Playable Species
| Name | Type | Description | Rarity |
|---|---|---|---|
| Android | Construct | A construct made by a highly skilled Roboticist. Their artificial bodies can be made from wood, metal or organics specialized in certain tasks. | Rare |
| Warforged | Construct | A construct made by fusing magic and technology originally for warfare. | Very Rare |
| Auto-Gnome | Construct | A Gnomish construct made from magic and technology for a variety of functions. | Very Rare |
| Human | Humanoid | A medium creature of average size and build. The most common sentient creature in the world. | Common |
| Half-Elf | Humanoid | The issue of an Elf and a Human or another Half-Elf. Commonly found in the Kingdom. | Common |
| Dwarf | Humanoid | Short stocky humanoids with sturdy builds. Usually found underground or in the hills. | Uncommon |
| Halfling | Humanoid | A short humanoid creature who resemble small humans. Cheery and unnaturally lucky. | Uncommon |
| Dragonborn | Dragonic | Large creatures with dragon scales from their dragon ancestry. | Rare |
| Goliath | Humanoid | Big burly creatures decended from giants. They a trait from their giant ancestors. | Very Rare |
| Rock Gnome | Humanoid | Short creatures with a connection to the mountains and hills. Most common type of Gnome. | Uncommon |
| Forest Gnome | Humanoid | Short wild creatures that prefer to live in forests and grasslands. Rarest type of Gnome. | Rare |
| Deep Gnome | Humanoid | Short creatures with dark grey skin that live deep underground. | Uncommon |
| High Elf | Humanoid | Elves are tall and slender creatures that prefer to live in the forest or in nature. Most of them have died during the Scarring. | Rare |
| Drow | Humanoid | Drow are Elves with dark skin and prefer to live in darkness. | Very Rare |
| Wood Elf | Humanoid | Wood Elf prefer to live in forested areas and can be faster than other Elves. | Rare |
| Shadar-Kai | Humanoid | A rare type of Elf with pale skin and a connection the Shadowfell. | Very Rare |
| Astral Elf | Humanoid | A type of Elf that has navigated the Astral Sea instead of moving to the Material Plane | Very Rare |
| Kalashtar | Humanoid | A humanoid bonded with a spirit from the plane of dreams. | Rare |
| Kalashtar (Moon) | Humanoid | A humanoid bonded with a spirit from the plane of shadows and dreams. | Uncommon |
| Kalashtar (Sun) | Humanoid | A humanoid bonded with a spirit from the plane of shadows and dreams. | Uncommon |
| Orc | Humanoid | Big burly creatures with powerful large builds and tusks. | Common |
| Half-Orc | Humanoid | The issue of an Orc and a Human. They possess a stronger build from the Orc ancestry and the versatility of a Human. | Rare |
| Tabaxi | Humanoid | Furry humanoid with cat like features home to warmer climates. | Rare |
| Kenku | Humanoid | A birdlike humanoid creature from the Shadowfell. | Very Rare |
| Kobold | Dragonic | A small creature with draconic ancestry. Known for their craftiness. | Uncommon |
| Goblin | Fey | Short creatures with red eyes and green skin. The most common of the Goblinoids. | Common |
| Bugbear | Fey | Large furry creatures that can move deceptively stealthy. | Uncommon |
| Harengon | Fey | A rabbit like creature that walks on two legs from the Feywild. | Very Rare |
| Firbolg | Fey | A large descendant of giants from the Feywild. They’re generally slow and kind-spirited. | Rare |
| Nac Mac Feegle | Fey | A tiny creature with red hair and blue tattoos. | Very Rare |
| Werewolf | Humanoid | A humanoid creature corrupted by magic displaying features of a wolf. | Rare |
| Weredog | Humanoid | A humanoid creature corrupted by magic displaying features of a dog. | Rare |
| Werebear | Humanoid | A humanoid creature corrupted by magic displaying features of a bear. | Rare |
| Wererat | Humanoid | A humanoid creature corrupted by magic displaying features of a rat. | Rare |
| Sharkkin | Humanoid | A humanoid creature corrupted by magic displaying features of a shark. | Rare |
| Thri-Kreen | Monstrosity | An insectoid creature that lives underground or in the desert. | Rare |
| Tortle | Humanoid | A large creature with a shell on its back. | Very Rare |
| Human Variant | Humanoid | A human with a special ancestry. | Common |
| Pariah | Humanoid | A human with Elven ancestry with abilities from the specific subrace of Elf. | Common |
Homebrew
Android Traits
As a Android, you have these special traits.
