[[],[],[],[],[{"id":2941,"name":"Darkvision","type":"Racial Trait","prerequisite":"none","normal":"None","special":"None","benefit":"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\u2019t discern color in darkness, only shades of gray.","full_text":"
Prerequisite:<\/b> None<\/p><\/div> Benefit:<\/b> 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.<\/p><\/div> Normal:<\/b> None<\/p><\/div> Special:<\/b> None<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You have advantage on saving throws against poison, and you have resistance against poison damage.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You have proficiency with the battleaxe, handaxe. throwing hammer, and warhammer.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> 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.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You have proficiency with light and medium armor.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You have proficiency in the Perception skill.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You have advantage on saving throws against being charmed, and magic can't put you to sleep.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> 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 5 hours of sleep.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You have proficiency with the longsword, shortsword, shortbow, and longbow.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> Your base walking speed increases to 35 feet.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> Your darkvision has a radius of 120 feet.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You know the dancing lights cantrip. When you reach 3rd level, you can cast the Merle fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You have proficiency with rapiers, shortswords, and hand crossbows.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You have advantage on saving throws against being frightened.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You can move through the space of any creature that is of a size larger than yours.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You have advantage on saving throws against poison, and you have resistance against poison damage.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> 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.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You can use your action to exhale destructive energy. Your draconic ancestrydetermines 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.<\/p><\/div> Prerequisite:<\/b><\/p><\/div> Benefit:<\/b> You have resistance to the damage type associated with your draconic ancestry.<\/p><\/div>
Reference:<\/b> Dwarves<\/a>, Elves<\/a>, Gnomes<\/a>, Half-Elves,<\/a> Half-Orcs<\/a> and Tiefling.<\/a><\/div>Dwarven Resilience [Racial Trait]<\/h2>
Reference:Dwarves<\/a><\/b><\/div>","reference":"Usergen"},{"id":2961,"name":"Dwarven Combat Training","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have proficiency with the battleaxe, handaxe. throwing hammer, and warhammer.","full_text":"Dwarven Combat Training [Racial Trait]<\/h2>
Reference:<\/b> Dwarves<\/a><\/div>","reference":"Usergen"},{"id":2962,"name":"Stonecunning","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"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.","full_text":"Stonecunning [Racial Trait]<\/h2>
Reference:<\/b> Dwarves<\/a><\/div>","reference":"Usergen"},{"id":2963,"name":"Dwarven toughness","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.","full_text":"Dwarven toughness [Racial Trait]<\/h2>
Reference:<\/b> Hill Dwarves<\/a><\/div>","reference":"Usergen"},{"id":2964,"name":"Dwarven Armor Training","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have proficiency with light and medium armor.","full_text":"Dwarven Armor Training [Racial Trait]<\/h2>
Reference:<\/b> Mountain Dwarves<\/a><\/div>","reference":"Usergen"},{"id":2965,"name":"Keen Senses","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have proficiency in the Perception skill.","full_text":"Keen Senses [Racial Trait]<\/h2>
Reference:<\/b> Elves<\/a><\/div>","reference":"Usergen"},{"id":2966,"name":"Fey Ancestry","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have advantage on saving throws against being charmed, and magic can't put you to sleep.","full_text":"Fey Ancestry [Racial Trait]<\/h2>
Reference:<\/b> Elves<\/a>, Half-Elves<\/a><\/div>","reference":"Usergen"},{"id":2967,"name":"Trance","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"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 S hours of sleep.","full_text":"Trance [Racial Trait]<\/h2>
Reference:<\/b> Elves<\/a><\/div>","reference":"Usergen"},{"id":2969,"name":"Cantrip","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.","full_text":"Cantrip [Racial Trait]<\/h2>
Reference:<\/b> High Elves<\/a><\/div>","reference":"Usergen"},{"id":2970,"name":"Elf Weapon Training","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have proficiency with the longsword, shortsword, shortbow, and longbow.","full_text":"Elf Weapon Training [Racial Trait]<\/h2>
Reference:<\/b> High Elves<\/a>, Wood Elf<\/a><\/div>","reference":"Usergen"},{"id":2971,"name":"Fleet of Foot","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"Your base walking speed increases to 35 feet.","full_text":"Fleet of Foot [Racial Trait]<\/h2>
Reference:Wood Elves<\/a><\/b><\/div>","reference":"Usergen"},{"id":2972,"name":"Mask of the Wild","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.","full_text":"Mask of the Wild [Racial Trait]<\/h2>
Reference:<\/b> Wood Elves<\/a><\/div>","reference":"Usergen"},{"id":2973,"name":"Superior Darkvision","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"Your darkvision has a radius of 120 feet.","full_text":"Superior Darkvision [Racial Trait]<\/h2>
Reference:<\/b> Dark Elves (Drow)<\/a><\/div>","reference":"Usergen"},{"id":2974,"name":"Sunlight Sensitivity","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.","full_text":"Sunlight Sensitivity [Racial Trait]<\/h2>
Reference:<\/b> Dark Elves (Drow)<\/a><\/div>","reference":"Usergen"},{"id":2975,"name":"Drow Magic","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You know the dancing lights cantrip. When you reach 3rd level, you can cast the Merle fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.","full_text":"Drow Magic [Racial Trait]<\/h2>
Reference:<\/b> Dark Elves (Drow)<\/a><\/div>","reference":"Usergen"},{"id":2976,"name":"Drow Weapon Training","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have proficiency with rapiers, shortswords, and hand crossbows.","full_text":"Drow Weapon Training [Racial Trait]<\/h2>
Reference:<\/b> Dark Elves (Drow)<\/a><\/div>","reference":"Usergen"},{"id":2977,"name":"Lucky","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.","full_text":"Lucky [Racial Trait]<\/h2>
Reference:<\/b> Halfling<\/a><\/div>","reference":"Usergen"},{"id":2978,"name":"Brave","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have advantage on saving throws against being frightened.","full_text":"Brave [Racial Trait]<\/h2>
Reference:<\/b> Halfling<\/a><\/div>","reference":"Usergen"},{"id":2979,"name":"Milling Nimbleness","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You can move through the space of any creature that is of a size larger than yours.","full_text":"Milling Nimbleness [Racial Trait]<\/h2>
Reference:<\/b> Halfling<\/a><\/div>","reference":"Usergen"},{"id":2980,"name":"Naturally Stealthy","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.","full_text":"Naturally Stealthy [Racial Trait]<\/h2>
Reference:<\/b> Lightfoot<\/a><\/div>","reference":"Usergen"},{"id":2981,"name":"Stout Resilience","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have advantage on saving throws against poison, and you have resistance against poison damage.","full_text":"Stout Resilience [Racial Trait]<\/h2>
Reference:<\/b> Stout Halfling<\/a><\/div>","reference":"Usergen"},{"id":2982,"name":"Draconic Ancestry","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"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.","full_text":"Draconic Ancestry [Racial Trait]<\/h2>
Reference:Dragonborn<\/a><\/b><\/div>","reference":"Usergen"},{"id":2983,"name":"Breath Weapon","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You can use your action to exhale destructive energy. Your draconic ancestrydetermines 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","full_text":"Breath Weapon [Racial Trait]<\/h2>
Reference:<\/b> Dragonborn<\/a><\/div>","reference":"Usergen"},{"id":2984,"name":"Damage Resistance","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have resistance to the damage type associated with your draconic ancestry.","full_text":"Damage Resistance [Racial Trait]<\/h2>