Secret Lesson 54
Gnome, Goliath, and Halfling
In Lesson 53, we studied three Species with very different identities:
DRAGONBORN
with elemental breath and draconic flight,
DWARF
with extraordinary resilience,
and:
ELF
with supernatural lineage magic.
Now we continue with:
GNOME
GOLIATH
and:
HALFLING
These Species introduce several new types of mechanics.
The Gnome specializes in:
MENTAL RESILIENCE
and:
SUPERNATURAL LINEAGE ABILITIES
The Goliath draws power from:
GIANT ANCESTRY
and can temporarily become:
LARGE
The Halfling relies on:
COURAGE
MOBILITY
STEALTH
and one of the most unusual Species traits in the game:
LUCK
PART ONE — SPECIES OVERVIEW
| Species | Creature Type | Size | Speed |
|---|---|---|---|
| Gnome | Humanoid | Small | 30 ft. |
| Goliath | Humanoid | Medium | 35 ft. |
| Halfling | Humanoid | Small | 30 ft. |
All three are:
HUMANOIDS
But their Sizes differ.
Gnome:
SMALL
Halfling:
SMALL
Goliath:
MEDIUM
The Goliath also begins with the fastest base Speed of these three:
35 FEET
PART TWO — GNOME
The Gnome is a Small Humanoid with supernatural abilities and exceptional mental defenses.
Creature Type:
HUMANOID
Size:
SMALL
approximately:
3–4 FEET TALL
Speed:
30 FEET
The Gnome has three main Species traits:
DARKVISION
GNOMISH CUNNING
and:
GNOMISH LINEAGE
The lineage is chosen between:
FOREST GNOME
and:
ROCK GNOME
PART THREE — GNOME DARKVISION
A Gnome has:
DARKVISION 60 FEET
As we learned previously, within Darkvision's range you can treat:
DIM LIGHT AS BRIGHT LIGHT
and:
DARKNESS AS DIM LIGHT
for your vision.
Colors perceived through Darkness appear as:
SHADES OF GRAY
unless another rule says otherwise.
PART FOUR — GNOMISH CUNNING
Gnomish Cunning is a remarkably broad defensive trait.
You have:
ADVANTAGE
on:
INTELLIGENCE SAVING THROWS
WISDOM SAVING THROWS
and:
CHARISMA SAVING THROWS
THREE MENTAL ABILITIES
Remember the six Abilities:
Physical:
STRENGTH
DEXTERITY
CONSTITUTION
Mental:
INTELLIGENCE
WISDOM
CHARISMA
Gnomish Cunning gives Advantage on Saving Throws using:
ALL THREE MENTAL ABILITIES
EXAMPLE — WISDOM SAVE
A magical effect forces the Gnome to make:
A WISDOM SAVING THROW
Because of Gnomish Cunning:
ROLL TWO D20S
and use:
THE HIGHER RESULT
EXAMPLE — INTELLIGENCE SAVE
An illusion or mental effect requires:
AN INTELLIGENCE SAVING THROW
Again:
ADVANTAGE
EXAMPLE — CHARISMA SAVE
An effect threatens the character's identity and calls for:
A CHARISMA SAVING THROW
Gnomish Cunning again provides:
ADVANTAGE
IMPORTANT
Gnomish Cunning doesn't give:
PROFICIENCY
in those Saving Throws.
It gives:
ADVANTAGE
These are two different mechanics.
EXAMPLE — PROFICIENCY PLUS ADVANTAGE
Suppose your Class gives proficiency in:
WISDOM SAVING THROWS
and your Gnome makes a Wisdom save.
You can have:
PROFICIENCY BONUS
added to the roll because of your Class,
while also having:
ADVANTAGE
because of Gnomish Cunning.
These benefits can coexist because they modify the roll in different ways.
PART FIVE — GNOMISH LINEAGE
Every Gnome chooses one lineage:
FOREST GNOME
or:
ROCK GNOME
Whichever lineage you choose, also choose one Spellcasting Ability:
INTELLIGENCE
WISDOM
or:
CHARISMA
That Ability is used for spells you cast through:
GNOMISH LINEAGE
EXAMPLE
A Gnome Wizard might choose:
INTELLIGENCE
A Gnome Cleric might choose:
WISDOM
A Gnome Sorcerer might choose:
CHARISMA
But your Class doesn't force the choice.
The lineage allows:
ANY ONE OF THE THREE
PART SIX — FOREST GNOME
A Forest Gnome gains:
MINOR ILLUSION
You know the:
MINOR ILLUSION CANTRIP
SPEAK WITH ANIMALS
You also always have:
SPEAK WITH ANIMALS
prepared.
This spell has an unusual Species-based resource.
You can cast Speak with Animals:
WITHOUT A SPELL SLOT
a number of times equal to:
YOUR PROFICIENCY BONUS
RECOVERY
You regain all expended free castings after:
A LONG REST
PROFICIENCY BONUS PROGRESSION
Character Levels 1–4
PB:
+2
Free castings:
2
Levels 5–8
PB:
+3
Free castings:
3
Levels 9–12
PB:
+4
Free castings:
4
Levels 13–16
PB:
+5
Free castings:
5
Levels 17–20
PB:
+6
Free castings:
6
SPELL SLOT CASTING
If you possess appropriate Spell Slots, you can also cast:
SPEAK WITH ANIMALS
using those slots.
