Razas y Clases DND
Razas y Clases DND
Dragonborn
Basic Rules
Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings
or a tail.
Dragonborn Traits
Your draconic heritage manifests in a variety of traits you share with other dragonborn.
Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.
Age. 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.
Alignment. 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.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost
250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Draconic Ancestry. 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.
Breath Weapon. 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 ancestry. The DC for this saving throw equals 8
+ your Constitution modifier + your proficiency bonus. A creature takes 2d6 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.
After you use your breath weapon, you can't use it again until you complete a short or long rest.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the
oldest languages and is often used in the study of magic. The language sounds harsh to most other
creatures and includes numerous hard consonants and sibilants.
Draconic Ancestry
Drago
n Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
Dwarf
Basic Rules
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal.
Dwarf Traits
Your dwarf character has an assortment of in abilities, part and parcel of dwarven
nature.
Ability Score Increase. Your Constitution score increases by 2.
Age. 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.
Alignment. 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.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your
size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing
heavy armor.
Darkvision. 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.
Dwarven Resilience. You have advantage on saving throws against poison, and you
have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light
hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's
tools, brewer's supplies, or mason's tools.
Stonecunning. 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.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full
of hard consonants and guttural sounds, and those characteristics spill over into
whatever other language a dwarf might speak.
Subrace. Hill Dwarf y de la montaña
Hill Dwarf
Ability Score Increase. As a hill dwarf, you have keen senses, deep intuition, and
remarkable resilience.
Ability Score Increase. Your Wisdom score increases by 1.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1
every time you gain a level.
Elf
Basic Rules
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it.
Elf Traits
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.
Ability Score Increase. Your Dexterity score increases by 2.
Age. 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.
Alignment. Elves love freedom, variety, and self-expression, 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.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to
sleep.
Trance. 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 practice.
After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations
and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among
other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Subrace. High Elf, wood elf y dark elf (o drow)
High Elf
Ability Score Increase. Your Intelligence score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting
ability for it.
Extra Language. You can speak, read, and write one extra language of your choice.
Gnome
Basic Rules
A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body.
Edad: Los gnomos maduran al mismo ritmo que los humanos, y la mayoría se espera
que se establezcan en una vida adulta cerca de los 40 años. Pueden vivier de 350
hosta 500 años.
Alineamiento: Los gnomos son usualmente buenos. Aquellos que tienden hacia la ley
son sabios, ingenieros, investigadores, escolares, detectives o inventores. Aquellos que
tienden al caos son juglares, malabaristas, vagabundos, o joyeros elegantes. Los
gnomos son bondadosos, y hasta los embaucadores entre ellos son más juguetones
que crueles.
Tamaño: Los gnomos miden entre 3 y 4 pies de alto (0.9 m a 1.2 m) y pesan en
promedio 40 libras (18 kg). Tu tamaño es Pequeño.
Gnomo de Roca
Como un gnomo de roca, posees una inventiva natural y resistencia más allá de la de
otros gnomos.
Caja Musical: Cuando se abre, esta caja musical reproduce una única canción a un
volumen moderado. Se detiene cuando se acaba la canción o cuando se cierra la caja.
Half-Elf
Basic Rules
Half-elves combine what some say are the best qualities of their elf and human parents.
Half-Elf Traits
Your half-elf character has some qualities in common with elves and some that are unique to half-elves.
Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice
increase by 1.
Age. 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.
Alignment. 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.
Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to
sleep.
Skill Versatility. You gain proficiency in two skills of your choice.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
Halfling
Basic Rules
The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring
that, avoiding offense.
Halfling Traits
Your halfling character has a number of traits in common with all other halflings.
Ability Score Increase. Your Dexterity score increases by 2.
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her
second century.
Alignment. 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.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Lucky. 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.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Languages. You can speak, read, and write Common and Halfling. The Halfling language isn't secret,
but halflings are loath to share it with others. They write very little, so they don't have a rich body of
literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse
with the people in whose lands they dwell or through which they are traveling.
Subrace. Lightfoot y stout
Lightfoot
Ability Score Increase. Your Charisma score increases by 1.
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
Half-Orc
Basic Rules
Half-orcs’ grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering
builds make their orcish heritage plain for all to see.
Half-Orc Traits
Your half-orc character has certain traits deriving from your orc ancestry.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age
noticeably faster and rarely live longer than 75 years.
