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Tablas para escoger razas, trasfondos y clases | Todas las opciones de la 5e

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Introducción

Cuando comenzamos a recopilar estas tablas solamente sospechábamos la cantidad de opciones que existen en el
juego. Ha sido una experiencia reveladora que sin duda nos inspira para hacer más videos sobre estas opciones. Ojalá
este trabajo les ayude a encontrar ideas para sus personajes.

Una detalle importante: por el momento toda esta información existe solo en inglés: no hemos cotejado este contenido
con lo existente en español. Si eso es algo que encuentres necesario, por favor háznoslo saber.

Razas

Sin duda, una de las más grandes sorpresas al hacer esta lista, es la cantidad de razas oficiales en la 5e.
Esta lista incluye las 83 opciones disponibles en todos los libros y suplementos hasta noviembre de 2023.

En esta lista no se incluyen las razas nombradas como “legacy” que han sido actualizadas en publicaciones más
recientes.

El método que proponemos para usar los dados y decidir una de estas razas es usar el los dados porcentuales, en caso
de que el resultado sea mayor a 83, volver a tirar los dados.

Cada opción incluye el número para usar los dados, el nombre de la raza, de la subraza, el libro o suplemento en que se
puede encontrar, una descripción y sus rasgos raciales básicos.

d10 Race Source Description Racial Traits


0
1 Aarakocra Mordenkainen A winged people who originated on the Flight, Talons, Wind Caller
Presents: Elemental Plane of Air, aarakocra soar through
Monsters of the sky wherever they wander.
the Multiverse
2 Aasimar Mordenkainen Whether descended from a celestial being or Celestial Resistance,
Presents: infused with heavenly power, aasimar are Darkvision, Healing Hands,
Monsters of mortals who carry a spark of the Upper Planes Light Bearer, Celestial
the Multiverse within their souls. Revelation
3 Air Genasi Mordenkainen Embodying many of the airy traits of their Darkvision, Unending Breath,
Presents: otherworldly ancestors, air genasi can draw Lightning Resistance, Mingle
Monsters of upon their connection to the winds. with the Wind
the Multiverse
4 Astral Elf Spelljammer: Groups of elves ventured from the Feywild to Elf, Astral Fire, Darkvision,
Adventures in the Astral Plane to be closer to their gods. Life Fey Ancestry, Keen Senses,
Space in the Silver Void has imbued their souls with a Starlight Step, Astral Trance
spark of divine light.
5 Autognome Spelljammer: Sometimes, because of a malfunction or a Construct, Armored Casing,
Adventures in unique circumstance, an autognome becomes Built for Success, Healing
Space separated from its creator and strikes out on its Machine, Mechanical Nature,
own. Sentry’s Rest, Specialized
Design

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d10 Race Source Description Racial Traits
0
6 Bugbear Mordenkainen Despite their formidable build, bugbears are Darkvision, Fey Ancestry,
Presents: quiet skulkers, thanks to a fey magic that Long-Limbed, Powerful Build,
Monsters of allows them to hide in spaces seemingly too Sneaky, Surprise Attack
the Multiverse small for them.
7 Centaur Mordenkainen Centaurs gallop throughout the multiverse and Fey, Charge, Equine Build,
Presents: trace their origins to many different realms. Hooves, Natural Affinity
Monsters of
the Multiverse
8 Changeling Mordenkainen For some changelings, a new face is only a Fey, Changeling Instincts,
Presents: disguise. For other changelings, a new face Shapechanger
Monsters of may reveal an aspect of their soul.
the Multiverse
9 Deep Gnome Mordenkainen Deep gnomes, or svirfneblin, are natives of the Gnome, Darkvision, Gift of the
Presents: Underdark and are suffused with that Svirfneblin, Gnomish Magic
Monsters of subterranean realm’s magic. Resistance, Svirfneblin
the Multiverse Camouflage
10 Dragonborn Basic Rules Dragonborn look very much like dragons +2 Strength, +1 Charisma,
standing erect in humanoid form, though they Draconic Ancestry, Breath
lack wings or a tail. Weapon, Damage Resistance
11 Dragonborn Basic Rules Dragonborn with chromatic ancestry claim the Chromatic Ancestry (Black,
(Cromatic) raw elemental power of chromatic dragons. Blue, Green, Red, White),
Draconic Resistance,
Chromatic Warding
12 Dragonborn Explorer's Draconbloods possess long tails and a knack +2 Inteligence, +1 Charisma,
(Draconblood) Guide to for social manipulation. They remember the Darkvision, Forceful Presence
Wildemount days when they were once mighty conquerors.
13 Dragonborn Fizban's Gem dragonborn partake of the heritage of +2 to one Ability Score, +1 to
(Gem) Treasury of gem dragons, who claim to be heirs of Sardior, a different Ability Score, Gem
Dragons the Ruby Dragon. Ancestry (Amethyst, Crystal,
Emerald, Sapphire, Topaz),
Psionic Mind, Gem Flight
14 Dragonborn Basic Rules Dragonborn with metallic ancestry lay claim to Metallic Ancestry (Brass,
(Metallic) the tenacity of metallic dragons—brass, Bronze, Copper, Gold, Silver),
bronze, copper, gold, and silver—whose hues Draconic Resistance
glint in their scales.
15 Dragonborn Explorer's Ravenites have no tails and a hearty physique. +2 Strenght, +1 Constitution,
(Ravenite) Guide to They remember the days when they were Darkvision, Vengeful Assault
Wildemount slaves to the draconblood, as well as the day
when they overthrew their masters.
16 Duergar Mordenkainen Duergar are dwarves whose ancestors were Dwarf, Darkvision, Duergar
Presents: transformed by centuries living in the deepest Magic, Dwarven Resilience,
Monsters of places of the Underdark. Psionic Fortitude
the Multiverse
17 Dwarf Basic Rules Bold and hardy, dwarves are known as skilled +2 Constitution, Darkvision,
warriors, miners, and workers of stone and Dwarven Resilience, Dwarven
metal. Combat Training,
Stonecunning

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d10 Race Source Description Racial Traits
0
18 Dwarf (Hill) Basic Rules As a hill dwarf, you have keen senses, deep +1 Wisdom, Dwarven
intuition, and remarkable resilience. Toughness
19 Dwarf (Mountain) Basic Rules If you have the Spellcasting or the Pact Magic +2 Strenght, Dwarven Armor
class feature, the spells on the Mark of Training
Warding Spells table are added to the spell list
of your spellcasting class.
20 Earth Genasi Mordenkainen Tracing their ancestry to dao, the genies of the Darkvision, Earth Walk,
Presents: Elemental Plane of Earth, earth genasi inherit Merge with Stone
Monsters of dao’s steadfast strength and control over earth.
the Multiverse
21 Eladrin Mordenkainen Eladrin are elves of the Feywild, a realm of Elf, Darkvision, Fey Ancestry,
Presents: perilous beauty and boundless magic. Fey Step, Keen Senses,
Monsters of Trance
the Multiverse
22 Elf Basic Rules Elves are a magical people of otherworldly +2 Dexterity, Darkvision, Keen
grace, living in the world but not entirely part of Senses, Fey Ancestry, Trance
it.
23 Elf (Drow) Basic Rules As a drow, you are infused with the magic of +1 Charisma, Superior
the Underdark, an underground realm of Darkvision, Sunlight
wonders and horrors rarely seen on the Sensitivity, Drow Magic, Drow
surface above. Weapon Training
24 Elf (High Elf) Basic Rules As a high elf, you have a keen mind and a +1 Intelligence, Elf Weapon
mastery of at least the basics of magic. Training, Cantrip, Extra
Language
25 Elf (Pallid) Explorer's The pallid elves are a mystical and insightful 1 Wisdom, Incisive Sense,
Guide to people with skin as pale as the surface of Blessing of the Moon Weaver
Wildemount Exandria’s largest moon. They emerged from
the Pallid Grove this century and wander the
world with childlike curiosity.
26 Elf (Wood Elf) Basic Rules As a wood elf, you have keen senses and +1 Wisdom, Elf Weapon
intuition, and your fleet feet carry you quickly Training, Fleet of Foot. Mask
and stealthily through your native forests. of the Wild
27 Fairy Mordenkainen Infused with the magic of the Feywild, most Fey, Fairy Magic, Flight
Presents: fairies look like Small elves with insectile
Monsters of wings, but each fairy has a special physical
the Multiverse characteristic that sets the fairy apart.
28 Feral Tiefling Sword Coast To be greeted with stares and whispers, to +2 Dexterity, +1 Intelligence,
Adventurer's suffer violence and insult on the street, to see Darkvision, Hellish
Guide mistrust and fear in every eye: this is the lot of Resistance, Infernal Legacy
the tiefling.
29 Firbolg Mordenkainen Distant cousins of giants, the first firbolgs Firbolg Magic, Hidden Step,
Presents: wandered the primeval forests of the Powerful Build, Speech of
Monsters of multiverse, and the magic of those forests Beast and Leaf
the Multiverse entwined itself with the firbolgs’ souls.
30 Fire Genasi Mordenkainen Descended from efreet, the genies of the Darkvision, Fire Resistance,
Presents: Elemental Plane of Fire, fire genasi channel Reach to the Blaze
Monsters of the flamboyant and often destructive nature of
the Multiverse flame.