Therefore the free Species uses don't prevent:
ADDITIONAL CASTINGS
EXAMPLE — LEVEL 5 FOREST GNOME DRUID
PB:
+3
The character can cast Speak with Animals:
THREE TIMES FOR FREE
between Long Rests.
If those uses are exhausted, the Druid could still cast the spell using:
AN APPROPRIATE SPELL SLOT
if available.
FOREST GNOME SUMMARY
Forest Gnome provides:
MINOR ILLUSION
plus:
SPEAK WITH ANIMALS
with repeated free castings based on:
PROFICIENCY BONUS
This lineage strongly supports:
ILLUSION
COMMUNICATION WITH ANIMALS
and:
EXPLORATION
PART SEVEN — ROCK GNOME
The Rock Gnome gains two Cantrips:
MENDING
and:
PRESTIDIGITATION
But Prestidigitation receives a special Species interaction.
The Rock Gnome can use it to create:
TINY CLOCKWORK DEVICES
CREATING A DEVICE
Spend:
10 MINUTES
casting:
PRESTIDIGITATION
to create one Tiny clockwork device.
Examples given by the SRD include:
A TOY
A FIRE STARTER
or:
A MUSIC BOX
These examples describe possible forms.
The actual mechanical function comes from:
PRESTIDIGITATION
DEVICE STATISTICS
The device is:
TINY
Armor Class:
AC 5
Hit Points:
1 HP
PART EIGHT — CHOOSING THE DEVICE'S FUNCTION
When you create the device, choose:
ONE EFFECT
from:
PRESTIDIGITATION
That chosen effect becomes:
THE DEVICE'S FUNCTION
EXAMPLE — IGNITING FIRE
Suppose you choose Prestidigitation's effect involving:
IGNITING OR EXTINGUISHING
a small flame.
That effect contains:
OPTIONS
When you make the device, choose which option it performs.
For example:
IGNITE
The device doesn't automatically gain both:
IGNITE
and:
EXTINGUISH
You selected:
ONE OPTION
for that device.
PART NINE — ACTIVATING THE CLOCKWORK DEVICE
Once created, the device can be activated by:
YOU
or:
ANOTHER CREATURE
Activation requires:
A BONUS ACTION
and:
TOUCHING THE DEVICE
The device then produces:
ITS CHOSEN PRESTIDIGITATION EFFECT
EXAMPLE
A Rock Gnome creates a clockwork fire starter.
Later, another party member touches it and uses:
A BONUS ACTION
The device produces the effect chosen when it was created.
IMPORTANT
The device isn't giving another creature the:
PRESTIDIGITATION CANTRIP
The creature is activating:
THE DEVICE
which produces one predetermined effect.
PART TEN — NUMBER AND DURATION OF DEVICES
A Rock Gnome can have up to:
THREE DEVICES
in existence simultaneously.
FOURTH DEVICE?
If you already have three existing devices, you can't simply maintain a fourth under this trait.
The maximum is:
THREE
DEVICE DURATION
Each device falls apart:
8 HOURS
after its creation.
It can also end earlier if:
YOU DISMANTLE IT
DISMANTLING A DEVICE
You can touch the device and use:
THE UTILIZE ACTION
to dismantle it.
The device then:
FALLS APART
ROCK GNOME IN PRACTICE
The Rock Gnome combines:
MENDING
PRESTIDIGITATION
and:
CLOCKWORK CREATION
The devices are useful because their chosen effect can be activated by:
OTHER CREATURES
not only the Gnome.
But remember that the device is limited to:
ONE CHOSEN PRESTIDIGITATION EFFECT
PART ELEVEN — FOREST GNOME VERSUS ROCK GNOME
FOREST GNOME
Provides:
MINOR ILLUSION
and:
SPEAK WITH ANIMALS
Emphasizes:
ILLUSION
NATURE
and:
COMMUNICATION
ROCK GNOME
Provides:
MENDING
PRESTIDIGITATION
and:
CLOCKWORK DEVICES
Emphasizes:
MAGICAL UTILITY
INVENTIVENESS
and:
OBJECT CREATION
BOTH LINEAGES SHARE
DARKVISION
and:
GNOMISH CUNNING
The lineage adds abilities to:
THE BASE GNOME
It doesn't replace those shared traits.
PART TWELVE — GOLIATH
The Goliath is descended from:
GIANTS
Its Species mechanics reflect this supernatural ancestry.
Creature Type:
HUMANOID
Size:
MEDIUM
approximately:
7–8 FEET TALL
Speed:
35 FEET
The Goliath receives:
GIANT ANCESTRY
LARGE FORM
and:
POWERFUL BUILD
PART THIRTEEN — GIANT ANCESTRY
Choose:
ONE GIANT ANCESTRY BENEFIT
This represents a supernatural boon inherited from Giants.
There are:
SIX OPTIONS
They correspond to:
CLOUD GIANT
FIRE GIANT
FROST GIANT
HILL GIANT
STONE GIANT
and:
STORM GIANT
USES
Regardless of which Giant Ancestry benefit you choose, you can use that chosen benefit a number of times equal to:
YOUR PROFICIENCY BONUS
All expended uses return after:
A LONG REST
PROGRESSION
Levels 1–4:
2 USES
Levels 5–8:
3 USES
Levels 9–12:
4 USES
Levels 13–16:
5 USES
Levels 17–20:
6 USES
IMPORTANT
You choose:
ONE BENEFIT
You don't receive all six Giant Ancestry powers.
