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Racial Traits

Luck

SRD 5.2.1

Reroll natural 1s on any d20 test — attacks and saves (must use the new roll)

Brave

SRD 5.2.1

Advantage on saves against being shaken, and on saves to shake it off

Halfling Nimbleness

SRD 5.2.1

May move through any creature's space

Naturally Stealthy

SRD 5.2.1

+2 to the party's stealth-approach check

Relentless Endurance

SRD 5.2.1

Dropped to 0 HP → stay up at 1 HP instead (once per battle)

Resourceful

SRD 5.2.1

Heroic Inspiration: reroll one d20 — attack or save — once per battle

Skillful

SRD 5.2.1

Proficient in one additional skill

Keen Senses

SRD 5.2.1

+2 on Investigate and trap-search checks

Trance

SRD 5.2.1

Elves don't sleep — they meditate — and magic can't put them to sleep

Fey Ancestry

SRD 5.2.1

Advantage on saves against being charmed

Fleet of Foot

SRD 5.2.1

Base walking speed 35 ft — quicker across the field

Mask of the Wild

SRD 5.2.1

+2 to the party's stealth-approach check (hide in nature)

Dwarven Resilience

SRD 5.2.1

Resistance to poison damage and advantage on saves against poison

Dwarven Toughness

SRD 5.2.1

+1 hit point per level

Stonecunning

SRD 5.2.1

Advantage on trap-search and Investigate checks — stone remembers

Gnomish Cunning

SRD 5.2.1

Advantage on Intelligence, Wisdom, and Charisma saving throws

Powerful Build

SRD 5.2.1

Counts as one size larger for carrying — double capacity

Fire's Burn

SRD 5.2.1

Your hits erupt for +1d10 fire (proficiency-bonus uses per battle)

Frost's Chill

SRD 5.2.1

Your hits bite for +1d6 cold and SLOW the target (proficiency-bonus uses per battle)

Hill's Tumble

SRD 5.2.1

Your hits knock Large-or-smaller foes PRONE (proficiency-bonus uses per battle)

Stone's Endurance

SRD 5.2.1

Shrug 1d12 + CON off incoming blows (proficiency-bonus uses per battle)

Otherworldly Presence

SRD 5.2.1

Knows Thaumaturgy — a booming voice that shakes (and disarms) the weak-willed

Fiendish Legacy

SRD 5.2.1

Once per battle, answer a foe that damages you with Hellish Rebuke (2d10 fire, DEX save for half)

Wicklight

TactForge

You shed a small, warm light — bright for 5 ft, dim for 10 ft beyond. Douse and relight it as you would a torch (no hand, no action); Burn Bright puts it out. Your eyes are used to it: Advantage on saves against being Blinded

The Wick

TactForge

The light under your skin, counted: it holds up to your proficiency bonus. It is empty when a battle starts and builds 1 at the start of each of your turns. Warm the Wound and Glare spend it; a Wick already full when it would build Burns Bright instead

Wick Ward

TactForge

Once a round, the first blow that lands on you comes in lighter by the Wick you hold — the light takes the edge off, and none of it is spent

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Tactforge is an independent project, compatible with fifth edition.