My Documents
Support GM Binder!
# Races
##### Overview | ***Race*** | ***Description*** | |:----------:|:----| | [**Aarakocra**](#races-aarakocra) | The resemblance of aarakocra to birds isn't limited to physical features. Aarakocra display many of the same mannerisms of ordinary birds. They are dastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they may have collected. | | [**Aasimar**](#races-aasimar) | Descendants from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage. | | [**Awakened Blight**](#races-awakened-blight) | Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. “Awakened” Blights are those blights which have ascended to even greater intelligence and power. | | [**Centaur**](#races-centaur) | Centaur come in many different forms, and live in many different places- from secluded forests and great mountains, to the wide open grasslands, their connection with the natural world, and their bodies that so perfectly blend the mortal with the animal are probably their greatest single unifying traits. | | [**Dragonborn**](#races-dragonborn) | Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. | | [**Dwarf**](#races-dwarf) | Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. | | [**Elapidae**](#races-elapidae) | Elapidae are a serpentine race of unknown origin, making their home in only the largest oceans and longest shores. They are humanoid from the waist up, with scaly skin, a lizard-like head and long tails. | | [**Elf**](#races-elf) | Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. | | [**Feytouched**](#races-feytouched) | Many fey live for making pranks and living life to the fullest, and more often than not, these attributes can be seen in a feytouched humanoid. The other side of the fey, the manipulating and deceptive side, can almost always be found, even though they are being used unknowingly. | | [**Firbolg**](#races-firbolg) | As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws. Firbolgs use their magic to keep their presence in a forest secret. | | [**Genasi**](#races-genasi) | Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power. | | [**Gith**](#races-gith) | Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. | | [**Gnome**](#races-gnome) | Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. A gnome's energy and enthusiasm for living shines through every inch of his or her tiny body. | | [**Goblin**](#races-goblin) | Goblins are conniving, self-serving, and fierce beings. They are quick to run when they cannot see a way to win, finding it better to give up and spend their energy on something else or at least try again once they have a better plan. | | [**Goliath**](#races-goliath) | Few folk can claim to have seen a goliath, and fewer still can claim friendship with one. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. | | [**Halfling**](#races-halfling) | The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. | | [**Half-Dwarf**](#races-half-dwarf) | Walking between the ambitious world of the human and the traditional world of the dwarf, half-dwarves are constantly torn by their dual heritage. Half-dwarves are rare, both due to the unlikeliness of a human and dwarf coupling and the fact that such couplings rarely produce offspring. |
\pagebreakNum
| ***Race*** | ***Description*** | |:----------:|:----| | [**Half-Elf**](#races-half-elf) | Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. | | [**Half-Orc**](#races-half-orc) | Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury. | | [**Human**](#races-human) | In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why thy build they mighty empires on the foundations of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. | | [Kobold](#races-kobold) | Kobolds are meticulous creatures with sorcery in their blood, a variety of reptile with a strong work ethic. Discounted as pests or worse by many others, kobolds are a long-suffering race with many talents and clever tricks. Only the foolish overlook the threat that kobolds actually pose. | | [**Lizardfolk**](#races-lizardfolk) | Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. | | [**Minotaur**](#races-minotaur) | Born into the world by forbidden rites that melded powerful horned beasts with the intelligence of civilized species, the race of minotaurs is proud and domineering, assured of their superiority over lesser, merely natural races. | | [**Mousefolk**](#races-mousefolk) | The life of the Mousefolk is one spent close to the ground. With no great empires or kingdoms to call home, the Mousefolk spend their lives carving a place for themselves in the cities of the larger races or in the untamed wilds. | | [**Orc**](#races-orc) | Stuck between honor and savagery, orcs are a complicated and mostly misunderstood race that always lingers on the edge between noble barbarians and wild savages. Orc society is tribal by nature, rich with traditions, honorable, yet wild and untamed. | | [**Shadar-kai**](#races-shadar-kai) | Shadar-kai were once humans, but the weight of existence in the Shadowfell has shaped them to be slightly shorter and much thinner than their human counterparts. They promised to serve as the Raven Queen's mortal agents, and in exchange, she gave them incredibly long life and freedom from frailty. Life in shadow changed the humans, reshaping them and altering their appearance. Eventually, they were so different from humans that they became a distinct species. | | [**Shardmind**](#races-shardmind) | Shardminds are beings made of tiny crystal fragments held together by intense focus. This focus allows them to shape their bodies to look humanoid, but must be maintained at all times. Some are so skilled at controlling tiny crystal fragments that their skin appears to be almost human-like. | | [**Silva**](#races-silva) | Living in grand cities atop the tallest forests, the Silva, often misnamed as “Green Elves,” are an ancient race that look like tall, humanoid half-plant, half-elves. In actuality, they are far more similar to the former than the latter. | | [**Tabaxi**](#races-tabaxi) | Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. | | [**Tiefling**](#races-tiefling) | Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. | | [**Triton**](#races-triton) | Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above. | | [**Ursine**](#races-ursine) | Though many see the Ursine as intelligent bears, there are many differences between the Ursine and their savage cousins. A fully grown Ursine is much smaller than a bear and is almost as nimble on his hind legs as he is on all four. | | [**Vegepygmy**](#races-vegepygmy) | Vegepygmies, also called mold folk or moldies, are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce. | | [**Warforged**](#races-warforged) | Warforged appear as massive humanoids molded from a composite of materials — obsidian, iron, stone, darkwood, silver, and organic — though they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles make up the body of a warforged, topped by a mostly featureless head. |
\pagebreakNum
### Statistics
| Race | Base Age | Max Age | Base Height | Height Modifier | Base Weight | Weight Modifier | |:--:|:--:|:--:|:--:|:--|:--:|:--:| | Aarakocra | 3 | 30 | 5'0" | +2d6" | 70 lb. | x(2d4) lb. | | Aasimar | 18 | 160 | 4'8" | +2d10" | 110 lb. | x(2d4) lb. | | AwakenedBlight | 5 | 60 | 4'11" | +2d6" | 150 lb. | x(1d4) lb. | | Centaur, Asinine | 16 | 110 | 4'7" | +1d6" | 230 lb. | x(1d8) lb. | | Centaur, Cervine | 16 | 100 | 6'9" | +2d4" | 280 lb. | x(1d4) lb. | | Centaur, Equine | 16 | 90 | 8'0" | +1d10" | 400 lb. | x(1d10) lb. | | Dwarf, Duergar | 50 | 350 | 4'0" | +2d4" | 130 lb. | x(2d6) lb. | | Dwarf, Hill | 50 | 350 | 3'8" | +2d4" | 115 lb. | x(2d6) lb. | | Dwarf, Mountain | 50 | 350 | 4'0" | +2d4" | 130 lb. | x(2d6) lb. | | Dragonborn | 15 | 80 | 5'6" | +2d8" | 175 lb. | x(2d6) lb. | | Elapidae, Depthseeker | 10 | 150 | 9'7" | +2d4" | 250 lb. | x(1d10) lb. | | Elapidae, Shoreseeker | 10 | 150 | 9'7" | +2d4" | 250 lb. | x(1d10) lb. | | Elf, Aquatic | 100 | 750 | 4'8" | +2d10" | 70 lb. | x(1d4) lb. | | Elf, Drow | 100 | 750 | 4'5" | +2d6" | 75 lb. | x(1d6) lb. | | Elf, Eladrin | 100 | 850 | 4'5" | +2d8" | 80 lb. | x(1d4) lb. | | Elf, High | 100 | 750 | 4'6" | +2d10" | 90 lb. | x(1d4) lb. | | Elf, Wood | 100 | 750 | 4'6" | +2d10" | 100 lb. | x(1d4) lb. | | Feytouched | 13 | 200 | 4'0" | +1d4" | 45 lb. | x(1d4) lb. | | Firbolg | 30 | 500 | 6'2" | +2d12" | 175 lb. | x(2d6) lb. | | Genasi | 18 | 120 | 4'11" | +2d10" | 110 lb. | x(2d4) lb. | | Race | Base Age | Max Age | Base Height | Height Modifier | Base Weight | Weight Modifier | |:--:|:--:|:--:|:--:|:--|:--:|:--:| | Githyanki | 18 | 110 | 5'0" | +2d12 | 100 lb. | x(2d4) lb. | | Githzerai | 18 | 110 | 4'11" | +2d12 | 90 lb. | x(1d4) lb. | | Gnome | 40 | 500 | 2'11" | +2d4" | 35 lb. | x1 lb. | | Goblin | 8 | 60 | 3'5" | +2d4 | 35 lb. | x(2d4) lb. | | Goliath | 18 | 90 | 6'2" | +2d10" | 200 lb. | x(2d6) lb. | | Halfling | 20 | 150 | 2'7" | +2d4" | 35 lb. | x1 lb. | | Half-Dwarf | 20 | 200 | 5'0" | +2d6" | 240 lb. | x(1d6) lb. | | Half-Elf | 20 | 200 | 4'9" | +2d8" | 110 lb. | x(2d6) lb. | | Half-Orc | 14 | 75 | 4'10" | +2d10" | 140 lb. | x(2d6) lb. | | Human | 10 | 90 | 4'8" | +2d10" | 110 lb. | x(2d4) lb. | | Kobold | 6 | 120 | 2'1" | +2d4 | 25 lb. | x1 lb. | | Lizardfolk | 14 | 60 | 4'9" | +2d10" | 120 lb. | x(2d6) lb. | | Minotaur | 10 | 140 | 5'4" | +2d10" | 110 lb. | x(2d4) lb. | | Mousefolk | 5 | 40 | 2'0" | +1d6" | 25 lb. | x1 lb. | | Orc, Desert | 12 | 50 | 5'4" | +2d8 | 175 lb. | x(2d6) lb. | | Orc, Mountains | 12 | 50 | 5'4" | +2d8 | 175 lb. | x(2d6) lb. | | Orc, Plains | 12 | 50 | 5'4" | +2d8 | 175 lb. | x(2d6) lb. | | Shadar-kai | 10 | 800 | 5'11" | +1d10" | 100 lb. | x(2d4) lb. | | Shardmind | - | - | 4'8" | +2d10" | 150 lb. | x(2d4) lb. | | Silva | 1 | 250 | 5'6" | +2d6" | 90 lb. | x(1d4) lb. | | Tabaxi | 18 | 90 | 4'10" | +2d10" | 90 lb. | x(2d4) lb. | | Tiefling | 18 | 100 | 4'9" | +2d8" | 110 lb. | x(2d4) lb. | | Triton | 15 | 200 | 4'6" | +2d10" | 90 lb. | x(2d4) lb. | | Ursine | 16 | 90 | 5'6" | +3d6" | 250 lb. | x(2d4) lb. | | Vegepygmy | 1 | 30 | 2'10" | +1d4" | 40 lb. | x1 lb. | | Warforged | - | - | 4'9" | +2d10" | 200 lb. | x(1d10) lb. | >**Weight = Base Weight + (Height roll x Weight roll)** > >##### Weight in kg >**1 lb = 0,5kg** > >##### Height in cm >**1' (foot) = 30 cm** >
>**1" (inch) = 2,5 cm** \pagebreakNum ## Aarakocra Sequestered in high mountans atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren't even native to the Material Plane. They hail from a world beyond-from the boundless vistas of the Elemental Plane of Air. They are immigrants, scouts, and explorers, their outposts fuctioning in a worth both strange and alien. ### Beak and Feather From below, aarakocra look much like large birds. Only when they decend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly coloured, with feathers of red, orange, or yellow. Females have more subdued colours, usually brown or grey. Their heads complete the avian appearance, often resembling common birds, such as eagles, hawks, or parrots. ### Sky Wardens Nowhere are the aarakocra more comfortable than the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, removing with remarkable speed and grace, diving to lash opponents with weapons before turning and flying away. Once airborn, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have only pity for earthbound people forced to live and toil on the ground. ### Avian Mannerisms The resemblance of aarakocra to birds isn't limited to physical features. Aarakocra display many of the same mannerisms of ordinary birds. They are dastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they may have collected. Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra's threat might be taken as a jest and vice versa. The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, the initially find the notion of ownership mystifying. As a result, aarakocra who have little interaction with other people might be a nuisance as they snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes. They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses. \columnbreak
> ##### Aarakocra Backgrounds > > Backgrounds that are most appropriate for the aarakocra include the outlander, the hermit, and the sage. > > The small colonies of aarakocra that exist are usually insular and remote, and few aarakocra live away from their roosts; no more than a few dozen aarakocra live away from the nests of their families. Those that do are usually fighters or rangers, constantly patrolling for outside threats.
