Raggy's DnD 5e Character Creation Tools & Help Thread
Oct 1, 2020 4:02:16 GMT
shadowknight likes this
Post by MugiwaraBlair on Oct 1, 2020 4:02:16 GMT
Here will be listed all the official 5e races, subraces, classes, subclasses and backgrounds while I'm at it. It will be updated with any official changes as soon as I can. Below will also be included a link to a site with all the information on each (since here will only be brief summaries to help you choose quickly) as well as a link to a fillable pdf character sheet. Notes: capitalized words are game terms, subrace bonuses are extras on top of the base race bonuses, except the "Mark of X" types, those are Variant Races that replace the race entirely.
Races & Subraces:
Aarakocra: bird people, flight at lvl 1
Aasimar: half-angels, res to Necrotic and Radiant, Darkvision, free Light cantrip
-Protector Aasimar: super-form that lasts 1 minute at lvl 1, flight + extra Radiant damage
-Scourge Aasimar: super-form produces an aura of Radiant damage and light
-Fallen Aasimar: super-form produces a Necrotic damage aura and causes Fear
Bugbear: big hairy goblinoid, Darkvision, extra melee reach, sneak bonuses, Powerful Build (count as Large Size for all non-combat uses of STR)
Centaur: self-descriptive, creature type is Fey, extra unarmed damage, bonus proficiencies
Changeling: white featureless humanoid who can transform into other people, basically Mystique
Dragonborn: dragon people, breath weapon with element depending on your color
-Standard DB: res to the same element as your breath weapon
-Draconblood: Darkvision, once a day Advantage to intimidate or persuade
-Ravenite: Darkvision, once per rest revenge bonus attack
Dwarf: self-descriptive, Darkvision, Poison res, free Proficiencies with axes and hammers
-Hill Dwarf: bonus HP per level
-Mountain Dwarf: two +2 stat bonuses instead of a +2 and a +1
-Duergar: evil Underdark dwarves, superior Darkvision, res to illusions, Charm and Paralyze, innate magic, Sunlight Sensitivity
-Mark of Warding dwarf: a bunch of innate spells
Elf: Darkvision, Advantage vs Charm, immune to Sleep, get Long Rest by meditating 4 hours instead of sleeping for 8, Proficiency in Perception
-Drow: free Dancing Lights cantrip + Faerie Fire and Darkness spells, Superior Darkvision, Sunlight Sensitivity
-Eladrin (fey elves): 4 seasons forms, 30 feet teleport once per rest that have extra effects linked to which season you are
-High Elf: free cantrip of your choice, 1 extra language known
-Sea Elf: swim speed at lvl 1 and water-breathing
-Shadar Kai (basically evil eladrin): Necrotic res, 30 feet teleport once per rest
-Wood Elf: extra movement speed, camo bonuses
-Pallid Elf: Advantage on Investigation and Insight, innate spells
-Mark of Shadow Elf: bonuses to Stealth and Performance, a bunch of innate spells
Firlbolg: fairy half-giants, innate spells, invisibility for 1 turn once per rest, Powerful Build, can speak to Beasts and Plants
Genasi: half-elementals
Air Genasi: infinite breath, cast Levitate once a day
Earth Genasi: earth and stone Terrain can't be Difficult Terrain for you, cast Pass Without Trace once a day
Fire Genasi: Darkvision, Fire res, Produce Flame cantrip + cast Burning Hands once a day
Water Genasi: Acid res, Water Breathing, swim speed at lvl 1, Shape Water cantrip + cast Create/Destroy Water once a day
Gith: yellow space mutant pirates ? They the ones with pointy ears and kinda no nose you see in the Baldur's Gate 3 trailer.
Githyanki: 1 extra languages, a few free proficiencies, innate spells
-Githzerai: Advantage vs Charm and Fear, innate spells
Gnome: basically magic halflings kinda, Small Size, Darkvision, Advantage vs all INT, WIS & CHR saves against magic
-Forest Gnome: Minor Illusion Cantrip, can speak with any beast Small Size or smaller
-Rock/Tinker Gnome: bonuses to Knowledge checks about any magical, alchemical or tech items, can make tiny gadgets
-Svirfneblin: Superior Darkvision, Advantage on Stealth in rocky terrains
-Mark of Scribing Gnome: a bunch of innate spells
Goblin: self descriptive, Darkvision, Small Size, bonus damage vs a target bigger than them once per rest, can Disengage or Hide as a Bonus Action
Goliath: big buff grey people, free Athletics Proficiency, Powerful Build, can reduce damage once per rest, Cold res, adapted to high altitudes
Grung: frog people, Small Size, Climb speed, Poison immunity, poisonous skin, extra jump height and distance, secrete poison, Water Dependency
Half-Elf: self descriptive, Darkvision, Advantage vs Charm + Sleep immunity, 1 extra language, stat bonuses are a +2 and two +1s
-Half High Elf: extra cantrip of your choice
-Half Wood Elf: extra movement speed
-Half Drow: innate spells
-Half Sea Elf: Swim speed
-Mark of Detection: a bunch of innate spells
-Mark of the Storm: Lightning res + a bunch of innate spells
Half Orc: self descriptive, Darkvision, Intimidation Proficiency, can fall to 1 hp instead of 0 once a day, extra dice of damage on crit
-Mark of Finding: Darkvision, a bunch of innate spells
Halfling: totally-not-hobbits, Small Size, can re-roll 1s once, Advantage vs Fear, can move through the space of creature bigger than you
-Lightfoot: can hide behind creatures bigger than you
-Stout: Poison res
-Ghostwise: telepathy within 30 feet