PART FOURTEEN — CLOUD'S JAUNT
Ancestry:
CLOUD GIANT
As a:
BONUS ACTION
you magically teleport up to:
30 FEET
to:
AN UNOCCUPIED SPACE
that:
YOU CAN SEE
EXAMPLE
An enemy blocks a narrow corridor.
There is an unoccupied space:
25 FEET
behind it that you can see.
Cloud's Jaunt:
BONUS ACTION
Teleport:
25 FEET
No normal movement through the intervening spaces is required because:
YOU TELEPORT
MAXIMUM
You can teleport:
UP TO 30 FEET
You don't have to use the full distance.
PART FIFTEEN — FIRE'S BURN
Ancestry:
FIRE GIANT
When you:
HIT A TARGET WITH AN ATTACK ROLL
and:
DEAL DAMAGE TO IT
you can deal an additional:
1D10 FIRE DAMAGE
to that target.
EXAMPLE
Longsword hits.
Normal damage:
8 SLASHING
Activate Fire's Burn.
Additional damage:
1D10 FIRE
Suppose:
7
Total from those sources:
8 SLASHING + 7 FIRE
IMPORTANT
The trigger requires:
A HIT WITH AN ATTACK ROLL
and:
DAMAGE
So Fire's Burn isn't simply an independent attack.
It enhances:
A QUALIFYING HIT
PART SIXTEEN — FROST'S CHILL
Ancestry:
FROST GIANT
When you hit a target with:
AN ATTACK ROLL
and deal damage, you can also deal:
1D6 COLD DAMAGE
and reduce the target's:
SPEED BY 10 FEET
until:
THE START OF YOUR NEXT TURN
EXAMPLE
Enemy Speed:
30 FEET
You hit and use:
FROST'S CHILL
New Speed:
30 − 10 =
20 FEET
until:
THE START OF YOUR NEXT TURN
TWO EFFECTS
Frost's Chill provides:
EXTRA COLD DAMAGE
and:
SPEED REDUCTION
from the same use.
PART SEVENTEEN — HILL'S TUMBLE
Ancestry:
HILL GIANT
When you hit:
A LARGE OR SMALLER CREATURE
with an Attack Roll and deal damage to it, you can give the target:
THE PRONE CONDITION
IMPORTANT SIZE LIMIT
The creature must be:
LARGE OR SMALLER
So Hill's Tumble can affect:
TINY
SMALL
MEDIUM
or:
LARGE
creatures.
It can't affect:
HUGE
or:
GARGANTUAN
creatures through this feature.
NO SAVING THROW
The feature doesn't specify:
A SAVING THROW
So when all its requirements are satisfied and you spend the use:
THE TARGET BECOMES PRONE
PART EIGHTEEN — STONE'S ENDURANCE
Ancestry:
STONE GIANT
When you take:
DAMAGE
you can use:
YOUR REACTION
Roll:
1D12
Add:
YOUR CONSTITUTION MODIFIER
Reduce the incoming damage by:
THAT TOTAL
FORMULA
Damage Reduction:
1D12 + CONSTITUTION MODIFIER
EXAMPLE
Incoming damage:
20
Constitution modifier:
+3
Stone's Endurance roll:
8
Reduction:
8 + 3 =
11
Damage remaining:
20 − 11 =
9 DAMAGE
REACTION COST
Stone's Endurance consumes:
YOUR REACTION
So that Reaction isn't available for another Reaction until it refreshes normally.
PART NINETEEN — STORM'S THUNDER
Ancestry:
STORM GIANT
When you take damage from:
A CREATURE
within:
60 FEET
you can use:
YOUR REACTION
to deal:
1D8 THUNDER DAMAGE
to that creature.
EXAMPLE
An enemy Wizard:
40 FEET AWAY
damages you.
Use:
STORM'S THUNDER
Reaction.
Roll:
1D8
The enemy takes that amount of:
THUNDER DAMAGE
IMPORTANT RANGE
The damaging creature must be:
WITHIN 60 FEET
IMPORTANT SOURCE
The trigger refers to taking damage:
FROM A CREATURE
So it isn't triggered merely because any environmental source happens to damage you.
PART TWENTY — COMPARING GIANT ANCESTRIES
| Giant | Benefit | Main Function |
|---|---|---|
| Cloud | Teleport up to 30 ft. | Mobility |
| Fire | +1d10 Fire on qualifying hit | Damage |
| Frost | +1d6 Cold and −10 ft. Speed | Damage + control |
| Hill | Prone on Large or smaller target | Control |
| Stone | Reduce damage by 1d12 + Con modifier | Defense |
| Storm | Reaction for 1d8 Thunder | Retaliation |
This is one of the most flexible Species choices in the SRD because your ancestry can emphasize very different areas of play.
PART TWENTY-ONE — LEVEL 5: LARGE FORM
Starting at:
CHARACTER LEVEL 5
the Goliath gains access to:
LARGE FORM
As a:
BONUS ACTION
you can change your Size from:
MEDIUM
to:
LARGE
provided:
THERE IS ENOUGH SPACE
DURATION
Large Form lasts:
10 MINUTES
or until:
YOU END IT
Ending it requires:
NO ACTION
BENEFIT ONE — SIZE
Your Size becomes:
LARGE
This can matter whenever another rule interacts with:
CREATURE SIZE
BENEFIT TWO — STRENGTH CHECKS
While Large Form is active:
ADVANTAGE ON STRENGTH CHECKS
EXAMPLE
You attempt to:
LIFT
PUSH
or:
BREAK
something and the GM calls for a Strength check.