Art by Concept Art House
\pagebreakNum Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, enyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight. ### Homelands Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes' designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests. Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging further should game become scarce. ### Great Purpose Aarakocra enjoy peace and solitude. Most of them have little intrest in dealing with other people. For this reason, it takes an exceptional circumstances for an aarakocra to leave their tribe and undertake the adventurer's life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer's chosen path. Two other circmstances might call an aarakocra to adventure. First, aarakocra have historical ties to the Wind Dukes of Aqaa. Exceptional individuals honor that connection and might seek out the missing pieces of the *Rod of Seven Parts*, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos' monsterous champion, Miska the Wolf-Spider. When plunged into Miska's body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defence against the agents of elemental evil. Second, aarakocra are sworn foes of elemental earth, in paticular the gargoyles that serve Ogrémoch, the Prince of Earth. The Aarakocra word for gargoyle is loosely translated as “flying rock,” and battles between aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts. ### Aarakocra Names As with much of their speech, aarakocra names include clicksand whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names. \columnbreak **Aarakocra Names:** Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, Zeed. ### Aarakocra Personality The aarakocra rarely live a life outside their village, and it shows in the way they act around others. You can select, roll, or adapt a aarakocra-specific quirk from the Aarakocra Quirks table. Use the quirk to inform how you portray your character. ##### Aarakocra Quirks | d6 | Quirk | |:-:|:-| | 1 | You assume that anything anyone offers you is free. If they wanted you to pay for it, why would they hand it to you? | 2 | You hate sleeping indoors, and would much rather be perched in a sturdy branch. | 3 | You can't help but attempt to keep your friends clean, and are always brushing dust off them. | 4 | You often take small object and trinkets that you don't think others will miss. | 5 | You sometimes think that dwarves are blind because they live underground. | 6 | You believe no other race appreciates the wide, open air as much as you do.
Art by John Severin Brassell
\pagebreakNum ### Aarakocra Traits As an aarakocra, you have certain traits in common with other aarakocra. ***Ability Score Increase.*** Your Dexterity score increases
by 2. ***Age.*** Aarakocra reach maturity by age 15. Compared to humans, aarakocra don't usually live longer than 60 years. ***Alignment.*** Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend towards chaotic. ***Size.*** Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 25 feet. ***Peak Dwellers.*** You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to strong wind, as described in chapter 5 of the *Dungeon Master's Guide.* ***Talons.*** You can use your talons as cat's claws (the weapon, check Compendium - Equipment) which you are proficient with. These weapons does not occupy your hands or feet. ***Wings.*** Your wings are strong enough to fully support you in the air. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. However, your wings are only able to properly support you. You can't carry another creature or move one grappled by you while flying. Furthermore, you can't wear any kind of armour that doesn't accommodate your wings, though armour can be made to accommodate your wings with the right tools and expertise. Finally, your body is naturally adapted to the turbulent and fast winds of the Elemental Plane of Air. While on the Elemental Plane of Air, the flying speed granted by your Wings trait is doubled. \columnbreak ***Languages.*** You can speak, read, and write Common, Aarakocra, and Auran. ***Subrace.*** Aarakocra are loosly divided by their upbringing in their tribe, which are the braveheart and the sagesoul. The braveheart act as defenders of the tribe, while the sagesoul act as shamans and hunters. Choose one of these subraces. #### Braveheart Aarakocra Braveheart aarakocra act as defenders of their tribe, and are able to easily fight off anything that would threaten them. ***Ability Score Increase.*** Your Strength score increases
by 1. ***Aerial Superiority.*** When you damage a creature with an attack or a spell and the creature doesn't have a flying or hover speed, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. ***Strong Wings.*** You can make use of your flying speed while wearing medium or heavy armour. #### Sagesoul Aarakocra Sagesoul aarakocra are more intune with the Elemental Plane of Air, and can call on limited elemental magic. ***Ability Score Increase.*** Your Wisdom score increases
by 1. ***Breeze Callers*** Your attunement to the air plane allows you to cast spells that reflect the elemental air. You know the *gust* cantrip. Once you reach 3rd level, you can cast the *fog cloud* spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the *gust of wind* spell; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for these spells.
Art by FerdinandLadera
\pagebreakNum
## Aasimar Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage. ### Celestial Champions Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice. From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness. Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world. ### Hidden Wanderers While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance. When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent. \columnbreak
### Aasimar Guides An aasimar, except for one who has turned to evil, has a link to an angelic being. That being- usually a deva provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide. ##### Angelic Guide
| d6 | Name | |:---|:--| | 1 | Tadriel | | 2 | Myllandra | | 3 | Seraphina | | 4 | Galladia | | 5 | Mykiel | | 6 | Valandras | | d6 | Nature | |:---|:--| | 1 | Bookish and lecturing | | 2 | Compassionate and hopeful | | 3 | Practical and lighthearted | | 4 | Fierce and vengeful | | 5 | Stern and judgemental | | 6 | Kind and parental |
Art by Aleksi Briclot
\pagebreakNum \columnbreak ### Conflicted Souls Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them. Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible. ### Aasimar Names Most aasimar are born from human parents, and they use the same naming conventions as their native culture. ### Aasimar Traits Your aasimar character has the following racial traits. ***Ability Score Increase.*** Your Charisma score increases by 2. ***Age.*** Aasimar mature at the same rate as humans, but they can live up to 160 years. ***Alignment.*** Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil. ***Size.*** Aasimar have the same range of height and weight as humans. ***Speed.*** Your base walking speed is 30 feet. ***Low-light Vision.*** Blessed with a radiant soul, your vision can cut through darker areas. You can see in dim light within 60 feet of you as if it were bright light. ***Celestial Resistance.*** You have resistance to necrotic damage and radiant damage. ***Healing Hands.*** As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. ***Light Bearer.*** You know the *light* cantrip. Charisma is your spellcasting ability for it. ***Languages.*** You can speak, read, and write Common and Celestial. ***Subrace.*** Three subraces of aasimar exist: protector aasimar, scourge aasimar, and fallen aasimar. Choose one of them for your character. #### Protector Aasimar Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wher,ever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.
Art by Kingdom Under Fire 2
\pagebreakNum ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Radiant Soul.*** Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. #### Scourge Aasimar Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all—consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Radiant Consumption.*** Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest. #### Fallen Aasimar An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen—a group of aasimar whose inner light has been replaced by shadow. ***Ability Score Increase.*** Your Strength score increases by 1. ***Necrotic Shroud.*** Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
>##### Falling from Grace or Rising to It >With your DM's consent, you can change your character's subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability score increase, with those of a fallen aasimar. > >Similarly, if your faJlen aasimar turns to good, your DM might allow you to become a protector or scourge aasimar.
Art by Charlie_Bowater
\pagebreakNum
## Awakened Blight Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. “Awakened” blights are those blights which have ascended to even greater intelligence and power. Although most still follow their evil masters, the awakened ones are able to stray from that path if they so desire. Although they are not necessarily evil, an Awakened Blight is still feared and hunted wherever they go. Most races of the world do not consider awakened blights a race, but instead consider them monstrosities. ### Roots of the Gulthias Tree Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire's evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown. ### Dark Conquest Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption. In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days. \columnbreak
### Evil Heritage Awakened blights are independent creatures, but most are still influenced by their evil past. They tend towards the evil alignments, and are most often not welcome in civilized places. It is in their nature to carry on the evil legacy of their forefathers. ### Awakened Blight Names When Blights awaken, they generally take on any name that they have heard. Their names may be based off of elves, dwarves, humans, halflings - any race that they have encountered. ### Awakened Blight Traits Your awakened blight character has certain traits derived from its blighted nature. ***Ability Score Increase.*** Your Strength and Constitution score increases by 2. ***Age.*** Blights become awakened a few years after they are grown, if they become awakened at all. They generally live under 60 years after they are awakened. ***Alignment.*** Most Awakened Blights retain their evil nature, still serving their ancient evils. They are generally neutral, not tending towards either chaotic or lawful. ***Size.*** Awakened Blights are about 5-6 feet tall. They weigh about 150-200 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Blindsight.*** Possessing no real eyes, Awakened Blights have adapted to see without them. You gain Blindsight with a radius of 30 feet, and you are unaffected by the blinded condition within the area of your blindsight. However, you are blind beyond this radius. ***Constricting Vines.*** You know the *thorn whip* cantrip and you can add your Strength modifier to the damage it deals. Constitution is your spellcasting ability for this spell. Whenever you cast this cantrip and use it to bring a creature within 5 feet of you, you can use a bonus action to attempt to grapple the target as long as you have one hand free. ***Natural Armor.*** Your skin is made of thick bark and vines. When you aren’t wearing armor, your AC is equal to 13 + your Dexterity modifier. ***Languages.*** You can speak, read, and write Common and one other language of your choice.
Art by Kekai Kotaki
\pagebreakNum
## Centaur Centaur come in many different forms, and live in many different places- from secluded forests and great mountains, to the wide open grasslands, their connection with the natural world, and their bodies that so perfectly blend the mortal with the animal are probably their greatest single unifying traits. The Centaur Tribes hold respect for one's self, one's people, and for the natural world to be most the most important things in life. ### Strong and Wise A Centaur is physically defined by an almost perfect blend of beastly and humanoid traits. They have well-muscled bodies, and even the lithest among them having a certain supple strength. Mentally they are as intelligent as any other mortal race, with an intution and a sense for animals that far surpasses their more human counterparts. ### A Tribal People Regardless of type, Centaur communities take two forms-- the first is traditionally known as the herd: roving tribes of Centaur following their food sources and staying ahead of their enemies. The other is distinctly modern: mixed rural communities of Centaur and others whom work hand in hand to protect and sustain their existences. In either case, Centaur hold loyalty to the community as high in their esteem and will certainly fight to preserve the safety of their herd, whether that herd is the tribe, the village, or a company of adventurers. \columnbreak
Centaur are usually serious and hardworking with a typically stern disposition, but that isn't to suggest that they are always morose, the typical Centaur loves to celebrate the culmination of their labors with good food and drink, laughter amongst friends, and dancing. Festivals punctuating the Autumn and Spring are the typical causes for such celebration. Centaur respond to danger with courage and boldness, putting the safety of the herd before their own. Amidst the weapons used by Centaur Warriors, hafted weapons like spears and axes are particularly beloved. Other Centaur choose to protect their communities with powerful druidic magic and most Centaur communities are led or advised by some variety of druidic shaman. ### Wary of Outsiders Centaur communities, whether they be mixed race or purely Centaur, are typically deeply suspicious of outsiders. Those from outside the herd are seen as potential dangers, and are unlikely to be trusted. For this reason, most such communities will be loath to ask for outside help, even as problems present themselves as being too large to handle on their own-- adventurers may have to prove themselves many times over before they are given the trust of the herd. Once the trust of the herd has been achieved however, there are few more loyal allies. Centaur make loyal companions, and tend to make friends for life- viewing life as a series of hardships to be overcome by strong bonds of family and friendship.
Art by Russel Dongjun Lu
\pagebreakNum ### Centaur Names Centaur favor names that favor a hard consonant in every syllable. For surnames they tend to identify themselves as a member of a regional herd, more than individual families- as a result such a name can change over the course of their life as their herd itself might change. **Male Names:** Kardus, Tinskell, Sarm, Seltari, Burdock. **Female Names:** Selva, Kori, Helgra, Valtora, Chamri. **Herd Names:** Herd of the Great Forest, Herd of the River Plains, Herd of the Western Pass. ### Centaur traits Your Centaur has a variety of natural abilities, the result of their unique physicality and culture. ***Ability Score Increase.*** Your Wisdom score increases by 2. ***Age.*** Centaur typically live around the same length as humans, living to about 80 normally, with some living to be nearly 110 years of age. ***Alignment.*** Centaurs are ultimately social creatures whom value group cohesion above all else, they tend toward lawful alignments, and have a propensity for neutrality- the wellbeing of their own clan being their primary motivation. ***Centaur Weapons Training.*** You have proficiency with the lance, spear, battleaxe, and shortbow. ***Natural Cavalry.*** You may serve as a mount for a single creature your size or smaller, when you do so you always act independently of your rider. You also count as mounted at all times for the purposes of equipment, and any creature you carry in this way counts as half their normal weight for the purpose of determining whether or not you are encumbered. ***Languages.*** You can speak, read, and write Common and one extra language of your choice. Centaur spends time trading with other races, and depending on what other peoples your herd regularly deals with, you might be versed in tongues such as Elvish, Dwarvish, or Sylvan. ***Subrace.*** Centaurs are a race deeply in tune with the natural world, and while all Centaurs share certain common traits, as well as a deep and abiding love for their Herd- different lands have given rise to different breeds of Centaur: equine centaur, cervine centaur, and asinine centaur. Choose one of these subraces for you Centaur character. #### Asinine Centaur As an Asinine Centaur, you are the toughest Centaur breed. Smaller than your Equine or Cervine cousins your herd lives picking its way through mountain passes and other high places. Regardless of conditions, the tough donkey-like bodies of Asinine Centaur are ready to endure and adapt, and Herds of Asinine have been known to range the same mountains for generations, stubbornly clinging to the land regardless of whatever might threaten them. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Size.*** Asinine centaur are the smallest centaur at 5 feet tall, and weighing around 250 pounds. Your size is Small. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Art by Jamiero
\pagebreakNum ***Stubborn.*** You have advantage on saving throws against being charmed. ***Sure-Footed.*** You ignore non-magical difficult terrain. ***Toughness.*** Your hit point maximum also increases by 1 and it increases by 1 every time you gain a level. ***Speed.*** Your base walking speed is 30 feet. #### Cervine Centaur As a Cervine Centaur, life for your Herd is intimately tied to a mystical understanding of the natural world. The most prolific magic users among the different Breeds of Centaur, they possess keen minds and the slender, agile bodies of Deer. Each Cervine Herd is led by a small cabal of druids whom guide their people wisely. Cervine Herds live in the forested lands of Eleath, where they spend most of their time protecting the natural way of life. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Size.*** The Cervine centaur are smaller than their Equine cousins, at 7 feet tall and weighing at most 300 pounds. Your size is Medium. ***Low-light vision.*** Accustomed to twilight forests and the night sky, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. ***Mystical Culture.*** As a Cervine Centaur, you have a natural talent for magic. You know the *Druidcraft* cantrip. When you reach 3rd level, you can cast the *faerie fire* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for both spells. ***Speed.*** Your base walking speed is 40 feet. \columnbreak #### Equine Centaur As an Equine Centaur you are the strongest amongst the centaur and possess rippling muscles unmatched by any other type of Centaur. Equine Centaur are known for their stern and capable warriors, soldiers fully capable of fighting even the most terrifying threats and overwhelming them with their incredible power. The Equine centaur live together with the wild elves and ursine of Aerathiat, where they protect the sacred jungles of their homeland. ***Ability Score Increase.*** Your Strength score increases by 1. ***Size.*** Equine centaur are the largest and tallest of the centaur races, standing at least 8 feet tall and weighing between 400 and 500 pounds. Your Size is Medium. ***Charge.*** If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack, you can choose to make the attack with advantage. ***Heavy.*** You have disadvantage on Dexterity (Acrobatics) and Strength (Athletics) checks associated with climbing. ***Speed.*** Your base walking speed is 40 feet. > ##### Asinine Centaur as Mounts > The Natural Cavalry feature states that a Centaur can carry a creature of your own size or smaller and function as a mount. The asinine centaur's Powerful Build feature is intended to qualify it to act as a mount for creatures a size larger than it as well.
