next turn. T he flames don't harm you or your posses-
s ions, and they s h e d bright lig ht out to 30 feet and dim
light for a n addition a l 3 0 feet. While the fla m e s a r e
present, a ny cr eature within 5 feet of you tha t hits you
with a m e lee attack takes ld 4 fire damage.
INFERNAL CONSTITUTION
Prerequisite: Tie fiing
F iendis h blood runs strong in you , unlocking a resil-
ience a kin to tha t possessed by som e fiends. Yo u gain
the following be ne fits :
- Increase your Constitut ion score by 1, to a max-
imum of 2 0.
You have resistance to cold damage and poi-
son damage. - Yo u have advantage o n saving throws agains t be-
in g p oisone d.
0RCISH FURY
Prerequisite: Half- ore
Your inne r fury burns tire lessly. Yo u gain the follow-
ing benefits:
- Inc rease your Stre ngth or Cons titutio n score by 1, to a
maximum of 20. - Whe n you hit with a n attack using a simple or ma r tia l
weapo n , you can roll one of the weapon's da mage dice
a n additio na l time and add it as extra da mage of the
weapo n's d amage type. Once you use this ability, you
c a n 't use it aga in until you finis h a short o r lo ng rest. - Immedia tely a fte r yo u use your R ele ntless Endur-
a nce tra it , you can use your reacti on to m a ke on e
weapo n a ttack.
PRODIGY
Prerequisite: Half-elf, half-ore, or human
You have a knack for learning new things. You gain the
following be nefits:
- You gain one skill pr oficiency of your c hoice, o ne tool
proficie n cy of your choice, and flue ncy in one la ng uage
of your ch oice. - Choose one skill in whic h you have proficie ncy. You
ga in exp e r tise with tha t s kill, whic h means your profi-
c ie n cy bonus is do uble d for a ny ability check you ma ke
with it. The skilJ you c hoose mus t be one tha t is n't
alrea dy ben e fiting from a feature, suc h as Exp ertise,
that double s your proficie n cy bonus.
SECOND CHANCE
P rerequisite: Haffling
Fortune favors yo u whe n someone tries to strike you.
Yo u gain the following be nefits:
- Increase your Dexterity, Cons titution, or Ch aris m a
scor e by l , to a maximum of 2 0. - When a creature you can see hits you with an attack
roll, you can use your reaction to force tha t c reature to
reroll. Once you use this ability, you can't use it again
until you roll initi a t ive at the st art of comba t or until
you finjs h a short or long rest.
SQUAT NIMBLENESS
Prerequisite: Dwarf or a S m all race
Yo u a r e uncommonly nimble for your race. Yo u ga in th e
following be n efits:
- Inc rease your Stre ngth o r Dexterity score by l , to a
maximum of 20. - Inc re ase your walking speed by 5 feet.
- Yo u gain profic iency in the Acrobatics or Athle tics
s kill (your cho ice).
You have ad vantage on a ny Stren gth (Athle tics) or
Dexterity (Acroba ti cs) c heck you m a ke to escap e from
be ing gr apple d.
Woon ELF MAGIC
Pre requisite: Elf(wood)
You learn t he magic of t he primeval woods, w hich ar e
r evere d and protecte d by your people. Yo u learn o ne
druid c a n trip of your choice. Yo u a lso learn the long-
strider and pass witho ut trace s pells, each of w hic h you
can cast once without expending a spell s lo t. You regain
t he ability to cast these two s p e lls in this way w he n you
finis h a long rest. Wis d om is your s p ellcasting ability for
all three s p ells.
CHAPTER I f CRARACTER OPTIONS