General Perk List
Go back to Main Race Page: Read Here First
You cannot go above a total of +4 for ASI investment. If you do +1 to all, you cannot increase ASI further with perks.
You can get as many languages as you wish from this, the cost for each one being 1.
You cannot go above a +10ft of movement speed.
Player Races that come with darkvision can spend 1 point to increase this radius by 60ft, to a maximum of 120ft. The following races may do this:
ASI
Ability Score Increase | Cost |
---|---|
+1 ASI | 4 |
+2 ASI | 8 |
+1 to all ASI | 16 |
Language
Perk | Cost |
---|---|
1 Language of Choice | 1 |
2 Languages of Choice | 2 |
Proficiencies
You cannot go above 2 skill proficiencies, but there is no limit on tool proficiencies.Perk | Cost |
---|---|
Choice of Tool Proficiency | 1 |
Choice of Skill Proficiency | 3 |
Choice of 2 Skill Proficiencies | 5 |
Movement
Perk | Cost |
---|---|
+5ft of Movement Speed | 2 |
+10ft of Movement Speed | 5 |
You gain a climbing speed equal to your walking speed. | 2 |
General Perks
Perk | Cost | Boon |
---|---|---|
Slow & Steady | 0 | Your walking speed is reduced by 5ft but it cannot be affected by your armor. |
Brawler | 1 | Your unarmed strikes do 1d4 Bludgeoning damage. |
Light Armor Training | 1 | You are now proficient with Light Armor |
Spright | 1 | Your unarmored AC is now 12 + Your Dexterity Modifier |
Tinkerer | 1 | You gain proficiency in Tinker’s Tools. With 1 hour and 10gp of materials, you can make one of the following:
|
Long Hauler | 2 | You may ignore up to two levels of Exhaustion, as long as both levels are from traveling in a Forced March. Once you reach a level of Exhaustion at or above three, you suffer from all levels. |
Mariner | 2 | You now have a swimming speed equal to your walking speed |
Mask of the Wild | 2 | You can attempt to Hide even when you are physically obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. |
Powerful Build | 2 | Your Push/Drag/Carry Weight is doubled. |
Trap Master | 2 | You may use Ball Bearings, Caltrops, and Hunting Traps as a Bonus Action instead of an Action. |
Weapon Training | 3 | You become proficient in 3 weapons of your choice. |
Charge | 3 | If you take the Dash Action and move 20ft in a straight line towards an enemy, you may make a Melee Weapon Attack as a Bonus Action. |
Close the Distance | 3 | You may, as a Bonus Action, double your movement speed for that turn. You must be closer to an enemy than you began the turn. |
Death or Dishonor | 3 | When you are reduced to 0 hp and do not use the Relentless perk, you may use your reaction to move up to half of your movement and make one Melee Attack before falling Unconscious. Doing so causes you to automatically fail one Death Saving Throw. |
Hard to Hit | 3 | Your unarmored AC is now 13 + Your Dexterity Modifier |
Jury-Rigger | 3 | With ten minutes of time, material whose weight is equal to the total weight of the items you'd like to create, and a set of Artisans Tools that you are proficient in, you can create up to 6 items from the Adventuring Gear Table in the Player's Handbook whose combined cost cannot exceed 50gp. These items are crude in appearance and will after 12 hours, a fact apparent to anyone who looks at an item created with this ability. Once you use this ability, you may not use it again until after you have completed a Long Rest. |
Savage Attacks | 3 | When you score a Critical Hit with a 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. |
Battle-Ready | 4 | You may add your Proficiency Bonus to your Initiative rolls. |
Medium Armor Training | 4 | You are now proficient with Light and Medium Armor. |
Relentless | 4 | Whenever you are dropped to 0 hit points, you may instead choose to be dropped to 1. Once you use this perk, you may not use it again until after you have completed a Long Rest. |
Take the Ground | 4 | You may, as a Bonus Action, double your movement speed until the end of your turn. You may not use this ability again until after you have not moved willingly for an entire turn. |