Art by Jasper Sandner
\pagebreakNum ## Dragonborn Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life. The blood of a particular type of dragon runs strong through all dragonborn. A dragonborn’s color imparts many traits upon them, including varying types of breath weapon, as well as scales that closely match those of their dragon ancestor — bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze. #### Dragonborn Traits Your draconic heritage manifests in a variety of traits you share with other dragonborn, as well as unique aspects based on your color. ***Age.*** Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. ***Alignment.*** Dragonborn tend to extremes, with chromatic dragonborn taking on their ancestor’s cruelty and malice, while metallic dragonborn follow ideals of benevolence and justice. ***Size.*** Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Breath Weapon.*** You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 6th level, 5d6 at 11th level, and 6d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. ***Natural Armor.*** You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. ***Languages.*** You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. \columnbreak
***Color.*** In the same manner as true dragons, dragonborn are divided into a number of different colors. These colors fall into two categories, the chromatics — black, blue, green, red, and white — and the metallics — brass, bronze, copper, gold, and silver. #### Black ***Ability Score Increase.*** Your Constitution score increases by 2, and your Strength score increases by 1. ***Draconic Ancestry.*** Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage. ***Brutal and Cruel.*** You add your Constitution modifier to the damage of your breath weapon. #### Blue **Ability Score Increase.** Your Strength, Dexterity, and Constitution scores each increase by 1. ***Draconic Ancestry.*** Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage. ***Desert Predator.*** As an action, you can burrow yourself into sand or other loose soil. Creatures that attempt to detect you take a −5 penalty to their Wisdom (Perception) checks as long as you remain there without moving or taking actions.
Art by Svetoslav Petrov
\pagebreakNum #### Brass ***Ability Score Increase.*** Your Strength score increases by 2, and your Charisma score increases by 1 ***Draconic Ancestry.*** Your breath weapon deals fire damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage. ***Boldly Talkative.*** You have proficiency in Persuasion. #### Bronze **Ability Score Increase.** Your Strength, Constitution, and Charisma scores each increase by 1. ***Draconic Ancestry.*** Your breath weapon deals lightning damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to lightning damage. ***Dragon of the Coast.*** You have a swim speed of 30 feet. #### Copper ***Ability Score Increase.*** Your Charisma score increases by 2, and your Strength score increases by 1. ***Draconic Ancestry.*** Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage. ***Good Host.*** You have proficiency in Performance, and can speak, read, and write one extra language of your choice. #### Gold ***Ability Score Increase.*** Your Wisdom score increases by 2, and your Charisma score increases by 1. ***Draconic Ancestry.*** Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage. ***Reserved Companion.*** You have proficiency in Insight. #### Green ***Ability Score Increase.*** Your Charisma score increases by 2, and your Strength score increases by 1. ***Draconic Ancestry.*** Your breath weapon deals poison damage in a 15-foot cone. Your breath weapon imposes a Consitution saving throw. You have resistance to poison damage. ***Manipulative Schemer.*** You have proficiency in Deception. #### Red **Ability Score Increase.** Your Strength score increases by 2, and your Constitution score increases by 1. ***Draconic Ancestry.*** Your breath weapon deals fire damage in a 15-foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to fire damage. ***Arrogant Tyrant.*** You have advantage on saving throws to avoid being charmed or frightened.
Art by u/Devtexture
\pagebreakNum #### Silver ***Ability Score Increase.*** Your Intelligence score increases by 2, and your Strength score increases by 1. ***Draconic Ancestry.*** Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Consitution saving throw. You have resistance to cold damage. ***Hoarding History.*** You have proficiency in History. #### White ***Ability Score Increase.*** Your Constitution score increases by 2, and your Strength score increases by 1. ***Draconic Ancestry.*** Your breath weapon deals cold damage in a 15-foot cone. Your breath weapon imposes a Consitution saving throw. You have resistance to cold damage. ***Primal and Vengeful.*** You have proficiency in Survival. \columnbreak
> ##### Dragonborn Sorcerers > The Draconic Bloodline Sorcererous Origin has multiple features that overlap with this version of Dragonborn’s features at 1st level. Dragonborn Draconic Sorcerers also gain the following feature at 1st level: > >Your greater attunement to your draconic heritage grants you a more powerful breath weapon. Your breath weapon damage increases to 4d6. The damage increases to 5d6 at 6th level, 6d6 at 11th level, and 7d6 at 16th level.
Art by Tomasz Chistowski
\pagebreakNum ## Dwarf Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs — these common threads unite all dwarves. ### Short and Stout Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully. ### Long Memory, Long Grudges Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Bal-Bofgal can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack. Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge. Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.
Art by kikicianjur
\pagebreakNum ### Clans and Kingdoms Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metais and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf. Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty. ### Gods, Gold, and Clan Dwarves who take up the adventuring life might be motivated by a desire for treasure — for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled, or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago. ### Dwarf Names A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place. ___ **Male Names:** Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal **Female Names:** Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra **Clan Names:** Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakein, Torunn, Ungart \columnbreak >##### Slow to Trust > >Dwarves get along passably well with most other races. "The difference between an acquaintance and a friend is about a hundred years," is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf's trust. > >**Elves.** "It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do." > >**Halflings.** "Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?" > >**Humans.** "You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin — a daughter or granddaughter, maybe — who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go! They set heir hearts on something, they'll get it, whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not."
Art by Vadim Marchenkov
\pagebreakNum ### Dwarf Traits Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. ***Ability Score Increase.*** Your Constitution score increases by 2. ***Age.*** Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. ***Alignment.*** Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. ***Size.*** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. ***Darkvision.*** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. \columnbreak ***Dwarven Resilience.*** You have advantage on saving throws against poison, and you have resistance against poison damage. ***Dwarven Combat Training.*** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. ***Tool Proficieney.*** You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. ***Stonecunning.*** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. ***Languages.*** You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. ***Subrace.*** Three main subraces of dwarves populate the world: dark dwarves, hill dwarves, and mountain dwarves. Choose one of these subraces.
Art by Vadim Marchenkov
\pagebreakNum #### Dark Dwarf (Duergar) Traits Dark Dwarves (more commonly known as duergar) see themselves as the true manifestation of dwarven ideals, clever enough not to be taken in by the treacherous deceptions of Moradin and his false promises. Their period of enslavement and the revolt against the mindflayers led by their god, Laduguer, purged the influence of the other dwarven gods from their souls and thus made them into the superior race. Duergar have no appreciation for beauty, that ability having been erased from their minds by the mind flayers long ago and any thought of recapturing it obliterated by Moradin's betrayal. The duergar lead bleak, grim lives devoid of happiness or satisfaction, but they see that as their defining strength — the root of duergar pride, as it were — rather than a drawback to be corrected. ***Ability Score Increase.*** Your Strength score increases by 1. ***Superior Darkvision.*** Your darkvision has a radius of 120 feet. ***Extra Language.*** You can speak, read, and write Undercommon. ***Duergar Resilience.*** You have advantage on saving throws against illusions and against being charmed or paralyzed. ***Duergar Magic.*** When you reach 3rd level, you can cast the *enlarge/reduce* spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the *invisibility* spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you a re trying to perceive is in direct sunlight. #### Hill Dwarf As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Qodar and the ruling Bal-clan of Bofgak are hill dwarves. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Dwarven Toughness.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. #### Mountain Dwarf As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration, The shield dwarves of Revien, as well as the Fal clan of Bofgak, are mountain dwarves. ***Ability Score Increase.*** Your Strength score increases by 2. ***Dwarven Armor Training.*** You have proficiency with light and medium armor. \columnbreak
>##### Out of the Darkness >A few duergar leave their underground strongholds, and even fewer head to the surface to find a new life. Some pick up their belief in Moradin in hopes that he will protect them from the unknown. Most find work as mercenaries or soldiers, or find their way into a criminal syndicate. > >You can remove the **Superior Darkvision** of the duergar, and replace it with regular **Darkvision**. By doing so you also remove the **Sunlight Sensitivity**.
Art by Ivan Stan
\pagebreakNum
## Elapidae Elapidae are a serpentine race of unknown origin, making their home in only the largest oceans and longest shores. They are humanoid from the waist up, with scaly skin, a lizard-like head and long tails. Rarely seen before the last two hundred years, elapidae are not considered a common race - the vast majority of them still stay far away beneath the surface, never making contact with any of the land-dwelling races. ### Home in the Water Elapidae have evolved for life in the depths of the ocean: they are far better swimmers than they are slitherers. Many of those who work with the land-dwelling races still gravitate towards the sea, becoming renowned sailors and fishermen. They can use their amphibious nature to their advantage, working on jobs far underwater where an air-breathing creature would be unable to go. Their structures stretch from the ocean depths to just above the surface. These underwater constructions are elaborate, built to incorporate coral reefs and natural caverns. From above the water, they look like series bright lights surrounding a dark obelisk. ### Religious Fervor Religion is at the heart of elapidian society, and the great stone obelisks are at the heart of elapidian religion. The obelisks are rare, eerily smooth stones made from a jet black rock, poking far above the ocean floor. According to their priesthood, the obelisks mark where enlightened ones ascended to some higher realm, where they now watch over the elapidae as gods. Elapdian doctrine tells of these gods' return to the material plane, where they will create a pure and just heaven on earth. The elapidae regularly attempt to predict the time of this return, but they have yet to be successful. \columnbreak
### Elapidae Names Elapidae are given names by their parents at birth, in accordance to tradition. Names are often reused over and over again, with males often having the name of their father and females of their mother. ___ **Male Names:** Arcanoss, Devioss, Necross, Neoss, Damoss, Hypnoss, Muross, Oratoss, Risloss, Traloss, Vieoss, Zaloss **Female Names:** Alossa, Chalissa, Karassa, Mirissa, Rowassa, Shaessa, Telessa, Westrassa, Zelissa ### Elapidae Traits As an elapidae you have the following traits: ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Age.*** Elapidae mature at the same rate as humans. On average, they live about 150 years. ***Alignment.*** The elapidae tend towards extremes. They are most often either good or evil, not neutral. They are most often lawful creatures, preferring to work in large socities. ***Size.*** Most elapidae stand at about 6 feet tall, though their total body length including tail is often longer than 10 feet. Their weight ranges from 250 to 350 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 25 feet. ***Born of the Watery Depths.*** You have a swimming speed of 40 feet, and you can breathe air and water. ***Protective Coat.*** You have resistance against acid damage. ***Languages.*** You can speak, read, and write Common and Aquan. ***Subrace.*** Two main subraces of elapidae are known: Depthseekers and Shoreseekers.