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d10 Race Source Description Racial Traits
0
31 Ghostwise Sword Coast Ghostwise halflings trace their ancestry back to +1 Wisdom, Silent Speech
Halfling Adventurer's a war among halfling tribes that sent their
Guide ancestors into flight from Luiren. Ghostwise
halflings are the rarest of the hin, found only in
the Chondalwood and a few other isolated
forests, clustered in tight-knit clans.
32 Giff Spelljammer: As beings of impressive size and unforgettable Astral Spark, Firearms
Adventures in appearance, giff are noticed wherever they go. Mastery, Hippo Build
Space
33 Githyanki Mordenkainen Githyanki complement their physical prowess Astral Knowledge, Githyanki
Presents: with psionic might, instilled in them by mind Psionics, Psychic Resilience
Monsters of flayers and cultivated over eons in the Astral
the Multiverse Plane.
34 Githzerai Mordenkainen Eons of cultivating their mental powers within Githzerai Psionics, Mental
Presents: the endless chaos of Limbo have imbued Discipline, Psychic Resilience
Monsters of githzerai with the ability to shape psionic
the Multiverse energy to protect themselves and probe minds.
35 Gnome Basic Rules A gnome’s energy and enthusiasm for living +2 Intelligence, Darkvision,
shines through every inch of his or her tiny Gnome Cunning
body.
36 Gnome (Forest) Basic Rules As a forest gnome, you have a natural knack +1 Dexterity, Natural
for illusion and inherent quickness and stealth. Illusionist, Speak with Small
In the worlds of D&D, forest gnomes are rare Beasts
and secretive.
37 Gnome (Rock) Basic Rules As a rock gnome, you have a natural +1 Constitution, Artificer’s
inventiveness and hardiness beyond that of Lore, Tinker
other gnomes.
38 Goblin Mordenkainen Many goblins pursue their own destinies, Goblinoid, Darkvision, Fey
Presents: escaping the plots of both archfey and gods. Ancestry, Fury of the Small,
Monsters of Nimble Escape
the Multiverse
39 Goliath Mordenkainen Distantly related to giants and infused with the Little Giant, Mountain Born,
Presents: supernatural essence of their ancestors’ Stone’s Endurance
Monsters of mountainous home.
the Multiverse
40 Grung One Grung Your grung character has an assortment of +2 Dexterity, +1 Constitution,
Above inborn abilities, part and parcel of grung Arboreal Alertness,
nature. Amphibious, Poison Immunity,
Poisonous Skin, Standing
Leap, Water Dependency.
41 Hadozee Spelljammer: Hadozees are sapient, bipedal beings eager to Dexterous Feet, Glide,
Adventures in leave behind the fearsome predators of their Hadozee Dodge
Space homeworld and explore other worlds.
42 Half-Elf Basic Rules Half-elves combine what some say are the +2 Charisma, +1 to Two Other
best qualities of their elf and human parents. Ability Scores, Darkvision,
Fey Ancestry, Skill Versatility

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d10 Race Source Description Racial Traits
0
43 Half-Elf (Aquatic) Sword Coast Swimming speed of 30 feet.
Adventurer's
Guide
44 Half-Elf (Drow) Sword Coast Drow Magic.
Adventurer's
Guide
45 Half-Elf (High, Sword Coast Choose high elf’s Elf Weapon
Sun or Moon) Adventurer's Training or Cantrip.
Guide
46 Half-Elf (Wood) Sword Coast Choose Elf Weapon Training,
Adventurer's Fleet of Foot, or Mask of the
Guide Wild.
47 Half-Orc Basic Rules Some half-orcs rise to become proud leaders +2 Strength, +1 Constitution,
of orc communities. Some venture into the Darkvision, Menacing,
world to prove their worth. Many of these Relentless Endurance,
become adventurers, achieving greatness for Savage Attacks
their mighty deeds.
48 Halfling Basic Rules The diminutive halflings survive in a world full +2 Dexterity, Lucky, Brave,
of larger creatures by avoiding notice or, Halfling Nimbleness
barring that, avoiding offense.
49 Halfling Basic Rules As a lightfoot halfling, you can easily hide from +1 Charisma, Naturally
(Lightfoot) notice, even using other people as cover. Stealthy
You’re inclined to be affable and get along well
with others. In the Forgotten Realms, lightfoot
halflings have spread the farthest and thus are
the most common variety.
50 Halfling Explorer's Long tied to the natural heart of the Lotusden +1 Wisdom,Child of the
(Lotusden) Guide to Greenwood, these halflings have adapted to Wood, Timberwalk
Wildemount live synergistically with the chaotic laws of the
wilds.
51 Halfling (Stout) Basic Rules As a stout halfling, you’re hardier than average +1 Constitution, Stout
and have some resistance to poison. Some Resilience
say that stouts have dwarven blood. In the
Forgotten Realms, these halflings are called
stronghearts, and they’re most common in the
south.
52 Harengon Mordenkainen Harengons are blessed with a little fey luck, Hare-Trigger, Leporine
Presents: and they often find themselves a few fortunate Senses, Lucky Footwork,
Monsters of feet away from dangers during adventures. Rabbit Hop
the Multiverse
53 Hobgoblin Mordenkainen Hobgoblins trace their origins to the ancient Goblinoid, Darkvision, Fey
Presents: courts of the Feywild, where they first Ancestry, Fey Gift, Fortune
Monsters of appeared with their goblin and bugbear kin. from the Many
the Multiverse
54 Human Basic Rules Humans are the most adaptable and ambitious +1 to All Ability Scores, Extra
people among the common races. Whatever Language
drives them, humans are the innovators, the
achievers, and the pioneers of the worlds.

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d10 Race Source Description Racial Traits
0
55 Kalashtar Eberron: The kalashtar are a compound people created +2 Wisdom, +1 Charisma,
Rising from the from the union of humanity and renegade Dual Mind, Mental Discipline,
Last War spirits from the plane of dreams. Mind Link, Severed from
Dreams
56 Kender Dragonlance: Kender have a supernatural curiosity that Fearless, Kender Aptitude,
Shadow of the drives them to adventure. Taunt
Dragon Queen
57 Kenku Mordenkainen Whatever their true origin, kenku are most Expert Duplication, Kenku
Presents: often found in the Shadowfell and the Material Recall, Mimicry
Monsters of Plane, and they tend to have the coloration
the Multiverse typical of ravens.
58 Kobold Mordenkainen Some of the smallest draconic creatures in the Darkvision, Draconic Cry,
Presents: multiverse, kobolds display their draconic Kobold Legacy
Monsters of ancestry in the glint of their scales and in their
the Multiverse roars.
59 Leonin Mythic Nomadic, lion-like humanoids who rarely +2 Constitution, +1 Strength,
Odysseys of interact with other peoples, having all they Darkvision, Claws, Hunter's
Theros need in their shimmering homeland. Instincts, Daunting Roar.
60 Lineages Van Richten’s In the Land of the Mists, power and dread lie in +2 to an Ability Score and +1
Guide to the simple question “What happened to me?” to One Other Ability Score, or,
Ravenloft +1 to Three Different Ability
Scores
61 Lizardfolk Mordenkainen Gifted by the gods with remarkable physical Bite, Hold Breath, Hungry
Presents: defenses and a mystical connection to the Jaws, Natural Armor, Nature’s
Monsters of natural world, lizardfolk can survive with just Intuition
the Multiverse their wits in situations that would be deadly for
other folk.
62 Locathah Locathah These resilient and proud fish-folk have +2 Strength, +1 Dexterity,
Rising endured war, slavery, and mistreatment at the Natural Armor, Observant &
hands of other aquatic creatures. Athletic, Leviathan Will,
Limited Amphibiousness
63 Loxodon Guildmasters' Humanoid elephants, loxodons are strong, +2 Constitution, +1 Wisdom,
Guide to calm, and wise. Powerful Build, Loxodon
Ravnica Serenity, Natural Armor,
Trunk, Keen Smell
64 Minotaur Mordenkainen Minotaurs are barrel-chested humanoids with Horns, Goring Rush,
Presents: heads resembling those of bulls. Blessed with Hammering Horns,
Monsters of a supernaturally strong sense of direction, Labyrinthine Recall
the Multiverse minotaurs make great navigators.
65 Orc Mordenkainen Gruumsh’s blessings have made orcs tireless Adrenaline Rush, Darkvision,
Presents: guardians and mighty allies wherever they are Powerful Build, Relentless
Monsters of found, even when they turn their devotion to Endurance
the Multiverse other gods.
66 Owlin Strixhaven: A Like owls, owlin are graced with feathers that Darkvision, Flight, Silent
Curriculum of make no sound when they move or fly, making Feathers
Chaos it easy for them to sneak up on you in the
library.

