Whe n an ally you can see within 30 feet of you rolls a
1 on the d20 for an attack roll, an ability check, or a sav-
ing throw, you can use your reaction to le t the ally reroll
the die. The a lly must use the new roll.
When you use this a bility, you can't use your Lucky
racial trait before the end of your next turn.
DRAGON FEAR
Prerequisite: Dragonborn
When angered, you can radiate menace. You gain the
following be nefits:
- Inc rease your Strength, Constitution, or C harisma
score by l , to a maximum o f 20. - Instead of exhaling destructive energy, you can ex-
pend a use of your Breath Weapon tra it to roar, forcing
each creature of your choice within 30 feet of you to
m a ke a Wisdom saving throw (DC 8 +your proficiency
bonus + your Charism a modifier). A target automati-
cally s ucceeds on the save if it can't hear or see you.
On a failed save, a target becomes frighte ne d of you
for 1 minute. If the frighte ned target ta kes a ny dam-
age, it can re peat the saving throw, ending the effect
on itself on a success.
DRAGON HIDE
Prerequisite: Dragonborn
You manifest scales and claws reminiscent o f you r dra-
conic ancestors. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma
score by 1, to a maximum of 20. - Your scales harde n. While you are n't wearing armor,
you can calc ulate your AC as 13 +your Dexterity mod-
iJier. You can use a shie ld and still gain this be ne fit. - You grow retracta ble claws from the tips of your fin-
gers. Extending o r retracting the claws requires no
actfon. The claws a re natural weapons, which you can
use to m a ke unarme d strikes. If you hit with them, you
deal s lashing d amage equal to ld 4 +your Strength
modifie r, ins tead of the normal bludgeoning da mage
for an unarme d strike.
DROW HIGH MAGIC
Prerequisite: Elf (drow)
You learn more of the magic typical of dark elves. You
learn the detect magic s p ell and can cast it at will, w ith-
out exp ending a sp ell s lot. You also learn levitate and
dispel magic, each of which you can cast once without
expending a spell s l.ot. You regain the a bi lity to cast
those two spells in this way when you finish a long rest.
Charisma is your s pe llcasting ability for a ll three s p ells.
DWARVEN FORTITUDE
Prerequis ite: Dwarf
You h ave the blood of dwarf heroes flowing through
your veins. You gain the following benefits:
- Increase your Constitution score by 1, to a max-
imum of20.- Whenever you ta ke the Dodge action in combat, you
can spend one Hit Die to heal yourself. Roll the di e,
add your Constitution modifie r, and regain a numbe r
of hit points equal to the tota l (minimum of 1 ).
- Whenever you ta ke the Dodge action in combat, you
ELVEN ACCURACY
Prerequisite: Elf or h alf- el f
The accuracy of e lves is legendary, especially that of e lf
a rc he rs and s pellcasters. You have uncanny aim with at-
tack s that rely on precis ion rathe r than brute force. You
gain the following be nefits:
- Increase your Dexte rity, I nte lJige n ce, Wis dom, or Cha-
risma score by 1, to a maximum of 20. - Whenever you have advantage on an a ttack roll using
Dexterity, Intelligence, Wisdom, or Charisma, you can
reroll one of the dice once.
FADE AWAY
Prerequisite: Gnome
Your people are clever, with a knack for illusion magic.
You have learned a mag ical trick for fading away when
you s uffe r harm. You gain the following be n efits:
- Inc rease your Dexterity or Inte lligence score by 1, to a
maximum of20. - Immediately after you take damage, you can use a
reaction to magically become invis ible until the end
of your next turn or until you attack, deal damage,
or force someone to make a saving throw. Once you
use this ability, you can't do so again until you finish a
short or long rest.
FEY TELEPORTATION
Prerequisite: Elf (high)
Your study of high e lven lore has unlocked fey powe r
that few other elves possess, except your eladrin cous-
ins. Drawing on your fey a ncestry, you can momentarily
s tride through the Feywild to s h orte n your path from
one place to anothe r. You gain the following be ne fits:
- Inc rease your Intelligence or Charis m a score by 1, to
a maximum of 2 0. - You learn to speak , read, and write Sylvan.
- You learn the misty step spell and can cast it o nce
without expending a spell s lot. You regain the abil-
ity to cast it in this way when you finish a short or
long rest. Inte lligence is your spellcasting ability for
this spell.
FLAMES OF PHLEGETHOS
Pre requisite: Tiefling
You learn to call on he llfire to serve your commands.
You gain the following be n efits :
- Inc rease your Intelligence or Charisma score by 1, to
a maximum of 20. - When you roll fire da mage for a s pell you cast, you can
re roll any roll of 1 o n the fire damage di ce, but you
must use the new roll, even if it is anothe r 1. - Whe never you cast a spell that deals fire damage, you
can cause Hames to wreathe you until the end of your