-Lotusden: innate spells, can move through non-magical Difficult Terrain normally, checks to track you have disadvantage
-Mark of Hospitality: a bunch of innate spells
-Mark of Healing: a bunch of innate spells
Hobgoblin: human-sized goblinoids, Darkvision, weapon proficiencies, bonus to a failed roll once per rest if allies can see you
Kalashtar: half dream spirits, Advantage on all WIS saves, Psychic res, telepathy within your lvl x10 feet, immune to any effect that affects dreams
Kenku: crow/raven people, can only speak by mimicry, can duplicate handwriting and craftwork, bonus proficiencies
Kobold: lizard-dog thing people, negative mod to STR, Small Size, Darkvision, once per rest Grovel to give attack Advantage to your allies, Advantage on attack vs enemies near an ally, Sunlight Sensitivity
Leonin: lion people, extra movement speed, Darkvision, extra unarmed damage, bonus proficiencies, Roar once per rest can cause Fear
Lizardfolk: self descriptive, Swim speed, extra unarmed damage + Piercing instead of Bludgeoning, can make simple items or weapons from dead creature parts, hold breath for 15 minutes, Natural Armor, once per rest extra bite attack
Locathah: fish people, Swim speed, Natural Armor, Athletics & Perception proficiencies, Advantage vs Charm/Fear/Paralyze/Poison/Stun&Sleep, Water Breathing but must be submerged at least once every 4 hours
Loxodon: elephant people, Powerful Build, Advantage vs Charm and Fear, Natural Armor, trunk can do almost anything hands can except wield weapons or item/tool proficiencies + can be used as a snorkel, Advantage of checks that involve smell
Minotaur: self descriptive, extra unarmed damage Piercing, extra melee attack w/horns if you run 20 feet before attacking, can shove enemies away as a bonus move after landing a melee attack, Proficiency in either Intimidation or Persuasion
Orc: negative mod to INT, Darkvision, move twice as a Bonus Action as long as it's toward an enemy, Intimidation Proficiency, Powerful Build
Eberron Variant Orc: lose the negative INT and Intimidate, gain bonus proficiencies (choices include Intimidate)
Satyr: self descriptive, creature type is Fey, extra movement speed, extra unarmed damage, Advantage on saves vs magic, bonus to jumping, Proficiency in Performance, Persuasion and 1 musical instrument
Shifter: lycans, Darkvision, Perception Proficiency, once per rest you can shift into one of these kinds below (always the same one, it's your subrace)
-Beasthide: +2 CON, Athletics Proficiency, +1d6 HP and +1 AC when shifted
-Longtooth: +2 STR, Intimidation Proficiency, extra unarmed bonus attack when shifted that deals Piercing damage
-Swiftstride: +1 DEX, +1 CHR, Acrobatics Proficiency, extra movement speed, extra extra movement speed when shifted
-Wildhunt: +2 WIS, Survival Proficiency, once per rest mark a creature to get bonuses to tracking them, Advantage on WIS checks when shifted
Simic Hybrid: humanoids with grafted animal parts, Darkvision, at lvl 1 choose between: Gliding, Climb speed or Water Breathing + Swim speed, at lvl 5 choose between: two clawed or pincer arms or tentacles, natural +1 AC carapace or Acid Spit
Tabaxi: cat people, Darkvision, can double your speed for 1 turn (recharges once you don't move for 1 turn), 20 feet Climb speed, extra unarmed damage Slashing, Proficiency in Perception and Stealth
Tiefling: half fiends, Darkvision, Fire res, subclasses are bloodlines of... with listed spells, the 1st is an at-will Cantrip, the other 2 are 1/day spells
-Asmodeus: +1 INT, Thaumaturgy/Hellish Rebuke/Darkness
-Baalzebul: +1 INT, Thaumaturgy/Ray of Sickness/Crown of Madness
-Devil's Tongue: +1 INT, Vicious Mockery/Charm Person/Enthrall
-Dispater: +1 DEX, Thaumaturgy/Disguise Self/Detect Thoughts
-Fierna: +1 WIS, Friends/Charm Person/Suggestion
-Glasya: +1 DEX, Minor Illusion/Disguise Self/Invisibility
-Levistus: +1 CON, Ray of Frost/Armor of Agathys/Darkness
-Mammon: +1 INT, Mage Hand, Tenser's Floating Disk/Arcane Lock
-Winged: +1 INT, flight at lvl 1
-Zariel: +1 STR, Thaumaturgy/Searing Smite/Branding Smite
Tortle: turtle people, extra unarmed damage Slashing, hold breath for 1 hour, Natural Armor, shell retreat for extra AC but no movement, Survival Proficiency
Triton: less fishy fish people, Swim speed + Water Breathing, innate spells, speak with any creature with a Swim speed, Cold res, adapted to deep water
Vedalken: tall amphibious blue people, Advantage of all INT, WIS and CHR saves, bonus proficiencies, Water Breathing for 1 hour total per day
Warforged: magitech robot people, immune to aging effects, Poison res, Disease + Sleep immunity, don't need to eat, drink or breath, still need to recharge for 6 hours to get a Long Rest for your 1/day abilities and such, your armor merges with your body and can't be removed by force
Yuan-Ti Pureblood: very slightly snaky snake people, Darkvision, at-will Poison Spray, at-will Speak With Animals but only to snakes, Suggestion 1/day, Advantage on all saves vs Magic, Immune to Poison
Zendikar Vampire: pretty self descriptive, they just don't follow the exact same rules as normal DnD vampires. Darkvision, Necrotic res, can Vampire Bite any creature that has blood as long as it's Willing, Grappled, Incapacitated or Restrained.