Large Form gives:
ADVANTAGE
IMPORTANT
It says:
STRENGTH CHECKS
It doesn't automatically give Advantage on:
STRENGTH SAVING THROWS
or:
STRENGTH-BASED ATTACK ROLLS
Those are different kinds of:
D20 TESTS
BENEFIT THREE — SPEED
Your Speed increases by:
10 FEET
Base Goliath Speed:
35 FEET
Large Form:
35 + 10 =
45 FEET
USES
Once you use Large Form:
YOU CAN'T USE IT AGAIN
until you finish:
A LONG REST
Unlike Giant Ancestry, its uses aren't equal to your PB.
Large Form is:
ONCE PER LONG REST
PART TWENTY-TWO — LARGE FORM AND SPACE
You can transform only:
IF YOU ARE IN A BIG ENOUGH SPACE
This is important.
You can't ignore the physical environment simply because you possess the feature.
EXAMPLE — OPEN FIELD
There is plenty of room.
LARGE FORM WORKS
EXAMPLE — CRAMPED TUNNEL
There isn't enough space for your Large Size.
You can't use the feature there.
PART TWENTY-THREE — POWERFUL BUILD
Goliaths also possess:
POWERFUL BUILD
It gives:
TWO BENEFITS
BENEFIT ONE — ESCAPING A GRAPPLE
You have:
ADVANTAGE
on any:
ABILITY CHECK
you make to:
END THE GRAPPLED CONDITION
IMPORTANT
This doesn't mean:
YOU CAN'T BE GRAPPLED
You can still gain the Grappled condition.
Powerful Build helps when you make:
AN ABILITY CHECK
to end it.
BENEFIT TWO — CARRYING CAPACITY
When determining your:
CARRYING CAPACITY
you count as:
ONE SIZE LARGER
Normally the Goliath is:
MEDIUM
For carrying capacity, Powerful Build makes the character count as:
LARGE
LARGE FORM INTERACTION
When Large Form changes you to:
LARGE
Powerful Build still says you count as:
ONE SIZE LARGER
for determining carrying capacity.
Therefore, while actually Large, you count as:
HUGE
for that specific calculation.
This follows directly from applying both traits according to their wording.
PART TWENTY-FOUR — GOLIATH IN PRACTICE
The Goliath begins with:
SPEED 35 FEET
which already gives strong mobility.
Then Giant Ancestry can specialize the character toward:
TELEPORTATION
DAMAGE
CONTROL
DEFENSE
or:
RETALIATION
At level 5:
LARGE FORM
adds temporary Size, Strength-check Advantage, and additional Speed.
Powerful Build adds:
CARRYING POWER
and:
GRAPPLE RESILIENCE
The result is a Species strongly associated mechanically with:
PHYSICAL POWER
and:
GIANT MAGIC
PART TWENTY-FIVE — HALFLING
The third Species is:
HALFLING
Creature Type:
HUMANOID
Size:
SMALL
approximately:
2–3 FEET TALL
Speed:
30 FEET
The Halfling's Special Traits are:
BRAVE
HALFLING NIMBLENESS
LUCK
and:
NATURALLY STEALTHY
PART TWENTY-SIX — BRAVE
Halflings have:
ADVANTAGE
on Saving Throws made to:
AVOID
or:
END
the:
FRIGHTENED CONDITION
EXAMPLE
A terrifying monster forces:
A WISDOM SAVING THROW
to avoid becoming:
FRIGHTENED
The Halfling rolls:
TWO D20S
and uses:
THE HIGHER RESULT
IMPORTANT
Brave isn't:
IMMUNITY TO FRIGHTENED
The Halfling can still become Frightened if the relevant Saving Throw fails.
The Species simply has:
ADVANTAGE
on saves to avoid or end it.
PART TWENTY-SEVEN — HALFLING NIMBLENESS
Normally, creature spaces create important movement restrictions.
Halfling Nimbleness creates an exception.
You can move through the space of:
ANY CREATURE
that is:
A SIZE LARGER THAN YOU
HALFLING SIZE
Halfling:
SMALL
Therefore a creature one Size larger includes:
MEDIUM
and the trait also works with creatures larger than that.
EXAMPLE — HUMAN
Human enemy:
MEDIUM
Halfling:
SMALL
The Halfling can move through:
THE HUMAN'S SPACE
EXAMPLE — OGRE
An Ogre is larger than the Halfling.
The Halfling can also move through:
ITS SPACE
under this Species trait.
IMPORTANT LIMIT
You can move through that space, but:
YOU CAN'T STOP THERE
EXAMPLE
Movement:
ENTER ENEMY SPACE
MOVE THROUGH
EXIT TO ANOTHER SPACE
Legal if the trait and movement rules are satisfied.
But:
END MOVEMENT IN THAT CREATURE'S SPACE
isn't allowed by Halfling Nimbleness.
PART TWENTY-EIGHT — LUCK
Luck is one of the Halfling's defining traits.