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d10 Race Source Description Racial Traits
0
67 Plasmoid Spelljammer: Plasmoids are amorphous beings with no Ooze, Amorphous,
Adventures in typical shape. In the presence of other folk, Darkvision, Hold Breath,
Space they often adopt a similar shape, but there’s Natural Resilience, Shape
little chance of mistaking a plasmoid for Self
anything else.
68 Satyr Mordenkainen Originating in the Feywild—a realm of pure Fey, Ram, Magic Resistance,
Presents: emotion— satyrs thrive on the energy of Mirthful Leaps, Reveler
Monsters of merriment.
the Multiverse
69 Sea Elf Mordenkainen Sea elves fell in love with the wild beauty of the Elf, Child of the Sea,
Presents: ocean in the earliest days of the multiverse. Darkvision, Fey Ancestry,
Monsters of Friend of the Sea, Keen
the Multiverse Senses, Trance
70 Shadar-kai Mordenkainen Once shadar-kai were Fey like the rest of their Elf, Blessing of the Raven
Presents: elven kin; now they exist in a state between life Queen, Darkvision, Fey
Monsters of and death, thanks to being transformed by the Ancestry, Keen Senses,
the Multiverse Shadowfell’s grim energy. Necrotic Resistance, Trance
71 Shifter Mordenkainen Humanoids with a bestial aspect, shifters can’t Bestial Instincts, Darkvision,
Presents: fully change shape, but they can temporarily Shifting
Monsters of enhance their animalistic features by entering
the Multiverse a state they call shifting.
72 Simic Hybrid Guildmasters' The Simic Combine uses magic to transfer the +2 Constitution, +1 One Other
Guide to traits of animals into humans, elves, and Ability Score, Darkvision,
Ravnica vedalken. Animal Enhancement
73 Tabaxi Mordenkainen Created by the Cat Lord—a divine being of the Cat’s Claws, Cat’s Talents,
Presents: Upper Planes—to blend the qualities of Darkvision, Feline Agility
Monsters of humanoids and cats, tabaxi are a varied
the Multiverse people in both attitude and appearance.
74 Thri-kreen Spelljammer: Thri-kreen speak by clacking their mandibles Monstrosity, Chameleon
Adventures in and waving their antennae, indicating what Carapace, Darkvision,
Space they are thinking and feeling. Secondary Arms, Sleepless,
Thri-kreen Telepathy
75 Tiefling Basic Rules To be greeted with stares and whispers, to +2 Charisma, +1 Intelligence,
suffer violence and insult on the street, to see Darkvision, Hellish
mistrust and fear in every eye: this is the lot of Resistance, Infernal Legacy
the tiefling.
76 Tiefling (Variant) Mordenkainen' Devil’s Tongue, or Hellfire, or
s Tome of Winged
Foes
77 Tortle Mordenkainen Carrying their shelter on their backs gives Claws, Hold Breath, Natural
Presents: tortles a special feeling of security wherever Armor, Nature’s Intuition,
Monsters of they go, for even if they visit a far, unknown Shell Defense
the Multiverse country, they have a place to lay their heads.
78 Triton Mordenkainen Over time, triton have extended their Amphibious, Control Air and
Presents: stewardship over the sea floor to the ocean’s Water, Darkvision, Emissary
Monsters of surface. of the Sea, Guardian of the
the Multiverse Depths

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d10 Race Source Description Racial Traits
0
79 Vedalken Guildmasters' The blue-skinned vedalken strive for perfection +2 Intelligence, +1 Wisdom,
Guide to above all else. Vedalken Dispassion, Tireless
Ravnica Precision, Partially
Amphibious
80 Verdan Acquisitions The verdan owe their existence to chaos - +1 Constitution, +2 Charisma,
Incorporated doing their best to find their way in an Black Blood Healing, Limited
unfamiliar world.. Telepathy, Persuasive,
Telepathic Insight
81 Warforged Eberron: Warforged are made from wood and metal, but +2 Constitution, +1 to One
Rising from the they can feel pain and emotion. Built as Other Ability Score,
Last War weapons, they must now find a purpose Constructed Resilience,
beyond war. Sentry's Rest, Integrated
Protection, Specialized
Design
82 Water Genasi Mordenkainen Water genasi are perfectly suited to life Acid Resistance, Amphibious,
Presents: underwater and carry the power of the waves Call to the Wave, Darkvision
Monsters of inside themselves.
the Multiverse
83 Yuan-ti Mordenkainen Blessed with resistance to magical and Darkvision, Magic Resistance,
Presents: poisonous effects by the rituals that created Poison Resilience, Serpentine
Monsters of them, each of these yuan-ti manifests their Spellcasting
the Multiverse serpentine heritage in a variety of ways.

Trasfondos.

Resulta que en la 5e existen hasta el momento (noviembre de 2023), 71 trasfondos oficiales publicados. Evidentemente
no existe una método sencillo para generar 71 números de manera aleatoria, asi que te proponemos tirar los dados
porcentuales, y si obtienes algún resultado superior a 71, volver a tirarlos.

Estos trasfondos no incluyen algunos repetidos en “Baldur's Gate: Descent Into Avernus”, y existen otros que incluyen
como requisito cierto setting de campaña: te invito a ignorar ese requisito y adaptarlos con libertad en tu juego, previa
consulta con tu DM.

Esta tabla incluye la numeración hasta el 71, el nombre del trasfondo, el libro donde puedes encontrarlo, el “Rasgo de
trasfondo”, la “Competencias en habilidades” y una descripción del trasfondo, que por desgracia no es demasiado corta.

1
Acolyte Basic Rules Shelter of the Faithful Insight, Religion
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an
intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices
in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing
sacred rites is not the same thing as channeling divine power.
2 Anthropologist Tomb of Annihilation Adept Linguist Insight, Religion

You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most
modern civilizations. By studying other cultures’ customs, philosophies, laws, rituals, religious beliefs,
languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own
destinies and doom. This knowledge came to you not only through books and scrolls, but also through
first-hand observation—by visiting far-flung settlements and exploring local histories and customs.

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3 Archaeologist Tomb of Annihilation Historical Knowledge History, Survival

An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their
bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the
far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that
might tell the stories of monarchs and high priests, wars and cataclysms.
4 Spelljammer:
Astral Drifter Adventures in Space Divine Contact Insight, Religion

For longer than you can remember, you have traversed the Astral Sea. There, you experienced firsthand the
wonders of the Silver Void: you stopped aging and no longer felt hunger or thirst. Driven by wanderlust, you
drifted from one part of the Astral Sea to another, like a mote of dust on the wind. You have lost count of the
decades that have passed since you arrived here.
5 Mythic Odysseys of
Athlete Theros Echoes of Victory Athletics, Acrobatics
You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire
in your blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open
doors or loosen tongues.
6 Guildmasters' Guide to
Azorius Functionary Ravnica Legal Authority Insight, Intimidation

The brutes are at the gate, chaos is looming, and the only thing standing in the way of disaster is the foundation
of law and order—as embodied in the Azorius Senate. You’re a proud member of the Azorius guild, which both
enacts and enforces the laws that make Ravnican society function smoothly and safely.
7 Guildmasters' Guide to
Boros Legionnaire Ravnica Legion Station Athletics, Intimidation
As a member of the Boros Legion, your life is devoted to the service of angels and consecrated to the work of
establishing justice and peace on the streets of Ravnica. You might be a true believer, inspired by the example
of the angels, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a
cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Boros parent, succumbed to
the persuasion of a charismatic recruiter’s lofty promises, or were drawn in by the prospect of a life of action.
8 Celebrity Acquisitions
Adventurer’s Scion Incorporated Name Dropping Perception, Performance
Your family name strikes fear and admiration in the hearts of the common folk — but that’s got nothing to do
with you. Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids
across the land grew up wishing they were you. But being the child of a famous adventurer wasn’t all hugs and
kisses.
9 Charlatan Player's Handbook False Identity Deception, Sleight of Hand
You have always had a way with people. You know what makes them tick, you can tease out their hearts’
desires after a few minutes of conversation, and with a few leading questions you can read them like they were
children’s books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage.
10 City Watch / Sword Coast
Investigator Adventurer's Guide Watcher’s Eye Athletics, Investigation, Insight
You have served the community where you grew up, standing as its first line of defense against crime. You
aren’t a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was
to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

