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next turn. The flames don't harm you or your posses-  SQUAT NIMBLENESS
          sions, and they shed bright light out to 30 feet and dim
                                                               Prerequisite: D warf or a S mall race
          light for an additional 30 feet. While the  flames are
          present, any creature within 5 feet of you that hits you   You are uncommonly nimble for your race. You ga in the
          with a melee attack takes ld4 fire da mage.          following benefits:
                                                               •  Increase your S trength or Dexterity score by l , to a
        INFERNAL CONSTITUTION
                                                                maximum of 20.
        Prerequisite: Tiefiing                                 •  Increase your walking speed by 5 feet.
        Fiendish blood runs strong in you, unlocking a resil-  •  You gain proficiency in the Acrobatics or Athletics
        ience a kin to that possessed by some fiends. You gain   s kill (your choice).
                                                                You have advantage on any S trength (Athletics) or
        the following benefits:
                                                                Dexterity (Acrobatics) check you make to escape from
        •  Increase your Constitution score by 1, to a max-     being grappled.
          imum of 20.
          You have resistance to cold dam age and poi-        Woon ELF MAGIC
          son damage.
        •  You have advantage on saving throws against be-    Prerequisite: Elf(wood)
          ing poisoned.                                       You learn the  magic of the  primeval woods, which are
                                                               revered and protected by your people. You learn one
        0RCISH FURY                                           druid can trip of your choice. You also learn the long-
                                                              strider and pass without trace s pells, each of which you
        Prerequisite: Half-ore
                                                              can cast once without expending a spell s lot. You regain
        Your inner fury burns tirelessly. You gain the follow-  the ability to cast these two spells in this way when you
        ing benefits:                                         finish a long rest. Wisdom  is your spellcasting ability for
        •  Increase your S trength or Constitution score by 1, to a   all three spells .
          maximum of 20 .
        •  When you hit with a n attack us ing a s imple or martial
          weapon, you can roll one of the weapon's damage dice
          an additional time and add it as extra  da mage of the
          weapon's damage type. Once you use this ability, you
          can't use it again until you finish a short or long rest.
        •  Immediately after you use your Relentless Endur-
          a nce tra it, you can use your reaction to make one
          weapon attack.

        PRODIGY
        Prerequisite: Half-elf,  half-ore, or human
        You have a knack for learning new things. You gain the
        following benefits:
        •  You gain one s kill proficiency of your choice, one  tool
          proficiency of your choice, and fluency in one  language
          of your choice.
        •  Choose one skill in which you have proficiency. You
          gain expertise with that s kill, which means your profi-
          ciency bonus is doubled for any ability check you ma ke
          with it. The skilJ you choose mus t be one that is n't
          already benefiting from a feature, s uch as Expertise,
          that doubles your proficiency bonus.

        SECOND  CHANCE
        Prerequisite: Haffling
        Fortune favors you when someone tries to s trike you.
        You gain the following benefits:
        •  Increase your Dexterity, Cons titution, or Charis ma
          score by l , to a maximum of 20.
        •  When a creature you can see hits you with an attack
          roll, you can use your reaction to force that creature  to
          reroll. Once you use this ability, you can't use it again
          until you roll initiative at the start of combat or until
          you finjsh a s hort or long rest.

                                                                                  CHAPTER  I  f  CRARACTER OPTIONS
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