Alignment. 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.
Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet
tall. Your size is Medium.
Speed. 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.
Menacing. You gain proficiency in the Intimidation skill.
Relentless Endurance. 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.
Savage Attacks. 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.
Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with
hard consonants. It has no script of its own but is written in the Dwarvish script.
Human
Basic Rules
Humans are the most adaptable and ambitious people among the common races. Whatever
drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
Human Traits
It's hard to make generalizations about humans, but your human character has these traits.
Ability Score Increase. Your ability scores each increase by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
Size. 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.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one extra language of your choice. Humans
typically learn the languages of other peoples they deal with, including obscure dialects. They are fond
of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical
expressions, Dwarvish military phrases, and so on.
Tiefling
Basic Rules
To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust
and fear in every eye: this is the lot of the tiefling.
Tiefling Traits
Tieflings share certain racial traits as a result of their infernal descent.
Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.
Age. Tieflings mature at the same rate as humans but live a few years longer.
Alignment. 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.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. 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 ability
to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Infernal.
Explorer's Guide to Wildemount
ORC OF EXANDRIA
EXPLORER'S GUIDE TO WILDEMOUNT
ORCS ARE ONE OF EXANDRIA’S YOUNGEST RACES, AND ARE SAID TO HAVE BEEN
BORN FROM ELVES SEARED BY THE BLOOD OF GRUUMSH, THE RUINER.
RACIAL TRAITS
+2 STRENGTH, +1 CONSTITUTION, DARKVISION, AGGRESSIVE, POWERFUL BUILD, PRIMAL INTUITION
Aarakocra
Elemental Evil Player's Companion
Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk,
evoke fear and wonder.
Aarakocra Traits
As an aarakocra, you have certain traits in common with your people. Being able to fly
at high speed starting at 1st level is exceptionally effective in certain circumstances
and exceedingly dangerous in others. As a result, playing an aarakocra requires
special consideration by your DM. Ability Score Increase. Your Dexterity score
increases by 2, and your Wisdom score increases by 1.
Age. Aarakocra reach maturity by age 3. Aarakocra live to an average of 30 years.
Alignment. Most Aarakocra are good and rarely choose sides when it comes to law
and chaos. Tribal leaders and warriors might be lawful, while explorers and
adventurers might tend toward chaotic.
Size. Aarakocra are about 5 feet tall and they have thin, lightweight bodies that weigh
between 80 and 100 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Standing Jump. At 1st level, you can make a long jump or a high jump from a
standing position without first moving 10 feet and ignore the half distance penalty.
Glide. At 1st level you have resistance to damage received as a result of falling. You
may make a long jump and a high jump as a single action and double the distance of
each to execute a glide. Any damage taken immediately ends the glide. Executing a
glide may provoke an opportunity attack.
Fly. At 5th level you may cast the fly spell on yourself at will.
Talons. The damage die for your unarmed strikes increases to a d4, and you deal
slashing damage instead of bludgeoning with your unarmed strikes.
Claustrophobia. While in spaces smaller than 10 feet by 10 feet that have no
obvious access to the sky, you must make Wisdom save DC 10 each in-game hour or
become frightened until you leave the space or until you make a successful Wisdom
save at the in-game hour interval. While frightened, you may not move towards any
spaces that become more confined than the space you were in when you became
frightened.
Eagle Eyes. Accustomed to having to spot prey from a distance, you have proficiency
in the Perception skill.
Languages. You can speak, read, and write Common and Aarakocra.
GENASI
ELEMENTAL EVIL PLAYER'S COMPANION
GENASI CARRY THE POWER OF THE ELEMENTAL PLANES OF AIR, EARTH, FIRE, AND
WATER IN THEIR BLOOD.
RACIAL TRAITS
+2 CONSTITUTION, AIR, EARTH, FIRE, WATER SUBRACES
GOLIATH
ELEMENTAL EVIL PLAYER'S COMPANION
AASIMAR
VOLO'S GUIDE TO MONSTERS
AASIMAR ARE PLACED IN THE WORLD TO SERVE AS GUARDIANS OF LAW AND GOOD.
THEIR PATRONS EXPECT THEM TO STRIKE AT EVIL, LEAD BY EXAMPLE, AND FURTHER
THE CAUSE OF JUSTICE.