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11 Sword Coast Respect of the Stout
Clan Crafter Adventurer's Guide Folk History, Insight
The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been
trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours
and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.
12 Sword Coast History, Arcana, Nature,
Cloistered Scholar Adventurer's Guide Library Access Religion
As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you
found your way to one of Faerûn’s great institutes of learning , where you were apprenticed and taught that
knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to
abandon it, but to quest for new lore to add to its storehouse of knowledge.
13 Sword Coast
Courtier Adventurer's Guide Court Functionary Insight, Persuasion
In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization.
You might or might not come from an upper-class family; your talents, rather than the circumstances of your
birth, could have secured you this position.
14 Criminal / Spy Basic Rules Criminal Contact Deception, Stealth
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other
criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world
of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point
by flouting the rules and regulations of society.
15 Guildmasters' Guide to
Dimir Operative Ravnica False Identity Deception, Stealth
You’re a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other
guilds, and steal the most precious secrets, whether they’re written in locked journals or hidden away in
someone’s mind. Even you might not be aware of all the reasons behind the missions you carry out.
Sometimes a mission’s sole purpose is to conceal the motivation behind another strike performed in a different
part of the city, or simply to spread fear.
16 Entertainer Player's Handbook By Popular Demand Acrobatics, Performance
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your
poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises
their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever
techniques you use, your art is your life.
17 Baldur’s Gate: Descent
Faceless into Avernus Dual Personalities Deception, Intimidation

Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your
sins, something about you prevents you from effectively pursuing the path you’ve chosen. Even so, that doesn’t
stop you. You’ve left your old face behind, taking on a new persona, becoming something more.
18 Sword Coast
Faction Agent Adventurer's Guide Safe Haven Read description
Many organizations active in the North and across the face of Faerûn aren’t bound by strictures of geography.
These factions pursue their agendas without regard for political boundaries, and their members operate
anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers,
sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction’s operatives),
haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t
merely fulfill a small function for that organization, but who serve as its hands, head, and heart.

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19 Acquisitions
Failed Merchant Incorporated Supply Chain Investigation, Persuasion
Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures
ended poorly. Whether it was because of outside influences, bad luck, or simply because your business
acumen was weak, you lost everything.
20 Sword Coast
Far Traveler Adventurer's Guide All Eyes on You Insight, Perception
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North
have one thing in common: they live out their lives without ever traveling more than a few miles from where they
were born.
You aren’t one of those folk.
21 The Wild Beyond the
Feylost Witchlight Feywild Connection Deception, Survival
You grew up in the Feywild after disappearing from your home plane as a child. Perhaps you were spirited
away by kindly Fey who thought you were destined for great things. Perhaps you stumbled through a fey
crossing by chance during a twilight stroll in the woods. Perhaps you were kidnapped by evil Fey but escaped
from their clutches. Whatever the manner of your disappearance, you gradually fell under the Feywild’s spell
and learned a little about the nature of the mercurial tricksters that dwell there.
22 Fisher Ghosts of Saltmarsh Harvest the Water History, Survival
You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps
you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means
to an end — a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless
of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon.
23 Folk Hero Basic Rules Rustic Hospitality Animal Handling, Survival
You come from a humble social rank, but you are destined for so much more. Already the people of your home
village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that
threaten the common folk everywhere.
24 Acquisitions
Gambler Incorporated Never Tell Me the Odds Deception, Insight
All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all
is a little gold. Whether you’re a good gambler or a bad one rarely matters, because no one can divine the
whims of Lady Luck. Sometimes you’re up, sometimes you’re down. But the thing about gambling is that
someone is always willing to take a bet.
25 Planescape:
Adventures in the
Gate Warden Multiverse Planar Infusion Persuasion, Survival
Prerequisite: Planescape Campaign
You spent a significant amount of time somewhere influenced by intense planar forces or a portal to another
plane of existence, such as one of the gatetowns in the Outlands. You’re accustomed to experiences that would
leave others reeling in terror or enraptured by otherworldly beauty, and you’re as comfortable dealing with
Celestials and Fiends as you are with the vendors in town (who might be one and the same).
26 Bigby Presents: Glory
Giant Foundling of the Giants Strike of the Giants Intimidation, Survival
Though you aren’t a Giant, you grew up among giants. Maybe you were an orphan taken in by a sympathetic
family of stone giants who raised you as one of their own. Or perhaps you lived in a lost prehistoric pocket of
the world, surrounded by giants and fearsome behemoths or hulking dinosaurs.

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27 Gladiator Player's Handbook By Popular Demand Acrobatics, Performance
A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat
into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might
also have some skills as a tumbler or actor.
28 Guildmasters' Guide to
Golgari Agent Ravnica Undercity Paths Nature, Survival
You are a member of a teeming horde — one small part of a sprawling organism. Just as you are part of the
swarm, the swarm is part of a larger ecosystem, a never-ending cycle of life, death, rot, and rebirth. You have
spent your life in the slow churn of that ecosystem, in the dark places of the city where the messy parts of
existence are on display. There is little squeamishness among the Golgari, no fear of death or taboo about the
dead, just a fierce affirmation of the cycle.
29 Guildmasters' Guide to
Gruul Anarch Ravnica Rubblebelt Refuge Animal Handling, Athletics
The entire world of Ravnica is a sprawling metropolis, but you are a native of the wild areas that still exist — the
abandoned districts, the rubblebelts, the overgrown parks, and the crumbling ruins. You are part of a savage
society that clings desperately to the Old Ways — attuned to nature, full of primal rage, and given short shrift by
a world consumed with continuing civilization’s march of progress.
30 Guild Artisan / Guild
Merchant Player's Handbook Guild Membership Insight, Persuasion
You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans.
You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a
feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your
guild, until you became a master in your own right.
31 Curse of Strahd: Arcana, Investigation, Religion,
Haunted One Character Options Heart of Darkness Survival
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from
it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might
come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic
whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your
sanity. You must find a way to overcome it before it destroys you.
32 Hermit Player's Handbook Discovery Medicine, Religion
You lived in seclusion—either in a sheltered community such as a monastery, or entirely alone—for a formative
part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of
the answers you were looking for.
33 Sword Coast Survival, Arcana, History,
Inheritor Adventurer's Guide Inheritance Religion
You are the heir to something of great value — not mere coin or wealth, but an object that has been entrusted
to you and you alone. Your inheritance might have come directly to you from a member of your family, by right
of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life.
The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it
could also come with many dangers, including those who covet your gift and want to take it from you — by
force, if need be.

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34 Van Richten’s Guide to Investigation, Insight,
Investigator Ravenloft Official Inquiry Perception

You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice,
or maybe that very law has failed you and you seek to make things right. You could have witnessed something
remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for
hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or
realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and
reveal what others would keep hidden in the shadows.
35 Guildmasters' Guide to
Izzet Engineer Ravnica Urban Infrastructure Arcana, Investigation
Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an
enthusiastic participant in the research work of the Izzet League. Though you’re likely to begin your career as a
mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a
flamethrower-wielding scorchbringer tasked with defending Izzet laboratories. The Izzet are obsessive, brilliant,
inspired, and an unpredictable force of chaos in Ravnica, and you epitomize all of those qualities.
36 Knight Player's Handbook Retainers History, Persuasion
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes,
and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort,
a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of
entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live
and work on your land, keenly aware of your responsibility to them.
37 Dragonlance: Shadow
Knight of Solamnia of the Dragon Queen Squire of Solamnia Athletics, Survival
Prerequisite: Dragonlance Campaign
You have trained to be a valorous warrior known as a Knight of Solamnia. Strict rules guide your every action,
and you work to uphold them as you strive to defend the weak and oppose evil. Your honor is as important to
you as your life.
38 Sword Coast Persuasion, Arcana, History,
Knight of the Order Adventurer's Guide Knightly Regard Nature, Religion
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal
depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn
has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and
responsibilities.
40 Strixhaven: A
Lorehold Student Curriculum of Chaos Lorehold Initiate History, Religion
You have spent your youth preparing to be a student of Lorehold College, reading every book on the college’s
recommended reading list for prospective students. Your academic passions are in the broad field of history.
You might dream of using magic to contact great historical figures or your own ancestors or of recreating the
mighty magic of a distant age.
41 Mage of High Dragonlance: Shadow
Sorcery of the Dragon Queen Initiate of High Sorcery Arcana, History
Prerequisite: Dragonlance Campaign
Your talent for magic came to the attention of the Mages of High Sorcery, an organization of spellcasters that
studies magic and prevents its misuse. You’ve trained among the Mages, but whether you’ll face the dangerous
test required to become a full member of the group remains to be determined. Your passion for studying magic
has likely already predisposed you toward one of the organization’s three orders: the benevolent Order of the
White Robes, the balance-pursuing Order of the Red Robes, or the ruthless Order of the Black Robes.