Sleep Mode. You do not sleep but enter a lower power state to recharge and process information. For every hour of rest you regain 6 hours worth of power. If you remain active for 24 hours instead of taking a level of Exhaustion you become Unconscious. You cannot be put to sleep against your will magically or otherwise.
Sturdy Build. You have incorporated armored plates onto your body increasing your AC by 1. This armor can be improved by integrating armor you're proficient with increasing your base Armor Class.
Integrated Tools. You can select one set of tools that have been integrated into your body. You are proficient with these tools and they are always on your person and cannot be taken away against your will.
Specialized build
Choose one of the specialized Android backgrounds from below:Homebrew
Prerequisites
Species: Android, Warforged, AutognomeAbility Score Improvement
Your Intelligence Score increases by 4 and your maximum increases to 22.Technological Aptitude
Because of your Technological build you gain 1 point of Technological Aptitude.Homebrew
Prerequisites
Species: Android, Warforged, AutognomeAbility Score Improvement
Your Constitution Score increases by 4 and your maximum increases to 22.Technological Aptitude
Because of your Technological build you gain 1 point of Technological Aptitude.Prerequisites
Species: Android, Warforged, AutognomeAbility Score Improvement
Your Strength or Dexterity Score increases by 4 and your maximum increases to 22.Technological Aptitude
Because of your Technological build you gain 1 point of Technological Aptitude.Eberron: Forge of the Artificer
Warforged Traits
As a Warforged, you have these special traits.
Spelljammer: Adventures in Space
Auto-Gnome Traits
As a Auto-Gnome, you have these special traits.
D&D Free Rules (2024)
Humans are the most adaptable and ambitious people among the common species. They have widely varying tastes, morals, and customs in the many different lands where they have settled. By far the most populous of the intelligent species. The Empire of Mori is mostly made up of humans and the people of the Northen Clans are almost exclusively human.
Human Traits
As a Human, you have these special traits.
Homebrew
They tend to be fairly common in the Kingdom of Therassia.
Half-Elf Traits
As a Half-Elf, you have these special traits.
Elven Lineages
- Drow. The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip.
- High Elf. You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.
- Wood Elf. Your Speed increases to 35 feet. You also know the Druidcraft cantrip.
D&D Free Rules (2024)
Dwarf Traits
As a Dwarf, you have these special traits.
D&D Free Rules (2024)
Halfling Traits
As a Halfling, you have these special traits.
D&D Free Rules (2024)
The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to populate the multiverse with people created in their image. Another story claims that dragons created the first dragonborn without the gods’ blessings. Whatever their origin, dragonborn have made homes for themselves on the Material Plane.
Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other features are reminiscent of their draconic ancestors.
Dragonborn Traits
As a Dragonborn, you have these special traits.
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
D&D Free Rules (2024)
Goliath Traits
As a Goliath, you have these special traits.
- Cloud’s Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.
- Fire’s Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.
- Frost’s Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.
- Hill’s Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.
- Stone’s Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
- Storm’s Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.
Powerful Build. You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.
D&D Free Rules (2024)
Gnome Traits
As a Gnome, you have these special traits.
- Forest Gnome. You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.
- Rock Gnome. You know the Mending and Prestidigitation cantrips. In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.
- Deep Gnome. You have Superior Darkvision extending the range to 120 feet. You can also cast the disguise self spell with this trait. Starting at 5th level, you can also cast the nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
D&D Free Rules (2024)
Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.