Whenever you roll:
A 1
on the:
D20
of a:
D20 TEST
you can:
REROLL THE DIE
You must then use:
THE NEW ROLL
REMEMBER D20 TESTS
There are three types:
ABILITY CHECK
SAVING THROW
and:
ATTACK ROLL
Luck can therefore apply to:
ALL THREE
when you roll a 1 on the d20.
EXAMPLE — ATTACK ROLL
You roll:
NATURAL 1
Ordinarily, a natural 1 on an Attack Roll is:
AN AUTOMATIC MISS
But Halfling Luck allows:
REROLL THE D20
New roll:
14
You must use:
14
and now resolve the Attack Roll normally.
EXAMPLE — ABILITY CHECK
Stealth check:
d20:
1
Luck:
REROLL
New result:
17
Use:
17
then add the appropriate modifiers.
EXAMPLE — SAVING THROW
Wisdom Save:
d20:
1
Luck:
REROLL
New result:
8
You must use:
8
even though the new result isn't especially high.
PART TWENTY-NINE — YOU MUST USE THE NEW ROLL
This is crucial.
Luck doesn't say:
USE THE BETTER ROLL
It says:
YOU MUST USE THE NEW ROLL
EXAMPLE
Original:
1
Reroll:
2
You use:
2
WHAT IF THE REROLL IS ANOTHER 1?
The feature was triggered by rolling a 1.
The new roll must be used.
You don't create an unlimited chain of rerolls from the same use.
PART THIRTY — LUCK WITH ADVANTAGE OR DISADVANTAGE
Earlier in the course we learned the general rule for:
REROLLS
when Advantage or Disadvantage is involved.
If you roll two d20s because of:
ADVANTAGE
or:
DISADVANTAGE
a feature that allows a d20 reroll rerolls:
ONLY ONE DIE
not both.
EXAMPLE
You have Advantage and roll:
1
and:
15
Halfling Luck can reroll:
THE DIE SHOWING 1
It doesn't cause you to reroll:
BOTH D20S
The Advantage rules still determine which die is ultimately used after the reroll.
PART THIRTY-ONE — NATURALLY STEALTHY
Normally, taking the:
HIDE ACTION
requires appropriate concealment.
Naturally Stealthy gives the Halfling another possibility.
You can take:
THE HIDE ACTION
even when you are obscured only by:
A CREATURE
that is at least:
ONE SIZE LARGER THAN YOU
EXAMPLE — MEDIUM ALLY
Halfling:
SMALL
Fighter ally:
MEDIUM
The Fighter is at least:
ONE SIZE LARGER
If the Fighter is the only thing obscuring the Halfling, Naturally Stealthy can still allow the Halfling to:
TAKE THE HIDE ACTION
IMPORTANT
Naturally Stealthy allows you to:
TAKE THE HIDE ACTION
under this additional circumstance.
It doesn't say:
YOU AUTOMATICALLY BECOME HIDDEN
You still follow:
THE HIDE ACTION'S RULES
including the relevant check and conditions.
NOT PERMANENT INVISIBILITY
Standing behind a larger creature doesn't automatically give:
INVISIBLE
You must actually use:
THE HIDE ACTION
and resolve it according to the normal rules.
PART THIRTY-TWO — HALFLING IN PRACTICE
The Halfling has no Species spellcasting and no damage power like Breath Weapon or Giant Ancestry.
Instead, its traits improve:
RELIABILITY
MOVEMENT
COURAGE
and:
STEALTH
Brave helps against:
FRIGHTENED
Nimbleness helps navigate:
CROWDED BATTLEFIELDS
Luck protects against:
NATURAL 1S ON D20 TESTS
Naturally Stealthy gives additional opportunities to:
HIDE
The result is a Species whose abilities are often useful without requiring:
LIMITED-USE RESOURCES
All four traits are fundamentally:
PASSIVE OR SITUATIONAL
rather than abilities with PB-per-rest charges.
PART THIRTY-THREE — COMPLETE COMPARISON
| Feature | Gnome | Goliath | Halfling |
|---|---|---|---|
| Creature Type | Humanoid | Humanoid | Humanoid |
| Size | Small | Medium | Small |
| Speed | 30 ft. | 35 ft. | 30 ft. |
| Darkvision | 60 ft. | — | — |
| Defensive trait | Gnomish Cunning | Giant Ancestry option / Powerful Build | Brave |
| Magical choice | Forest or Rock | Six Giant Ancestors | — |
| Level 5 feature | — | Large Form | — |
| Special movement | — | Cloud's Jaunt / Large Form | Halfling Nimbleness |
| Special reliability | Mental-save Advantage | Depends on ancestry | Luck |
| Stealth feature | — | — | Naturally Stealthy |
PART THIRTY-FOUR — LIMITED-USE RESOURCES
These Species illustrate three different approaches to resources.
FOREST GNOME
Speak with Animals free uses:
PB PER LONG REST
ROCK GNOME
Clockwork devices:
MAXIMUM THREE AT A TIME
Each lasts:
8 HOURS
GOLIATH GIANT ANCESTRY
Chosen ancestry power:
PB PER LONG REST
GOLIATH LARGE FORM
ONCE PER LONG REST
HALFLING
Its four Species traits don't use:
A PB-PER-REST RESOURCE
Luck, Brave, Nimbleness, and Naturally Stealthy function whenever their stated requirements are satisfied.