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42 Marine Ghosts of Saltmarsh Steady Athletics, Survival
You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift
ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain
your shelter, and the crashing waves your battle cry.
43 Sword Coast
Mercenary Veteran Adventurer's Guide Mercenary Life Athletics, Persuasion
As a sell-sword who fought battles for coin, you’re well acquainted with risking life and limb for a chance at a
share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer.
Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing
stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the
soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one.
44 Noble Basic Rules Position of Privilege History, Persuasion
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes,
and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort,
a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of
entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live
and work on your land, keenly aware of your responsibility to them.
45 Orzhov Guildmasters' Guide to
Representative Ravnica Leverage Intimidation, Religion
The prospect of immense wealth is the promise of membership in the Orzhov Syndicate. All of the guild’s
endeavors channel wealth from Ravnican society into the ranks of the Orzhov — and concentrates the spoils at
the top of the hierarchy. As a functionary in that system, your best hope is to claim as much as possible of the
money that passes through your hands on its way up, so that you can work your way into a more prominent
position.
46 Outlander Player's Handbook Wanderer Athletics, Survival
You grew up in the wilds, far from the comforts of town and technology. You’ve witnessed the migration of herds
larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you
were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t
know the specific features of the terrain, you know the ways of the wild.
47 Pirate Player's Handbook Bad Reputation Athletics, Perception
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep,
and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the
horizon, but the time has come to try your hand at something new.
48 Acquisitions
Plaintiff Incorporated Legalese Medicine, Persuasion
Sure, accidents happen. But they seem to happen an awful lot when Acquisitions Incorporated operatives are
on the scene. Naturally, nothing ever happens when there are no witnesses left behind. But sometimes one
casualty is left a little less than dead, just waiting to discover what a lucky break that accident actually was.
49 Planescape:
Adventures in the
Planar Philosopher Multiverse Conviction Arcana
Prerequisite: Planescape Campaign
You subscribe to a philosophy that seeks to understand the nature of the planes or some hidden truth of the
multiverse. You draw strength from your conviction and, perhaps, a network of like-minded thinkers, such as the
factions of Sigil (summarized below). In your travels, you explore the depths of your understanding and spread
your philosophy wherever you go.

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50 Strixhaven: A
Prismari Student Curriculum of Chaos Prismari Initiate Acrobatics, Performance
You are an artist, and you have been preparing to hone your craft according to the traditions of Prismari
College. Whatever your medium—sculpture, dance, paint, music, drama, architecture, or any other field—you
have grand visions of bringing your art to life in a fusion of magic and creativity.
51 Strixhaven: A
Quandrix Student Curriculum of Chaos Quandrix Initiate Arcana, Nature
In preparation to become a student of Quandrix College, you have spent years working through the college’s
math problems for prospective students. Your interests concentrate on the mathematical principles and patterns
found in the natural world. You might lean more toward mathematics or physics, or you delve into more abstract
studies of metaphysics, arcana, or logic.
52 Guildmasters' Guide to
Rakdos Cultist Ravnica Fearsome Reputation Acrobatics, Performance
You’re an entertainer at heart, a performer with a flair for the dramatic and a love of the spotlight. You’ve spent
years honing your craft, mastering a demanding set of skills so you can perform them with panache and make
them look easy. The wild applause, the screams of the crowds, the mayhem and terror spreading into the
streets — this is what you live for.
53 The Book of Many
Rewarded Things Fortune’s Favor Insight, Persuasion
You were living a difficult life before your destiny suddenly changed through a miraculous turn of good fortune.
Perhaps a benevolent deity gave you precisely what you most desired. You might have stumbled across a Deck
of Many Things and drawn a card with a potent, positive effect. Or maybe you inherited a modest fortune from a
distant relative you didn’t know you had.
54 Acquisitions
Rival Intern Incorporated Inside Informant History, Investigation
You were an intern at a rival of Acquisitions Incorporated, and you gained a healthy respect for not just the job
and the franchising opportunities, but for the ruthless and efficient way Acquisitions Incorporated goes about its
business. Why deal with the rest, when you can work for the best?
55 The Book of Many
Ruined Things Still Standing Stealth, Survival
Everything was going so well! You had a life of luxury, love, and comfort when you suddenly lost it all. Perhaps
you were framed for crimes you didn’t commit and lost your reputation, fortune, and career. Maybe a rampaging
dragon or another monster wiped out everything you had in a single calamitous afternoon. Or you might have
sought out a Deck of Many Things, hoping to make your successful life even more glorious—only to draw a
destructive card that changed your destiny forever.
56 Bigby Presents: Glory
Rune Carver of the Giants Rune Shaper History, Perception

You’ve dedicated your life to studying runecraft. Whether you were taught by a master rune carver or learned
by poring over ancient engravings, you can tap into the supernatural power held within runes.
57
Sage Basic Rules Researcher Arcana, History
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to
the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of
study.
58
Sailor Player's Handbook Ship’s Passage Athletics, Perception
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep,
and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the
horizon, but the time has come to try your hand at something new.

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59 Guildmasters' Guide to
Selesnya Initiate Ravnica Conclave’s Shelter Nature, Persuasion
You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist
peacefully, living and growing in accordance with the will of the Worldsoul, Mat’Selesnya. As a member of the
Selesnya Conclave, you are surrounded by people and other creatures who share your worldview and your
longing for deeper spiritual communion with the world, and you have a fervent desire to share the joy you have
experienced with Ravnica. Along with the rest of the conclave, you are committed to resisting the ambitions of
the other guilds — with military force if necessary.
60
Shipwright Ghosts of Saltmarsh I’ll Patch It! History, Perception

You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You
once helped build a fishing vessel that single-handedly saved a town from starvation. You have seen a majestic
prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the
water and have been captivated by the many vessels that travel on it.
61 Strixhaven: A
Silverquill Student Curriculum of Chaos Silverquill Initiate Intimidation, Persuasion

You have spent years practicing your writing and oration in the hope of becoming a student of Silverquill
College. Your studies focus on language, literature, and the power of words, both magical and otherwise. The
metaphorical power of words to illuminate or conceal is joined with the literal ability of magic to do the same in
your academic pursuits.
62 Guildmasters' Guide to
Simic Scientist Ravnica Researcher Arcana, Medicine

Imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in
which life is shaped to match its environment and the environment is shaped to match life. That’s the world you
have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and
balance — but for it to keep up with the pace of advancing civilization, nature needs some help from
biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that
can bolster the combine’s defenses against the schemes and ambitions of the other guilds, so much the better.
63
Smuggler Ghosts of Saltmarsh Down Low Athletics, Deception
On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master’s oblivious
lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for
twice its value in the morning. In your more charitable times, you have transported innocents out of war zones
or helped guide herd animals to safety on the banks of a burning river.
64
Soldier Basic Rules Military Rank Athletics, Intimidation

War has been your life for as long as you care to remember. You trained as a youth, studied the use of
weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might
have been part of a standing national army or a mercenary company, or perhaps a member of a local militia
who rose to prominence during a recent war.
65 Stealth, Insight, Deception,
Urban Bounty Sword Coast Persuasion, Stealth, Insight,
Hunter Adventurer's Guide Ear to the Ground Deception, Persuasion
Before you became an adventurer, your life was already full of conflict and excitement, because you made a
living tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who
follows quarry into or through the wilderness. You’re involved in a lucrative trade, in the place where you live,
that routinely tests your skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the
wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining
contacts in both areas to help you succeed.

