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subraces.json
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subraces.json
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{
"human": {
"typical": {
"ability score bonuses": {
"strength": 1,
"dexterity": 1,
"constitution": 1,
"intelligence": 1,
"wisdom": 1,
"charisma": 1
}
},
"variant": {
"extra ability score bonuses": [
2,
"strength",
"dexterity",
"constitution",
"intelligence",
"wisdom",
"charisma"
],
"extra proficiencies": {
"skills": [
1,
"athletics",
"acrobatics",
"sleight of hand",
"stealth",
"arcana",
"history",
"investigation",
"nature",
"religion",
"animal handling",
"insight",
"medicine",
"perception",
"survival",
"deception",
"intimidation",
"performance",
"persuasion"
]
},
"features": {
"feat": "You gain one feat of your choice."
}
}
},
"dwarf": {
"hill": {
"ability score bonuses": {
"wisdom": 1
},
"base height": 44,
"height modifier": [2, 4],
"base weight": 115,
"weight modifier": [2, 6],
"features": {
"dwarven toughness": "Your hit point maximum increases by 1, and it increases by 1 every time you gain a level."
}
},
"mountain": {
"ability score bonuses": {
"strength": 2
},
"base height": 48,
"height modifier": [2, 4],
"base weight": 130,
"weight modifier": [2, 6],
"proficiencies": {
"armors": [
"light",
"medium"
]
}
}
},
"elf": {
"high": {
"ability score bonuses": {
"intelligence": 1
},
"base height": 54,
"height modifier": [2, 10],
"base weight": 90,
"weight modifier": [1, 4],
"movement": 30,
"proficiencies": {
"weapons": [
"longswords",
"shortbows",
"longbows"
]
},
"extra proficiencies": {
"languages": [
1,
"common",
"dwarvish",
"elvish",
"giant",
"gnomish",
"goblin",
"halfling",
"orc",
"abyssal",
"celestial",
"draconic",
"deep Speech",
"infernal",
"primordial",
"sylvan",
"undercommon"
]
},
"features": {
"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.",
"cantrip": "You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it."
}
},
"wood": {
"ability score bonuses": {
"wisdom": 1
},
"base height": 54,
"height modifier": [2, 10],
"base weight": 100,
"weight modifier": [1, 4],
"movement": 35,
"proficiencies": {
"weapons": [
"longswords",
"shortbows",
"longbows"
]
},
"features": {
"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.",
"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."
}
},
"dark": {
"ability score bonuses": {
"charisma": 1
},
"base height": 53,
"height modifier": [2, 6],
"base weight": 75,
"weight modifier": [1, 6],
"movement": 30,
"proficiencies": {
"weapons": [
"rapiers",
"hand crossbows"
]
},
"features": {
"superior darkvision": "Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.",
"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.",
"drow magic": "You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells."
}
}
},
"halfling": {
"lightfoot": {
"ability score bonuses": {
"charisma": 1
},
"features": {
"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": {
"ability score bonuses": {
"constitution": 1
},
"features": {
"stout resilience": "You have advantage on saving throws against poison, and you have resistance against poison damage."
}
}
},
"gnome": {
"forest": {
"ability score bonuses": {
"dexterity": 1
},
"features": {
"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":{
"ability score bonuses": {
"constitution": 1
},
"proficiencies": {
"tools": [
"tinker's tools"
]
},
"features": {
"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."
}
}
},
"dragonborn": {
"black": {
"features": {
"draconic ancestry": "You have an ancestry tracing back to black dragons. You were born with an affinity to certain elements, giving you resistance to acid damage. Your breath weapon is also determined by this ancestry.",
"breath weapon": "You can use your action to exhale destructive energy, which blasts out from you in a 5-by-30-foot line.\n\tWhen you use your breath weapon, each creature in the area of the exhalation must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 acid 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.\n\tAfter you use your breath weapon, you can't use it again until you complete a short or long rest."
}
},
"blue": {
"features": {
"draconic ancestry": "You have an ancestry tracing back to blue dragons. You were born with an affinity to certain elements, giving you resistance to lightning damage. Your breath weapon is also determined by this ancestry.",
"breath weapon": "You can use your action to exhale destructive energy, which blasts out from you in a 5-by-30-foot line.\n\tWhen you use your breath weapon, each creature in the area of the exhalation must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 lightning 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.\n\tAfter you use your breath weapon, you can't use it again until you complete a short or long rest."