An environment subtly transforms elves after they inhabit it for a millennium or more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.
Elf Traits
As a Elf, you have these special traits.
Elven Lineages
| Lineage | Level 1 | Level 3 | Level 5 |
|---|---|---|---|
| Drow | The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip. | Faerie Fire | Darkness |
| High Elf | You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. | Detect Magic | Misty Step |
| Wood Elf | Your Speed increases to 35 feet. You also know the Druidcraft cantrip. | Longstrider | Pass without Trace |
Mordenkainen Presents: Monsters of the Multiverse
Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies. Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell’s grim energy.
Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.
Like other elves, shadar-kai can live to be over 750 years old.
Considered rare in this world they're seen in The Empire of Mori as lower class citizens because of their natural affinity with magic. The Kingdom of Therassia considers them corrupted members of the Elven race. They're hated by The Northern Clans as unnatural magical creatures.
Shadar-Kai Traits
As a Shadar-Kai, you have these special traits.
Spelljammer: Adventures in Space
Astral Elf Traits
As a Astral Elf, you have these special traits.
Eberron: Forge of the Artificer
Kalashtar (pronounced kal-ASH-tar) are created from the union of humanity and renegade spirits called quori from the plane of dreams. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. They have symmetrical, slightly angular features, and their eyes often glow when they are concentrating or expressing strong emotions.
Kalashtar can’t communicate directly with their quori spirits. Rather, kalashtar might experience them as a source of instinct and inspiration, drawing on the spirits’ memories when the kalashtar sleep. This connection grants kalashtar minor psionic abilities, as well as protection from psionic attacks.
Kalashtar Traits
As a Kalashtar, you have these special traits.
Homebrew
Kalashtar (pronounced kal-ASH-tar) are created from the union of humanity and renegade spirits called quori from the plane of dreams. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. They have symmetrical, slightly angular features, and their eyes often glow when they are concentrating or expressing strong emotions.
Kalashtar can’t communicate directly with their quori spirits. Rather, kalashtar might experience them as a source of instinct and inspiration, drawing on the spirits’ memories when the kalashtar sleep. This connection grants kalashtar minor psionic abilities, as well as protection from psionic attacks.
These Kalashtar from Pangu Okoku are bound to the spirits of shadows and dreams.
Kalashtar (Moon) Traits
As a Kalashtar (Moon), you have these special traits.
Homebrew
Kalashtar (pronounced kal-ASH-tar) are created from the union of humanity and renegade spirits called quori from the plane of dreams. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. They have symmetrical, slightly angular features, and their eyes often glow when they are concentrating or expressing strong emotions.
Kalashtar can’t communicate directly with their quori spirits. Rather, kalashtar might experience them as a source of instinct and inspiration, drawing on the spirits’ memories when the kalashtar sleep. This connection grants kalashtar minor psionic abilities, as well as protection from psionic attacks.
Sun Kalashtar are bound to the spirits of Order from the plane of Mechanus.
Kalashtar (Sun) Traits
As a Kalashtar (Sun), you have these special traits.
D&D Free Rules (2024)
Orc Traits
As a Orc, you have these special traits.
Homebrew
Half-Orc Traits
As a Half-Orc, you have these special traits.
Mordenkainen Presents: Monsters of the Multiverse
Tabaxi Traits
As a Tabaxi, you have these special traits.
Mordenkainen Presents: Monsters of the Multiverse
Kenku Traits
As a Kenku, you have these special traits.
Mordenkainen Presents: Monsters of the Multiverse
Kobold Traits
As a Kobold, you have these special traits.
Mordenkainen Presents: Monsters of the Multiverse
Goblin Traits
As a Goblin, you have these special traits.
Mordenkainen Presents: Monsters of the Multiverse
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for lurking just out of sight, and many of them have sneaked away from that god’s influence.
They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their formidable build, bugbears are quiet skulkers, thanks to a fey magic that allows them to hide in spaces seemingly too small for them.