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66 Urchin Player's Handbook City Secrets Sleight of Hand, Stealth
You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you,
so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other
desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements,
and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all
odds, and did so through cunning, strength, speed, or some combination of each.
67 Uthgardt Tribe Sword Coast
Member Adventurer's Guide Uthgardt Heritage Athletics, Survival
Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation
and group effort when striving for supremacy. You learned these principles, and much more, as a member of an
Uthgardt tribe.
68 Sword Coast
Waterdhavian Noble Adventurer's Guide Kept in Style History, Persuasion
You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their
privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being
eccentric, spoiled, venal, and, above all else, rich.
69 Spelljammer:
Wildspacer Adventures in Space Wildspace Adaptation Athletics, Survival
You were raised in the void of Wildspace—home to asteroid miners, moon farmers, and other hardy folk.
Perhaps you grew up in a far-flung settlement such as the Rock of Bral, or you spent your early years on the
crew of a spelljamming ship, performing helpful chores such as swabbing the deck, loading and offloading
cargo, and scraping barnacles off the hull.
70 The Wild Beyond the
Witchlight Hand Witchlight Carnival Fixture Performance, Sleight of Hand
You crept into the Witchlight Carnival as a child or youth and never looked back, earning a place among those
who work behind the scenes to keep the carnival in business. As a hand, you work hard and party hard. The
carnival has borne you to many fantastic worlds, circling back around to your home world once every eight
years, but you know almost nothing about these worlds because you spend all your time in the carnival. You
know the other hands well, but the carnival’s owners—Mister Witch and Mister Light—remain mysterious to you
even after all these years.
71 Witherbloom Strixhaven: A
Student Curriculum of Chaos Witherbloom Initiate Nature, Survival
You filled your childhood with rudimentary alchemical experiments, all in the hope of becoming a student of
Witherbloom College. The life sciences are the focus of your reading, which include biology and necromancy.
Brewing strange concoctions with medicinal properties, exploring the anatomies of monsters, and cataloging
swamp flora are the kinds of studies you might pursue at Witherbloom College.

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Clases

Esta tabla incluye 14 clases y 130 sub clases. Si bien es cierto que estas tablas están pensadas para crear personajes
de nivel 1, y la subraza no selecciona hasta el nivel 3, pensamos que puede ser una gran herramienta para escoger un
destino interesante. Sin embargo, muchas cosas pueden pasar entre el nivel 1 y 3.

Como siempre, esa selección puede ser mejor si la tomas junto con tu DM.

Para usar los dados en esta selección primero usa el dado de 20 lados: si sale un número mayor a 14 vuelve a tirar el
dado. Con ello, seleccionaras la clase, que tienen los números blancos en fondo negro.

En cada clase, repite el método a partir de la cantidad de subclases, usado los numeros negros en fondo gris.

Class Source
1 Barbarian A fierce warrior who can enter a battle rage
1 Path of the Ancestral Guardian Xanathar's Guide to Everything
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past
linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path
rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
2 Path of the Battlerager Sword Coast Adventurer's Guide
Known as Kuldjargh (literally “axe idiot”) in Dwarvish, battleragers are dwarf followers of the gods of war and take
the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat,
striking with their body itself and giving themselves over to the fury of battle.
3 Path of the Beast Tasha's Cauldron of Everything
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That
beast bursts forth in the throes of rage, physically transforming the barbarian.
4 Path of the Berserker Player's Handbook
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of
untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of
your own health or well-being.
5 Path of the Giant Bigby Presents - Glory of the Giants
Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage,
these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants.
Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their
eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant
or a form similar to an Elemental, wreathed in fire, frost, or lightning.
6 Path of the Storm Herald Xanathar's Guide to Everything
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who
follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around
them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
7 Path of the Totem Warrior Player's Handbook
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector,
and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian
rage.

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8 Path of the Zealot Xanathar's Guide to Everything
Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots —
warriors who channel their rage into powerful displays of divine power.
9 Path of Wild Magic Tasha's Cauldron of Everything
Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper
Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As
folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being
transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and
genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
10 Path of the Juggernaut Tal'Dorei Campaign Setting
Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing
their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts
are immovable object and unstoppable force all at once.
2 Bard An inspiring magician whose power echoes the music of creation
1 College of Creation Tasha's Cauldron of Everything
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That creative work included
harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of
the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this
lesson: “Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so
delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the
Song, students, and you too can teach the mountains to sing and dance.”
2 College of Eloquence Tasha's Cauldron of Everything
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a
well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic
and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to
appeal to the emotions of audiences.
3 College of Glamour Xanathar's Guide to Everything
The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under
the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their
magic to delight and captivate others.
4 College of Lore Player's Handbook
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as
diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in
royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience
members might find themselves questioning everything they held to be true, from their faith in the priesthood of the
local temple to their loyalty to the king.
5 College of Spirits Van Richten's Guide to Ravenloft
Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions— and bring
their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to
change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely
under their control.
6 College of Swords Xanathar's Guide to Everything
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess.
Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use
their weapons to entertain, they are also highly trained and skilled warriors in their own right.

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7 College of Valor Player's Handbook
Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past,
and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing
the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure
that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the
same heights of accomplishment as the heroes of old.
8 College of Whispers Xanathar's Guide to Everything
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their
advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they
gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use
their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
9 College of Tragedy Tal'Dorei Campaign Setting Reborn
Not all grand stories conclude in triumphant victory. Many tales end with death and despair, and bards of the
College of Tragedy know that sorrow and pathos are emotions just as potent as joy and delight. These bards
specialize in the power of tragic storytelling, weaving words and spells together to dramatic and devastating effect.
3 Cleric A priestly champion who wields divine magic in service of a
higher power
1 Arcana Domain Sword Coast Adventurer's Guide
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana
domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great
responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as
pure power, to be used as its wielder sees fit.
2 Death Domain Dungeon Master's Guide
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to
undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights,
liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and
Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades
and Hel).
3 Forge Domain Xanathar's Guide to Everything
The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village
in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon
lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be
transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the
forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create
potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use
heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin,
Hephaestus, and Goibhniu.
4 Grave Domain Xanathar's Guide to Everything
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a
foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave
include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of
these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their
magic also allows them to stave off death for a time, particularly for a person who still has some great work to
accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

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5 Knowledge Domain Player's Handbook
The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and
understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or
promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to
themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of
the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the
earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention,
including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
6 Life Domain Player's Handbook
The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that
sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those
in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this
domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander,
Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and
gods of home and community (such as Hestia, Hathor, and Boldrei).
7 Light Domain Player's Handbook
Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and
Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of
the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky.
Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities
of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are
enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away
lies and burning away darkness.
8 Nature Domain Player's Handbook
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as
Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves
(such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites
and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well,
champions who take a more active role in advancing the interests of a particular nature god. These clerics might
hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those
who anger their gods.
9 Order Domain Tasha's Cauldron of Everything
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a
philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in
the Order Deities table. Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those
selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who
lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create
order and security in a chaotic multiverse.
10 Peace Domain Tasha's Cauldron of Everything
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the
kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces
that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with
this domain.
Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes.
These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’
magic aids those who are driven to fight for the way of peace.

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11 Tempest Domain Player's Handbook
Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer,
Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes,
some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this
domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of
seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics
to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to
offer sacrifices of propitiation to ward off divine wrath.
12 Trickery Domain Player's Handbook
Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are
mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and
mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force
in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow
traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
13 Twilight Domain Tasha's Cauldron of Everything
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours
of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
Clerics who serve these deities—examples of which appear on the Twilight Deities table—bring comfort to those
who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort,
not a terror.
14 War Domain Player's Handbook
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of
cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over
warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the
good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as
Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh,
and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as
Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting
warriors in any circumstance.
15 Blood Domain Tal'Dorei Campaign Setting
Developed in Wildemount by the Claret Orders, the Blood Domain centers around the understanding of the natural
life force as it exists within the body, and the divine conduit it can become. Those who take up this domain
understand that the power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor
within the mortal shell.
Gods who grant the power of the Blood Domain, including the Ruiner and the Matron of Ravens, direct their
followers to tap into the connection between body and soul, exploit the hidden reserves of will within one’s own
vitality, and corrupt the bodies of others through the secret rites of hemocraft. Clerics of good gods use hemocraft
to fill their self-sacrifice with purpose and power, while clerics with fewer morals use the blood of others to achieve
their own malevolent ends.
16 Moon Domain Tal'Dorei Campaign Setting
Since the Founding, all mortal creatures have looked to the skies and sensed the power and mystery carried by
Catha and Ruidus, the two moons of Exandria. The Moonweaver herself is said to guide her worshipers from within
the pale glow of Catha, revealing hidden paths and granting inspired dreams to those who pray to that moon.
Distant, dark Ruidus is often regarded with awe and apprehension, considered a portent for fell deeds and bad
luck.
Clerics of the Moon Domain draw on their divine connection to the moons to wield light and shadow, invoke good
fortune and ill favor, and reveal or conceal as they see fit. Most Moon clerics worship the Moonweaver herself, but
her followers are as varied as the stars in the sky. Some seek to protect the vulnerable and do good in the world,
while others meddle with impunity and distort the truth for selfish gain. Other Moon clerics worship not the gods but
the moons themselves, especially those with an innate connection to the lunar cycles through lycanthropy.
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4 Druid A priest of the Old Faith, wielding the powers of nature —
moonlight and plant growth, fire and lightning — and adopting
animal forms
1 Circle of Dreams Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its
dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and
good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings
joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur
together and where the weary can find rest.
2 Circle of Spores Tasha's Cauldron of Everything
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform
lifeless material into abundant, albeit somewhat strange, life.
These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back
again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form.
Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing
inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe
that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all
life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
3 Circle of Stars Tasha's Cauldron of Everything
The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns
since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these
secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
Many druids of this circle keep records of the constellations and the stars’ effects on the world. Some groups
document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories
might take the form of stone circles, pyramids, petroglyphs, and underground temples— any construction durable
enough to protect the circle’s sacred knowledge even against a great cataclysm.
4 Circle of the Land Player's Handbook
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast
oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in
Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and
serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where
you were initiated into the circle’s mysterious rites.
5 Circle of the Moon Player's Handbook
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share
news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end
before crossing paths with another humanoid creature, let alone another druid.
Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an
eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is
in the druid’s blood.