}
},
"brass": {
"features": {
"draconic ancestry": "You have an ancestry tracing back to brass dragons. You were born with an affinity to certain elements, giving you resistance to fire damage. Your breath weapon is also determined by this ancestry.",
"breath weapon": "You can use your action to exhale destructive energy, which blasts out from you in a 5-by-30-foot line.\n\tWhen you use your breath weapon, each creature in the area of the exhalation must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire 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.\n\tAfter you use your breath weapon, you can't use it again until you complete a short or long rest."
}
},
"bronze": {
"features": {
"draconic ancestry": "You have an ancestry tracing back to bronze dragons. You were born with an affinity to certain elements, giving you resistance to lightning damage. Your breath weapon is also determined by this ancestry.",
"breath weapon": "You can use your action to exhale destructive energy, which blasts out from you in a 5-by-30-foot line.\n\tWhen you use your breath weapon, each creature in the area of the exhalation must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 lightning 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.\n\tAfter you use your breath weapon, you can't use it again until you complete a short or long rest."
}
},
"copper": {
"features": {
"draconic ancestry": "You have an ancestry tracing back to copper dragons. You were born with an affinity to certain elements, giving you resistance to acid damage. Your breath weapon is also determined by this ancestry.",
"breath weapon": "You can use your action to exhale destructive energy, which blasts out from you in a 5-by-30-foot line.\n\tWhen you use your breath weapon, each creature in the area of the exhalation must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 acid 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.\n\tAfter you use your breath weapon, you can't use it again until you complete a short or long rest."
}
},
"gold": {
"features": {
"draconic ancestry": "You have an ancestry tracing back to gold dragons. You were born with an affinity to certain elements, giving you resistance to fire damage. Your breath weapon is also determined by this ancestry.",
"breath weapon": "You can use your action to exhale destructive energy, which blasts out from you in a 15-foot cone.\n\tWhen you use your breath weapon, each creature in the area of the exhalation must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire 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.\n\tAfter you use your breath weapon, you can't use it again until you complete a short or long rest."
}
},
"green": {
"features": {
"draconic ancestry": "You have an ancestry tracing back to green dragons. You were born with an affinity to certain elements, giving you resistance to poison damage. Your breath weapon is also determined by this ancestry.",
"breath weapon": "You can use your action to exhale destructive energy, which blasts out from you in a 15-foot cone.\n\tWhen you use your breath weapon, each creature in the area of the exhalation must make a constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 poison 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.\n\tAfter you use your breath weapon, you can't use it again until you complete a short or long rest."
}
},
"red": {
"features": {
"draconic ancestry": "You have an ancestry tracing back to red dragons. You were born with an affinity to certain elements, giving you resistance to fire damage. Your breath weapon is also determined by this ancestry.",
"breath weapon": "You can use your action to exhale destructive energy, which blasts out from you in a 15-foot cone.\n\tWhen you use your breath weapon, each creature in the area of the exhalation must make a dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire 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.\n\tAfter you use your breath weapon, you can't use it again until you complete a short or long rest."
}
},
"silver": {
"features": {
"draconic ancestry": "You have an ancestry tracing back to silver dragons. You were born with an affinity to certain elements, giving you resistance to cold damage. Your breath weapon is also determined by this ancestry.",
"breath weapon": "You can use your action to exhale destructive energy, which blasts out from you in a 15-foot cone.\n\tWhen you use your breath weapon, each creature in the area of the exhalation must make a constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold 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.\n\tAfter you use your breath weapon, you can't use it again until you complete a short or long rest."
}
},
"white": {
"features": {
"draconic ancestry": "You have an ancestry tracing back to white dragons. You were born with an affinity to certain elements, giving you resistance to cold damage. Your breath weapon is also determined by this ancestry.",
"breath weapon": "You can use your action to exhale destructive energy, which blasts out from you in a 15-foot cone.\n\tWhen you use your breath weapon, each creature in the area of the exhalation must make a constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold 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.\n\tAfter you use your breath weapon, you can't use it again until you complete a short or long rest."
}
}
}
}