Art by funnyberserker
\pagebreakNum #### Depthseeker As a depthseeker, you come from the dark depths of the ocean. The dark depths is where their religion is at its strongest. By spending much of your life swimming in deep and dangerous waters, you have become stronger and your scales have evolved to protect you from the dangers of the depths. ***Ability Score Increase.*** Your Strength score increases by 2 and your Wisdom score increases by 1. ***Superior Darkvision.*** Accustomed to the darkest depths of the ocean, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you a re trying to perceive is in direct sunlight. ***Attuned to the Depths.*** Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment. ***Slippery Scales.*** You have advantage on ability checks and saving throws made to escape a grapple. ***Extra Language.*** You can speak, read, and write Abyssal. #### Shoreseeker As a shoreseeker, you make your home on the vast shores and beaches lining the ocean. Living partly above water have made your scales tougher. Shoreseekers have much more contact with other intelligent races, and have become good tradesmen and mercenaries, often working for anyone that pays enough gold. They spend a great deal of their time on land, dealing with the other races and sea-side ports and cities. ***Ability Score Increase.*** Your Charisma score increases by 2. ***Land-born.*** Your base walking speed increases to 30 feet. ***Low-light vision.*** Living below waters close to the shores have improved your vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. ***Merchant's Insight.*** You have proficiency in Insight. You have advantage on ability checks made to determine the selling price or to haggle the price of an object or service. ***Tough Scales.*** You have tough scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. >##### Leaving the Depths >It takes something extraordinary for depthseekers to leave their homes in the ocean, but when they do so with a singular purpose. > >You can remove the **Superior Darkvision** of the depthseeker, and replace it with regular **Darkvision**. By doing so you also remove the **Sunlight Sensitivity**.
Art by unknown artist
\pagebreakNum
## Elf Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world. ### Slender and Graceful With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females. Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry. ### A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter lived races more deeply, They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy. ### Hidden Woodland Elves Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magie allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining). Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children. ### Exploration and Adventure Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.
Art by unknown artist
\pagebreakNum \columnbreak ### Elf Names Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names. On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version. ___ **Child Names:** Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vali **Male Adult Names:** Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carrie, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo. Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis **Female Adult Names:** Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, lelenia,jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia **Family Names (Common Translations):** Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal) >##### Haughty but Gracious >Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations which is most non-elves. Still, they can find good in just about anyone. > >**Dwarves.** "Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality." > >**Halflings.** "Halflings are people of simple pleasures, and that is not a quality to scorn. they're good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises." > >**Humans.** "All that haste, their ambition and drive to accomplish something before their brief lives pass away human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement."
Art by Tomasz Chistowski
\pagebreakNum ### Elf Traits Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. ***Ability Score Increase.*** Your Dexterity score increases by 2. ***Age.*** Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. ***Alignment.*** Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value aod protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. ***Size.*** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Low-light vision.*** Accustomed to twilit forests and the night sky, you have improved vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. ***Keen Senses.*** You have proficiency in the Perception skill. ***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic can't put you to sleep. ***Trance.*** Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. ***Languages.*** You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. ***Subrace.*** Ancient divides among the elven people resulted in five main subraces: dark elves (who are commonly called drow), eladrin, high elves, sea elves, and wood elves. Choose one of these subraces. These subraces are divided even further, so if you wish, you can choose a narrower subrace. >##### Banished From the Dark >Drow rarely venture out to the surface for more than raiding, collecting slaves or killing the children of Corellon. Though it does sometime happen that drow are banished from their communities and cities, some of which head to the surface where they usually live a life among the gutters of the world. > > You can remove the **Superior Darkvision** of the drow, and replace it with regular **Darkvision**. By doing so you also remove the **Sunlight Sensitivity**.
Art by unknown artist
\pagebreakNum #### Dark Elf (Drow) Descended from an earlier subrace of dark-skinned elves; the drow were banished from the surface world for following the goddess Lolth down the path to evil and corruption. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves. Drow adventurers are rare, and the race have made many enemies above ground. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Superior Darkvision.*** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. ***Drow Magic.*** You know the *dancing lights* cantrip. When you reach 3rd level, you can cast the *faerie fire* spell once per day. When you reach 5th level, you can also cast the *darkness* spell once per day. You regain the ability to cast both spells after a long rest. Charisma is your spellcasting ability for these spells. ***Drow Weapon Training.*** You have proficiency with rapiers, shortswords, and hand crossbows. \columnbreak #### Eladrin Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. The other elves have lost much of their connection to the fey, but not the eladrin, they are creatures of magic with strong ties to nature, eladrin live in the twilight realm of the Feywild. Their cities sometimes cross over to the Material Plane, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild. An ability that sets the eladrin apart from other elves is their ability to step through the boundary between the planes, disappearing for a moment before reappearing somewhere else. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Fey Step.*** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains the following benefit: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it. The DC equals 8 + your proficiency bonus + your Charisma modifier. >##### The Darkness of the Drow >To most, they are a race of demon-worshipping marauders dwelling in the subterranean depths of the Underdark, emerging only on the blackest nights to pillage and slaughter the surface dwellers they despise. Their society is depraved and preoccupied wilh the favor of Lolth, their spider-goddess, who sanctions murder and the extermination of entire families as noble houses vie for position. > >Drow grow up believing that surface-dwelling races are inferior, worthless except as slaves. Drow who develop a conscience or find it necessary to cooperate with members of other races find it hard to overcome that prejudice, especially when they are so often on the receiving end of hatred.
Art by artpox
\pagebreakNum #### High Elf As a high elf, you have a keen mind and a mastery of at least the basics of magic. There are two types of high elves. The sun elves of Ilnessel are haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type, moon elves, are more common and more friendly, and often encountered among humans and other races having no land of their own. The sun elves (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blood. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Artisans.*** You gain proficiency with 2 artisan's tools of your choice. ***Elf Weapon Training.*** You have proficiency with the longsword, shortsword, shortbow, and longbow. ***In Touch with the Arcane.*** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for this spell. ***Extra Languages.*** You can speak, read, and write two extra languages of your choice. \columnbreak #### Sea Elf Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Sea Elf Training.*** You have proficiency with the spear, trident, light crossbow, and net. ***Child of the Sea.*** You have a swimming speed of 30 feet, and you can breathe air and water. ***Friend of the Sea.*** Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. ***Languages.*** You can speak, read, and write Aquan. #### Wood Elf As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves of Aerathiat, as well as the wood elves of Eleath. Wood elves (also called green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel. Wild elves (often called grugach, sometimes jungle elves) are an offspring of the wood elves, are also reclusive and distrusting but their community is centered around a martial society. Wild elves' skin tends to be brownish in hue, sometimes with traces of green. Their hair are mostly black but with some streaks of brown or copper. Their eyes are green, brown, or hazel. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Elf Weapon Training.*** You have proficiency with the longsword, shortsword, shortbow, and longbow. ***Fleet of Foot.*** Your base walking speed increases to 35 feet. ***Friend of the Wild.*** You have proficiency in the Handle Animal skill. ***Mask of the Wild.*** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Art by Tomasz Chistowski
\pagebreakNum ## Feytouched Touched by the feywilds, feytouched have a certain aura of mystique and etherealness about them. Where the elves are direct descendants from the eldarin, and tieflings have the blood of devils running through their veins, the origin of feytouched are not that simple. They have been born of fey interaction with humans or elves but often unknowingly. feytouched look like humans or elves, but on the shorter scale and most often showing no signs of aging after growing of age. ### Cursed by the Unknown Most species consider the offspring of a fey coupling monsters or at least cursed individuals. This makes growing up without manipulating their way forward almost impossible. Even though they are direct descendants of fey they have very limited fey powers which to people realizing they are being manipulated and then hunting them down if they are not careful. Many feytouched never learn why they are being shunned or outcast from society and have to live their life carefully. It doesn't help that their bodies never fully mature like the people around them. ### Curious but Cautious Many fey live for making pranks and living life to the fullest, and more often than not, these attributes can be seen in a feytouched humanoid. The other side of the fey, the manipulating and deceptive side, can almost always be found, even though they are being used unknowingly. Living in constant fear of getting hunted usually makes them very cautious of who to trust, but when they do trust someone they make sure that that trust goes both ways. ### Feytouched Names Most often feytouched gets a human or elven name at birth like a regular child, though sometimes their fey heritage can be seen at an exceptionally early stage. As fey touched are known as bad omens they are often taken out into the woods to be left for dead, if they survive this they usually take a name from a flower or other plant which meant much to their survival. ### Feytouched Traits Feytouched share certain racial traits as a result of their fey influence. ***Ability Score Increase.*** Your Charisma score increases by 2, and your Dexterity score increases by 1. ***Age.*** Fey Touched reach maturity at about 13 years for those with human parents or around 70 for those of elven descent and live to around 200 years old. ***Alignment.*** Fey Touched are their own masters and usually live by their influences, often turning towards a Chaotic alignment. ***Size.*** Fey Touched are generally towards the smaller scale and build of humans, or even smaller than that if they were born from elven parents. Your size is Small. ***Speed.*** Your base walking speed is 30 feet. ***Low-light vision.*** Your fey blood have granted you improved vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. ***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic can't put you to sleep. ***Fey Magic.*** You know the *friends* cantrip. When you reach 3rd level, you can cast the *faerie fire* spell once per day. When you reach 5th level, you can also cast the *suggestion* spell once per day. Charisma is your spellcasting ability for these spells. ***Heart Sight.*** Using an action the feytouched touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. ***Surviving in the Shadows.*** Growing up, you have been forced to hide your presence among others. You gain proficiency in the Stealth skill. ***Trance.*** Due to their fey blood, feytouched have no need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. ***Languages.*** You can speak, read, and write Common and Sylvan.
Art by Alexander Nanitchkov
\pagebreakNum
## Firbolg Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic. ### Humble Guardians Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life. In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime. In a firbolg's eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short? ### Natural Druids Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic. \columnbreak
Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only the group's needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine. ### Hidden Shepherds As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws. Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest. Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs' presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better. If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack.
Art by Hillary Wilson
\pagebreakNum ### Outcast Adventurers As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category. Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home. Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world. A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible. The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home. ##### Firbolg Adventurers | d8 | Reason for Adventuring | |:---:|:-----------:| | 1 | Outcast for murder | | 2 | Outcast for severely damaging home territory | | 3 | Clan slain by invading humanoids | | 4 | Clan slain by a dragon or demon | | 5 | Separated from the tribe and lost | | 6 | Homeland destroyed by natural disaster | | 7 | Personal quest ordained by omens | | 8 | Dispatched on a quest by tribe leaders | ### Firbolg Names Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions. By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it "home." Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish.
Art by devtexture
\pagebreakNum ### Firbolg Traits Your firbolg character has the following racial traits. ***Ability Score Increase.*** Your Wisdom score increases by 2, and your Strength score increases by 1. ***Age.*** As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years. ***Alignment.*** As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind. ***Size.*** Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Firbolg Magic.*** You can cast *detect magic* and *disguise self* with this trait, using Wisdom as your spell casting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of *disguise self*, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves. ***Nature's Friend.*** You gain proficiency in either the Handle Animal or Nature skill. ***Hidden Step.*** As a bonus action, you can magically tum invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Speech of Beast and Leaf.*** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. ***Languages.*** You can speak, read, and write Common, Elvish, and Giant. \columnbreak
>##### Firbolg Classes >Most firbolgs are druids, rangers, or fighters. Among their kind, these vocations are passed down from one generation to the next. The firbolgs' magical heritage also expresses itself in other ways; those who become bards preserve the clan's lore, and firbolg sorcerers defend their communities. Firbolg wizards arise when a clan becomes friendly with elves. > >Firbolg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements. > >Firbolg barbarians are rare except among clans that face constant threats from evil humanoids and other invaders. Firbolg clerics and paladins are usually dedicated to nature gods and are seen as enforcers of that god's will. Firbolg warlocks are rare, but some clans forge alliances and arcane pacts with powerful fey beings. Firbolg monks are almost entirely unheard of, though a monastery might take in the young survivors of a devastated firbolg clan.
Art by Le Vuong
\pagebreakNum
## Genasi Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals. The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit — whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito. During these visits, a mortal might catch a genie’s eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal-genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations. Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi. \columnbreak
### Heirs to Elemental Power Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power. Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on). Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all. Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.
Art by Mike Schley
\pagebreakNum \columnbreak ### Wild and Confident Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble. Too much failure can chip away at even a genasi’s sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft. ### Genasi Lands As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people. Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground. ### Genasi Names Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx. ### Genasi Traits Your genasi character has certain characteristics in common with all other genasi. ***Ability Score Increase.*** Your Constitution score increases by 2. Increase an ability score other than constitution of your choice by 1. You cannot increase the same ability score given by the subrace you choose. ***Age.*** Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. ***Alignment.*** Independent and self-reliant, genasi tend toward a neutral alignment. ***Size.*** Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. ***Subraces.*** Four major subraces of genasi are known: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces.
Art by unknown artist
\pagebreakNum #### Air Genasi As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Unending Breath.*** You can hold your breath indefinitely while you’re not incapacitated. ***Djinn's Legacy.*** You know the *gust* and *shocking grasp* cantrips. Constitution is your spellcasting modifier for this spell. When you reach 3rd level, you can cast the *feather fall* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *warding wind* spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells. ***Wind's Grace.*** You gain proficiency in the Acrobatics skill. \columnbreak #### Earth Genasi As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action. Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines. ***Ability Score Increase.*** Your Strength score increases by 1. ***Earth Walk.*** You can move across difficult terrain made of earth or stone without expending extra movement. ***Dao's Legacy.*** You know the *magic stone* and *mold earth* cantrips. When you reach 3rd level, you can cast the *maximilian's earthen grasp* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *meld into stone* spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells. ***Set in Stone.*** You gain proficiency in the Athletics skill.
