All Traits

Ability Score Increase (Dragonborn)

Your Strength score increases by 2, and your Charisma score increases by 1.

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Ability Score Increase (Dwarf)

Your Constitution score increases by 2.

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Ability Score Increase (Elf)

Your Dexterity score increases by 2.

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Ability Score Increase (Gnome)

Your Intelligence score increases by 2.

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Ability Score Increase (Half-Elf)

Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

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Ability Score Increase (Half-Orc)

Your Strength score increases by 2, and your Constitution score increases by 1.

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Ability Score Increase (Halfling)

Your Dexterity score increases by 2.

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Ability Score Increase (High Elf)

Your Dexterity score increases by 2.

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Ability Score Increase (Hill Dwarf)

Your Constitution score increases by 2.

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Ability Score Increase (Human)

Your ability scores each increase by 1.

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Ability Score Increase (Lightfoot Halfling)

Your Dexterity score increases by 2.

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Ability Score Increase (Rock Gnome)

Your Intelligence score increases by 2.

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Ability Score Increase (Tiefling)

Your Intelligence score increases by 1, and your Charisma score increases by 2.

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Additional Ability Score Increase (High Elf)

Your Intelligence score increases by 1.

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Additional Ability Score Increase (Hill Dwarf)

Your Wisdom score increases by 1.

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Additional Ability Score Increase (Lightfoot Halfling)

Your Charisma score increases by 1.

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Additional Ability Score Increase (Rock Gnome)

Your Constitution score increases by 1.

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Age (Dragonborn)

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

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Age (Dwarf)

Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

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Age (Elf)

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

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Age (Gnome)

Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

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Age (Half-Elf)

Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

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Age (Half-Orc)

Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

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Age (Halfling)

A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

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Age (High Elf)

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

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Age (Hill Dwarf)

Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

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Age (Human)

Humans reach adulthood in their late teens and live less than a century.

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Age (Lightfoot Halfling)

A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

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Age (Rock Gnome)

Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

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Age (Tiefling)

Tieflings mature at the same rate as humans but live a few years longer.

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Alignment (Dragonborn)

Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.

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Alignment (Dwarf)

Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

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Alignment (Elf)

Elves love freedom, variety, and selfexpression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.

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Alignment (Gnome)

Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful...

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Alignment (Half-Elf)

Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.

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Alignment (Half-Orc)

Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

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Alignment (Halfling)

Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

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Alignment (High Elf)

Elves love freedom, variety, and selfexpression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.

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Alignment (Hill Dwarf)

Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

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Alignment (Human)

Humans tend toward no particular alignment. The best and the worst are found among them.

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Alignment (Lightfoot Halfling)

Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

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Alignment (Rock Gnome)

Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful...

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Alignment (Tiefling)

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

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Artificer's Lore (Rock Gnome)

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.

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Brave (Halfling)

You have advantage on saving throws against being frightened.

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Brave (Lightfoot Halfling)

You have advantage on saving throws against being frightened.

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Breath Weapon (Dragonborn)

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic...

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Cantrip (High Elf)

You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

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Damage Resistance (Dragonborn)

You have resistance to the damage type associated with your draconic ancestry.

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Darkvision (Dwarf)

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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Darkvision (Elf)

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.

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Darkvision (Gnome)

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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Darkvision (Half-Elf)

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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Darkvision (Half-Orc)

Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

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Darkvision (High Elf)

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.

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Darkvision (Hill Dwarf)

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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Darkvision (Rock Gnome)

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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Darkvision (Tiefling)

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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Draconic Ancestry (Dragonborn)

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. Draconic Ancestry DragonDamage TypeBreath Weapon Black Acid 5 by 30 ft. line (Dex. save) Blue Lightning 5 by...

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Dwarven Combat Training (Dwarf)

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

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Dwarven Combat Training (Hill Dwarf)

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

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Dwarven Resilience (Dwarf)

You have advantage on saving throws against poison, and you have resistance against poison damage.

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Dwarven Resilience (Hill Dwarf)

You have advantage on saving throws against poison, and you have resistance against poison damage.

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Dwarven Toughness (Hill Dwarf)

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

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Elf Weapon Training (High Elf)

You have proficiency with the longsword, shortsword, shortbow, and longbow.

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Extra Language (High Elf)

You can speak, read, and write one extra language of your choice.

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Fey Ancestry (Elf)

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

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Fey Ancestry (Half-Elf)

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

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Fey Ancestry (High Elf)

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

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Gnome Cunning (Gnome)

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

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Gnome Cunning (Rock Gnome)

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

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Halfling Nimbleness (Halfling)

You can move through the space of any creature that is of a size larger than yours.

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Halfling Nimbleness (Lightfoot Halfling)

You can move through the space of any creature that is of a size larger than yours.

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Hellish Resistance (Tiefling)

You have resistance to fire damage.

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Infernal Legacy (Tiefling)

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the...

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Keen Senses (Elf)

You have proficiency in the Perception skill.

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Keen Senses (High Elf)

You have proficiency in the Perception skill.

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Lucky (Halfling)

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

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Lucky (Lightfoot Halfling)

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

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Menacing (Half-Orc)

You gain proficiency in the Intimidation skill.

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Naturally Stealthy (Lightfoot Halfling)

You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

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Relentless Endurance (Half-Orc)

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

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Savage Attacks (Half-Orc)

When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

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Size (Dragonborn)

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

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Size (Dwarf)

Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

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Size (Elf)

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

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Size (Gnome)

Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

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Size (Half-Elf)

Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

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Size (Half-Orc)

Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

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Size (Halfling)

Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

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Size (High Elf)

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

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Size (Hill Dwarf)

Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

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Size (Human)

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

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Size (Lightfoot Halfling)

Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

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Size (Rock Gnome)

Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

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Size (Tiefling)

Tieflings are about the same size and build as humans. Your size is Medium.

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Skill Versatility (Half-Elf)

You gain proficiency in two skills of your choice.

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Speed (Dragonborn)

Your base walking speed is 30 feet.

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Speed (Dwarf)

Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

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Speed (Elf)

Your base walking speed is 30 feet.

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Speed (Gnome)

Your base walking speed is 25 feet.

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Speed (Half-Elf)

Your base walking speed is 30 feet.

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Speed (Half-Orc)

Your base walking speed is 30 feet. Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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Speed (Halfling)

Your base walking speed is 25 feet.

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Speed (High Elf)

Your base walking speed is 30 feet.

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Speed (Hill Dwarf)

Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

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Speed (Human)

Your base walking speed is 30 feet.

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Speed (Lightfoot Halfling)

Your base walking speed is 25 feet.

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Speed (Rock Gnome)

Your base walking speed is 25 feet.

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Speed (Tiefling)

Your base walking speed is 30 feet.

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Stonecunning (Dwarf)

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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Stonecunning (Hill Dwarf)

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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Tinker (Rock Gnome)

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),...

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Trance (Elf)

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of...

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Trance (High Elf)

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of...

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This data originates from the System Reference Document V5.1 "SRD5" and is suitable for D&D 5e. "D&D", "D&D 5e", and other such product names are owned by Wizards of the Coast.

This data is distributed under the Open Gaming License v 1.0a . Copyright 2000, Wizards of the Coast, LLC.

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