Luck
Reroll natural 1s on any d20 test — attacks and saves (must use the new roll)
Brave
Advantage on saves against being shaken, and on saves to shake it off
Halfling Nimbleness
May move through any creature's space
Naturally Stealthy
+2 to the party's stealth-approach check
Relentless Endurance
Dropped to 0 HP → stay up at 1 HP instead (once per battle)
Resourceful
Heroic Inspiration: reroll one d20 — attack or save — once per battle
Skillful
Proficient in one additional skill
Keen Senses
+2 on Investigate and trap-search checks
Trance
Elves don't sleep — they meditate — and magic can't put them to sleep
Fey Ancestry
Advantage on saves against being charmed
Fleet of Foot
Base walking speed 35 ft — quicker across the field
Mask of the Wild
+2 to the party's stealth-approach check (hide in nature)
Dwarven Resilience
Resistance to poison damage and advantage on saves against poison
Dwarven Toughness
+1 hit point per level
Stonecunning
Advantage on trap-search and Investigate checks — stone remembers
Gnomish Cunning
Advantage on Intelligence, Wisdom, and Charisma saving throws
Powerful Build
Counts as one size larger for carrying — double capacity
Fire's Burn
Your hits erupt for +1d10 fire (proficiency-bonus uses per battle)
Frost's Chill
Your hits bite for +1d6 cold and SLOW the target (proficiency-bonus uses per battle)
Hill's Tumble
Your hits knock Large-or-smaller foes PRONE (proficiency-bonus uses per battle)
Stone's Endurance
Shrug 1d12 + CON off incoming blows (proficiency-bonus uses per battle)
Otherworldly Presence
Knows Thaumaturgy — a booming voice that shakes (and disarms) the weak-willed
Fiendish Legacy
Once per battle, answer a foe that damages you with Hellish Rebuke (2d10 fire, DEX save for half)
Wicklight
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
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
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.