DRAGON ADVENTURES
D20 RPG BETA
This work includes material taken from the System Reference
Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document.
The
SRD 5.1 is licensed under the Creative Commons Attribution
THE QUEST FOR THE GOLDEN ARROWS
CHARACTER RACES
Racial Traits
The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. Ability Score Increase Age The age entry notes the age when a member of the
race is considered an adult, as well as the race’s expected lifespan.
This information can help you decide how old your character is at the
start of the game. You can choose any age for your character, which
could provide an explanation for some of your ability scores. For
example, if you play a young or Alignment Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character. |
Speed Your speed determines how far you can move when traveling ( “Adventuring”) and fighting (“Combat”). Languages By virtue of your race, your character can speak, read, and write certain languages. Subraces Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world.
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Dwarf Dwarf Traits Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. Ability Score Increase. Your Constitution score increases by 2. 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 toward 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 between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. 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. |
Dwarven
Resilience. You have advantage on saving throws against
poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Hill Dwarf As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. Ability Score Increase. Your Wisdom score increases by 1. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. |
Elf Elf Traits Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. Ability Score Increase. Your Dexterity 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 encompassworldly 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 Keen Senses. You have proficiency in the Perception skill.
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Fey Ancestry. You have advantage on saving
throws against being charmed, and magic can’t put Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. 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 High Elf As a high elf, you have a keen mind and a mastery of
at least the basics of magic. In many fantasy gaming
worlds, there are two kinds of high elves. One type is
haughty and reclusive, believing themselves to be Ability Score Increase. Your Intelligence score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip. You know one cantrip of your choice
from the wizard spell list. Intelligence is your Extra Language. You can speak, read, and write one extra language of your choice. |
Halfling Halfling Traits Your halfling character has a number of traits in common with all other halflings. Ability Score Increase. Your Dexterity score increases by 2. Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. Alignment. Most halflings are lawful good. As a rule, they are good-‐‑hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are so very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. 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. Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours. Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. Lightfoot Halfing As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. Ability Score Increase. Your Charisma score increases by 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. Human Human Traits It’s hard to make generalizations about humans, but your human character has these traits. Ability Score Increase. Your ability scores each increase by 1. Age. Humans reach adulthood in their late teens and live less than a century. Alignment. Humans tend toward no particular
alignment. The best and the worst are found among 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. Humans typically learn the languages of other peoples they deal with, including obscure dialects.
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Dragonborn Dragonborn Traits Your draconic heritage manifests in a variety of traits you share with other dragonborn. Ability Score Increase. Your Strength score
increases by 2, and your Charisma score increases Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10 year old human child by the age of 3, and reach adulthood by 15. They live to be around 80. Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. Size. Dragonborn are taller and heavier than
humans, standing well over 6 feet tall and averaging Speed. Your base walking speed is 30 feet. Draconic Ancestry |
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DRAGON | DAMAGE TYPE | BREATH WEAPON | ||
Black | Acid | 5 by 30 Feet Line - Dexterity Save | ||
Blue | Lightning | 5 by 30 Feet Line - Dexterity Save | ||
Brass | Fire | 5 by 30 Feet Line - Dexterity Save | ||
Bronze | Lightning | 5 by 30 Feet Line - Dexterity Save | ||
Copper | Acid | 5 by 30 Feet Line - Dexterity Save | ||
Gold | Fire | 15 Feet Cone - Dexterity Save | ||
Green | Poison | 15 Feet Cone - Constitution Save | ||
Red | Fire | 15 Feet Cone - Dexterity Save | ||
Silver | Cold | 15 Feet Cone - Constitution Save | ||
White | Cold | 15 Feet Cone - Constitution Save | ||
Draconic Ancestry. You have draconic ancestry.
Choose one type of dragon from the Draconic Breath Weapon. You can use your action to
exhale destructive energy. Your draconic ancestry When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. Damage Resistance. You have resistance to the damage type associated with your draconic ancestry. 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
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Gnome
Gnome Traits
Your gnome character has certain characteristics in
common with all other gnomes.
Ability Score Increase. Your Intelligence score
increases by 2.