PART THIRTY-FIVE — COMPLETE GNOME EXAMPLE
Meet:
NIM
Nim is a level 5:
FOREST GNOME WIZARD
Size:
SMALL
Speed:
30 FEET
Darkvision:
60 FEET
PB:
+3
GNOMISH CUNNING
Advantage on:
INTELLIGENCE SAVES
WISDOM SAVES
CHARISMA SAVES
GNOMISH LINEAGE
Nim chose:
FOREST GNOME
and selected:
INTELLIGENCE
as the lineage Spellcasting Ability.
MINOR ILLUSION
Known through Species:
YES
SPEAK WITH ANIMALS
Always prepared.
Free castings:
3 PER LONG REST
because PB is:
+3
As a Wizard, Nim can also cast it with an appropriate Spell Slot because the trait explicitly allows:
SPELL SLOT CASTING
PART THIRTY-SIX — COMPLETE ROCK GNOME EXAMPLE
Meet:
TORI
Tori is a:
ROCK GNOME ROGUE
Lineage Spellcasting Ability:
CHARISMA
Tori knows:
MENDING
and:
PRESTIDIGITATION
MORNING PREPARATION
Tori spends:
10 MINUTES
to create a clockwork device.
Effect chosen:
ONE PRESTIDIGITATION EFFECT
The device has:
AC 5
1 HP
LATER
Another party member touches it and uses:
A BONUS ACTION
The device produces:
ITS CHOSEN EFFECT
DEVICE LIMIT
Tori can maintain up to:
THREE
such devices.
Each falls apart:
8 HOURS
after its creation unless dismantled earlier.
PART THIRTY-SEVEN — COMPLETE GOLIATH EXAMPLE
Meet:
VORAN
Voran is a level 5 Goliath Barbarian.
Size:
MEDIUM
Speed:
35 FEET
PB:
+3
Constitution modifier:
+3
Giant Ancestry:
STONE GIANT
STONE'S ENDURANCE
Uses:
3 PER LONG REST
Voran takes:
24 DAMAGE
Reaction:
STONE'S ENDURANCE
d12:
9
Constitution modifier:
+3
Total reduction:
9 + 3 =
12
Final damage:
24 − 12 =
12
LARGE FORM
Because Voran is:
CHARACTER LEVEL 5
he can use:
LARGE FORM
Bonus Action.
Size:
LARGE
Speed:
35 + 10 =
45 FEET
Strength checks:
ADVANTAGE
Duration:
10 MINUTES
POWERFUL BUILD
While actually Large, he counts as one Size larger for carrying capacity:
HUGE
for that specific calculation.
PART THIRTY-EIGHT — COMPLETE HALFLING EXAMPLE
Meet:
PIP
Pip is a Small Halfling Rogue.
Speed:
30 FEET
THE ENEMY IS FRIGHTENING
Pip makes a save to avoid:
FRIGHTENED
Brave:
ADVANTAGE
PIP ROLLS AN ATTACK
d20:
1
Luck:
REROLL
New result:
16
Use:
16
THE BATTLEFIELD IS CROWDED
A Medium enemy blocks the route.
Halfling Nimbleness allows Pip to:
MOVE THROUGH ITS SPACE
but Pip must continue into:
ANOTHER SPACE
PIP WANTS TO HIDE
A Medium Fighter ally is the only creature obscuring Pip.
Because that ally is:
AT LEAST ONE SIZE LARGER
Naturally Stealthy allows Pip to:
TAKE THE HIDE ACTION
The Hide action is then resolved normally.
PART THIRTY-NINE — WHICH SPECIES FITS WHICH PLAYSTYLE?
There is no SRD rule saying one Species is:
BEST
But their mechanics support different playstyles.
GNOME
Especially interesting if you value:
MENTAL DEFENSE
and either:
FOREST MAGIC
or:
MAGICAL CLOCKWORK UTILITY
GOLIATH
Especially interesting if you value:
PHYSICAL POWER
HIGHER SPEED
GIANT-THEMED SUPERNATURAL ABILITIES
and:
TEMPORARY LARGE SIZE
HALFLING
Especially interesting if you value:
RELIABILITY
BATTLEFIELD MOBILITY
COURAGE
and:
STEALTH
This is gameplay guidance derived from their actual traits.
It isn't a restriction on which:
CLASS
or:
BACKGROUND
you may choose.
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING GNOMES ARE MEDIUM
Gnome Size is:
SMALL
MISTAKE 2 — THINKING GNOMISH CUNNING GIVES ADVANTAGE ON EVERY SAVE
It applies to:
INTELLIGENCE
WISDOM
and:
CHARISMA SAVING THROWS
Not Strength, Dexterity, or Constitution saves.
MISTAKE 3 — THINKING GNOMISH CUNNING GIVES SAVING THROW PROFICIENCY
It gives:
ADVANTAGE
not proficiency.
MISTAKE 4 — TAKING BOTH GNOMISH LINEAGES
Choose:
FOREST GNOME
or:
ROCK GNOME
MISTAKE 5 — FORGETTING TO CHOOSE A GNOMISH LINEAGE SPELLCASTING ABILITY
Choose:
INTELLIGENCE
WISDOM
or:
CHARISMA
MISTAKE 6 — THINKING FOREST GNOME CAN CAST SPEAK WITH ANIMALS FOR FREE ONLY ONCE
Free uses equal:
PROFICIENCY BONUS
per Long Rest.
MISTAKE 7 — THINKING THE FREE CASTINGS PREVENT SPELL-SLOT CASTING
They don't.