Art by unknown artist
\pagebreakNum #### Fire Genasi As a fire genasi, you have inherited the volatile mood and power of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it. Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coalblack, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Low-light vision.*** Your ties to the Elemental Plane of Fire grants you the ability to make the best use possible of the light you have. You can see in dim light within 60 feet of you as if it were bright light. ***Fire Resistance.*** You have resistance to fire damage. ***Efreet's Legacy.*** You know the *produce flame* and *control flames* cantrips. When you reach 3rd level, you can cast the *flaming sphere* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *melf's minute meteors* spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells. \columnbreak
#### Water Genasi As a water genasi, you are descended from the intelligent but haugty marid. The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish. Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Amphibious.*** You can breathe air and water. ***Call to the Wave.*** You have a swimming speed of 40 feet. ***Marid's Legacy.*** You know the *frostbite* and *shape water* cantrips. When you reach 3rd level, you can cast the *armor of agathys* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *water walk* spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells.
Art by Michele Frigo and madnessdemon
\pagebreakNum
## Gith The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths. The githyanki (githyanki means "children of Gith") were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu'narath on the Astral Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them. The githzerai (githzerai means "those who spurn Gith") believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of order is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are pacifists by nature, they share the githyanki's racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts. If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other's throats, their goal of ultimate victory over their original comm on enemy will likely remain unachieved. \columnbreak
### Githyanki Since winning their freedom from the mind flayers, the githyanki have become corrupt raiders and destroyers under the rulership of their dread lich-queen, Vlaakith. They dwell on the Astral Plane in the city of Tu'narath, a metropolis built on and in the corpse of a deity. Vlaakith commands the loyalty of the githyanki from her personal stronghold, Susurrus, also called the Palace of Whispers, which is located deep inside the floating city. She sits on her Throne of Bones, a mighty artifact fueled by the intellects of mind flayers and elder brains that were defeated by her minions. It is crafted from mind flayer skulls and extremities, and the cushion she sits on is made of leather produced from the cured remains of an elder brain. A grand statue of Gith, an obsidian monument over 100 feet tall, stands beside the palace. ### Githzerai The githzerai were born as a race at the end of the gith's bloody, genocidal uprising against the mind flayers. A gith named Zerthimon, who had gained a significant following during the conflict, challenged Gith's plans and her leadership. Gith was evil, the newcomer proclaimed, and she would lead the people into darkness and tyranny not unlike the one imposed by the illithids. Thus, no sooner had the gith defeated their sworn enemies than they were plunged into a bitter civil war. In the ensuing conflict, Zerthimon was killed and his followers, naming themselves githzerai, relocated their civilization to the plane of Limbo. Today, under the leadership of the Great Githzerai, Zaerith Menyar-Ag-Gith, the githzerai continue to stand fast against the githyanki, as well as taking their revenge on the mind flayers. Through forays into the Material Plane and other realms, they provide stiff opposition to their enemies' plans for world domination.
Art by Aleksi Briclot
\pagebreakNum ### Two Parts of a Whole Githyanki are tall, gaunt humanoids averaging a little over 6 feet tall and typically weighing around 170 pounds. They have rough, yellow skin and russet hair, which they often pull back into a pair of topknots. Their noses are almost flat, their eyes have a sinister gleam, and their ears are sharply pointed. Githyanki favor ornate and complex clothing and weapons. Githzerai closely resemble githyanki. Like their kin, they are tall, gaunt humanoids averaging a little over 6 feet tall and typically weighing around 160 pounds. They have rough, yellow skin and russet hair, although they habitually shave their heads. Their noses are almost flat, their eyes are dull yellow or gray, and their ears are pointed. Githzerai favor drab robes and avoid ostentatious dress. \columnbreak ### Gith Names **Githyanki, Male Names:** Elirdain, Gaath, Ja'adoc, Kar'i'nas, Lykus, Quith, Ris'a'an, Tropos, Viran, Xamodas **Githyanki, Female Names:** Aaryl, B'noor, Fenelzi'ir, Jen'lig, Pah'zel, Quorstyl, Sirruth, Vaira, Yessune, Zar'ryth **Githzerai, Male Names:** Dak, Duurth, Ferzth, Greth, Hurm, Kalla, Muurg, Nurm, Shrakk, Xorm **Githzerai, Female Names:** Adaka, Adeya, Ella, Ezhelya, lmmilzin, lzera, Janara, Loraya, Uweya, Vithka ### Gith Traits Your character shares the following traits with other gith. ***Age.*** Gith reach adulthood in their late teens and live for about a century. ***Size.*** Gith are taller and leaner than humans, with most a slender 6 feet in height. ***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Common and Gith. ***Subrace.*** There are two kinds of gith, githyanki and githzerai. Choose one of these subraces. #### Githyanki The brutal githyanki are trained from birth as warriors. ***Ability Score Increase.*** Your Strength score increases by 2, and your Intelligence score increases by 1. ***Alignment.*** Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos. ***Decadent Mastery.*** You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge. ***Martial Prodigy.*** You are proficient with light and medium armor and with shortswords, longswords, and greatswords. ***Githyanki Psionics.*** You know the *mage hand* cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the *jump* spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *misty step* spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components. >##### Dragon Steeds >The relationship between githyanki and red dragons has remained basically unchanged since ancient times. Under the terms of the alliance with Tiamat, a small cadre of dragons serve as cohorts and mounts for knights, and other high-ranking githyanki. The dragons remain above githyanki politics. They obey the orders of their riders and fulfill their terms of service without offering opinions or advice.
Art by unknown artist
\pagebreakNum #### Githzerai In their fortresses within Limbo, the githzerai hone their minds to a razor's edge. ***Ability Score Increase.*** Your Wisdom score increases by 2, and your Dexterity score increases by 1. ***Alignment.*** Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline. ***Mental Discipline.*** You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds. ***Fortified Mind.*** You have resistance to psychic damage. ***Githzerai Psionics.*** You know the *mage hand* cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the *shield* spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *detect thoughts* spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components. ***Telempathic.*** You gain proficiency in the Insight skill.
>##### Githzerai sayings >* Githzerai always talk about knowing, truly *knowing* things and places: *"The city exists, but it does not know itself. In not knowing itself, its existence is flawed."* > >* Farewell: *"Endure - In enduring, grow strong."* > >* Somber declaration: *"In Zerthimon's name."* > >* There can be no compromise on this: *"There cannot be two skies"* (this is a reference to what Zerthimon told Gith after the rebellion). > >* If someone hits on you: *"Is it your will that our two paths become one?"* > >* None of your beeswax: *"Our history does not need to be made known to you. We would bleed to death on time's blade before I recited a fraction of the histories of our people."* > >* What the githzerai do in Limbo: *"There, we mold the matter of Limbo with our minds. We forge cities with our thoughts. In its chaos we dwell, with only our *knowing* to preserve us. We are the githzerai."*
Art by Michael Kormack
\pagebreakNum ## Gnome A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. ### Vibrant Expression A gnome's energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around. A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels. \columnbreak ### Delighted Dedication As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see. Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way. Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large. ### Bright Burrows Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place. Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor severaI generations of a single human family over the course of his or her long life. ### Seeing the World Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions. >##### Always Appreciative >It's rare for a gnome to be hostile or malicious unless he or she has suffered a grievous injury. Gnomes know that most races don't share their sense of humor, but they enjoy anyone's company just as they enjoy everything else they set out to do.
Art by Kim Van Deun
\pagebreakNum ### Gnome Names Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are "stuffy" about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say. ___ **Male Names:** Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim,Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook **Female Names:** Bimpnollin, Breena, Caramip, Carlin, Donella, Duvamil, ElIa, ElIyjobell, ElIywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna **Clan Names:** Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen **Nicknames:** Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck ### Gnome Traits Your gnome character has certain characteristics in common with all other gnomes. ***Ability Score Increase.*** Your Intelligence score increases by 2. ***Age.*** Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. Surface gnomes can live 350 to almost 500 years, while svirfneblin reach maturity at 25 and live 200 to 250 years. ***Alignment.*** Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. Unlike other gnomes, svirfneblin tend to be neutral. ***Size.*** Surface gnomes are between 3 and 4 feet tall and average about 40 pounds, while svirfneblin weigh 80 to 120 pounds. Your size is Small. ***Speed.*** Your base walking speed is 25 feet. ***Gnome Cunning.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. ***No Time for Sleep.*** Gnomes doesn't need the same amount of sleep that other races do, instead they only need to sleep for 4 hours. ***Languages.*** You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. ***Subrace.*** Three subraces of gnomes are found in the world: deep gnomes, forest gnomes, and rock gnomes. Choose one of these subraces. \columnbreak #### Deep Gnomes (Svirfneblin) The deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework. ***Ability Score Increase.*** Your Strength score increases by 1. ***Superior Darkvision.*** Darkvision is a necessity for life in the underdark. Your darkvision has a radius of 120 feet. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. ***Denizen of the Underdark.*** Being unseen is one of the, if not the most, important skills for staying alive in the Underdark. You have proficiency in the Stealth skill. ***Stone Camouflage.*** You have advantage on Dexterity (Stealth) checks to hide in rocky terrain. ***Stonecunning.*** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. ***Extra Language.*** You can speak, read, and write Undercommon.
>##### Stepping out of the Shadows >It is rare for Svirfneblin to leave the Underdark, but when and if they do, they find their talents appriciated but their social skills lacking. > > You can remove the **Superior Darkvision** of the svirfneblin, and replace it with regular **Darkvision**. By doing so you also remove the **Sunlight Sensitivity**.
Art by Jerad S. Marantz
\pagebreakNum #### Forest Gnome As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. Forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Low-light vision.*** Accustomed to a life both underground and above ground, you have improved vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. ***Natural Illusionist.*** You know the *minor illusion* cantrip. Intelligence is your spellcasting ability for it. When you reach 3rd level, you can cast the *silent image* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *major image* spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for these spells. ***Speak with Small Beasts.*** Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. \columnbreak
#### Rock Gnome As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in civilized lands are rock gnomes. ***Ability Score Increase.*** Your Constitution score increases by 2. ***Low-light vision.*** Accustomed to a life both underground and above ground, you have improved vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. ***Artificer's Lore.*** Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. ***Tinker.*** You have proficiency with tinker’s tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny device (AC 5, 1 hp). A character can use this device to cast *druidcraft*, *prestidigitation*, or *thaumaturgy* at first level, with the Use an Object action, producing a set effect chosen from those cantrips upon creating the device (e.g. increase the volume of your voice, clean an object, or light a candle). You can maintain up to three such devices at a time, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.
Art by Pillars of Eternity and Lukasz Jaskolski
\pagebreakNum ## Goblin Goblins are conniving, self-serving, and fierce beings. They're more aptly described as cunning and fierce than doltish and rash or intelligent and tactful. They commonly live amongst forest, bogs, and mountains in cabes, hidey-holes, or structures long deserted by races more skilled in architecture and construction. ### Small and Shrewd Goblin lairs are challenging to maneuver by design. They festoon their lairs with alarms designed to signal the arrival of intruders. These lairs are also riddled with narrow tunnel and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Goblins are taught from the day they're born to construct jury-rig traps from anything at their disposal and as such are able to engineer traps out of even the most minimal of materials. These contriances aren't always the most predictable or lasting mechanisms in existence, but they do the job well enough. ### Worshippers of Maglubiyet Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshipped not out of adoration but fear. Goblins believe that when tehy die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Archeron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death. Goblins that take up adventuring will rarely worship gods other than Maglubiyet, and it's even more uncommon they would make it publicly known if they do. ### Malicious Leaders Goblins are ruled by the strongest or the smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) would rule hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by nearby rival tribes. If ever a leader shows weakness in front of his clan, another ambitious goblin is there to take his place (after slitting his throat of course). Motivated by greed and malice, goblins can't help but exploit the few times they have the upper hand. They are quick to run when they cannot see a way to win, finding it better to give up and spend their energy on something else or at least try again once they have a better plan. ### Goblin Names A goblin's name consists of a given name and a tribe name. A tribe name is of exponentially greater importance than a given name. A goblin who loses his or her tribe name is a shame to all around him or her.
