Uncommon Qualities: Racial Traits for 5th Edition

Greetings, pixies and sprites!

Wizards of the Coast, in their Unearthed Arcana series, installs another thing from previous editions: Feats based upon a player’s race. I know my friend, Doctor Necrotic over at ‘Daemons and Deathrays’ is a huge fan of the concept. However, I am not so much a lover of the idea.

However, seeing as it’s a concept that’s rather popular, I’ve tried my hand out making some Feats for some of the published races as well as my own homebrewed ones. Again, feedback after play-testing is always encouraged!

After this, I may make some racial Background options but we’ll cross that bridge when we burn it.


Satyr Song: you become more in tune with the musical side of your sylvan blood, taking joy in the arts.

  • Your Charisma scores increases by one, to a maximum of 20.
  • You are proficient with the Performance skill.
  • You are also proficient with the following musical instruments: pan pipes, bohdran (a small hand-drum) and singing. When you make a Performance check with these, you have advantage on the roll.

Contemplative: somewhat of a recluse, you are prone to fits of deep thought.

  • Your Wisdom score increases by one, to a maximum of 20.
  • You are proficient with the History skill. You gain an additional modifier of half your current Proficiency modifier.


Quick Shape: your skittish nature helps you develop better senses for survival.

  • You gain proficiency in the Survival skill.
  • You can shift into any of your Kitsune forms as a Bonus Action.

Ancestor’s Weaponry: you have learned the styles of ancient kitsune warriors.

  • You are proficient with short swords, glaives and lances.
  • When you use a melee attack using any of these attacks, you say an old kitsune word which activates a font of magic. You add 1d6 fire or cold  damage onto the attack, which lasts for 1d4 rounds. You regain use of this ability on a short or long rest.



Lurker: your predatory nature has taught you to be patient when pursuing prey.

  • You have advantage on Stealth checks made in and underwater.
  • If you attack using your Natural Weapons while being in Stealth, the first time you hit the target they take an extra d8 damage.


Prehensile: some say that your tail has a mind of it’s own. Those people may not be too far off.

  • Your Dexterity score increases by one, to a maximum of 20.
  • You can hold small items with your tail, such as a dagger, a coin pouch, Arcane Focus, etc. using your tail.

Tail Trip: you learned to use your natural features to better your own combat skills.

  • Your Strength score increases by one, to a maximum of 20.
  • As a Bonus Action, you can attempt to trip a target within 5 feet of you. The DC Dexterity saving throw is 8+your Dexterity modifier+your proficiency modifier. On a failure, the target is knocked prone.



Talonflight: your avian nature has given you a unique perspective from above, and you have found ways to maximize your height over others.

  • Your Constitution score increases by one, to a maximum of 20.
  • While airborn, you may try to grab someone of Medium size or smaller with your talons to drag them off. You have an advantaged Grapple check roll to do so, and can carry them for a number of rounds equal to your Constitution modifier: after this, you must release them. A Grappled target in this way must make an opposing Grapple check equal to 8+your Constitution score+your proficiency bonus to break free.
  • While they are also Grappled this way, the creature takes 1d4 piercing damage while your talons are in them.  For each minute they are held in this manner, they take the d4 damage.


Unseelie Touch: somewhere in your lineage, an ancestor was part of the Unseelie Court which still has it’s effects on you.

  • You have advantage on fear saving throws and effects which cause the Fear status effect.
  • You have resistance to either necrotic or cold damage.

Dryad Blood: you can trace your roots to sylvan tree spirits somewhere in your ancestry.

  • You gain proficiency with the Persuasion skill.
  • You learn the cantrips thorn whip and shillelagh. 


All content is written by Faith D’Ambrosio of the blog Pitfalls and Pixies on WordPress.com. Races (Faun, Kitsune, Charcardin) belong to Faith D’Ambrosio. Tiefling, Aarokokra and Eladrin belong to Wizards of the Coast/Dungeons and Dragons. All art belongs to their original creators. 

2 thoughts on “Uncommon Qualities: Racial Traits for 5th Edition

  1. These are neat. I actually kinda like racial feats. You know what makes more sense though? Feats for subclasses and backgrounds.


    1. I was actually thinking of that as a possibility in the future for another post, believe it or not. Also, non-combative feats and those for casters.


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