The trait also allows:
APPROPRIATE SPELL SLOTS
to cast Speak with Animals.
MISTAKE 8 — THINKING ROCK GNOME'S DEVICE CAN PRODUCE EVERY PRESTIDIGITATION EFFECT
Each device receives:
ONE CHOSEN EFFECT
MISTAKE 9 — FORGETTING TO CHOOSE AN OPTION WITHIN AN EFFECT
If the Prestidigitation effect itself contains options:
CHOOSE ONE
when creating the device.
MISTAKE 10 — THINKING THE DEVICE ACTIVATES AUTOMATICALLY
A creature must touch it and use:
A BONUS ACTION
to activate it.
MISTAKE 11 — HAVING UNLIMITED ROCK GNOME DEVICES
Maximum existing simultaneously:
THREE
MISTAKE 12 — THINKING THE DEVICES LAST FOREVER
Each normally falls apart after:
8 HOURS
MISTAKE 13 — THINKING GOLIATHS ARE LARGE FROM LEVEL 1
Base Goliath Size:
MEDIUM
MISTAKE 14 — THINKING GOLIATH BASE SPEED IS 30 FEET
It is:
35 FEET
MISTAKE 15 — THINKING YOU RECEIVE ALL SIX GIANT ANCESTRIES
Choose:
ONE
MISTAKE 16 — THINKING GIANT ANCESTRY IS ONCE PER LONG REST
Uses equal:
PROFICIENCY BONUS
per Long Rest.
MISTAKE 17 — THINKING CLOUD'S JAUNT REQUIRES AN ACTION
It requires:
A BONUS ACTION
MISTAKE 18 — TELEPORTING CLOUD'S JAUNT TO A SPACE YOU CAN'T SEE
The destination must be:
UNOCCUPIED
and:
VISIBLE TO YOU
MISTAKE 19 — THINKING FIRE'S BURN IS A SEPARATE ATTACK
It adds damage after:
A QUALIFYING ATTACK HIT
MISTAKE 20 — FORGETTING FROST'S CHILL REDUCES SPEED
It deals:
+1D6 COLD
and:
−10 FEET SPEED
until the start of your next turn.
MISTAKE 21 — USING HILL'S TUMBLE ON A HUGE CREATURE
It requires:
LARGE OR SMALLER
MISTAKE 22 — INVENTING A SAVING THROW FOR HILL'S TUMBLE
The trait doesn't specify:
A SAVE
Don't add one.
MISTAKE 23 — FORGETTING STONE'S ENDURANCE USES A REACTION
It does.
MISTAKE 24 — FORGETTING CONSTITUTION MODIFIER ON STONE'S ENDURANCE
Reduction is:
1D12 + CONSTITUTION MODIFIER
MISTAKE 25 — USING STORM'S THUNDER AGAINST A CREATURE MORE THAN 60 FEET AWAY
The damaging creature must be:
WITHIN 60 FEET
MISTAKE 26 — THINKING LARGE FORM STARTS AT LEVEL 1
It starts at:
CHARACTER LEVEL 5
MISTAKE 27 — THINKING LARGE FORM CAN BE USED IN A SPACE TOO SMALL FOR YOU
The feature requires:
ENOUGH SPACE
MISTAKE 28 — THINKING LARGE FORM GIVES ADVANTAGE ON STRENGTH ATTACKS
It gives Advantage on:
STRENGTH CHECKS
Attack Rolls are:
DIFFERENT D20 TESTS
MISTAKE 29 — THINKING LARGE FORM IS PB TIMES PER LONG REST
It is:
ONCE PER LONG REST
MISTAKE 30 — THINKING POWERFUL BUILD MAKES YOU PERMANENTLY LARGE
It doesn't.
For carrying capacity, you:
COUNT AS ONE SIZE LARGER
That doesn't change your actual Size.
MISTAKE 31 — THINKING POWERFUL BUILD MAKES YOU IMMUNE TO GRAPPLE
It doesn't.
It gives Advantage on:
ABILITY CHECKS TO END GRAPPLED
MISTAKE 32 — THINKING HALFLINGS HAVE SPEED 25 FEET
In SRD 5.2.1:
SPEED 30 FEET
MISTAKE 33 — THINKING BRAVE MAKES HALFLINGS IMMUNE TO FRIGHTENED
It gives:
ADVANTAGE
on saves to avoid or end the condition.
MISTAKE 34 — THINKING HALFLING NIMBLENESS LETS YOU STOP INSIDE ANOTHER CREATURE
It doesn't.
You can:
MOVE THROUGH
but:
NOT STOP THERE
MISTAKE 35 — THINKING HALFLING LUCK WORKS ONLY ON ATTACK ROLLS
It works when you roll a 1 on the d20 of:
ANY D20 TEST
That includes:
ABILITY CHECKS
SAVING THROWS
and:
ATTACK ROLLS
MISTAKE 36 — KEEPING THE OLD ROLL IF THE LUCK REROLL IS BAD
You must use:
THE NEW ROLL
MISTAKE 37 — THINKING NATURALLY STEALTHY AUTOMATICALLY HIDES YOU
It allows you to:
TAKE THE HIDE ACTION
under an additional circumstance.
You must still resolve:
THE HIDE ACTION
normally.