Art by devtexture
\pagebreakNum >##### Sneaky and Devious >Goblin are hardly a trustworthy, they cannot afford to be. They are suspicious of others and tend to look for any advantage they can. They will lie, cheat, and steal from others with little regard to consequences. > >**Dwarves.** "Dwarves are always so angry and serious. And they are always looking to kill you over absolutely nothing! Kill them first or keep clear, unless you outnumber them by at least two to one. Be ready to run if you ever see them raech for their axe." > >**Halflings.** "They are so boring! And dumb. At least they usually aren't out to kill us like everyone else. They can more or less take a joke, but they'll fall for every trick in the book and still keep that dumb smiled plastered on their faces." > >**Humans.** "The nicest thing about these big bumbling oafs is that they make nice places for us to live. Every one of their cities has a dozen different places for us to carve out a den right under their feet. And they throw so much away that we can make use of! Their garbage heaps are full of treasure. Some humans are as quick to kill us as dwarves, others are as patient as halflings—and the problem is you can never tell which is which! It is better to keep your distance if they are old enough to be bigger than you." \columnbreak ___ **Male Names:** Argo, Berk, Bilik, Boorgub, Chuffy, Churkus, Drubbus, Erytulk, Gawg, Ghorg, Gobber, Graz, Gryxt, Irnk, Kavak, Lunthus, Mogmurch, Mogawg, Murch, Nurpus, Pogus, Poog, Rath, Ronk, Rotfoot, Unk, Vogun, Zogmaggle, Zord **Female Names:** Aka, Chee, Elva, Emee, Fevva, Geedra, Goomluga, Gretcha, Hoglob, Janka, Klongy, Luckums, Lupi, Medge, Namby, Nyk, Olba, Rempy, Reta, Ruxi, Vruta, Yalla, Ziku **Tribe Names:** Big Belly, Blacktooth, Brikklext, Chalarstaukh, Broken Bones, Dwarfbane, One Ears, Grodd, Flatbacks, Kreeth, Longpoles, Red Fangs, Scab Eaters, Shining, Spearbiters, Warpaws, Winterborne, Yellow Skin ### Goblin Traits Your goblin character has some qualities in common with all other goblins. ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Constitution score increases by 1. ***Age.*** Goblins mature much faster than humans, reaching maturity around age 12. The average life span of a goblin is 45 years. ***Alignment.*** Most goblins are neutral, tending to pursue whatever benefits themselves most and they can get away with. They also lean towards evil as well, believing personal gain is reason enough to justify any action. ***Size.*** Goblins are more comparable to halflings than humans in size, being roughly 3 feet tall on average. Your size is Small. ***Speed.*** Your base walking speed is 30 feet. You are a bit faster than other small humanoids. ***Low-light Vision.*** Accustomed to life dwelling in caves and dark forests, you have improved vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. ***Fury of the Small.*** When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. ***Natural Sneak.*** You have proficiency in the Stealth skill. ***Nimble Escape.*** You can take the Disengage or Hide action as a bonus action on each of your turns. You can make one such hide check with advantage. Once you hide in such a way, you can't use it again until you finish a short or long rest. **Volatile Fascination.** You gain proficiency with the artisan's tools of your choice: alchemist's tools, or tinkerer's tools, but only when you craft something which is flammable or explosive. If you are proficient in tinker’s tools from another feature, your proficiency bonus is doubled when crafting something which is flammable or explosive. ***Languages.*** You can speak, read, and write Common and Goblin. Goblin uses the Dwarvish script though the spoken language is more akin to Orc than Dwarvish.
Art by Even Amundsen
\pagebreakNum
## Goliath At the highest mountain peaks—far above the slopes where trees grow and where the air is thin and the frigid winds howl—dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with one. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying. ### Driven Competitors Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual's heroic effort can ensure the entire group's survival. Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills. This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments. \columnbreak
### Fair Play For goliaths, competition exists only when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains. This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society's structures or rules to maintain power. ### Survival of the Fittest Among goliaths, any adult who can't contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can't take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play. A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate.
Art by CHROM
\pagebreakNum In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay. Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by longterm leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age. ### Goliath Names Every goliath has three names: a birth name assigned by the newborn's mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel. Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it. A goliath's nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual's notable deeds. Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname. ___ **Birth Names:** Aukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak **Nicknames:** Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter **Clan Names:** Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga >##### Nomadic Justice >The system of punishment for goliaths is less structured than it is in many other societies. Because goliaths are nomadic, imprisonment isn’t an option, and fines rarely work in a society where many goods are owned jointly by the tribe. Goliaths who disobey the chieftain or are caught stealing, cheating, or committing other crimes are often simply beaten. Goliaths have a healthy respect for pain as a motivator. Their other primary punishment is social: To a greater or lesser degree, the rest of the tribe shuns the criminal. ### Goliath Traits Goliaths share a number of traits in common with each other. ***Ability Score Increase.*** Your Strength score increases by 2, and your Constitution score increases by 1. ***Age.*** Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. ***Alignment.*** Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality. ***Size.*** Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Mountain Born.*** You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates. ***Natural Athlete.*** You have proficiency in the Athletics skill and you add double your proficiency bonus to the check when climbing, instead of your normal proficiency bonus. You can make standing long jumps and high jumps as if they were running long jumps and high jumps. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Stone's Endurance.*** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to reduce the damage by an amount equal to 3d4 plus your level. After you use this trait, you can't use it again until you finish a short or long rest. ***Languages.*** You can speak, read, and write Common and Giant.
Art by unknown artist
\pagebreakNum \columnbreak ## Halfling The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing tire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travei constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver. ### Small and Practical The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering. ### Kind and Curious Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times. ### Blend into the Crowd Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.
Art by yuan
\pagebreakNum ### Pastoral Pleasantries Most halflings live in small, peaceful communities with large farms and well-kept graves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home. ### Exploring Opportunities Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity. >##### Affable and Positive >Halflings try to get along with everyone else and are loath to make sweeping generalizations—especially negative ones. > >***Dwarves.*** "Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?" > >***Elves.*** "They're so beauliful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces—surely more than they ever let on." > >***Humans.*** "Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers—you have to admire their conviction. And by protecting their own lands, they protect us as well." \columnbreak ### Halfling Names A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations. ___ **Male Names:** Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby **Female Names:** Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna **Family Names:** Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough ### Halfling Traits Your halfling character has a number of traits in common with all other halflings. ***Ability Score Increase.*** Your Dexterity score increases by 2. ***Age.*** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. ***Alignment.*** Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. ***Size.*** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. ***Speed.*** Your base walking speed is 25 feet. ***Lucky.*** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. ***Brave.*** You have advantage on saving throws against being frightened. ***Halfling Nimbleness.*** You can move through the space of any creature that is of a size larger than yours.
Art by unknown artist
\pagebreakNum ***Languages.*** You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition. however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. ***Subrace.*** The three main kinds of halfling, ghostwise, lightfoot, and stout, are more like closely related families than true subraces. Choose one of these subraces. #### Ghostwise Ghostwise halflings are the rarest of the kin, found only in Eleath and a few other isolated forests, clustered in tight-knit clans. Many ghostwise clans select a natural landmark as the center of their territory, and members carry a piece of that landmark with them at all times. Clan warriors known as nightgliders bond with and ride giant owls as mounts. Because these folk are clannish and mistrustful of outsiders, ghostwise halfling adventurers are rare. ***Ability Score Increase.*** Your Wisdom score increases by l. ***Natural Sneak.*** You have proficiency in the Stealth skill. ***Silent Speech.*** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. \columnbreak
#### Lightfoot As a lightfoot halfling (sometimes called hairfeet), you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others. Lightfoot halflings have spread the farthest and thus are the most common variety. Lightfoots are more prone to wanderlust than other halflings. and often dwell alongside other races or take up a nomadic life. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Naturally Stealthy.*** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. ***Quick Feet.*** Your base walking speed increases to 30 feet. Also, you have proficiency in the Acrobatics skill. #### Stout As a stout halfling (sometimes called stronghearts), you're hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Stout Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Also you can use weapons with the heavy property without disadvantage. ***Stout Resilience.*** You have advantage on saving throws against poison, and you have resistance against poison damage.
Art by JosephQiuArt and jb casacop
\pagebreakNum ## Half-Dwarf Walking between the ambitious world of the human and the traditional world of the dwarf, half-dwarves are constantly torn by their dual heritage. Half-dwarves are rare, both due to the unlikeliness of a human and dwarf coupling and the fact that such couplings rarely produce offspring. Despite their rarity, most cities with blended human and dwarven population will likely contain at least a handful of half-dwarves. ### Squats, Half-Bred, Muls Depending on who you talk to, a half-dwarf look like short stocky hairless human, or like a tall, thin, and beardless dwarf. In human communities, half-dwarves are often called "Squats", in reference to their stout builds and mixed heritage. Among Dwarves, they are called "Muls" or, more derogatorily, "Half-Breds". In either case, the life of a half-dwarf is often filled with ridicule, disdain, and or worst of all, pity. As a result, half-dwarves tend to be loners and are ever focused on proving themselves through quiet deed rather than word. They tend to be hard-working, and self-sacrificing. ### By Hammer, Axe, or Blade Half-dwarves often find fulfillment through work that others might consider menial, and especially delight in excelling in crafts typically favoured by their dwarven heritage. They are consummate stone-workers, smiths, and brewers. Those that embrace their human side often find work as lumberjacks, woodcarvers, and carpenters. Many dwarves feel themselves drawn to the ranks of the town guard, where they can provide quiet dignified service to their community. ### Half-Dwarf Names Half-dwarves use human or dwarven naming conventions, depending on where they were raised, though it is common for them to acquire nicknames in either dwarven or common, depending on which heritage they gravitate towards, as they grow older.
> ##### Half-Dwarf Variants > Some half-dwarves have a racial trait in place of the Dwarven Resilience trait. If your DM allows it, your half-dwarf character can forgo Dwarven Resilience and instead take the trait Dwarven Combat Training, Darkvision or a trait based on your dwarf parentage: > > * A half-dwarf of **hill dwarf** descent can choose the hill dwarf's Dwarven Toughness. > * A half-dwarf of **mountain dwarf** descent can choose the mountain dwarf's Dwarven Armour Training. > * A half-dwarf of **duergar** descent can choose the duergar's Duergar Resilience or Duergar Magic. \columnbreak ### Half-Dwarf Traits Your half-dwarf character has some qualities in common with dwarves and some that are unique to half-dwarves. **Ability Score Increase.** Your Constitution score increases by 1, and two other ability scores of your choice increase by 1. **Age.** Half-dwarves mature the same as humans. They reach adulthood around the age of 20, and often live over 200 years. **Alignment.** Half-dwarves are mostly lawful, with a great respect for authority and order. **Size.** A Half-Dwarf is taller than a Dwarf, and bulkier than a Human. They are completely hairless, and are incredibly muscular. As tough as any Dwarf, Half-Dwarves are more durable because of their extra size. Fully grown Half-Dwarves stand at around 5'6" tall and weigh between 240 - 300 pounds. Your size is Medium. **Speed.** Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armour. **Low-light vision.** You can see in dim light within 60 feet of you as if it were bright light. **Dwarven Resilience.** You have advantage on saving throws against poison, and you have resistance against poison damage. **Dogged Skills.** You gain proficiency with a set of artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. Also, you gain proficiency in one skill of your choice. **Tireless.** You only need to sleep for 4 hours. You also have advantage on Constitution saves against exhaustion. **Languages.** You can speak, read, and write Common and Dwarvish.
Art by unknown artist
\pagebreakNum
## Half-Elf Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. ### Of Two Worlds To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents. \columnbreak
### Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the onIy people who truly understand what it is to live between these two worlds. In most parts of the world. though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers. >##### Excellent Ambassadors >Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other).
Art by Crowfall
\pagebreakNum ### Half-Elf Names Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names. ### Half-Elf Traits Your half-elf character has some qualities in common with elves and some that are unique to half-elves. ***Ability Score Increase.*** Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. ***Age.*** Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. ***Alignment.*** Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. ***Size.*** HaIf-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Low-light vision.*** Thanks to your elf blood, you have improved vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light. ***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic can't put you to sleep. ***Skill Versatility.*** You gain proficiency in two skills of your choice. ***Languages.*** You can speak, read, and write Common, Elvish, and two extra languages of your choice. >##### Half-Elf Variants >Your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage: >* A half-elf of wood elf descent can choose the wood elf's Elf Weapon Training, Fleet of Foot, or Mask of the Wild. >* A half-elf of moon elf or sun elf descent can choose the high elf's Elf Weapon Training or Cantrip. >* A half-elf of drow descent can choose the drow's Drow Magic. >* A half-elf of aquatic heritage can choose a swimming speed of 30 feet.
Art by Charlie Bowater
\pagebreakNum
>##### Grudging Acceptance >Each half-orc finds a way to gain acceptance from those who hate orcs. Some are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them. \columnbreak ## Half-Orc Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury. ### Scarred and Strong Half-orcs' brownish, redish, or grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds. Ores regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame. ### The Mark of Gruumsh The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can't fully escape his influence. The same is true of half-orcs. Though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh's exultation when they join in melee combat—and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it. Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn't just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self-control to get by in a civilized land. ### Tribes and Slums Half-orcs most often live among orcs. Of the other races, humans are most likely to accept half-orcs, and half-orcs almost always live in human lands when not living among orc tribes. Whether proving themselves among rough barbarian tribes or scrabbling to survive in the slums of larger cities, half-orcs get by on their physical might, their endurance, and the sheer determination they inherit from their human ancestry.