Age. Gnomes mature at the same rate humans do,
and most are expected to settle down into an adult
life by around age 40. They can live 350 to almost
500 years.
Alignment. Gnomes are most often good. Those
who tend toward law are sages, engineers,
researchers, scholars, investigators, or inventors.
Those who tend toward chaos are minstrels,
tricksters, wanderers, or fanciful jewelers. Gnomes
are good-‐‑hearted, and even the tricksters among
them are more playful than vicious.
Size. Gnomes are between 3 and 4 feet tall and
average 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.
Gnome Cunning. You have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic.
Languages. You can speak, read, and write
Common and Gnomish. The Gnomish language,
which uses the Dwarvish script, is renowned for its
technical treatises and its catalogs of knowledge
about the natural world.
Rock Gnome
As a rock gnome, you have a natural inventiveness
and hardiness beyond that of other gnomes.
Ability Score Increase. Your Constitution score
increases by 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, instead of any
proficiency bonus you normally apply.
Tinker. You have proficiency with artisan’s tools
(tinker’s tools). Using those tools, you can spend 1
hour and 10 gp worth of materials to construct a
Tiny clockwork device (AC 5, 1 hp). The device
ceases to function after 24 hours (unless you spend
1 hour repairing it to keep the device functioning),
or when you use your action to dismantle it; at that
time, you can reclaim the materials used to create it.
You can have up to three such devices active at a
time.
When you create a device, choose one of the
following options:
Clockwork Toy. This toy is a clockwork animal,
monster, or person, such as a frog, mouse, bird,
dragon, or soldier. When placed on the ground, the
toy moves 5 feet across the ground on each of your
turns in a random direction. It makes noises as
appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame,
which you can use to light a candle, torch, or
campfire. Using the device requires your action.
Music Box. When opened, this music box plays a
single song at a moderate volume. The box stops
playing when it reaches the song’s end or when it
is closed.
Half-Elf
Half-Elf Traits
Your half-‐‑elf character has some qualities in
common with elves and some that are unique to
half-‐‑elves.
Ability Score Increase. Your Charisma score
increases by 2, and two other ability scores of your
choice increase by 1.
Age. Half-‐‑elves mature at the same rate humans
do and reach adulthood around the age of 20. They
live much longer than humans, however, often
exceeding 180 years.
Alignment. Half-‐‑elves share the chaotic bent of
their elven heritage. They value both personal
freedom and creative expression, demonstrating
neither love of leaders nor desire for followers. They
chafe at rules, resent others’ demands, and
System Reference Document 5.1 7
sometimes prove unreliable, or at least
unpredictable.
Size. Half-‐‑elves are about the same size as humans,
ranging from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your elf blood, 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.
Fey Ancestry. You have advantage on saving
throws against being charmed, and magic can’t put
you to sleep.
Skill Versatility. You gain proficiency in two skills
of your choice.
Languages. You can speak, read, and write
Common, Elvish, and one extra language of your
choice.
Half-Orc
Half-Orc Traits
Your half-‐‑orc character has certain traits deriving
from your orc ancestry.
Ability Score Increase. Your Strength score
increases by 2, and your Constitution score increases
by 1.
Age. Half-‐‑orcs mature a little faster than humans,
reaching adulthood around age 14. They age
noticeably faster and rarely live longer than 75 years.
Alignment. Half-‐‑orcs inherit a tendency toward
chaos from their orc parents and are not strongly
inclined toward good. Half-‐‑orcs raised among orcs
and willing to live out their lives among them are
usually evil.
Size. Half-‐‑orcs are somewhat larger and bulkier
than humans, and they range from 5 to well over 6
feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your orc blood, 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.
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 Orc. Orc is a harsh, grating language
with hard consonants. It has no script of its own but
is written in the Dwarvish script.
Tiefling
Tiefling Traits
Tieflings share certain racial traits as a result of their
infernal descent.
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.
Alignment. Tieflings might not have an innate
tendency toward evil, but many of them end up
there. Evil or not, an independent nature inclines
many tieflings toward a chaotic alignment.
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