Most Wortel races can correlate to D&D races. View the list below for racial traits of characters existing in Ballroom. Most are based on or adjusted from existing D&D races. If your race is based on an existing D&D race, you are able to take any racial feats intended for the original race.
Angel-folk
Based on Aasimar, Protector
- Ability Score Increase: Your Constition score increases by 1, and your Wisdom score increases by 2.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Celestial Resistance: You have resistance to necrotic damage and radiant damage.
- Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to twice your level. Once you use this trait, you can't use it again until you finish a long rest.
- Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.
- Winged: You have white, feathered wings. You have a flying speed of 30 feet while you aren't wearing heavy armor.
- Languages: You can speak, read, and write Common and Celestial.
Bear-folk
Based on Half-orc
- Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Darkvision: Thanks to your adapted eyes, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Menacing: You gain proficiency in the Intimidation skill.
- Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
- Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
- Claws: Your kind have deadly claws at the end of your paws. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
- Languages: You can speak, read, and write Common.
Butterfly-folk
Based on Elf, Avariel
- Ability Score Increase: Your Dexterity score increases by 2, and your Intelligence increases by 1.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Keen Senses: You have proficiency in the Perception skill.
- Shield Dust: Your wings are covered in a delicate dust that can protect you from blows. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
- Flight: Your delicate wings grant you flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.
- Languages: You can speak, read, and write Common.
Cat-folk
Based on Tabaxi
- Ability Score Increase: Your Dexterity score increases by 2, and your Charisma score increases by 1.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Darkvision: You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
- Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Cat's Talents: You have proficiency in the Perception and Stealth skills.
- Languages: You can speak, read, and write Common.
Demon-kind
Based on Tiefling
- Ability Score Increase: Your Intelligence score increases by 1, and your Charisma score increases by 2. You can replace this feature with any of the Ability Score Increase variants introduced in the Sword Coast Adventurer's Guide or Mordenkainen's Tome of Foes.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Legacy of Zianroc: You know the Primal Savagery cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the Darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells. You can replace this feature with any of the spellcasting variants introduced in the Sword Coast Adventurer's Guide or Mordenkainen's Tome of Foes.
- Winged: You have bat-like wings coming from your shoulders. You have a flying speed of 30 feet while you aren't wearing heavy armor.
- Languages: You can speak, read, and write Common and one extra language of your choice.
Dragon-folk
Based on Dragonborn, Red
- Ability Score Increase: Your Strength score increases by 2, and your Charisma score increases by 1.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Draconic Ancestry: Your species have an innate connection to fire. You have resistance to fire damage.
- Breath Weapon: You can use your action to exhale destructive energy.
When you use your breath weapon, each creature in a 15 foot cone of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can't use it again until you complete a short or long rest.
- Claws: You have sharp, hard claws for fingers. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
- Winged: You have leathery, draconic wings coming from your shoulders. You have a flying speed of 30 feet while you aren't wearing heavy armor.
- Languages: You can speak, read, and write Common and Draconic.
Drider
Based on Simic Hybrid
- Ability Score Increase: Your Dexterity score increases by 2, and your Constitution score increases by 1.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet, and you have a climbing speed of 30 feet.
- Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Carapace: Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
- Spider Climb: You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Web Sense: While in contact with a web, you know the exact location of any other creature in contact with the same web.
- Web Walker: You ignore movement restrictions caused by webbing.
- Languages: You can speak, read, and write Common.
Elf
Based on Elf, Vahadar
- Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Keen Senses: You have proficiency in the Perception skill.
- Divine Attunement: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- Wilderness Magic: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
- Languages: You can speak, read, and write Common and Elvish.
Fox-folk
Based on Elf, Wood
- Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
- Size: Your size is Medium.
- Speed: Your base walking speed is 35 feet.
- Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Keen Senses: You have proficiency in the Perception and Survival skills.
- Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
- Languages: You can speak, read, and write Common.
Half-elf
Based on Half-elf
- Ability Score Increase: Your Charisma score increases by 2, and one other ability score of your choice increase by 1.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Skill Versatility: You gain proficiency in two skills of your choice.
- Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.
Human
Based on Human
- Ability Score Increase: Two different ability scores of your choice increase by 1.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Skills: You gain proficiency in one skill of your choice.
- Feat: You gain one feat of your choice.
- Languages: You can speak, read, and write Common and one extra language of your choice.
Kitsune
Based on Firbolg
- Ability Score Increase: Your Dexterity score increases by 1, and your Charisma score increases by 2.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Prankster Magic: You can cast Detect Magic and Disguise Self with this trait, using Charisma as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest.
- Trickster's Schemes: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
- Languages: You can speak, read, and write Common and one extra language of your choice.
Salamander-folk
Based on Viashino
- Ability Score Increase: Your Strength score increases by 2 and your Dexterity score increases by 1.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Wrestler: You have proficiency in the Athletics skill.
- Weapon Training: You are proficient with scimitars, the weapon of choice for a salamander-folk.
- Natural Torch: You can use a bonus action to light or douse your tail flame. When lit, your tail provides bright light in a 20-foot radius and dim light for an additional 20 feet. It can also ignite flammable objects that aren't being worn or carried.
- Claws: You have short but sharp claws, meant for ripping things open. As an action, you can attempt to make an unarmed strike using these natural weapons. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Acclimated: You are accustomed to high temperatures and can ignore the effects of extreme heat.
- Heart of Fire: You have resistance to fire damage as a result of your species' inclination toward fire.
- Languages: You can speak, read, and write Common and Draconic.
Slime-folk
Based on Grung
- Ability Score Increase: Your Dexterity score increases by 2, and your Charisma score increases by 1.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
- Amphibious: You can breathe air and water.
- Freeze: If you take cold damage, you partially freeze; your speed is reduced by 20 ft. until the end of your next turn.
- Water Dependency: If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
- Amorphous: You can move through a space as narrow as 1 inch wide without squeezing. Gear that can fit in the gap can come with you, but everything else is left behind.
- Persuasive: You are proficient in the Persuasion skill.
- Corrosion Claws: Your acidic limbs are natural weapons, which you can use to make unarmed strikes. If you hit, you deal 1d4 acid damage and bludgeoning damage equal to your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
- Acid Immunity: You are immune to acid damage.
- Acid Body: As a reaction when you take piercing or slashing damage, you can cause acidic goo to spray from the wound. A creature of your choice within 5 feet of you takes 2d4 acid damage. You can use this feature a number of times equal to your Constitution modifier, and regain all uses on a long rest.
- Languages: You can speak, read, and write Common.