RACIAL TRAITS
+2 CHARISMA, DARKVISION, CELESTIAL RESISTANCE, HEALING HANDS, LIGHT BEARER
BUGBEAR
VOLO'S GUIDE TO MONSTERS
FIRBOLG
VOLO'S GUIDE TO MONSTERS
GOBLIN
VOLO'S GUIDE TO MONSTERS
HOBGOBLIN
VOLO'S GUIDE TO MONSTERS
WAR IS THE LIFEBLOOD OF HOBGOBLINS. ITS GLORIES ARE THE DREAMS THAT
INSPIRE THEM. ITS HORRORS DON’T FEATURE IN THEIR NIGHTMARES.
RACIAL TRAITS
+2 CONSTITUTION, +1 INTELLIGENCE, DARKVISION, MARTIAL TRAINING, SAVING FACE
KENKU
VOLO'S GUIDE TO MONSTERS
HAUNTED BY AN ANCIENT CRIME THAT ROBBED THEM OF THEIR WINGS, THE KENKU
WANDER THE WORLD AS VAGABONDS AND BURGLARS WHO LIVE AT THE EDGE OF
HUMAN SOCIETY.
RACIAL TRAITS
+2 DEXTERITY, +1 WISDOM, EXPERT FORGERY, KENKU TRAINING, MIMICRY
KOBOLD
VOLO'S GUIDE TO MONSTERS
KOBOLDS ARE TYPICALLY TIMID AND SHY AWAY FROM CONFLICT, BUT THEY ARE
DANGEROUS AND VICIOUS IF CORNERED.
RACIAL TRAITS
+2 DEXTERITY, -2 STRENGTH, DARKVISION, GROVEL, COWER, AND BEG, PACK TACTICS, SUNLIGHT
SENSITIVITY
LIZARDFOLK
VOLO'S GUIDE TO MONSTERS
ORC
VOLO'S GUIDE TO MONSTERS
ORCS LIVE A LIFE THAT HAS NO PLACE FOR WEAKNESS, AND EVERY WARRIOR MUST
BE STRONG ENOUGH TO TAKE WHAT IS NEEDED BY FORCE.
RACIAL TRAITS
+2 STRENGTH, +1 CONSTITUTION, -2 INTELLIGENCE, DARKVISION, AGGRESSIVE, MENACING, POWERFUL
BUILD
TABAXI
VOLO'S GUIDE TO MONSTERS
HAILING FROM A STRANGE AND DISTANT LAND, WANDERING TABAXI ARE CATLIKE
HUMANOIDS DRIVEN BY CURIOSITY TO COLLECT INTERESTING ARTIFACTS, GATHER
TALES AND STORIES, AND LAY EYES ON ALL THE WORLD’S WONDERS.
RACIAL TRAITS
+2 DEXTERITY, +1 CHARISMA, DARKVISION, FELINE AGILITY, CAT'S CLAWS, CAT'S TALENT
TRITON
VOLO'S GUIDE TO MONSTERS
YUAN-TI PUREBLOOD
VOLO'S GUIDE TO MONSTERS
THE SERPENT CREATURES KNOWN AS YUAN-TI ARE ALL THAT REMAINS OF AN
ANCIENT, DECADENT HUMAN EMPIRE.
RACIAL TRAITS
+2 CHARISMA, +1 INTELLIGENCE, DARKVISION, INNATE SPELLCASTING, MAGIC RESISTANCE, POISON
IMMUNITY
FERAL TIEFLING
SWORD COAST ADVENTURER'S GUIDE
TORTLE
THE TORTLE PACKAGE
WHAT MANY TORTLES CONSIDER A SIMPLE LIFE, OTHERS MIGHT CALL A LIFE OF
ADVENTURE. THEY ARE NOMAD SURVIVALISTS EAGER TO EXPLORE THE WILDERNESS.
RACIAL TRAITS
+2 STRENGTH, +1 WISDOM, CLAWS, HOLD BREATH, NATURAL ARMOR, SHELL DEFENSE, SURVIVAL
INSTINCT
CHANGELING
EBERRON: RISING FROM THE LAST WAR
A CHANGELING CAN SHIFT ITS FACE AND FORM WITH A THOUGHT AS A FORM OF
ARTISTIC AND EMOTIONAL EXPRESSION.
