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D20

RACIAL PERK LIBRARY
Below is the library of all available racial perks. Each character has one (1) racial perk.

Perks do not represent the abilities or passive abilities of characters. Perks are mechanical devices, dressed in flavor text, meant to enhance your character's probability of success based on skills your characters already possess. Perks need not be illustrated in an emote, if not desired, but the application of their mechanical benefit can be added. The creative nature of a character's action remains in the hands of the roleplayers.

When it comes to multi-racial characters, players are entitled to choose a racial perk from those respective to their characters. (Note: Your character can only benefit from one racial perk; in the case where a choice of perks are available, please select the one you feel is most fitting for your character.)

DRAENEI

Gift of the Naaru (Exodar)
As an action, you can heal an ally for 7 HP. This effect cannot be used on Undead or Demonic creatures.

Elemental Bond (Broken)
Once per event, you can add your Nature skill bonus to an attack or healing roll.

Light's Reckoning (Light Forged)
If you drop to 0 HP, an explosion of Holy Light radiates out from your body, healing allies for 5 HP and damaging enemies for 5 HP.

DWARF

Stone Flesh (Ironforge)
Once per event you can react upon being hit by a melee attack by activating stone flesh to resist half the total damage.

Reckless Bravery (Wildhammer)
You receive advantage on saving throws against being frightened, and you can resist lightning damage by half if you successfully meet a DC 15.

Fireblood (Dark Iron)
Once per event you cause your blood to boil and cauterize light wounds, self-healing 3 HP and purging poison effects from your system.

Bite of Dirt (Earthen)
Once per event, as long there is earth beneath your feet, you can recuperate energy from the ground, recovering 10 health points when out of combat.

GNOME

Escape Artist (Gnomeregan)
Once per event, you can use advantage to escape the effects of immobilization effects.

Combat Analysis (Mechagnome)
Once per event if you have been in uninterrupted combat for 3 turns in a row, you can add +10 to any combat roll you do.

HUMAN

Resolve
Once per event, you can invoke advantage when you make a saving throw.

Diplomacy
You have a +1 bonus to Persuasion and Performance checks.

NIGHTBORNE

Magical Resistance
Once per event, you can invoke advantage on a saving throw against a damaging spell or spell effect.

Cantrip
Your affinity for magic has granted you 1 additional spell slot.

Ancient Games
You gain a +1 in Street-Savvy and +1 in Arcana.

NIGHT ELF

Shadowmeld (Darnassian)
Once per event, you can invoke advantage to hide in the shadows even if you are only lightly obscured by cover.

Arcane Affinity (Highborne)
Your maximum spell slots are increased by (1) One.

Arcane History (Highborne)
You have a +1 bonus to Arcana and History checks.

Full Moon: Alignment
Empowered by Mother Moon, you have advantage on Insight and Investigation checks at night time.

New Moon: Alignment
Empowered by the Night Warrior, you have advantage on Intimidation and Athletic checks at night time.

Quickness
Once per event, you take advantage of your natural celerity and choose to automatically succeed an acrobatics check.

PANDAREN

Iron Palms (Wandering Isle)
Twice per event you can add either your acrobatic or athletic bonus, whichever is highest, to your unarmed attacks.

Harmonious Gambit (Pandaria)
You have a +1 bonus to Persuasion checks.

WORGEN

Viciousness
Once per event, after sustaining damage you can throw yourself into a vicious frenzy, dealing a bonus attack in melee combat with your teeth or claws for 7 HP of damage.

Running Wild
Once per event, you can choose to automatically succeed an Acrobatics check or save.

VOID ELF

Perpetual Cool
You receive advantage on saving throws against being frightened, and you can resist shadow or void damage by half if you successfully meet a DC 15.

Entropic Embrace
When you roll a critical hit for an attack, you deal an additional 4 shadow damage on top of the critical hit.

BLOOD ELF/HIGH ELF

Magic Resistance (Blood Elf)
Once per event you can react upon being hit by a spell attack and resist half the total damage.

Arcane Affinity (High Elf)
You have a +1 bonus to Arcana and Nature checks.

GOBLIN

Time is Money
Once per event, you can [Help] an ally without needing to make a check.

Best Deals Anywhere
Once per event you can choose to succeed a Street-Savvy check.

ORC

Relentless Endurance (Warsong, Burning Blade, Frostwolf, Blackrock)
Once per event, when you are reduced to 0 HP you can drop to 1 HP instead.

Mystic Lore (Shadowmoon, Stormreaver)
You have a +1 bonus to Nature.

Ambusher (Shattered Hand, Bleeding Hollow, Thunderlord, Laughing Skull, Dragonmaw)
You have a +1 bonus to Stealth checks.

TAUREN

War Stomp (Mulgore)
Once per event, you can clap the earth with your hooves in an attempt to knock all enemies prone within a 5ft radius if you succeed on a DC15 Athletics check.

Rugged Tenacity (Highmountain)
You have 5 additional HP thanks to your tough mountain hide.

Tundra Athlete (Taunka)
You have a +1 bonus to Athletics. This effect doubles in cold climates.

TROLL

Berserking (Jungle)
When you roll a critical hit for an attack, you deal an additional 4 damage on top of the critical hit.

Tribal Upbringing (Forest)
You have a +1 to Nature and you gain a +1 bonus to all thrown weapon attacks.

Frostworn Flesh (Ice)
You resist half of all frost damage you sustain.

Loa's Embrace (Zandalari)
Once per event, you can force someone (an ally or enemy) to re-roll, and they have to use the new roll.

UNDEAD

Will of the Forsaken
You have advantage on saving throws against mind-effecting magics such as charms or sleep spells.

Touch of the Grave
Once per event whenever you are attacked by a living creature you may roll DC15 to strike fear into your assailant, causing them to falter and miss.

VULPERA

Make Camp
Once per event you can sit down, take a deep breath and have a quick rest, recovering 10 health points when out of combat.

Nose for Trouble (Vulpera)
You can ignore the first instance of damage that you receive in an event in regular combat. If hit during an enemy surprise round, you can ignore the first instance of damage by succeeding on DC 10.

ANY RACE

Mental Fortitude
Your strong willpower manifests as a resilient mental stronghold for those seeking to gain control, you have advantage on checks to save from mind-control or other mental-related abilities forced on you.

Meditation
Your ability to reflect and center yourself after battle calms your spirit and settles the mind, after a combat encounter ends you regain +5hp assuming you aren’t incapacitated.

Martial Aptitude
You gain a +1 in Athletics and +1 Acrobatics.

Mental Aptitude
You gain a +1 in Arcana and +1 in Religion.

Subtle Fortitude
You gain a +1 in Street-savvy and +1 in Stealth.