9.2.2 Version:
Rearranging p.2,3
MATH:
DONE: Added categories for Skill total score and cells for having total score after the proficiency for the Abbreviated Stat block reference (e.g. Stealth +6, etc.)
DONE: Cosmetic fix to commas for MATH: SKILLS PROFICIENCY SCORES for abbreviated stat block.
QUIRKS, appearance: paragraph form
REMOVED: clutter
FIXED: fixed wealth on p.1. may move to p.3
ADDED non-proficiency/non-stat Racial abilities
DWARF (BASE AND INDIVIDUAL RACE):
Darkvision: see in dim light within 60' as bright light, and in darkness as dim light. | Dw. Resilience: Advantage on saves vs. poison, and resistance vs. poison damage. | Stonecunning: Intelligence(History) check for stonework doubles proficiency bonus.
ELF BASE
Darkvision: see in dim light within 60' as bright light, and in darkness as dim light. | Fey Ancestry: Adv on saves vs charm and immune to sleep magic. | Trance: Do not need sleep. Semiconscious meditation for 4 hours counts as 8 hours sleep. |
Wood:
Darkvision: see in dim light within 60' as bright light, and in darkness as dim light. | Fey Ancestry: Adv on saves vs charm and immune to sleep magic. | Trance: Do not need sleep. Semiconscious meditation for 4 hours counts as 8 hours sleep. | Mask of the Wild: May hide even in only lightly obscuring natural phenomena.
Drow:
Superior Darkvision: see in dim light within 120' as bright light, and in darkness as dim light. | Sunlight Sensitivity: Disadvantage on attacks and Perception checks that rely on sight when in direct sunlight. | Fey Ancestry: Adv on saves vs charm and immune to sleep magic. | Trance: Do not need sleep. Semiconscious meditation for 4 hours counts as 8 hours sleep. |
Halfling
Lightfoot
Lucky: May re-roll a 1 on attack, ability, or save but must take new roll. | Brave: Advantage on saves vs. being frightened. | Halfling Nimbleness: Can move through the space of any creature that is a size larger. | Naturally Stealthy: Can attempt to hide even when obscured only by a creature one size larger.
stout
Lucky: May re-roll a 1 on attack, ability, or save but must take new roll. | Brave: Advantage on saves vs. being frightened. | Halfling Nimbleness: Can move through the space of any creature that is a size larger. | Stout Resilience: Advantage on saves vs. poison, and resistance vs. poison.
Draconic
Breath Weapon: (phb P.34). | Damage Resistance: vs. type associated with ancestry.
Gnome Forest
Darkvision: see in dim light within 60' as bright light, and in darkness as dim light. | Gnome Cunning: Advantage on all Int, Wis, and Cha saves vs. magic. | Speak with Small Beasts: Can communicate simple ideas with small or smaller beasts.
Gnome rock
Darkvision: see in dim light within 60' as bright light, and in darkness as dim light. | Gnome Cunning: Advantage on all Int, Wis, and Cha saves vs. magic. | Artificer’s Lore: Add 2x proficiency bonus to Intelligence (History) checks related to magic items, alchemical objects, or tech devices. | Tinker: May construct tiny clockwork device (PHB p.37). |
Halfelf
Darkvision: see in dim light within 60' as bright light, and in darkness as dim light. | Fey Ancestry: Adv on saves vs charm and immune to sleep magic. Halforc
Darkvision: see in dim light within 60' as bright light, and in darkness as dim light. | Relentless Endurance: If reduced to 0 hp, may raise it to 1 hp once until next long rest. | Savage Attacks: Roll an additional damage die on a melee critical. |
Tiefling
Darkvision: see in dim light within 60' as bright light, and in darkness as dim light. | Hellish Resistance: resistance to fire damage. | Infernal Legacy thaumaturgy (see p.43). |
Eladrin
Darkvision: see in dim light within 60' as bright light, and in darkness as dim light. | Fey Ancestry: Adv on saves vs charm and immune to sleep magic. | Trance: Do not need sleep. Semiconscious meditation for 4 hours counts as 8 hours sleep. | Fey Step: may cast Misty Step once until next long rest. |
Aasimar
Darkvision: see in dim light within 60' as bright light, and in darkness as dim light. | Celestial Resistance: resistance to Necrotic damage and Radiant damage. | Celestial Legacy (see DMG p.287).
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