Classes & Subclasses:
Artificer: make magitech stuff
-Alchemist: potions specialist
-Armorer: make power armor
-Artillerist: make a cannon
-Battle Smith: make a robot pet/follower
Barbarian: be a raging meat tank
-Ancestral Guardian: channel the spirits of your dead relatives
-Battlerager: impale mofos on your spiky AF armor
-Beast: partially transform into an animal while raging
-Berserker: be extra raging
-Storm Herald: get a magic aura while Raging
-Totem Warrior: channel the spirits of sacred animals
-Wild Soul: instinctual fey magic
-Zealot: be literally too angry to die
Bard: do magic music
-Creation: animate objects with music
-Eloquence: be better at talking peeps into doing stuff
-Glamour: fairy music
-Lore: know more random stuff
-Satire: be a jester
-Spirits: get stories and gossip from dead people
-Swords: be better at swords, duh
-Valor: boost direct combat
-Whispers: be a scary spooky bard
Cleric: get magic from serving a god
-Arcana: gods of magic
-Death: gods of killing stuff
-Forge: gods of making stuff
-Grave: gods of dead stuff
-Knowledge: gods of knowing stuff
-Life
-Light
-Nature
-Order
-Protection
-Tempest
-Trickery: gods of shady stuff
-Twilight
-Unity
-War
Druid: nature wizards
-Dreams: bother people in their sleep
-Land: be good at terrain stuff
-Moon: better (ie. actually good past Tier 1) at transforming into animals
-Shepherd: get more pets
-Spores: be a mushroom weirdo
-Stars: do constellations related stuff
-Twilight: nature necro wizard
-Wildfire: start forest fires for the good of nature
Fighter: be really good at beating the shit out of things with various sharp sticks
-Arcane Archer: magic arrows
-Banneret: be an inspiring knight
-Brute: beat the shit out of things harder
-Battlemaster: do fancy moves
-Cavalier: beat the shit out of things, now on a horse
-Champion: no gimmicks but straight better at the basics
-Echo Knight: get a magic double
-Eldritch Knight: get spells
-Monster Hunter: be better at beating the shit out of things that are monsters
-Psi Knight: get Psionics
-Psychic Warrior: do psychic stuff, somehow not the same thing as the previous one
-Rune Knight: get magic from scribbling on your stuff
-Samurai: beat the shit out of things with a katana
-Scout: be a Ranger who can't do magic
-Sharpshooter: beat the shit out of things from a distance, like a giant pussy
Monk: go all karate, or kung fu, whatever
-Mercy: Healing Fu
-Astral Self: astral projection Fu
-Drunken Master: welcome to killing a dragon bare-handed while shit-faced
-Four Elements: totally don't rip off Avatar
-Kensei: weapon specialist monk, way to miss the point like a twat
-Long Death: creepy necro Fu
-Open Hand: be even more martial arts master
-Shadow: bullshit ninja magic
-Soul Knife: go all Psylocke
-Sun Soul: fire punches
-Tranquility: be a pacifist monk
Paladin: Fighter/Cleric hybrid basically
-Ancients: swear an oath to long dead people
-Conquest: swear to kill people and take their shit
-Crown: swear to serve the realm
-Devotion: be the usual overly nice party pooper, but also pretty much the clearly best Oath abilities
-Glory: swear to make everyone think you're cool
-Heroism: be way into saving peeps
-Redemption: try to turn bad peeps good before the others stab them in the face
-Treachery: swear to be a back-stabbing asshole
-Vengeance: for those more into the "kill bad things" school of doing Good, rather than the "help victims" way
-Watchers: swear to keep a lookout for things not of this dimension, oppose the otherworldly rather than the unholy
-Oathbreaker: whatever you swore, you ain't doing that shit no more
Ranger: for all your Aragorn ripoff needs
-Beast Master: have a big mean pet
-Fey Wanderer: get fey magics
-Gloom Stalker: underdark ranger
-Horizon Walker: hunt extraplanar things
-Hunter: not actually better at hunting, this is the direct combat subclass
-Monster Slayer: that's the one that makes you better at hunting, monsters specifically
-Primeval Guardian: basically druid with swords
-Swarmkeeper: this sounds like you might get to throw jars of bees but no, it's just a bunch of Tiny fey minions
Rune Scribe: learn the magic scribbles, this one is a multiclass only, it tops out at level 5 with 3rd level spells.
Rogue: be the sneaky skill monkey
-Arcane Trickster: get spells
-Assassin: get better at sneak attacks
-Inquisitive: get all Sherlock Holmes
-Mastermind: be an Eloquence Bard but without the music
-Phantom: be literally ghost-y
-Revived: be semi-dead and stuff
-Scout: be a non-magic Ranger but better than the Fighter one
-Soul Knife: psionic rogue
-Swashbuckler: Arr!
-Thief: be better at turning other people's stuff into your stuff
-Wild Card: cheat at table games, hopefully not at this one
Sorcerer: be magic naturally, no years of study, praying or selling your soul to things required (warlocks don't actually sell their soul but whatever)
-Aberrant Mind: lovecraftian
-Clockwork Soul: magitech I guess ?
-Draconic Blood: pretty obvious
-Divine Soul: you have enough god blood to be naturally magic but you're not necessarily an aasimar somehow
-Giant Soul: obvious
-Phoenix: also obvious
-Pyromancy: be non-flying Human Torch
-Sea Sorcery: water and cold magic
-Stone Sorcery: chuck rocks
-Storm Sorcery: lighting, wind and flight
-Wild Magic: this is the one where you roll on a table when you cast spells and extra random shit happens
Warlock: make a pact with a thing to give you magic instead of spending years reading books like a sucker
-Archfey: like Titania or Mab
-Celestial: to archangels and such
-Fiend: to literally Satan (or not, there's a lot)
-Genie: not the one from Aladdin
-Great Old One: like Cthulhu, you're probably cray AF
-Hexblade: to a sentient weapon
-Kraken & Lurker of the Deep: these 2 seem to be largely the same, make a pact with a weird deep sea fuck off thing
-Raven Queen: this one isn't left vague, your Patron is that one specific being, you get Shadowfell magic
-Seeker: to some random Astral Plane being, this one is very vague about what the Patron is
-Undead: to an ancient undead like Lord Strahd (DnD Dracula if you don't know), gives you a super-form and undead powers
-Undying: actually not the same thing as the previous one, but very similar, your Patron for this one is something like a Lich, eventually makes semi-immortal
Wizard: nerds
-
School of Abjuration
: shields
-School of Bladesinging
: spellswords
-School of Chronurgy
: time magic
-School of Conjuration
: summoning
-School of Divination
: scrying and predictions
-School of Enchantment
: mind control, the actual most evil type of wizard
-School of Evocation
: blasters
-School of Graviturgy
: gravity magic
-School of Illusion: duh
-School of Invention: you can make magic light armor and cast spells without preparation but only via random table
-School of Lore Mastery: you can change spells, use INT for Initiative and other weird stuff
-School of Necromancy
: for when you want your parents to help you avenge the death of your parents
-School of Onomancy: the magic of True Names
-Order of Scribes: specialize in writing shit down
-Psionics: you studied psychics enough that you are one now
-School of Theurgy: this is for being an Arcane Cleric but still a Wizard
-School of Transmutation
: turning stuff into other stuff
-School of War Magic: for being a battlemage
Backgrounds:
Acolyte
: You used to work in or serve a Temple, religious apprentice, etc. You can get shelter from faithful people.
