other races (though, as in Ghirapur, many of them live in specific garden-like neighborhoods) and engaging in trade.
 * Cantrip: You know a cantrip from the druid spell list. Wisdom is your spellcasting ability for it.


 * Extra Language: You can speak, read, and write an extra language of your choice.

Elf (Plane Shift: Zendikar)
The elves of Zendikar have much in common with the elves of other worlds. Your elf character has the following traits.


 * Ability Score Increase: Your Wisdom score increases by 2.


 * Age: Although elves reach physical maturity at about the same age as humans, 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, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good 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.


 * Darkvision: Accustomed to twilit forests and the night sky, 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, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


 * 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.


 * 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.


 * Subrace: Ancient divides that arose as the elven people migrated across Zendikar resulted in three main elf nations: the Tajuru, the Mul Daya, and the Joraga. Choose one of these subraces.

Tajuru Nation
The Tajuru nation is the largest of the three main elven nations, concentrated in Murasa and spread across other parts of Zendikar as hundreds of far-flung clans. Tajuru elves are the most open to people of other races, seeing their skills and perspectives as valuable new tools for survival. The Tajuru are also more open to new lifestyles, be it living in a mountaintop citadel or roaming grassy plains.
 * Ability Score Increase: Your Charisma score increases by 1.


 * Skill Versatility: You gain proficiency in any combination of two skills or tools of your choice.

Joraga Nation
The elves of the imperious Joraga nation of Bala Ged have little respect for any other race of Zendikar— or even for other elves. The survival of their nation and its traditions is the Joraga elves’ only goal, and they view the influence of others as a weakness. The Joraga eschew the goods and habits of others, even avoiding the pathways blazed by the Tajuru when possible. Many view the nomadic Joraga clans as little more than bands of roving murderers, but a complex culture hides behind those clans’ aggressive exterior
 * Ability Score Increase: Your Dexterity score increases by 1.
 * Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
 * Fleet of Foot: Your base walking speed increases to 35 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.

Mul Daya Nation
Elves of the Mul Daya nation of Bala Ged are set apart from other elves by their relationship with the spirits of their elven ancestors. To the Mul Daya, the spirit world and the mortal realm are different only in terms of their tangibility. Death and the spirits of the dead are as much a part of the lives of the Mul Daya as is the natural world. This is not a macabre sentiment to the elves; they simply view it as the truest sense of the natural order. Mul Daya elves can often be recognized by their face painting and tattooing. Many Mul Daya decorate their skins with an enwrapping vine motif, and make use of poisons and acids collected at great cost from strange creatures and plants in the depths of Kazandu.
 * Ability Score Increase: Your Strength score increases by 1.
 * Superior Darkvision: Your darkvision has a radius of 120 feet.
 * 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.
 * Mul Daya Magic: You know the chill touch cantrip. When you reach 3rd level, you can cast the hex 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. Wisdom is your spellcasting ability for these spells.
 * Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Goblin (Plane Shift: Ixalan)
Your Goblin character has the following racial traits. The Goblins in Ixalan look more like monkey humanoids with tails and have excelent hearing and eyesight, as well as a knack for climbing. In Plane Shift: Ixalan, there is an option to use the Zandikar Golin subraces. In that case, apply the following traits to them, in addition to the standard racial and subrace traits. The Ixalan Goblins gain the Dexterity increase and Agile climber as their subrace features.
 * Ability Score Increase: Your Dexterity is increased by 2.
 * Age: Goblins reach adulthood around 12 and rarely live past 50.
 * Alignment: Goblins lean towards chaotic but neither towards good or evil, being mostly mischevious.
 * Size: Goblins are around 3 feet tall and around 40 pounds. Your size is Small.
 * Speed: Your base walkign speed is 25 feet.
 * Agile Climber: You have a base climbing speed of 25 feet. You can't climb while wearing medium or heavy armor or are encumbered.
 * Darkvision: You can see in darkness as if it were dim light, and in dim light as if it were bright light, up to 60 feet away. You can't descern colors in darkness, only shades of gray.
 * Langauges: You an speak, read, and write Common and Goblin.
 * Ability Score Increase: Your Constitution increases by 2.
 * Grit: You have resistance to acid and fire damage. In addition, when wearing no armor, your AC is equal to 11 + your Dexterity modifier.

Goblin (Plane Shift: Zendikar)
Your Goblin character has the following traits in common with all other goblins.


 * Ability Score Increase: Your Constitution score increases by 2.


 * Age: Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.


 * Alignment: Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.
 * Size: Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.


 * Speed: Your base walking speed is 25 feet.


 * Darkvision: Accustomed to life underground, 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, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


 * Grit: You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.


 * Languages: You can speak, read, and write Common and Goblin.