QUICK RECAP
GNOME
Creature Type:
HUMANOID
Size:
SMALL
Speed:
30 FEET
Darkvision:
60 FEET
Gnomish Cunning:
ADVANTAGE ON INTELLIGENCE, WISDOM, AND CHARISMA SAVES
Choose:
FOREST GNOME
or:
ROCK GNOME
FOREST GNOME
MINOR ILLUSION
and:
SPEAK WITH ANIMALS
Free Speak with Animals uses:
PB PER LONG REST
ROCK GNOME
MENDING
PRESTIDIGITATION
and:
CLOCKWORK DEVICES
Creation time:
10 MINUTES
Device:
AC 5
1 HP
Maximum:
THREE
Duration:
8 HOURS
Activation:
BONUS ACTION + TOUCH
GOLIATH
Creature Type:
HUMANOID
Size:
MEDIUM
Speed:
35 FEET
Choose one:
CLOUD'S JAUNT
FIRE'S BURN
FROST'S CHILL
HILL'S TUMBLE
STONE'S ENDURANCE
or:
STORM'S THUNDER
Uses:
PB PER LONG REST
LARGE FORM
From:
CHARACTER LEVEL 5
Bonus Action.
Size:
LARGE
Duration:
10 MINUTES
Strength checks:
ADVANTAGE
Speed:
+10 FEET
Uses:
ONCE PER LONG REST
POWERFUL BUILD
Advantage on ability checks to:
END GRAPPLED
and count as:
ONE SIZE LARGER
for carrying capacity.
HALFLING
Creature Type:
HUMANOID
Size:
SMALL
Speed:
30 FEET
Traits:
BRAVE
HALFLING NIMBLENESS
LUCK
NATURALLY STEALTHY
BRAVE
Advantage on saves to:
AVOID OR END FRIGHTENED
HALFLING NIMBLENESS
Move through the space of:
LARGER CREATURES
but:
DON'T STOP THERE
LUCK
Roll a 1 on a D20 Test:
REROLL
and:
USE THE NEW ROLL
NATURALLY STEALTHY
You can take:
HIDE
even when obscured only by a creature:
AT LEAST ONE SIZE LARGER
than you.
PRIME HERO CHALLENGE
Three characters are adventuring together.
Character A
Level 5 Forest Gnome Cleric.
Character B
Level 5 Stone-Giant-Ancestry Goliath Fighter.
Character C
Level 5 Halfling Rogue.
Answer the following.
QUESTION 1
How many free Speak with Animals castings does the Forest Gnome have?
Level 5 PB:
+3
Therefore:
3 FREE CASTINGS PER LONG REST
QUESTION 2
The Gnome makes a Wisdom Saving Throw. What special benefit applies?
GNOMISH CUNNING
Therefore:
ADVANTAGE
QUESTION 3
The Goliath takes 18 damage and uses Stone's Endurance.
Constitution modifier:
+3
d12 result:
7
Damage reduction:
7 + 3 =
10
Final damage:
18 − 10 =
8
QUESTION 4
What is the Goliath's Speed during Large Form?
Base:
35 FEET
Large Form:
+10
Total:
45 FEET
QUESTION 5
The Halfling rolls a natural 1 on a Dexterity Saving Throw. Can Luck apply?
YES
A Saving Throw is:
A D20 TEST
QUESTION 6
The Luck reroll is a 6. Can the Halfling keep the original 1 instead?
NO
The new roll:
MUST BE USED
QUESTION 7
A Medium ally is the only thing obscuring the Small Halfling. Can the Halfling attempt to Hide?
Because of:
NATURALLY STEALTHY
YES
The character can take the Hide action and then resolves that action according to its normal rules.
LESSON 54 — KEY TAKEAWAYS
The three Species in this lesson demonstrate completely different ways Species traits can shape an adventurer.
GNOME
is exceptionally resistant to mental threats through:
GNOMISH CUNNING
and then branches into:
FOREST GNOME
or:
ROCK GNOME
GOLIATH
begins with:
SPEED 35 FEET
and chooses one of six supernatural:
GIANT ANCESTRY
powers.
At level 5, it can temporarily become:
LARGE
and Powerful Build further reinforces its:
PHYSICAL CAPABILITY
HALFLING
uses subtle but extremely useful abilities.
It resists fear through:
BRAVE
moves through larger creatures with:
HALFLING NIMBLENESS
turns natural 1s into new opportunities through:
LUCK
and gains additional hiding opportunities through:
NATURALLY STEALTHY
The central lesson remains the same:
SPECIES TRAITS ARE REAL GAME MECHANICS
Read carefully:
WHEN THEY TRIGGER
WHAT ACTION THEY REQUIRE
HOW MANY USES THEY HAVE
WHEN THEY RECOVER
and:
WHAT THEIR EXACT LIMITS ARE
NEXT LESSON
LESSON 55 — HUMAN, ORC, TIEFLING, AND LANGUAGES
The final three SRD Species introduce another diverse collection of abilities.
We will study:
HUMAN
including:
RESOURCEFUL
SKILLFUL
and:
VERSATILE
Then:
ORC
including:
ADRENALINE RUSH
DARKVISION
and:
RELENTLESS ENDURANCE
Then:
TIEFLING
including the three:
FIENDISH LEGACIES
their:
DAMAGE RESISTANCES
CANTRIPS
and:
HIGHER-LEVEL SPELLS
Finally, we will complete Character Origins by studying:
LANGUAGES
including the Standard and Rare languages provided by the SRD.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.