Anthropologist
: you study other cultures and societies, etc. You can get the rudiments of a language by observing people speak it.
Archaeologist: This gives you a bonus useful tool and allows you to identify ruins and the value of old objects.
Charlatan
: You're a slimy silver-tongue. Allows you to create false identities.
City Watch
: Allows you to quickly get a feel for local laws and locate criminal dens.
Clan Crafter: Gives you Crafter's Tools + Proficiency using it, respect and help from most dwarf NPCs and the Dwarvish language.
Cloistered Scholar
: Shut-in nerd. Gives you bonus intellectual proficiencies, 2 languages and easy access to archives and libraries.
Courtier: As in member of the Court. Basically makes you good and knowledgeable at politics.
Criminal: Gives you proficiencies at deception, stealth and some tools, plus criminal contacts.
Entertainer: Allows you to make money whenever you're in town by doing shows. Also gives related proficiencies.
Faceless: Basically, this makes the character you play a fake persona, and you can switch between it and your real, secret self to become unrecognizable.
Faction Agent: This gives you Insight and another mental related skill plus 2 languages.
Far Traveler: Gives you some proficiencies and languages but the main thing is it gives you favored status with anyone who might be interested in foreigners, like nobles, scholars or merchants.
Folk Hero: You're the hero of your home village. Gives you Animal Handling and Survival skills, plus shelter and/or from common folk.
Gladiator: This is actually a Variant of Entertainer, so it's basically the same except you can make money from arenas or fight clubs instead of doing shows.
Grinner: This technically makes you a member of a specific organisation called the Golden Grin, who seem to be secret bard-rogues or somesuch, but could be "reskinned".
Guild Artisan: Gets you guild membership benefits for a monthly fee, plus obv tool proficiencies since you're an artisan.
Guild Merchant
: Variant of the Artisan. You exchange the crafting tool skills for either navigation tools skills or an extra language. And you start with a cart and a mule.
Haunted One: Basically fantasy super-PTSD. Gives you skill proficiencies related to whatever fucked up thing you saw (like Religion if it was a demon attack or something) plus one of the exotic languages
. Also unless you actively antagonize them common folk extend you more courtesies and will help you fight if they see you get attacked while alone.
House Agent
: Similar to Grinner, this makes you a member of one of the Great Houses of Eberron specifically.
Hermit
: You get Medicine, Religion, Herbalism and one extra language. Plus you know a secret discovery you made. What it is is left vague on purpose for you to choose along with the DM.
Inheritor: The main thing with this one is that you didn't inherit money, you inherited a special object which is supposed to play into the plot or be a magic item that progressively grows. It's another one of those mostly-for-RP vague ones.
Investigator:
Variant of City Watch, makes you a special detective instead of a normal guard.
Knight: Variant of the Noble background. Obv makes you a knight, instead of a prince or whatever. You also get a squire and 2 retainers/servants.
Knight of the Order: Makes you a knight who is a member of a knighthood with specific goals. You can get shelter and meals from supporters or members of your order. No nobility advantages or free servants like the one above though.
Mercenary Veteran
: Basically makes knowledgeable about mercs in general, their icons, colors, leaders, rep, last hires, etc. And you can find work as a merc in-between adventures.
Noble: Gives you either easy access to audiences with nobles and favor with them, or personal servants.
Outlander: You're someone who lives in the wilderness. The main thing of this is being able to find food and water for up to 5-6 people while out in nature.
Pirate: Variant of the Sailor background. Changes the ability to get passage on ships to having a bad reputation that lets you get away with minor crimes.
Sage: You're a super nerd. Gives you Arcana, History and 2 extra languages. Also, if you don't know something or fail a Knowledge check, you know where to learn whatever it is. Like "I dunno but I'm sure the Waterdeep archives has a book on it"
.
Sailor: Gives you proficiencies in Athletics, Perception, Navigation and water Vehicles, a bunch of tools and items. And you can get passage on ships.
Soldier: Makes you an army veteran and a rank to go with it. Former subordinates will still follow you if asked and you get easy access to any military building or camp where the authority of your rank would be recognized.
Spy
: Variant of Criminal. You can either be an information gathered who brokers to the highest bidder, or not actually a criminal but a spy for the crown or otherwise wealthy employer.
Urban Bounty Hunter: On top of investigative proficiencies and the like, this gives you a contact in every city who "knows what's up".
Urchin: You're a homeless orphan who learned shady skills to survive. The main thing you can do is travel through cities twice as fast via hidden passages and shortcuts, plus being able to guide others through them.
Uthgardt Tribe Member: This is another one that makes you a member of specific groups, in this case barbarian tribes. It's mostly a reskinned Outlander in terms of game bonuses.
Volstrucker Agent
: Another specific membership one. But the main characteristic is easily adaptable. It gives you access to a "shadow network" to pass messages secretly and quickly over long distances.
Waterdhavian Noble: This is basically a Noble variant, from specifically Waterdeep but could be reskinned to wherever. Gives you a signet which you can show to establishments along with telling them your name, and get all their services for free, up to the equivalent of a Comfortable level lifestyle.