RACIAL TRAITS
+2 CHARISMA, +1 AN ABILITY SCORE OF YOUR CHOICE, SHAPECHANGER, CHANGELING INSTINCTS
KALASHTAR
EBERRON: RISING FROM THE LAST WAR
ORC OF EBERRON
EBERRON: RISING FROM THE LAST WAR
SHIFTER
EBERRON: RISING FROM THE LAST WAR
WARFORGED
EBERRON: RISING FROM THE LAST WAR
WARFORGED ARE MADE FROM WOOD AND METAL, BUT THEY CAN FEEL PAIN AND
EMOTION. BUILT AS WEAPONS, THEY MUST NOW FIND A PURPOSE BEYOND WAR.
RACIAL TRAITS
+2 CONSTITUTION, +1 TO ONE OTHER ABILITY SCORE, CONSTRUCTED RESILIENCE, SENTRY'S REST,
INTEGRATED PROTECTION, SPECIALIZED DESIGN
GITH
MORDENKAINEN’S TOME OF FOES
LONG AGO, THE GITH ROSE UP TO OVERTHROW THE MIND FLAYERS THAT HELD THEM
IN SERVITUDE, BUT TWO FACTIONS AROSE THAT REMAIN BITTER ENEMIES TODAY.
RACIAL TRAITS
+1 INTELLIGENCE, GITHYANKI OR GITHZERAI TRAITS
CENTAUR
GUILDMASTERS' GUIDE TO RAVNICA
LOXODON
GUILDMASTERS' GUIDE TO RAVNICA
MINOTAUR
GUILDMASTERS' GUIDE TO RAVNICA
SIMIC HYBRID
GUILDMASTERS' GUIDE TO RAVNICA
THE SIMIC COMBINE USES MAGIC TO TRANSFER THE TRAITS OF ANIMALS INTO
HUMANS, ELVES, AND VEDALKEN.
RACIAL TRAITS
+2 CONSTITUTION, +1 ONE OTHER ABILITY SCORE, DARKVISION, ANIMAL ENHANCEMENT
VEDALKEN
GUILDMASTERS' GUIDE TO RAVNICA
VERDAN
ACQUISITIONS INCORPORATED
THE VERDAN OWE THEIR EXISTENCE TO CHAOS - DOING THEIR BEST TO FIND THEIR
WAY IN AN UNFAMILIAR WORLD..
RACIAL TRAITS
+1 CONSTITUTION, +2 CHARISMA, BLACK BLOOD HEALING, LIMITED TELEPATHY,
PERSUASIVE, TELEPATHIC INSIGHT
LOCATHAH
LOCATHAH RISING
THESE RESILIENT AND PROUD FISH-FOLK HAVE ENDURED WAR, SLAVERY, AND
MISTREATMENT AT THE HANDS OF OTHER AQUATIC CREATURES.
RACIAL TRAITS
+2 STRENGTH, +1 DEXTERITY, NATURAL ARMOR, OBSERVANT & ATHLETIC, LEVIATHAN WILL, LIMITED
AMPHIBIOUSNESS
Grung
One Grung Above
Your grung character has an assortment of inborn abilities, part and parcel of grung nature.
Racial Traits
+2 Dexterity, +1 Constitution, Arboreal Alertness, Amphibious, Poison Immunity, Poisonous Skin, Standing
Leap, Water Dependency.
Clases
CLASES
BARBARIAN
BASIC RULES
BARD
BASIC RULES
CLERIC
BASIC RULES
DRUID
BASIC RULES
A PRIEST OF THE OLD FAITH, WIELDING THE POWERS OF NATURE AND ADOPTING
ANIMAL FORMS
HIT DIE: D8
PRIMARY ABILITY: WISDOM
SAVES: INTELLIGENCE & WISDOM
FIGHTER
BASIC RULES
MONK
BASIC RULES
PALADIN
BASIC RULES
RANGER
BASIC RULES
ROGUE
BASIC RULES
SORCERER
BASIC RULES
A SPELLCASTER WHO DRAWS ON INHERENT MAGIC FROM A GIFT OR BLOODLINE
HIT DIE: D6
PRIMARY ABILITY: CHARISMA
SAVES: CONSTITUTION & CHARISMA
WARLOCK
BASIC RULES
WIZARD
BASIC RULES
ARTIFICER
EBERRON: RISING FROM THE LAST WAR
Critical Role
Blood Hunter
Critical Role