 * Tribe: Most goblins on Zendikar belong to one of three tribes: the Grotag, the Lavastep, and the Tuktuk. Choose one of these tribes.

Grotag Tribe
Smaller and weaker than their cousins, and with larger hands and feet, goblins of the Grotag tribe attempt to live by their wits—though seldom with much success. When a Grotag goblin has the bright idea of trying to tame fleshpiercer mites, at least a few others will be willing to follow that goblin into a nest—usually to predictably horrible results. But though the Grotag seem to have a never-ending supply of bad ideas, and a horrible ratio of bad ideas to good, the Grotag likewise seem to have a never-ending supply of Grotag. As such, by trial and error (and more error), these goblins have stumbled across a great deal of knowledge useful for surviving the deep places of Zendikar, and for dealing with the creatures that live there. The Grotag imagine themselves to have a sort of empathy with beasts, and they lose hundreds of goblins each year to ill-advised attempts at monster taming. But, every now and again, one of these efforts is successful.
 * Grotag Tamer: You have proficiency in the Animal Handling skill.

Lavastep Tribe
The Lavastep tribe is the most industrious of the goblin tribes, and possesses much hard-won knowledge of the geothermal activity in Akoum. More so than members of the other tribes, the Lavastep goblins build surprisingly effective equipment out of the crystal shards and veins of strange metals that occasionally boil up to the surface. The most warlike of their kind, Lavastep goblins frequently harass the kor, elves, and humans of Akoum.
 * Lavastep Grit: You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments

Tuktuk Tribe
Among the goblins, the Tuktuk are most likely to hire themselves out as ruin guides to other races. Of course, their usual plan is to help find something of value, steal it, trigger a trap intentionally, and then run.
 * Tuktuk Cunning: You have proficiency with thieves’ tools.

Human Subraces (Plane Shift: Innistrad)
There is only one race in Innisrad, that being the humans. Yet the humans claim origins from different provinces, which grant them different talents.

Age: Humans reach adulthood in their late teens and live less than a century

Alignment: Humans tend toward no particular alignment.

Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed: Your base walking speed is 30 feet

Languages: You can speak, read, and write Common and one extra language of your choice

Provincial Origins: Choose one of the four provinces of Innistrad as the place of origin for your character.

Gavony (Plane Shift: Innistrad)
Whether safe behind the walls of the High City of Thraben or out in the moors with little more than shuttered windows, barred doors, and grim determination to stand against the horrors of the night, the humans of Gavony are the most well-rounded people of Innistrad.


 * Ability Score Increase: Your ability scores each increase by 1.

Kessig (Plane Shift: Innistrad)
For the Kessiger, life is work. Kessigers are farmers, millers, weavers, and stonemasons, living close to the land and working hard for every meal. This makes them self-reliant, pragmatic, and plainspoken.


 * Ability Score Increase: Your Dexterity and Wisdom scores each increase by 1.


 * Forest Folk: You have proficiency in the Survival skill.


 * Fleet of Foot: Your base walking speed is 40 feet.


 * Sure-Footed: When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
 * Spring Attack: When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.

Nehpalia (Plane Shift: Innistrad)
Beneath an ever-present shroud of fog billowing in from the sea, the people of Nephalia maintain a semblance of normalcy, buying and selling goods from across Innistrad in their bustling markets, setting out to sea in tiny fishing boats, or tilling the soggy earth in waterlogged fields.


 * Ability Score Increase: Your Intelligence and Charisma scores each increase by 1.


 * Breadth of Knowledge: You gain proficiency in any combination of four skills or with four tools of your choice.

Stensia (Plane Shift: Innistrad)
Countless generations of hardship and proximity to the vampire strongholds—leading to lost children and neighbors—have taught Stensians to guard their hearts. They are proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces.


 * Ability Score Increase: Your Strength and Constitution scores each increase by 1.


 * Daunting: You have proficiency in the Intimidation skill.


 * Tough: Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.

Khenra (Plane Shift: Amonkhet)
Your khenra character has the following traits.
 * Ability Score Increase: Your Dexterity score increases by 2, and your Strength score increases by 1.


 * Age: Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.


 * Alignment: Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.


 * Size: Khenra have similar builds to humans. Your size is Medium.


 * Speed: Your base walking speed is 35 feet.


 * Khenra Weapon Training: You have proficiency with the khopesh, spear, and javelin


 * Khenra Twins: If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can’t be frightened.


 * Langauges: You can speak, read, and write Common and Khenra

Kor (Plane Shift: Zendikar)
Kor are athletic climbers, known for their use of rope to swing and climb through the dizzying vertical terrain of Zendikar. Your kor character has these traits.


 * Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
 * Age: Kor mature at the same rate as humans and live about as long.


 * Alignment: Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors.


 * Size: Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium.


 * Speed: Your base walking speed is 30 feet. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.


 * Kor Climbing: You have proficiency in the Athletics and Acrobatics skills.
 * Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
 * Brave: You have advantage on saving throws against being frightened.
 * Languages: You can speak, read, and write Common, and communicate in the silent speech of the kor.

Merfolk (Plane Shift: Ixalan)
These Merfolk are quite different from the Zendikar ones. You may also use these subraces as subraces for the Zendikar race (found bellow), as suggested by Plane Shift: Ixalan.
 * Ability Score Increase: Your Charisma score increases by 1.
 * Age: Merfolk age at the same rate as Humans, reaching adulthood around 20, and live well over 100.
 * Alignment: Most Merfolk are Neutral.
 * Size: Range between 7 and 8 feet, and average around 300 pounds. Your size is Medium.
 * Speed: 30 feet walking, and 30 feet swim speed.
 * Amphibious: You can breath air and water.
 * Languages: You can speak, read, and write Common, Merfolk, and one additional language of your choice.
 * Subrace: The Merfolk of Ixalan consist of two different sub-species; Green and Blue.

Green Merfolk
Green Merfolk prefer walking on land, and have yellow chests and pale green faces.
 * Ability Score Increase: Your Wisdom increases by 2.
 * Mask of the Wild: You can attempt to hide even when only slightly obscured by foilage, heavy rain, falling snow, mist, and other natral phenomena.
 * Cantrip: You know one cantrip from the Druid spell list. Wisdom is your spellcasting ability for it.

Blue Merfolk
Blue Merfolk prefer living in the waters, and their skin is different shades of blue.
 * Ability Score Increase: Your Intelligence increases by 2.
 * Lore of the Waters: You gain proficiency in History and Nature.
 * Cantrip: You know one cantrip from the Wizard spell list. Intelligence is your spellcasting ability for it.

Merfolk (Plane Shift: Zendikar)
Your merfolk character has a number of traits in common with other members of this race.


 * Ability Score Increase: Your Charisma score increases by 1.


 * Age: Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
 * Alignment: Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.
 * Size: Merfolk are about the same size and build as humans. Your size is Medium.
 * Speed: Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.


 * Amphibious: You can breathe air and water.


 * Languages: You can speak, read, and write Common, Merfolk, and one extra language of your choice.


 * Creeds: The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula(water), and Cosi (the trickster). A merfolk isn’t born into a creed but chooses it upon reaching adulthood, and it is rare for a merfolk not to choose a creed. Merfolk of the wind and water creeds aren’t hostile to each other, but members of each creed regard the other creed with a vague disdain. Members of both those creeds regard the Cosi creed with suspicion and some degree of fear, and Cosi-creed adherents tend to keep their affiliation secret. Choose one of these creeds for your character.

Emeria (Wind) Creed
Merfolk who followed Emeria’s creed seek wisdom and truth in the Wind Realm, exploring the mystical forces—rather than natural causes—behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.


 * Ability Score Increase: Your Wisdom score increases by 2.


 * Wind Creed Manipulation: You have proficiency in the Deception and Persuasion skills.


 * Cantrip: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

Ula (Water) Creed
Ula-creed merfolk emphasise intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.
 * Ability Score Increase: Your Intelligence score increases by 2.


 * Water Creed Navigation: You have proficiency with navigator’s tools and in the Survival skill.


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

Cosi Creed
No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.


 * Ability Score Increase: Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.


 * Creed of the Trickster: You have proficiency in the Sleight of Hand and Stealth skills.


 * Cantrip: You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.

Minotaur (Plane Shift: Amonkhet)
Minotaurs have many traits in common with the half orcs of other worlds.


 * Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.


 * Age: Minotaurs develop more slowly than humans, reaching full maturity around the age of 20. They typically become acolytes at around 8 or 9 years old, making them among the older members of their crops. Once they reach maturity, though, minotaurs age quickly, rushing headlong through the trials (as they do all aspects of life) to complete them before they pass their peak. A minotaur allowed to die of old age would rarely live beyond 40.


 * Alignment: Most minotaurs lean toward chaotic alignments, and they have a slight inclination toward evil.


 * Size: Minotaurs average over 6 feet in height, and they have strong, stocky builds. Your size is Medium.
 * Speed: Your base walking speed is 30 feet.


 * Natural Weapon: You can use your horns as a natural weapon to make unarmed strikes. If you hit with your horns, you deal bludgeoning damage equal to 1d6 + your Strength modifier.


 * Menacing: You gain proficiency in the Intimidation skill.


 * Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.