Useful Links:
Detailed pages on all Races, Classes and Backgrounds: dnd5e.wikidot.com/
Fillable Character Sheet PDF: drive.google.com/file/d/1axicxLjEwgv7BMcfCJGSrZjPl0IJOh2R/view
Races & Subraces:
Aarakocra: bird people, flight at lvl 1
Aasimar: half-angels, res to Necrotic and Radiant, Darkvision, free Light cantrip
-Protector Aasimar: super-form that lasts 1 minute at lvl 1, flight + extra Radiant damage
-Scourge Aasimar: super-form produces an aura of Radiant damage and light
-Fallen Aasimar: super-form produces a Necrotic damage aura and causes Fear
Bugbear: big hairy goblinoid, Darkvision, extra melee reach, sneak bonuses, Powerful Build (count as Large Size for all non-combat uses of STR)
Centaur: self-descriptive, creature type is Fey, extra unarmed damage, bonus proficiencies
Changeling: white featureless humanoid who can transform into other people, basically Mystique
Dragonborn: dragon people, breath weapon with element depending on your color
-Standard DB: res to the same element as your breath weapon
-Draconblood: Darkvision, once a day Advantage to intimidate or persuade
-Ravenite: Darkvision, once per rest revenge bonus attack
Dwarf: self-descriptive, Darkvision, Poison res, free Proficiencies with axes and hammers
-Hill Dwarf: bonus HP per level
-Mountain Dwarf: two +2 stat bonuses instead of a +2 and a +1
-Duergar: evil Underdark dwarves, superior Darkvision, res to illusions, Charm and Paralyze, innate magic, Sunlight Sensitivity
-Mark of Warding dwarf: a bunch of innate spells
Elf: Darkvision, Advantage vs Charm, immune to Sleep, get Long Rest by meditating 4 hours instead of sleeping for 8, Proficiency in Perception
-Drow: free Dancing Lights cantrip + Faerie Fire and Darkness spells, Superior Darkvision, Sunlight Sensitivity
-Eladrin (fey elves): 4 seasons forms, 30 feet teleport once per rest that have extra effects linked to which season you are
-High Elf: free cantrip of your choice, 1 extra language known
-Sea Elf: swim speed at lvl 1 and water-breathing
-Shadar Kai (basically evil eladrin): Necrotic res, 30 feet teleport once per rest
-Wood Elf: extra movement speed, camo bonuses
-Pallid Elf: Advantage on Investigation and Insight, innate spells
-Mark of Shadow Elf: bonuses to Stealth and Performance, a bunch of innate spells
Firlbolg: fairy half-giants, innate spells, invisibility for 1 turn once per rest, Powerful Build, can speak to Beasts and Plants
Genasi: half-elementals
Air Genasi: infinite breath, cast Levitate once a day
Earth Genasi: earth and stone Terrain can't be Difficult Terrain for you, cast Pass Without Trace once a day
Fire Genasi: Darkvision, Fire res, Produce Flame cantrip + cast Burning Hands once a day
Water Genasi: Acid res, Water Breathing, swim speed at lvl 1, Shape Water cantrip + cast Create/Destroy Water once a day
Gith: yellow space mutant pirates ? They the ones with pointy ears and kinda no nose you see in the Baldur's Gate 3 trailer.
Githyanki: 1 extra languages, a few free proficiencies, innate spells
-Githzerai: Advantage vs Charm and Fear, innate spells
Gnome: basically magic halflings kinda, Small Size, Darkvision, Advantage vs all INT, WIS & CHR saves against magic
-Forest Gnome: Minor Illusion Cantrip, can speak with any beast Small Size or smaller
-Rock/Tinker Gnome: bonuses to Knowledge checks about any magical, alchemical or tech items, can make tiny gadgets
-Svirfneblin: Superior Darkvision, Advantage on Stealth in rocky terrains
-Mark of Scribing Gnome: a bunch of innate spells
Goblin: self descriptive, Darkvision, Small Size, bonus damage vs a target bigger than them once per rest, can Disengage or Hide as a Bonus Action
Goliath: big buff grey people, free Athletics Proficiency, Powerful Build, can reduce damage once per rest, Cold res, adapted to high altitudes
Grung: frog people, Small Size, Climb speed, Poison immunity, poisonous skin, extra jump height and distance, secrete poison, Water Dependency
Half-Elf: self descriptive, Darkvision, Advantage vs Charm + Sleep immunity, 1 extra language, stat bonuses are a +2 and two +1s
-Half High Elf: extra cantrip of your choice
-Half Wood Elf: extra movement speed
-Half Drow: innate spells
-Half Sea Elf: Swim speed
-Mark of Detection: a bunch of innate spells
-Mark of the Storm: Lightning res + a bunch of innate spells
Half Orc: self descriptive, Darkvision, Intimidation Proficiency, can fall to 1 hp instead of 0 once a day, extra dice of damage on crit
-Mark of Finding: Darkvision, a bunch of innate spells
Halfling: totally-not-hobbits, Small Size, can re-roll 1s once, Advantage vs Fear, can move through the space of creature bigger than you
-Lightfoot: can hide behind creatures bigger than you
-Stout: Poison res
-Ghostwise: telepathy within 30 feet
-Lotusden: innate spells, can move through non-magical Difficult Terrain normally, checks to track you have disadvantage
-Mark of Hospitality: a bunch of innate spells
-Mark of Healing: a bunch of innate spells