Art by unknown artist
\pagebreakNum ### Half-Orc Names Half-ores usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating. ___ **Male Orc Names:** Dench, Feng, Gell, Henk, Holg, Imsh, Kelh, Krusk, Mhurren, Ront, Shump, Thokk **Female Ore Names:** Baggi, Emen, Engong, Kansif. Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen, Yevelda ### Half-Orc Traits Your half-orc character has certain traits deriving from your orc ancestry. ***Ability Score lncrease.*** Your Strength score inereases by 2, and two other ability scores of your choice increase by 1. ***Age.*** Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. ***Alignment.*** Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. ***Size.*** Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Menacing.*** You gain proficiency in the Intimidation skill. ***Relentless Endurance.*** When you are reduced to O hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. ***Savage Attacks.*** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. ***Languages.*** You can speak, read, and write Common and Orc. Orc is a harsh. grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. >##### Half-Orc Variants >Your half-orc character can forgo Menacing and instead take the orc trait Brave, Survivor, or a trait based on your orc parentage: >* A half-orc of plains orc descent can choose the black orc's Powerful Build. >* A half-orc of desert orc descent can forgo Savage Attacks for Aggressive. >* A half-orc of mountain orc descent can choose the grey orc's Strong-willed. You could also forgo Savage Attacks for Ambusher.
Art by Greg Opalinski
\pagebreakNum
## Human In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why thy build they mighty empires on the foundations of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. ### A Broad Spectrum With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades rage from nearly black to very pale, and hair colors from black to bond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. \columnbreak
### Variety in all Things Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. ### Lasting Institutions Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf c1ans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone. Allhough some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.
Art by Russell Dongjun Lu
\pagebreakNum ### Exemplars of Ambition Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. ### Humans Names Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region's cullure or to lhe naming traditions of their ancestors. ___ **Desertborn, Male Names:** Askari, Bakad, Caamir, Mahdi, Rushdi, Saabiq, Taqi **Desertborn, Female Names:** Atifa, Iltani, Kema, Maisah, Nameera, Qadira, Zahra **Desertborn, Surnames:** Attali, Benzadi, Khadra, Madjer, Rahal, Safar, Tarik ___ **Forestborn, Male Names:** Agnar, Eadwin, Guthred, Oslac, Thordar, Turold, Volund **Forestborn, Female Names:** Aedwen, Anne, Cerys, Efa, Elise, Idina, Rowena **Forestborn, Surnames:** Buggir, Gaster, Hrilk, Resvonn, Thall, Troth, Varhig ___ **Mountainborn, Male Names:** Asmund, Erik, Gundulf, Grimald, Herbert, Jakob, Sten **Mountainborn, Female Names:** Fride, Grete, Helen, Kaja, Lena, Sonja, Vilde **Mountainborn, Surnames:** Buer, Haug, Jorstad, Karlstad, Monsen, Ohlsen, Strom ___ **Plainsborn, Male Names:** Ayden, Carel, Jerrit, Kale, Landen, Rick, Stenvel **Plainsborn, Female Names:** Arlette, Caitlin, Cherine, Ita, June, Loriana, Marisa **Plainsborn, Surnames:** Bayne, Ferner, Hulett, Kern, Meister, Pernick, Reinsel ___ **Seaborn, Male Names:** (Male) Audey, Buckley, Derwin, Knoll, Norwell, Orson, Radford **Seaborn, Female Names:** Addison, Atha, Eleanora, Janie, Joyce, Lindsay, Zetta **Seaborn, Surnames:** Antone, Brent, Drace, Gresham, Hale, Reid, Wadhley ___ **Winterborn, Male Names:** Arnvid, Brusi, Folkmar, Gorell, Hrogvar, Norryn, Styrolf **Winterborn, Female Names:** Agala, Astrid, Bera, Regima, Sibbe, Svadis, Yri **Winterborn, Surnames:** Askel-, Bodvar-, Kar-, Mak-, Orn-, Torsten-, Ulfar- (-sson for males, -dottir for females) \columnbreak ### Human Traits It's hard to make generalizations about humans, but your human character has these traits. **Ability Score Increase.** Increase an ability score of your choice by 1. You cannot increase the same ability score given by the subrace you choose. ***Age.*** Humans reach adulthood in their late teens and live less than a century. ***Alignment.*** Humans do not tend towards any particular alignment as a group. The interplay of their ambition and empathy sees all alignments represented among them. ***Size.*** Humans vary wildly in size and shape from under 5 feet to well over 6 feet tall. Your size is Medium. ***Speed.*** Your base walking speed is 30 ft. ***Human Determination.*** When you fail a saving throw, you can reroll the die and must use the new roll. Once you use this ability, you can’t use it again until you finish a long rest. ***Languages.*** You can speak, read and write Common and one other language of your choice. ***Subrace.*** Humans are divided by the environment where they live: desertborn, forestborn, mountainborn, plainsborn, seaborn and winterborn. #### Desertborn As a Desertborn, you come from a martial culture of nomadic warriors. Most of the desertborns travels for days through the desert with light equipment to be fast and agile while moving, scouting and fighting. Their skin can range from light brown to black and they are known for being well muscled. ***Ability Score Increase.*** Your Dexterity score increases by 2. ***Agile and Strong.*** You have proficiency in the Acrobatics and Athletics skills.
Art by Valeriy Vegera
\pagebreakNum ***Dune Warrior.*** You have proficiency with light armor, scimitars, whips and shortbows. When you score a critical hit with any of this weapons, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. ***Life Under the Sun.*** You have advantage on saving throws against extreme heat. In addition, once per long rest you may ignore the first level of exhaustion you gain. #### Forestborn As a Forestborn, you come from a wild but wise culture. Forestborns lives in small communities among the trees, hunting and gathering food that nearby forests provides. Most of them are tanned by living in the outdoor, with brown or black hair. ***Ability Score Increase.*** Your Wisdom score increases by 2. ***Children of the Wild.*** You have proficiency in the Nature skill and you gain proficiency with the herbalism kit. ***Fleet of Foot.*** Your base walking speed increases to 35 feet. ***Natural Resistances.*** You have advantage on saving throws against poison and diseases, and you have resistance against poison damage. \columnbreak
#### Mountainborn As a Mountainborn, you come from a culture of artisans and warriors. Most of the mountainborns lives rugged terrain, building their towns and cities as close as possible to a mountain. Thanks to this, mountainborns have good relations with dwarves, and they are called sometimes as "tall dwarves". They are smaller than the average human, but very muscular, with a hair tone that goes from dark brown to black. ***Ability Score Increase.*** Your Strength score increases by 2. ***Dwarf Friend.*** You gain proficiency with the artisan's tools of your choice: smith's tools or mason's tools. You have proficiency with the light hammer and warhammer. ***Mountaineer.*** You ignore difficult terrain when moving through rocky terrain. Whenever you make a Strength (Athletics) check to climb rocks, you are considered proficient in the Athletics skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Strong as a Rock.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Art by telthona and kekai kotaki
\pagebreakNum #### Plainsborn As a Plainsborn, you come from an old culture of talented craftsmen and inventors. Most of the plainsborns are settled and established in places to improve their agriculture, animal husbandry and architecture and share their knowledge with others. They are slender with tawny skin, with a hair tone that goes from fair to black. ***Ability Score Increase.*** Your Intelligence score increases by 2. ***Basic Training.*** You can choose one of the following; a cantrip from the wizard spell list (intelligence is your spellcasting modifier), proficiency with a weapon of your choice, or proficiency with one armor of your choice (though you require proficiency with the previous armor). ***Far Travelers.*** You gain proficiency in vehicles (land). ***Old Knowledge.*** Whenever you make an Intelligence (History) check related to ancient kingdoms and historical events, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. ***Versatile Culture.*** You gain proficiency in two skills and one artisan's tools of your choice. \columnbreak >##### Everyone's Second-best Friends >Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds. > >**Dwarves.** "They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though." > >**Elves.** "It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them." > >**Halflings.** "lt's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling-good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something."
Art by Tomasz Chistowski
\pagebreakNum #### Seaborn As a Seaborn, you come from a mercantile culture. Seaborns live in the coast near the seas, they are excellent sailors and they are known for their skills as shipbuilders and tradesmans. They are lightly built, with dark hair and naturally light in skin tone. ***Ability Score Increase.*** Your Charisma score increases by 2. ***Appraiser.*** You can determine an item's approximate value based on its appearance, and whenever you make an Intelligence check on an item, you can also know if that item is magical. ***Masters of the Seas.*** You gain proficiency with vehicles (water). You have a swimming speed of 30 feet. ***Natural Trader.*** You have proficiency in the Deception and Persuasion skills. Whenever you make a Charisma check to negotiate with others, you have advantage on that roll. #### Winterborn As a Winterborn, you come from a culture based on honor and glory. Winterborns are light skinned and fair or red haired, taller and more muscular than other humans thanks to generations having endured the harsh, cold climates. ***Ability Score Increase.*** Your Constitution score increases by 2. ***Courageous.*** You have advantage on saving throws against being frightened. \columnbreak
***Glory over Death.*** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. ***Snowfolk.*** You have proficiency in the Survival skill. You have proficiency with battleaxes, greataxes, longswords and greatswords. ***Winter Fortitude.*** You have advantage on saving throws against extreme cold. >##### The Changing of Rule >Human lands are usually in flux, with new ideas, social changes, innovations, and new leaders constantly coming to the fore. Members of longer-lived races find human culture exciting but eventually a little wearying or even bewildering. > >Since humans lead such short lives, their leaders are all young compared to the political, religious, and military leaders among the other races. Even where individual humans are conservative traditionalists, human institutions change with the generations, adapting and evolving faster than parallel institutions among the elves, dwarves, gnomes, and halflings. Individually and as a group, humans are adaptable opportunists, and they stay on top of changing political dynamics.
Art by kekai kotaki and jb casacop
\pagebreakNum ## Kobold Kobolds are meticulous creatures with sorcery in their blood, a variety of reptile with a strong work ethic. Discounted as pests or worse by many others, kobolds are a long-suffering race with many talents and clever tricks. Only the foolish overlook the threat that kobolds actually pose. For kobolds, awakening the potential of sorcery within themselves is a birthright. Nothing could be more natural. ### Cold-blooded Reptiles Kobolds are short, cold-blooded reptilian humanoids with bony frames, small tails, and scaly skin. They stand approximately 2 to 2-1/2 feet tall and weigh 35 to 45 pounds. Sinewy, double-jointed legs, naturally bent and poised for sudden speed, contribute to their height. Kobolds have strong teeth, and their hands and feet have long digits tipped with very small claws. A kobold’s face is like a crocodile’s, with a jaw that can open wide enough to hold a whole melon. Constantly alert and wide, the eyes of a kobold range in color from burnt ochre to red. A ridge of small, hornlike bone juts above each brow and sweeps backward, the protrusions growing larger and more pronounced toward the rear of the skull. Most kobolds of the same tribe tend to have similar coloration. Two tribes that merge eventually, crossbreed enough to create a new look, although occasional outliers and throwbacks are born that bear the appearance of one of the original tribes. Use the Scale Color table to randomly determine the predominant appearance of kobolds in a tribe. ##### Scale Color | d100 | Scale Color | |:---:|:-----------:| | 01-05 | Black | | 06-10 | Blue | | 11-25 | Brown | | 26-30 | Gray | | 31-35 | Green | | 36-40 | Orange | | 41-55 | Orange-brown | | 56-60 | Red | | 61-75 | Red-brown | | 76-85 | Tan | | 86-90 | White | | 91-00 | Patterned (roll twice, ignoring duplicate results and results of 91 or higher) |
Art by WotC
\pagebreakNum ##### Scale Pattern | d20 | Scale Color | |:---:|:-----------:| | 1-4 | Mottled | | 5-8 | Reticulated | | 9-12 | Shaded | | 13-16 | Spotted | | 17-20 | Striped | ### Strength in Numbers Kobold society is split into workers and experts, the vast majority being workers and only a few become experts. Despite having specialized skills, kobold experts are treated the same as any other worker. They enjoy different challenges than a miner might but are expected to serve the tribe like any other member. In times of warfare, all adults are expected to fight. Kobold society is strongest when work is abundant and their labor forces are a marvel to behold. When fast at work, kobolds function like a hive of ants. Despite the swarming masses of bodies devoted to one task, they rarely trip over each other, instinctively knowing where to apply their help most efficiently, using their tails to help avoid collisions. \columnbreak ### Arcane Magic Users Unlike some other humanoids, kobolds don't fear or shun arcane magic. They see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield such power. Young kobold sorcerers are trained by elders, and the training has an almost religious significance. Most kobold sorcerers are of the draconic bloodline origin and specialize in either damaging magic (which can also be used in mining), augmentation (of materials or allies), or divination (to find raw materials and foresee threats to the tribe). The main reason why kobolds depend on arcane magic rather than divine is Kurtulmak's imprisonment, which makes it difficult for him to grant spells to mortals and for those mortals to receive his favor. Furthermore, kobolds are so frail that a single hit from a human's weapon can kill one of them, so a tribe has little use for healing magic, and a sorcerer can meet most of the tribe's other magic-related needs. Kobold shamans are very rare; priests of Kurtulmak, when they reveal themselves, are easily recognized by orange garb (usually just a roughly torn sash or cloak) decorated with an image of a gnome's skull. ### Deadly Art The only experts who receive special attention for their efforts are kobold trapmakers. These inventors are highly valued because their creations protect kobold lairs and tribal lands without the need for open warfare. Among kobolds, traps are an art form and few artisans are as obsessed with the minute details of their work as a master kobold trapmaker. These creatures revel in the intricacies of their inventions. Kobolds rarely indulge in creativity over function, but exceptions are made for a cunning trap. One-upmanship is definitely present among kobold trapmakers. They find ingenious ways to incorporate bizarre spells, technological advances, and unexpected twists into their traps. In fact, the inventive ways in which kobolds defend their lairs compares favorably to the technological and magical marvels created by their hated foes, the gnomes. >##### Kutulmak: God of Kobolds >The god of kobolds was a vassal of Tiamat. When the gnome god Gari Glittergold stole a treasure from Tiamat's hoard, she sent Kurtulmak to retrieve it. Garl lured his pursuer into a maze-like cavern, then collapsed the exits behind him, trapping Kurtulmak for all eternity. > >Kurtulmak is a hateful deity, one who despises all life except for kobolds. He especially hates Garl Glittergold, gnomes, and fey creatures that enjoy playing pranks. He taught the first kobolds how to mine, tunnel, hide, and ambush. He is dominated by his emotions-intelligent, but not wise. Arrogant and prone to gloating, he carries grudges, has a huge chip on his shoulder, and spends a lot of time fashioning elaborate revenge scenarios against those who have disrespected him.