Bugbear Traits
As a Bugbear, you have these special traits.
Mordenkainen Presents: Monsters of the Multiverse
Harengon Traits
As a Harengon, you have these special traits.
Mordenkainen Presents: Monsters of the Multiverse
Firbolg Traits
As a Firbolg, you have these special traits.
Homebrew
Nac Mac Feegle Traits
As a Nac Mac Feegle, you have these special traits.
Stun Resistance. You have Advantage on saving throws against being Stunned.
Unprecedented Strength. You count as two sizes larger when determining your jump range, carrying capacity and the weight you can push, drag, or lift. Your maximum Strength score increases by 2.
Pictsie Headbutt. When you have an enemy grappled you can make a headbutt attack using an Attack. Melee Attack, reach 2.5 ft, one target. Hit: 1d4 + Strength modifier bludgeoning damage.
A number of times equal to your Proficiency Bonus per long rest you can make it a stunning blow. The creature has to make a (DC8 + Strength Modifier + Proficiency) Constitution saving throw or the creature is Stunned until the end of your next turn. You can do this once per turn.
Crawstep. From 8th level, a Pictsie can find a way in anywhere, even a dream. A single Pictsie may use the crawstep to travel to an adjacent plane. This effect works like the spell plane shift with the following exceptions: it only affects the Pictsie the Pictsie can only carry up to 10 lbs. of matter that matter may be anyone in the Pictsies' clan as long as they are a born member or honorary, as declared by a kelda it must be to a neighboring plane (from the Material plane, that means Shadowfell, Feywild, Ethereal, or Astral Planes) they must have unfettered feet movement ("It's all in the twist of the ankle, ye ken") They never use the crawstep to take a shortcut through the Material Plane. For that, they assure others, they have "feets".
After using your crawstep, you can't use it again until you complete a long rest.
Mordenkainen Presents: Monsters of the Multiverse
Shifter Traits
As a Shifter, you have these special traits.
- Werewolf. When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Weredog. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.
- Werebear. You gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class.
- Wererat. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.
Homebrew
Sharkkin Traits
As a Sharkkin, you have these special traits.
Spelljammer: Adventures in Space
A thri-kreen resembled a giant praying mantis, bipedal and standing 4.5–7 feet (1.4–2.1 meters) high and weighing 100–375 pounds (45–170 kilograms a full-grown adult averaged at 6 feet (1.8 meters) and 200 pounds (90 kilograms). They had exoskeletons over their entire bodies. They had six limbs protruding from their thorax: two for walking and four for use as arms, ending in four-fingered claw-like hands capable of tool- and weapon-use. Their insectoid heads had two black, multi-faceted compound eyes; two small antennae sprouting from the top; and a complex jaw structure with large sharp mandibles. It was extremely difficult to distinguish the males and females.
The carapace of a thri-kreen was typically a sandy yellow in hue, but could vary from a sandy brown to a pale green color, as best suited the environment. This enabled thri-kreen to blend in with the dry savannas and grasslands they dwelled in.
Thri-kreen wore little to no clothing or armor. Instead, they wore only simple leather belts, harnesses, or slings to hold their food, equipment, and weaponry, and only as much as they needed. They did not make or wear any kind of adornments.
Thri-Kreen Traits
As a Thri-Kreen, you have these special traits.
Mordenkainen Presents: Monsters of the Multiverse
Tortle Traits
As a Tortle, you have these special traits.
Homebrew
Humans that have other species in their ancestry or have been corrupted by magic.
Human Variant Traits
As a Human Variant, you have these special traits.
Homebrew
Human Variant - Pariah Traits
As a Human Variant - Pariah, you have these special traits.
- Drow. You gain Darkvision with a range of 60 feet. You also know the Dancing Lights cantrip.
- High Elf. You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.
- Wood Elf. Your Speed increases to 35 feet. You also know the Druidcraft cantrip.
- Shadar-Kai. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Astral. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious. Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.































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