Hobgoblin: human-sized goblinoids, Darkvision, weapon proficiencies, bonus to a failed roll once per rest if allies can see you
Kalashtar: half dream spirits, Advantage on all WIS saves, Psychic res, telepathy within your lvl x10 feet, immune to any effect that affects dreams
Kenku: crow/raven people, can only speak by mimicry, can duplicate handwriting and craftwork, bonus proficiencies
Kobold: lizard-dog thing people, negative mod to STR, Small Size, Darkvision, once per rest Grovel to give attack Advantage to your allies, Advantage on attack vs enemies near an ally, Sunlight Sensitivity
Leonin: lion people, extra movement speed, Darkvision, extra unarmed damage, bonus proficiencies, Roar once per rest can cause Fear
Lizardfolk: self descriptive, Swim speed, extra unarmed damage + Piercing instead of Bludgeoning, can make simple items or weapons from dead creature parts, hold breath for 15 minutes, Natural Armor, once per rest extra bite attack
Locathah: fish people, Swim speed, Natural Armor, Athletics & Perception proficiencies, Advantage vs Charm/Fear/Paralyze/Poison/Stun&Sleep, Water Breathing but must be submerged at least once every 4 hours
Loxodon: elephant people, Powerful Build, Advantage vs Charm and Fear, Natural Armor, trunk can do almost anything hands can except wield weapons or item/tool proficiencies + can be used as a snorkel, Advantage of checks that involve smell
Minotaur: self descriptive, extra unarmed damage Piercing, extra melee attack w/horns if you run 20 feet before attacking, can shove enemies away as a bonus move after landing a melee attack, Proficiency in either Intimidation or Persuasion
Orc: negative mod to INT, Darkvision, move twice as a Bonus Action as long as it's toward an enemy, Intimidation Proficiency, Powerful Build
Eberron Variant Orc: lose the negative INT and Intimidate, gain bonus proficiencies (choices include Intimidate)
Satyr: self descriptive, creature type is Fey, extra movement speed, extra unarmed damage, Advantage on saves vs magic, bonus to jumping, Proficiency in Performance, Persuasion and 1 musical instrument
Shifter: lycans, Darkvision, Perception Proficiency, once per rest you can shift into one of these kinds below (always the same one, it's your subrace)
-Beasthide: +2 CON, Athletics Proficiency, +1d6 HP and +1 AC when shifted
-Longtooth: +2 STR, Intimidation Proficiency, extra unarmed bonus attack when shifted that deals Piercing damage
-Swiftstride: +1 DEX, +1 CHR, Acrobatics Proficiency, extra movement speed, extra extra movement speed when shifted
-Wildhunt: +2 WIS, Survival Proficiency, once per rest mark a creature to get bonuses to tracking them, Advantage on WIS checks when shifted
Simic Hybrid: humanoids with grafted animal parts, Darkvision, at lvl 1 choose between: Gliding, Climb speed or Water Breathing + Swim speed, at lvl 5 choose between: two clawed or pincer arms or tentacles, natural +1 AC carapace or Acid Spit
Tabaxi: cat people, Darkvision, can double your speed for 1 turn (recharges once you don't move for 1 turn), 20 feet Climb speed, extra unarmed damage Slashing, Proficiency in Perception and Stealth
Tiefling: half fiends, Darkvision, Fire res, subclasses are bloodlines of... with listed spells, the 1st is an at-will Cantrip, the other 2 are 1/day spells
-Asmodeus: +1 INT, Thaumaturgy/Hellish Rebuke/Darkness
-Baalzebul: +1 INT, Thaumaturgy/Ray of Sickness/Crown of Madness
-Devil's Tongue: +1 INT, Vicious Mockery/Charm Person/Enthrall
-Dispater: +1 DEX, Thaumaturgy/Disguise Self/Detect Thoughts
-Fierna: +1 WIS, Friends/Charm Person/Suggestion
-Glasya: +1 DEX, Minor Illusion/Disguise Self/Invisibility
-Levistus: +1 CON, Ray of Frost/Armor of Agathys/Darkness
-Mammon: +1 INT, Mage Hand, Tenser's Floating Disk/Arcane Lock
-Winged: +1 INT, flight at lvl 1
-Zariel: +1 STR, Thaumaturgy/Searing Smite/Branding Smite
Tortle: turtle people, extra unarmed damage Slashing, hold breath for 1 hour, Natural Armor, shell retreat for extra AC but no movement, Survival Proficiency
Triton: less fishy fish people, Swim speed + Water Breathing, innate spells, speak with any creature with a Swim speed, Cold res, adapted to deep water
Vedalken: tall amphibious blue people, Advantage of all INT, WIS and CHR saves, bonus proficiencies, Water Breathing for 1 hour total per day
Warforged: magitech robot people, immune to aging effects, Poison res, Disease + Sleep immunity, don't need to eat, drink or breath, still need to recharge for 6 hours to get a Long Rest for your 1/day abilities and such, your armor merges with your body and can't be removed by force
Yuan-Ti Pureblood: very slightly snaky snake people, Darkvision, at-will Poison Spray, at-will Speak With Animals but only to snakes, Suggestion 1/day, Advantage on all saves vs Magic, Immune to Poison
Zendikar Vampire: pretty self descriptive, they just don't follow the exact same rules as normal DnD vampires. Darkvision, Necrotic res, can Vampire Bite any creature that has blood as long as it's Willing, Grappled, Incapacitated or Restrained.
