Choose only 1 race Unique Abilities during character creation.
Dark Sense: in complete darkness you have a 40% of sensing something is near you,
within a 30 foot radius. Can attempt every hour, or when DN declares, moving or not.
Human
Versatile – +1 to any one ability score 16 or under one time.
Flurry – Once per encounter, you may make 2 attack rolls in the same turn.
Resilient – +1 Con Tough saves.
Elf
Twilight Sight – Outdoors at night, you can see in twilight, dusk, dawn, or under a clear full
moon as though it were daytime. This does not function indoors, underground, or in total/
magical darkness.
Keen Hearing – +2 Dex Quick saves.
Fey Grace – +1 AC when wearing no armor or light armor (padded / leather / studded).
Dwarf
Dark Sense – In dim light +2 to attack and darkness +1 to attack roll (see above).
Stonecunning – +4 (+20%) Chance to detect stone traps, secret doors, or weak points.
Iron Stomach – +2 Con Tough saves.
Gnome
Dark Sense – In dim light +2 to attack and darkness +1 to attack roll (see above).
Cave Sense - 50% chance to find your way out of unknown underground terrain.
Illusion Sense – +2 Wis Mind saves vs. illusions.
Half-Goblin
Dark Sense – In dim light +2 to attack and darkness +1 to attack roll (see above).
Pack Raider – Gain +1 to hit when an ally is within 5 ft of your target.
Low Blow – +1 damage against 4 feet or smaller.
Half-Elf
Adaptable – +1 to any one ability score 16 or under one time.
Poised – +2 Wis Mind saves.
Wanderer – 50% to find the way out of unknown above-ground terrain.
Half-Orc
Ferocity – Once per day, 1 extra attack when reduced to 1/2 HP.
Brutal Strikes – +2 damage with melee weapons.
Intimidating Presence – +2 Wis Mind saves to resist fear.
Halfling
Lucky – Once per day reroll any 1 failed save or attack roll.
Small & Nimble – +2 Quick saves to avoid traps or hazards.
Surefooted – Move at full speed in rough terrain.
