DRAGON ADVENTURES

D20 RPG BETA

This work includes material taken from the System Reference Document 5.1 (ďSRD 5.1Ē) by Wizards of
the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The
SRD 5.1 is licensed under the Creative Commons Attribution

THE QUEST FOR THE GOLDEN ARROWS

CHARACTER RACES

Racial Traits

The  description  of  each  race  includes  racial  traits that  are  common  to  members  of  that  race.  The following  entries  appear  among  the  traits  of  most races.

Ability Score Increase
Every  race  increases  one  or  more  of  a  characterís  ability  scores.

Age

The  age  entry  notes  the  age  when  a  member  of  the  race  is  considered  an  adult,  as  well  as  the  raceís expected  lifespan.  This  information  can  help  you decide  how  old  your  character  is  at the  start  of  the game.  You  can  choose  any  age  for  your  character, which  could  provide  an  explanation  for  some  of  your ability  scores.  For  example,  if  you  play  a  young  or
very  old  character,  your  age  could  explain  a particularly  low  Strength  or  Constitution  score, while  advanced  age  could  account  for  a  high Intelligence  or  Wisdom.

Alignment

Most  races  have  tendencies  toward  certain alignments,  described  in  this  entry.  These  are  not binding  for  player  characters,  but  considering  why your  dwarf  is  chaotic,  for  example,  in  defiance of lawful  dwarf  society  can  help  you  better  define  your character.

Speed

Your  speed  determines  how  far  you  can  move  when traveling  (  ďAdventuringĒ)  and  fighting  (ďCombatĒ).

Languages

By  virtue  of  your  race,  your  character  can  speak, read,  and  write  certain  languages.

Subraces

Some  races  have  subraces.  Members  of  a  subrace have  the  traits  of  the  parent  race  in  addition  to  the traits  specified  for  their  subrace.  Relationships among  subraces  vary  significantly  from race  to  race and  world  to  world.

 

 

 

 

 

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Dwarf

Dwarf Traits

Your  dwarf  character  has  an  assortment  of  inborn 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  theyíre  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  canít  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 artisanís  tools  of  your  choice: smithís  tools,  brewerís supplies,  or  masonís  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.

Hill Dwarf

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

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 encompassworldly 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  othersí 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  canít 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  canít  put
you  to  sleep.

Trance.  Elves  donít  need  to  sleep.  Instead,  they meditate  deeply,  remaining  semiconscious,  for  4 hours  a  day.  (The  Common  word  for  such  meditation is  ďtrance.Ē)  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.

High Elf

As  a  high  elf,  you  have  a  keen  mind  and  a  mastery  of at  least  the  basics  of  magic.  In  many fantasy  gaming worlds,  there  are  two  kinds  of  high  elves.  One  type  is haughty  and  reclusive, believing  themselves  to  be
superior  to  non-elves  and  even  other  elves.  The other  type  is  more  common  and  more  friendly, and
often  encountered  among  humans  and  other  races.

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.

 

Halfling

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 so 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  isnít secret,  but  halflings  are  loath  to  share  it  with  others.

They  write  very  little,  so  they  donít  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.

Lightfoot Halfing

As  a  lightfoot  halfling,  you  can  easily  hide  from notice,  even  using  other  people  as cover.  Youíre inclined  to  be  affable  and  get  along  well  with  others.

Lightfoots  are  more  prone  to  wanderlust  than other  halflings,  and  often  dwell alongside  other  races or  take  up  a  nomadic  life.

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.

Human

Human Traits

Itís  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.

 

Dragonborn

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

DRAGON DAMAGE TYPE BREATH WEAPON
Black Acid 5 by 30 Feet Line - Dexterity Save
Blue Lightning 5 by 30 Feet Line - Dexterity Save
Brass Fire 5 by 30 Feet Line - Dexterity Save
Bronze Lightning 5 by 30 Feet Line - Dexterity Save
Copper Acid 5 by 30 Feet Line - Dexterity Save
Gold Fire 15 Feet Cone - Dexterity Save
Green Poison 15 Feet Cone - Constitution Save
Red Fire 15 Feet Cone - Dexterity Save
Silver Cold 15 Feet Cone - Constitution Save
White Cold 15 Feet Cone - Constitution Save
 

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  canít  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.

 

 



 
 
  
Gnome
Gnome Traits
Your  gnome  character  has  certain  characteristics  in
common  with  all  other  gnomes.
 Ability  Score  Increase.  Your  Intelligence  score
increases  by  2.
 Age.  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.
 Alignment.  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  than  vicious.
 Size.  Gnomes  are  between  3  and  4  feet  tall  and
average  about  40  pounds.  Your  size  is  Small.
Speed.  Your  base  walking  speed  is  25  feet.
 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  canít  discern  color  in  darkness,  only  shades  of
gray.
Gnome  Cunning.  You  have  advantage  on  all
Intelligence,  Wisdom,  and  Charisma  saving  throws
against  magic.
 Languages.  You  can  speak,  read,  and  write
Common  and  Gnomish.  The  Gnomish  language,
which  uses  the  Dwarvish  script,  is  renowned  for  its
technical  treatises  and  its  catalogs  of  knowledge
about  the  natural  world.
Rock Gnome
As  a  rock  gnome,  you  have  a  natural  inventiveness
and  hardiness  beyond  that  of  other  gnomes.
 Ability  Score  Increase.  Your  Constitution  score
increases  by  1.
 Artificerís  Lore.  Whenever  you  make  an
Intelligence  (History)  check  related  to  magic  items,
alchemical  objects,  or  technological  devices,  you  can
add  twice  your  proficiency  bonus,  instead  of  any
proficiency  bonus  you  normally  apply.
 Tinker.  You  have  proficiency  with  artisanís  tools
(tinkerís  tools).  Using  those  tools,  you  can  spend  1
hour  and  10  gp  worth  of  materials  to  construct  a
Tiny  clockwork  device  (AC  5,  1  hp).  The  device
ceases  to  function  after  24  hours  (unless  you  spend
1  hour  repairing  it  to  keep  the  device  functioning),
or  when  you  use  your  action  to  dismantle  it;  at  that
time,  you  can  reclaim  the  materials  used  to  create  it.
You  can  have  up  to  three  such  devices  active  at  a
time.
 When  you  create  a  device,  choose  one  of  the
following  options:
Clockwork  Toy.  This  toy  is  a  clockwork  animal,
monster,  or  person,  such  as  a  frog,  mouse,  bird,
dragon,  or  soldier.  When  placed  on  the  ground,  the
toy  moves  5  feet  across  the  ground  on  each  of  your
turns  in  a  random  direction.  It  makes  noises  as
appropriate  to  the  creature  it  represents.
Fire  Starter.  The  device  produces  a  miniature  flame,
which  you  can  use  to  light  a  candle,  torch,  or
campfire.  Using  the  device  requires  your  action.
Music  Box.  When  opened,  this  music  box  plays  a
single  song  at  a  moderate  volume.  The  box  stops
playing  when  it  reaches  the  songís  end  or  when  it
is  closed.
Half-Elf
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  othersí  demands,  and
System  Reference  Document  5.1   7
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  canít  discern  color  in  darkness,  only  shades  of
gray.
Fey  Ancestry.  You  have  advantage  on  saving
throws  against  being  charmed,  and  magic  canít  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.
Half-Orc
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  canít  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  canít  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
weaponís  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.
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  canít  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