 * 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.
 * Languages: You can speak, read, and write Common and Minotaur.

Naga (Plane Shift: Amonkhet)
All naga share the following traits.


 * Ability Score Increase: Your Constitution score increases by 2, and your Intelligence score increases by 1.


 * Age: Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century.


 * Alignment: Most naga are either neutral or neutral evil in alignment.


 * 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.  

Siren (Plane Shift: Ixalan)
Sirens are humanoids with birdlike features. They have wings as part of hteir arms, claws as nails that are nible enough to wield weapons and perform fine functions, and featers that start between their eyes and act like hair.
 * Ability Score Increase: Your Charisma increases by 2.
 * Alignment: Sirens lean towards chaotic alignments.
 * Size: Sirens are between 5 and 6 feet tall with hallow bones that make them light. Your size is Medium.
 * Speed: Your base walking speed is 25 feet.
 * Flight: You have a flying speed of 30 feet as long as you don't wear medium or heavy armor and aren't encumbered.
 * Siren's Song: You know the Friends cantrip and can cast it without material components.
 * Languages: You can speak, read, and write Common and Siren.

Vampire (Plane Shift: Ixalan)
Your vampire character has the following traits. In Plane Shift: Ixalan, there is suggestion to using the Zandikar Vampires as a subrace. In this case, apply the following traits to the subrace. The Ixalan Vampires have the Wisdom increase and Feast of Blood as their subrace traits.
 * Ability Score Increase: Your Charisma is increased by 2, and your Wisdom is increased by 1.
 * Age: Vampires don't mature or age like other races do.
 * Alignment: Vampires tend dowards Evil, though, due to their hierarchy, they are inclined towards Lawful.
 * Size: Vampires have the same build and size as humans. Your size is Medium.
 * Speed: Your base walking speed is 30 feet.
 * Darkvision: You can see in dim light as it if were bright light, and in darkness as if it were dim light up to 60 feet away. You can't discern colors in darkness, only shades of gray.
 * Vampiric Resistance: You have resistance to necrotic damage.
 * Languages: You can speak, read, and write Common and Vampire.
 * Bloodthirst: You can drain blood from a willing creature, or one grappled by you, restrained, or incapacitated. Make a melee attack against the target. If you hit, deal 1 piercing and 1d6 necrotic damage. The target's hit points are reduced by the necrotic damage they take, and you regain that many hit points. This reduction lasts until the target takes a long rest. The target dies if their hit points are reduced to 0.
 * Feast of Blood: When you drain blood trough your Bloodthirst ability, you experience a surge of vitality. Your speed is increased by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
 * Ability Score Increase: Your Inteligence increases by 1.
 * Null Transformation: A humanoid killed by your Bloodthirst ability becomes a null (see Zandikar Vampires bellow).

Vampire (Plane Shift: Zendikar)
Your vampire character has the following traits as a result of the unique origins of your kind.


 * Ability Score Increase: Your Intelligence score increases by 1, and your Charisma score increases by 2.


 * Age: Vampires don’t mature and age in the same way that other races do. Every living vampire is either a bloodchief, infected by Ulamog’s influence in the distant reaches of history, or was spawned by a bloodchief from a living human. Most vampires are thus very old, but few have any memory of their earliest years.


 * Alignment: Vampires have no innate tendency toward evil, but consuming the life energy of other creatures often pushes them to that end. Regardless of their moral bent, the strict hierarchies of their bloodchiefs inclines them toward a lawful alignment.


 * Size: Vampires are about the same size and build as humans. Your size is Medium.


 * Speed: Your base walking speed is 30 feet.


 * Darkvision: Thanks to your heritage, 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, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


 * Vampiric Resistance: You have resistance to necrotic damage.


 * Blood Thirst: You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null (see “A Zendikar Bestiary”).
 * Languages: You can speak, read, and write Common and Vampire.

Vedalken (Plane Shift: Zendikar)
Your vedalken character has certain characteristics in common with all other vedalken.
 * Ability Score Increase: Your Inteligence score increases by 2 and your Wisdom score increases by 1.


 * Age: Vedalken mature at the same rate as humans do, and most are expected to settle down into adult life by around age 40. They can live 350 to almost 500 years.


 * Alignment: Vedalken are most often lawful and rarely evil.


 * Size: Vedalken are taller than humans but more slender. They average 6 to 6 1/2 feet tall, but usually weigh less than 200 pounds. Your size is Medium.


 * Speed: Your base walking speed is 30 feet.


 * Vedalken Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.


 * Aether Lore: When you make an Inteligence (History) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.


 * Languages: You can speak, read, and write Common and Vedalken. Vedalken is renowned for it's technical treaties and it's catalogs of knowledge about the natural world and the aether it provides.