Tireless | 4 | You may ignore the first level of Exhaustion. Once you gain a second level of Exhaustion, however, you suffer from your Exhaustion levels normally. No interaction with the Long Hauler perk. |
Battlecry | 5 | As a Bonus Action, you let out a battlecry at your enemies within 10 feet of you. Until the end of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear the shout. Once you use this ability, you may not use it again until after you have finished a Short or Long Rest. |
Commando Training | 5 | 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. |
Lucky | 5 | Whenever you roll a 1 on a d20, you may reroll the dice. You must use the new roll. |
Save Face | 5 | 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. |
Strike Together | 5 | When you roll Initiative, you may instead choose to use the roll of a friendly creature within 60ft of you. Once you use this ability, you may not use it again until you complete a Short or Long Rest. |
Tough | 5 | You gain +1 Maximum HP per level |
Tiptoe | 5 | Your footsteps cannot be heard if you move at less than or equal to half your walking speed. |
Vengeful | 5 | When you take damage from a creature in range of a weapon you are wielding, you can use your Reaction to make an attack against that creature. You can do this once per Short or Long Rest. |
Unrivaled Vitality | 5 | You have advantage on saving throws against Poison, and resistance to Poison damage. |
Far-Striker | 6 | When taking the Attack action with a Melee Weapon, your range is increased by 5ft. |
Tenacity | 6 | You won’t let a grim situation get to you. Whenever you have Disadvantage on an Attack Roll, Saving Throw, or Skill Check, you may cancel that disadvantage. You may use this ability a number of times equal to your proficiency bonus per long rest. |
Endurance Training | 7 | When you take damage, you may shrug off 1d12+Your Constitution modifier of that damage. Once you use this ability, you may not use it again until after you have completed a Long Rest. |
Formation Fighter | 8 | You have Advantage on an attack roll as long as there is an ally within 5ft of the enemy and the ally isn’t Incapacitated. |
Half-Feat | 8 | You may choose one Half-Feat (i.e. one that increases an Ability Score while also providing some utility). Cannot be combined with "Extra Feat." |
Heavy Armor Training | 8 | You are now proficient with Light, Medium, and Heavy Armor. |
Quick Escape | 8 | You may take the Disengage or Hide action as a Bonus Action. |
Extra Feat | 18 | You may pick one additional feat of your choice. Cannot be combined with "Half-Feat." |
Small Size Perks
These perks can only be taken if your character is of size Small or smaller.Perk | Cost | Boon |
---|---|---|
Clever Strikes | 1 | Weapons with the Versatile property, when wielded with two hands, are one size higher (d10 to d12) to a maximum of d12. |
Nimble | 2 | You may through the space of another creature of a size larger than yours as difficult terrain. |
Fury of the Small | 3 | When you damage a creature with a spell or an attack and the creature's size is larger than yours, you may add extra damage to the attack equal to your Character Level. You may not use this perk again until after you have completed a Short or Long Rest. |
Naturally Stealthy | 4 | You may take the Hide action when behind a creature of a size larger than yours. |
Darkvision
A creature with darkvision can see in the dark within a specific radius. The creature can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The creature can’t discern color in darkness, only shades of gray unless otherwise specified.Player Races that come with darkvision can spend 1 point to increase this radius by 60ft, to a maximum of 120ft. The following races may do this:
- Bugbear
- Dark Elf
- Dryad
- Dwarf (only if the Darkvision Perk is taken)
- Goblin
- Hobgoblin
- Human (Hylian Bloodline, only if the Darkvision Perk is taken)
- Kobold
- Wolfkin
Race-Exclusive Perks
Race-Exclusive Perks will be listed in their individual articles under the Race Perks Pages folder or linked in the Species article.Remove these ads. Join the Worldbuilders Guild
Comments