Classes & Subclasses:
Artificer: make magitech stuff
-Alchemist: potions specialist
-Armorer: make power armor
-Artillerist: make a cannon
-Battle Smith: make a robot pet/follower
Barbarian: be a raging meat tank
-Ancestral Guardian: channel the spirits of your dead relatives
-Battlerager: impale mofos on your spiky AF armor
-Beast: partially transform into an animal while raging
-Berserker: be extra raging
-Storm Herald: get a magic aura while Raging
-Totem Warrior: channel the spirits of sacred animals
-Wild Soul: instinctual fey magic
-Zealot: be literally too angry to die
Bard: do magic music
-Creation: animate objects with music
-Eloquence: be better at talking peeps into doing stuff
-Glamour: fairy music
-Lore: know more random stuff
-Satire: be a jester
-Spirits: get stories and gossip from dead people
-Swords: be better at swords, duh
-Valor: boost direct combat
-Whispers: be a scary spooky bard
Cleric: get magic from serving a god
-Arcana: gods of magic
-Death: gods of killing stuff
-Forge: gods of making stuff
-Grave: gods of dead stuff
-Knowledge: gods of knowing stuff
-Life
-Light
-Nature
-Order
-Protection
-Tempest
-Trickery: gods of shady stuff
-Twilight
-Unity
-War
Druid: nature wizards
-Dreams: bother people in their sleep
-Land: be good at terrain stuff
-Moon: better (ie. actually good past Tier 1) at transforming into animals
-Shepherd: get more pets
-Spores: be a mushroom weirdo
-Stars: do constellations related stuff
-Twilight: nature necro wizard
-Wildfire: start forest fires for the good of nature
Fighter: be really good at beating the shit out of things with various sharp sticks
-Arcane Archer: magic arrows
-Banneret: be an inspiring knight
-Brute: beat the shit out of things harder
-Battlemaster: do fancy moves
-Cavalier: beat the shit out of things, now on a horse
-Champion: no gimmicks but straight better at the basics
-Echo Knight: get a magic double
-Eldritch Knight: get spells
-Monster Hunter: be better at beating the shit out of things that are monsters
-Psi Knight: get Psionics
-Psychic Warrior: do psychic stuff, somehow not the same thing as the previous one
-Rune Knight: get magic from scribbling on your stuff
-Samurai: beat the shit out of things with a katana
-Scout: be a Ranger who can't do magic
-Sharpshooter: beat the shit out of things from a distance, like a giant pussy
Monk: go all karate, or kung fu, whatever
-Mercy: Healing Fu
-Astral Self: astral projection Fu
-Drunken Master: welcome to killing a dragon bare-handed while shit-faced
-Four Elements: totally don't rip off Avatar
-Kensei: weapon specialist monk, way to miss the point like a twat
-Long Death: creepy necro Fu
-Open Hand: be even more martial arts master
-Shadow: bullshit ninja magic
-Soul Knife: go all Psylocke
-Sun Soul: fire punches
-Tranquility: be a pacifist monk
Paladin: Fighter/Cleric hybrid basically
-Ancients: swear an oath to long dead people
-Conquest: swear to kill people and take their shit
-Crown: swear to serve the realm
-Devotion: be the usual overly nice party pooper, but also pretty much the clearly best Oath abilities
-Glory: swear to make everyone think you're cool
-Heroism: be way into saving peeps
-Redemption: try to turn bad peeps good before the others stab them in the face
-Treachery: swear to be a back-stabbing asshole
-Vengeance: for those more into the "kill bad things" school of doing Good, rather than the "help victims" way
-Watchers: swear to keep a lookout for things not of this dimension, oppose the otherworldly rather than the unholy
-Oathbreaker: whatever you swore, you ain't doing that shit no more
Ranger: for all your Aragorn ripoff needs
-Beast Master: have a big mean pet
-Fey Wanderer: get fey magics
-Gloom Stalker: underdark ranger
-Horizon Walker: hunt extraplanar things
-Hunter: not actually better at hunting, this is the direct combat subclass
-Monster Slayer: that's the one that makes you better at hunting, monsters specifically
-Primeval Guardian: basically druid with swords
-Swarmkeeper: this sounds like you might get to throw jars of bees but no, it's just a bunch of Tiny fey minions
Rune Scribe: learn the magic scribbles, this one is a multiclass only, it tops out at level 5 with 3rd level spells.
Rogue: be the sneaky skill monkey
-Arcane Trickster: get spells
-Assassin: get better at sneak attacks
-Inquisitive: get all Sherlock Holmes
-Mastermind: be an Eloquence Bard but without the music
-Phantom: be literally ghost-y
-Revived: be semi-dead and stuff
-Scout: be a non-magic Ranger but better than the Fighter one
-Soul Knife: psionic rogue
-Swashbuckler: Arr!
-Thief: be better at turning other people's stuff into your stuff
-Wild Card: cheat at table games, hopefully not at this one
Sorcerer: be magic naturally, no years of study, praying or selling your soul to things required (warlocks don't actually sell their soul but whatever)
-Aberrant Mind: lovecraftian
-Clockwork Soul: magitech I guess ?
-Draconic Blood: pretty obvious
-Divine Soul: you have enough god blood to be naturally magic but you're not necessarily an aasimar somehow
-Giant Soul: obvious
-Phoenix: also obvious
-Pyromancy: be non-flying Human Torch
-Sea Sorcery: water and cold magic
-Stone Sorcery: chuck rocks
-Storm Sorcery: lighting, wind and flight
-Wild Magic: this is the one where you roll on a table when you cast spells and extra random shit happens
Warlock: make a pact with a thing to give you magic instead of spending years reading books like a sucker
-Archfey: like Titania or Mab
-Celestial: to archangels and such
-Fiend: to literally Satan (or not, there's a lot)
-Genie: not the one from Aladdin
-Great Old One: like Cthulhu, you're probably cray AF
-Hexblade: to a sentient weapon
-Kraken & Lurker of the Deep: these 2 seem to be largely the same, make a pact with a weird deep sea fuck off thing
-Raven Queen: this one isn't left vague, your Patron is that one specific being, you get Shadowfell magic
-Seeker: to some random Astral Plane being, this one is very vague about what the Patron is
-Undead: to an ancient undead like Lord Strahd (DnD Dracula if you don't know), gives you a super-form and undead powers
-Undying: actually not the same thing as the previous one, but very similar, your Patron for this one is something like a Lich, eventually makes semi-immortal
Wizard: nerds
-
School of Abjuration
: shields
-School of Bladesinging
: spellswords
-School of Chronurgy
: time magic
-School of Conjuration
: summoning
-School of Divination
: scrying and predictions
-School of Enchantment
: mind control, the actual most evil type of wizard
-School of Evocation
: blasters
-School of Graviturgy
: gravity magic
-School of Illusion: duh
-School of Invention: you can make magic light armor and cast spells without preparation but only via random table
-School of Lore Mastery: you can change spells, use INT for Initiative and other weird stuff
-School of Necromancy
: for when you want your parents to help you avenge the death of your parents
-School of Onomancy: the magic of True Names
-Order of Scribes: specialize in writing shit down
-Psionics: you studied psychics enough that you are one now
-School of Theurgy: this is for being an Arcane Cleric but still a Wizard
-School of Transmutation
: turning stuff into other stuff
-School of War Magic: for being a battlemage
Backgrounds:
Acolyte
: You used to work in or serve a Temple, religious apprentice, etc. You can get shelter from faithful people.