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6 Circle of the Shepherd Xanathar's Guide to Everything
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey,
and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they
focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are
known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill
more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to
the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of
animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and
power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are
with them.
7 Circle of Wildfire Tasha's Cauldron of Everything
Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as
when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and
creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.
8 Circle of the Blighted Tal'Dorei Campaign Setting Reborn
Those who channel the magic of life and nature often find themselves drawn to a particular shrine or natural site,
binding their body and spirit to these places of power. Such druids draw vitality from their chosen location,
protecting it with their lives—but not all succeed in defending these sacred realms.
Whether through the subtle corruption of vile magics, the tainted presence of an ancient terror, or a terrible mistake
unleashed by druids themselves, a land can become cursed with magic that warps any druid bound to that land.
Twisted by their connection to an unhallowed territory, these guardians come to embody the defiled nature they
serve, exalting the natural process of decay and using it to further their goals—or sometimes to seek a means to
end the curse that plagues them.
5 Fighter A master of martial combat, skilled with a variety of weapons
and armor
1 Arcane Archer Xanathar's Guide to Everything
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce
supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over
the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat
monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf
archers have been learned by members of other races who can also balance arcane aptitude with archery.
2 Battle Master Player's Handbook
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To
a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing
and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle
Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
3 Cavalier Xanathar's Guide to Everything
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier
is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to
guard those in their charge from harm, often serving as the protectors of their superiors and of the weak.
Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on
glorious adventure.
4 Champion Player's Handbook
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those
who model themselves on this archetype combine rigorous training with physical excellence to deal devastating
blows.

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5 Eldritch Knight Player's Handbook
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic.
Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the
eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in
battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These
knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a
spellbook.
6 Psi Warrior Tasha's Cauldron of Everything
Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused
weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as
do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi
Warriors.
As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage
of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.
7 Purple Dragon Knight Sword Coast Adventurer's Guide
Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take
the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant,
relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.
A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. The mere presence of a
knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior,
but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can
awaken reserves of courage and conviction in allies that they never suspected they had.
8 Rune Knight Tasha's Cauldron of Everything
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that
originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods
first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave,
learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply
magic runes to empower your equipment.
8 Samurai Xanathar's Guide to Everything
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is
nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.
10 Echo Knight Explorer's Guide to Wildemount
A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using
dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their
own might, they charge into the fray as a cycling swarm of shadows and strikes.
11 Gunslinger Explorer's Guide to Wildemount
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole
arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true
challenge is to master them.
However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical
components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these
trials of ingenuity may become the first to create, and deftly wield, the first firearms.

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6 Monk A master of martial arts, harnessing the power of the body in
pursuit of physical and spiritual perfection
1 Way of Mercy Tasha's Cauldron of Everything
Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are
wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of
mercy.
Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making
grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their
communities, while others might be masked bringers of macabre mercies.
The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks,
presenting themselves as the faceless bringers of life and death.
2 Way of Shadow Tasha's Cauldron of Everything
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called
ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery
are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more
like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees.
Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their
students.
3 Way of the Ascendant Dragon Fizban's Treasury of Dragons
The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that
he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this
tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By
altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle,
bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater
goal: achieving a spiritual unity with the essence of the Material Plane.
As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within
yourself. The Ascendant Dragon Origin table offers a number of possibilities.
4 Way of the Astral Self Tasha's Cauldron of Everything
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a
representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder,
with some monasteries training students to use their power to protect the weak and other instructing aspirants in
how to manifest their true selves in service to the mighty.
5 Way of the Drunken Master Xanathar's Guide to Everything
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a
drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent
combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed
dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to
the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
6 Way of the Four Elements Player's Handbook
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align
yourself with the forces of creation and bend the four elements to your will, using them as an extension of your
body. Some members of this tradition dedicate themselves to a single element, but others weave the elements
together.
Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as
coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

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7 Way of the Kensei Xanathar's Guide to Everything
Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an
extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many
different weapons.
A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the
weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such
mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
8 Way of the Long Death Sword Coast Adventurer's Guide
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture
creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise.
They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
9 Way of the Open Hand Player's Handbook
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed.
They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice
advanced meditation that can protect them from harm.
10 Way of the Sun Soul Xanathar's Guide to Everything
Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that
meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
11 Way of the Cobalt Soul Tal'Dorei Campaign Setting Reborn
Driven by the pursuit of knowledge and its scholars’ worship of the Knowing Mentor, the Library of the Cobalt Soul
is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all
Exandria. People from all lands come to the library to seek knowledge, and those particularly dedicated to the
virtues of truth often pledge their minds and bodies to the Cobalt Soul’s cause. To become a member of the Cobalt
Soul is to give oneself over to a quest dedicated to unveiling life’s mysteries, bringing light to the secrets of
concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for
knowledge might bring death and suffering to others.
7 Paladin A holy warrior bound to a sacred oath
1 Oath of Conquest Xanathar's Guide to Everything
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t
enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants
or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and
well-ordered might.
Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the
balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as
his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning
to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by
other paladins of this oath, who believe that the hell knights have wandered too far into darkness.
2 Oath of Devotion Player's Handbook
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers,
white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in
pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for
better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of
law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants
of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

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3 Oath of Glory Tasha's Cauldron of Everything
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through
deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.
4 Oath of Redemption Xanathar's Guide to Everything
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a
last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the
path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of
turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives.
Paladins who follow this path are known as redeemers.
While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other
supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of
their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will
invite their own redemption.
5 Oath of the Ancients Player's Handbook
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights,
green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic
struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily
because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images
of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.
6 Oath of the Crown Sword Coast Adventurer's Guide
The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or
service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society
and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls,
standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are
commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an
order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the
order’s ranks.
7 Oath of the Watchers Tasha's Cauldron of Everything
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures,
many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the
ultimate weapons against such threats.
Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often
establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a
healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.
8 Oath of Vengeance Player's Handbook
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil
forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild
grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins
arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes
called avengers or dark knights — their own purity is not as important as delivering justice.
9 Oathbreaker Dungeon Master's Guide
An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil
power. Whatever light burned in the paladin’s heart has been extinguished. Only darkness remains.
A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific
to his or her Sacred Oath with Oathbreaker features.

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10 Oath of the Open Sea Tal'Dorei Campaign Setting Reborn
The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the
thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic
expanse, paladins who swear this oath stand against those who would deny liberty to likeminded travelers, rooting
out tyranny and corruption wherever it is found.
Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities
such as the Wildmother or the Stormlord who influence safe passage. At the same time, they answer the call to
hunt the monstrous creatures that too often bloody the waters with wanton violence and ill intent, and which
terrorize the folk of the sea and shore.
8 Ranger A warrior who uses martial prowess and nature magic to combat
threats on the edges of civilization
1 Beast Master Player's Handbook
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United
in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.
2 Drakewarden Fizban's Treasury of Dragons
Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a
drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a
majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of
the awe-inspiring power of dragons.
3 Fey Wanderer Tasha's Cauldron of Everything
A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the
magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a
Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your
joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for
great is the mirth of the fey and dreadful is their fury.
4 Gloom Stalker Xanathar's Guide to Everything
Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests,
and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly
into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often
found in the Underdark, but they will go any place where evil lurks in the shadows.
5 Horizon Walker Xanathar's Guide to Everything
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal
realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner
Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the
multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the
planes.
6 Hunter Player's Handbook
Emulating the Hunter archetype means accepting your place as a bulwark between the people you protect and the
terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats
you face, from rampaging ogres to towering giants and terrifying dragons.
7 Monster Slayer Xanathar's Guide to Everything
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer
seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to
overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

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8 Swarmkeeper Tasha's Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical
connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as
well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and
their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building
vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
9 Rogue A scoundrel who uses stealth and trickery to overcome obstacles
and enemies
1 Arcane Trickster Player's Handbook
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and
illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant
number of adventurers.
2 Assassin Player's Handbook
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers,
spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth,
poison, and disguise help you eliminate your foes with deadly efficiency.
3 Mastermind Xanathar's Guide to Everything
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow
this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and
favors are some of your favorite treasures.
4 Phantom Tasha's Cauldron of Everything
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While
adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge
from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value
them as highly effective information gatherers and spies.
5 Scout Xanathar's Guide to Everything
You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your
companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among
barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter
— these are just a few of the roles that Scouts assume as they range the world.
6 Soulknife Tasha's Cauldron of Everything
Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure
locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and
psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find
easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of
anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a
Soulknife as a spy.
7 Swashbuckler Xanathar's Guide to Everything
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some
warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and
pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an
opponent.

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8 Thief Player's Handbook
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this
archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers,
and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient
ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.
10 Sorcerer A spellcaster who draws on inherent magic from a gift or
bloodline
1 Aberrant Mind Tasha's Cauldron of Everything
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other
minds with that power and alter the world around you by using it to control the magical energy of the multiverse.
Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel
the stab of your mind and witness the strange manifestations of your might?
2 Clockwork Soul Tasha's Cauldron of Everything
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a
plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become
entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor
even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to
others, but for you, it is part of a vast and glorious system.
3 Divine Soul Xanathar's Guide to Everything
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul.
Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial
connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a
god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen
vessel of divine magic.
4 Draconic Bloodline Player's Handbook
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most
often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain
with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in
the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or
some other exceptional circumstance.
5 Lunar Sorcery Dragonlance: Shadow of the Dragon Queen
On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are
associated with the world’s three moons. On the world of Toril, the god Selûne uses the light of the moon to battle
darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of
that world’s twelve moons.
You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your
world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or
maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection
to the moon is obvious when you cast sorcerer spells—perhaps making your pupils glow with the color of a moon
from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.
6 Shadow Magic Xanathar's Guide to Everything
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage
to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

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7 Storm Sorcery Xanathar's Guide to Everything
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a
near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful
that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn.
Whatever the case, the magic of the storm permeates your being.
8 Wild Magic Player's Handbook
Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured
exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm.
Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with
no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.
9 Runechild Tal'Dorei Campaign Guide
The mysterious weave and flow of magic is feared by many folk across Exandria. But while some spellcasters must
study the essence and nature of magic in the hope of learning to harness it, sorcerers possess an innate talent to
sculpt and wield the errant strands of power that shape the world. For some sorcerers, the body becomes a conduit
for this power, which is collected and stored in the form of natural runes—and which sees a sorcerer named as a
Runechild.
11 Warlock A wielder of magic that is derived from a bargain with an
extraplanar entity
1 The Archfey Player's Handbook
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal
races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a
striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost;
the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the
Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
2 The Celestial Xanathar's Guide to Everything
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin,
unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to
experience the barest touch of the holy light that illuminates the multiverse.
3 The Fathomless Tasha's Cauldron of Everything
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another
otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial
realms, or does it want you to open cosmic floodgates and drown the world?
4 The Fiend Player's Handbook
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you
strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.
Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and
Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are
especially mighty; and ultroloths and other lords of the yugoloths.
5 The Great Old One Player's Handbook
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far
Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are
incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in
comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely
indifferent to you, but the secrets you have learned allow you to draw your magic from it.

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6 The Hexblade Xanathar's Guide to Everything
You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic
weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons,
which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer
power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in
the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
7 The Undead Van Richten's Guide to Ravenloft
You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal
shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things,
the concerns of those for whom grains of sand still rush through life’s hourglass. Having once been mortal
themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death.
They eagerly share this profane knowledge, along with other secrets, with those who work their will among the
living.
8 The Undying Sword Coast Adventurer's Guide
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like
all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the
flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this
sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal;
Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
12 Wizard A scholarly magic-user capable of manipulating the structures of
reality
1 Bladesinging Tasha's Cauldron of Everything
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this
tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger
to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work
remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a
singing blade.
2 Order of Scribes Tasha's Cauldron of Everything
Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend
poring over tomes and penning theories about the nature of magic. It’s rare to see wizards traveling without books
and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient
knowledge.
Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary
mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards
value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted
companion. All wizards study books, but a wizardly scribe talks to theirs!
3 School of Abjuration Player's Handbook
The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its
tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful
effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and
respected vocation.
Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations
must be guarded against magical spying, and when portals to other planes of existence must be closed.
4 School of Conjuration Player's Handbook
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds
of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells
of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

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5 School of Divination Player's Handbook
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past,
present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see
clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
6 School of Enchantment Player's Handbook
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other
people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and
charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most
enchanters fall somewhere in between.
7 School of Evocation Player's Handbook
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling
thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery
to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their
own gain as bandits, adventurers, or aspiring tyrants.
8 School of Illusion Player's Handbook
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your
magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists —
including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister
masters of deception, using their illusions to frighten and fool others for their personal gain.
9 School of Necromancy Player's Handbook
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this
tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the
life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can
manipulate.
10 School of Transmutation Player's Handbook
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently
mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both
physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for
fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the
gods to make and destroy worlds.
11 War Magic Xanathar's Guide to Everything
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of
evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a
caster’s spells, while also providing methods for wizards to bolster their own defenses.
12 Blood Magic Tal'Dorei Campaign Setting Reborn
Considered taboo by many societies and magic practitioners, the use of blood magic—also known as
hemocraft—is a rare art that harnesses the latent powers of a creature’s vitality to fuel and amplify the caster’s own
capabilities, while manipulating and weakening the bodies of enemies from the inside. Some of the more macabre
mages seeking to empower their arcane pursuits turn to hemocraft as a means of bolstering their spells, giving
their own life’s blood to reach new heights of frightening magical prowess.
13 Chronurgy Magic Explorer's Guide to Wildemount
Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to
their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as
a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

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14 Graviturgy Magic Explorer's Guide to Wildemount
Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of
the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit,
and the terrible detriment of their enemies.
13 Artificer Tasha’s Cauldron of Everything
Masters of invention, artificers use ingenuity and magic to
unlock extraordinary capabilities in objects.
1 Alchemist Tasha's Cauldron of Everything
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give
life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during
times of war and peace.
2 Armorer Tasha's Cauldron of Everything
An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is
enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer
bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
3 Artillerist Tasha's Cauldron of Everything
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive
power is valued by armies in the wars on many different worlds. And when war passes, some members of this
specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The
world-hopping gnome artificer Vi has been especially vocal about making things right: “It’s about time we fixed
things instead of blowing them all to hell.”
4 Battle Smith Tasha's Cauldron of Everything
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector
and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in
their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own
creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.
14 Blood Hunter Critical Role
Willing to suffer whatever it takes to achieve victory, these
adept warriors have forged themselves into a potent force
dedicated to protecting the innocent.
1 Order of the Ghostslayer DND Beyond
The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered
the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and
study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can
cause the dead to rise once more. These zealous blood hunters make it their life’s work to destroy the scourge of
undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the
necromancy that creates them.
2 Order of the Lycan DND Beyond
The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a
host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud group
of blood hunters who undergo “the Taming”—the ceremonial infliction of lycanthropy by a senior member of the
order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of
their blood to harness the power of the monster they harbor, without losing themselves to it. Using intense will and
secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms for
short periods of time. Enhanced physical prowess, unnatural resilience, and razor-sharp claws make these warriors
a terrible foe to any evil that crosses their path. Yet no training is perfect, and without care and complete focus,
even the greatest of blood hunters can temporarily lose themselves to their own hunger.

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3 Order of the Mutant DND Beyond
The process of undertaking the Hunter’s Bane ritual is a painful, scarring, and sometimes fatal experience. Those
who survive are irrevocably changed—and not always for the better. Over generations of experimentation, a
splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and
toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming
something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now
specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for
any conflict.
4 Order of the Profane Soul DND Beyond
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some
of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on
their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a
trace, or bending the minds of the most stalwart warriors with but a glance. So the blood hunters who founded this
order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts
with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for
their power, the members of this order know the benefits of that power far outweigh the price.

Doble 20 is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.

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