Anthropologist
: you study other cultures and societies, etc. You can get the rudiments of a language by observing people speak it.
Archaeologist: This gives you a bonus useful tool and allows you to identify ruins and the value of old objects.
Charlatan
: You're a slimy silver-tongue. Allows you to create false identities.
City Watch
: Allows you to quickly get a feel for local laws and locate criminal dens.
Clan Crafter: Gives you Crafter's Tools + Proficiency using it, respect and help from most dwarf NPCs and the Dwarvish language.
Cloistered Scholar
: Shut-in nerd. Gives you bonus intellectual proficiencies, 2 languages and easy access to archives and libraries.
Courtier: As in member of the Court. Basically makes you good and knowledgeable at politics.
Criminal: Gives you proficiencies at deception, stealth and some tools, plus criminal contacts.
Entertainer: Allows you to make money whenever you're in town by doing shows. Also gives related proficiencies.
Faceless: Basically, this makes the character you play a fake persona, and you can switch between it and your real, secret self to become unrecognizable.
Faction Agent: This gives you Insight and another mental related skill plus 2 languages.
Far Traveler: Gives you some proficiencies and languages but the main thing is it gives you favored status with anyone who might be interested in foreigners, like nobles, scholars or merchants.
Folk Hero: You're the hero of your home village. Gives you Animal Handling and Survival skills, plus shelter and/or from common folk.
Gladiator: This is actually a Variant of Entertainer, so it's basically the same except you can make money from arenas or fight clubs instead of doing shows.
Grinner: This technically makes you a member of a specific organisation called the Golden Grin, who seem to be secret bard-rogues or somesuch, but could be "reskinned".
Guild Artisan: Gets you guild membership benefits for a monthly fee, plus obv tool proficiencies since you're an artisan.
Guild Merchant
: Variant of the Artisan. You exchange the crafting tool skills for either navigation tools skills or an extra language. And you start with a cart and a mule.
Haunted One: Basically fantasy super-PTSD. Gives you skill proficiencies related to whatever fucked up thing you saw (like Religion if it was a demon attack or something) plus one of the exotic languages
. Also unless you actively antagonize them common folk extend you more courtesies and will help you fight if they see you get attacked while alone.
House Agent
: Similar to Grinner, this makes you a member of one of the Great Houses of Eberron specifically.
Hermit
: You get Medicine, Religion, Herbalism and one extra language. Plus you know a secret discovery you made. What it is is left vague on purpose for you to choose along with the DM.
Inheritor: The main thing with this one is that you didn't inherit money, you inherited a special object which is supposed to play into the plot or be a magic item that progressively grows. It's another one of those mostly-for-RP vague ones.
Investigator:
Variant of City Watch, makes you a special detective instead of a normal guard.
Knight: Variant of the Noble background. Obv makes you a knight, instead of a prince or whatever. You also get a squire and 2 retainers/servants.
Knight of the Order: Makes you a knight who is a member of a knighthood with specific goals. You can get shelter and meals from supporters or members of your order. No nobility advantages or free servants like the one above though.
Mercenary Veteran
: Basically makes knowledgeable about mercs in general, their icons, colors, leaders, rep, last hires, etc. And you can find work as a merc in-between adventures.
Noble: Gives you either easy access to audiences with nobles and favor with them, or personal servants.
Outlander: You're someone who lives in the wilderness. The main thing of this is being able to find food and water for up to 5-6 people while out in nature.
Pirate: Variant of the Sailor background. Changes the ability to get passage on ships to having a bad reputation that lets you get away with minor crimes.
Sage: You're a super nerd. Gives you Arcana, History and 2 extra languages. Also, if you don't know something or fail a Knowledge check, you know where to learn whatever it is. Like "I dunno but I'm sure the Waterdeep archives has a book on it"
.
Sailor: Gives you proficiencies in Athletics, Perception, Navigation and water Vehicles, a bunch of tools and items. And you can get passage on ships.
Soldier: Makes you an army veteran and a rank to go with it. Former subordinates will still follow you if asked and you get easy access to any military building or camp where the authority of your rank would be recognized.
Spy
: Variant of Criminal. You can either be an information gathered who brokers to the highest bidder, or not actually a criminal but a spy for the crown or otherwise wealthy employer.
Urban Bounty Hunter: On top of investigative proficiencies and the like, this gives you a contact in every city who "knows what's up".
Urchin: You're a homeless orphan who learned shady skills to survive. The main thing you can do is travel through cities twice as fast via hidden passages and shortcuts, plus being able to guide others through them.
Uthgardt Tribe Member: This is another one that makes you a member of specific groups, in this case barbarian tribes. It's mostly a reskinned Outlander in terms of game bonuses.
Volstrucker Agent
: Another specific membership one. But the main characteristic is easily adaptable. It gives you access to a "shadow network" to pass messages secretly and quickly over long distances.
Waterdhavian Noble: This is basically a Noble variant, from specifically Waterdeep but could be reskinned to wherever. Gives you a signet which you can show to establishments along with telling them your name, and get all their services for free, up to the equivalent of a Comfortable level lifestyle.
Useful Links:
Detailed pages on all Races, Classes and Backgrounds: dnd5e.wikidot.com/
Fillable Character Sheet PDF: drive.google.com/file/d/1axicxLjEwgv7BMcfCJGSrZjPl0IJOh2R/view