Art by Kobold Press
\pagebreakNum ### Kobold Names Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale color, distinctive body parts, or typical behavior. For example, "Red Foot," "White Claw," and "Scurry" are Common translations of often-used names. A kobold might change its name when it becomes an adult, or add additional word-syllables after important events such as completing its first hunt, laying its first egg, or surviving its first battle. ___ **Names:** Abu, Akra, Arix, Dalbe, Digge, Gan, Gulti, Hahzi, Hipli, Katla, Kelo, Kott, Kovlo, Nila, Okku, Sak, Sibu, Sidre, Sivlo, Snett, Snin, Snubla, Snupu, Soss, Tik, Tuks, Vix, Zatre, Zihze ### Kobold Traits Your kobold character has the following racial traits. ***Ability Score Increase.*** Your Dexterity score increases by 2. ***Age.*** Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so. ***Alignment.*** Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law. ***Size.*** Kobolds are between 2 and 3 feet tall and weigh between 35 and 45 pounds. Your size is Small. ***Speed.*** Your base walking speed is 30 feet. ***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Evasive Skitter.*** If you are forced to make a Dexterity saving throw due to an area of effect you can use your reaction to move up to half your normal movement speed, provoking opportunity attacks as normal, before the spell effect is concluded. Possibly making the effect miss you. ***Languages.*** You can speak, read, and write Common and Draconic. #### Dragonwrought Kobold Some kobolds are born a dragonwrought kobold, proof of the race’s innate connection to dragons. Their scales become tinted with a color that matches its draconic heritage. These are the largest kobolds, and step outside the regular kobold society, being hailed as proof and as messengers of their dragon ancestors. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Draconic Heritage.*** Choose one type of dragon from the Draconic Heritage table. You gain damage resistance to the type associated with this type of dragon, and you have advantage on Charisma (Persuasion) checks made to influence them. \columnbreak ##### Draconic Heritage | Dragon | Resistance | |:---:|:-----------:| | Black | Acid | | Blue | Lightning | | Green | Poison | | Red | Fire | | White | Cold | ***Power Within.*** You know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for it ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. >##### Draconic Rite of Passage > If a dragonwrought kobold decides to tap into their blood and awaken the draconic powers within, they must undertake a draconic rite of Passage, unlocking the powers of their draconic blood. > > Choose a level 1 spell from the sorcerer spell list, you can cast this spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this spells.
Art by That Art Jack
\pagebreakNum #### Kobold Expert Kobold experts are the specialists of kobold labor forces. Such individuals are responsible for development and research in a kobold tribe. They are most often the smallest of the tribe since they don't have the physical labor of the workers and not the build of the dragonwrought. They are most often seen picking apart their enemies at range, either with wit or with a trusty crossbow. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Ingenuity.*** You gain proficiency in Artisan's tools of your choice. Additionally, you gain advantage on any ability checks to make, disarm, or disassemble mechanical traps. ***Meticulous.*** You have proficiency in the Investigation skill. ***Naturally Stealthy.*** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. ***Extra Language.*** You can speak, read, and write one language of your choice. \columnbreak #### Kobold Worker Most kobold workers are miners, the group that makes up the vast majority of any tribe. Enduring, but always ready to protect their tribe, toge ***Ability Score Increase.*** Your Constitution score increases by 1. ***Kobold Weapon Training.*** You have proficiency with spears, and their damage die changes to a d8. You can also treat them as Finesse weapons, as long as you use them with one hand. ***Opportunistic Teamwork.*** If an ally attacks a target during their turn, you may expend your reaction to make a single attack against the same target with advantage as long as the creature is within range. You can't use this feature again until you finish a long rest.
Art by Wizards of the Coast
\pagebreakNum
## Lizardfolk Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater. Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies. ### Alien Minds The lizardfolk's reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure. Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn't think, "I'm scared." Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren't scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly. \columnbreak
Lizardfolk never become angry in the way others do, but they act with aggression toward creatures that they could defeat in a fight and that can't be dealt with in some other manner. They are aggressive toward prey they want to eat, creatures that want to harm them, and so on. Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk's own safety. The most pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome. ### Cold and Calculating Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk. Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don't mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants. Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have once been a warrior or hunter, but now the body is just freshly killed meat. A lizard folk who lives among other humanoids can, over time, learn to respect other creatures' emotions. The lizardfolk doesn't share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle.
Art by AdamPaquette
\pagebreakNum ### Utility and Survival The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The swamps they inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, without sentiment. Lizardfolk assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone. Lizardfolk see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers. ### Hapless Soft Ones At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it's a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps. Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care. \columnbreak ### Lizardfolk Personality You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism. ##### Lizardfolk Quirks | d8 | Quirk | |:---:|:-----------| | 1 | You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable! | | 2 | You sleep best while mostly submerged in water. | | 3 | Money is meaningless to you. | | 4 | You think there are only two species of humanoid: lizardfolk and meat. | | 5 | You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades. | | 6 | You still don't understand how metaphors work. That doesn't stop you from using them at every opportunity. | | 7 | You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with. | | 8 | You enjoy eating your food while it's still wriggling. |
Art by unknown artist
\pagebreakNum ### Lizardfolk Names Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as "axe," a name given to a lizardfolk warrior who defeated an orc and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means "green" to describe how she blends into the foliage. Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis. ___ **Lizardfolk Names:** Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel) ### Lizardfolk Traits Your lizardfolk character has the following racial traits. ***Ability Score Increase.*** Your Constitution score increases by 2, and your Wisdom score increases by 1. ***Age.*** Lizardfolk reach maturity arqund age 14 and rarely live longer than 60 years. ***Alignment.*** Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices. ***Size.*** Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet. ***Bite.*** You have a fanged maw that you can use as a morningstar which you are proficient with. This weapon does not occupy your hands. ***Cunning Artisan.*** As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. ***Hold Breath.*** You can hold your breath for up to 15 minutes at a time. ***Hunter's Lore.*** You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. ***Natural Armor.*** You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. \columnbreak ***Hungry Jaws.*** In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest. ***Languages.*** You can speak, read, and write Common and Draconic. >##### Lizardfolk Speech >Lizardfolk can master Common, but their mindset results in a speech pattern distinct from other humanoids. > >Lizardfolk rarely use metaphors. Their speech is almost always literal. They might pick up idioms, but only with some difficulty. > >Names confuse them, unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words. > >Lizardfolk use active verbs to describe the world. A lizardfolk in cold weather might say, "This wind brings cold" rather than "I feel cold." Lizardfolk tend to define things in terms of actions, rather than effects.
Art by Elder Scrolls Legends
\pagebreakNum
## Minotaur A bloodthirsty warrior charges a shield wall, horned head lowered as he bellows a contemptuous challenge. Proud raiders gamble aboard their ships, betting rich spoils in elaborate games and dares. A great beast stands tall within the temple of a mighty cult, worship and offerings heaped onto her broad shoulders. ### Head of a Demon Born into the world by forbidden rites that melded powerful horned beasts with the intelligence of civilized species, the race of minotaurs is proud and domineering, assured of their superiority over lesser, merely natural races. A cult that performs such rituals raises its bestial champion as a caged totem, a monstrous weapon fed on the flesh of blasphemers. Yet minotaurs are seldom content to be merely a tool. Those who escape inevitably forge their own paths, even seek out others of their kind. From such stories are born the founding myths of horned half-beast kingdoms. \columnbreak
Yet minotaurs regard their natural drive as something to be mastered, a hunger that will consume them if they are weak. Only those who shackle their arrogance and ambition with a strict code can truly achieve greatness. ### Arrogance and Honor Minotaurs are blessed with supreme self-confidence, and raised to be deeply competitive. They seldom accept anything but a temporary loss, and will often make excuses even then. Minotaur etiquette focuses on postponing or redirecting disputes, and most minotaurs love games, puzzles, and other trials. The imposition of rules is particularly appealing to minotaurs, serving to restrain and channel their temper. Some bull-nations allow this element to go unspoken, while others outright proclaim that might means right, with open contests and murderously subtle plots as a foundation of their society. Treachery is not necessarily unknown to minotaurs: a strict personal code of honour need not comply with any wider view of morality. Still, cheating or renenging on debts is considered deeply suspicious, a display of poor self-control that speaks ill of the bull's other abilities.
Art by MTG
\pagebreakNum ### Bestial Urges Minotaurs vary widely in appearance, incorporating features from a range of horned beasts into a humanoid form. Bovine creatures are by far the most common template, but hooves or feet, the number of fingers, and the presence of a muzzle all depend purely on the bloodline in question. One common factor is a minotaur's violent temperament. In addition to a strict adherence to honour, each minotaur culture develops communal ways to bleed off this aggression. Berserk performances, passionate festivals, and even simple pit fights. Others resort to hermitage and ritual, regarding bloodthirst as something to be ruled, not bled off. ### Aloof, Not Alone Minotaurs become adventurers for a variety of reasons, most of which boil down to having something to prove. Questants try to outdo their ancestors, young bulls are bound into unwise oaths, and behooved nobles venture forth to settle bets and dares. Those who break the mould tend to be mercenaries or missionaries, rejecting the brutish honourcode of their home for better or worse. Firstborn minotaurs raised in the shrines of horned gods have less diverse attitudes. Some are loyal to their home, sent forth as agents of prophecy or revenge. The rest fled from holy captivity, escaping their labyrinth homes in search of something greater. ### Minotaur Names Minotaurs usually name their offspring after themselves, or a great hero in their ancestry, whose code the young minotaur must strive to honour. Clan names work similarly, inherited from whichever horned paragon first forged the bloc. Minotaurs raised by a cult tend to take its name, or the name of its leader, in place of a family name. Those with an even bigger ego than normal (or less attachment to those who raised them) will take the name of its god, instead. ___ **Male Names:** Asterion, Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Hecariverani, Kyris, Tosher, Zurgas **Female Names:** Ayasha, Calina, Fliara, Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia **Clan Names:** Athak, Bregan, Entragath, Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan >##### Cults of the Horned King >Minotaurs are the dark descendants of humanoids transformed by the rituals of cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while wearing a ceremonial animal mask. > >Unknown to all but their highest-ranking leaders, these mystery cults are creations of the demon lord Baphomet, the Horned King, whose layer of the Abyss is a gigantic labyrinth.
Art by Eric Belisle
\pagebreakNum ### Minotaur Traits Your minotaur character possesses traits reflecting its bestial power. ***Ability Score Increase.*** Your Strength score increases by 2. ***Age.*** Minotaurs reach adulthood at around the same age as humans, but a mature minotaur shows no sign of aging until the day it drops dead. Due to their unnatural origins, this time may come at age 40 or age 140: each minotaur simply does not know how long it might live. ***Alignment.*** Their brutal physicality and disdain for weakness causes most minotaurs to trend toward evil, while their codes of honour or cult lore dispose them toward law. ***Size.*** Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Mighty Horns.*** You have a pair of powerful horns that you can use as a war pick which you are proficient with. This weapon does not occupy your hands. If you use your horns to shove another creature, you have advantage on the Strength (Athletics) check. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Rushing Trample.*** If you take the Dash action on your turn, you can use a bonus action to attempt to shove a creature. ***Languages.*** You can speak, read, and write Common. ***Subraces.*** A minotaur's origins have a great impact on their prowess. Choose one of the following subraces. \columnbreak #### Labyrinth Minotaur Many minotaurs are born from dark rites and animal-cults sponsored by the demon lord Baphomet, whose form they share. Transformed warriors or newborn half-bull children are raised as guards by these bloody cults. Those that escape are often agoraphobic, or deeply mistrust religion. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Darkvision.*** Demon blessings grant you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. ***Labyrinthine Recall.*** Whenever you make a Wisdom or Intelligence check that requires you to recall a passage you have travelled, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. ***Monstrously Large.*** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. ***Languages.*** You can speak, read, and write Abyssal. #### Reaver Minotaur These minotaurs formed their own society, escaping from the warpits that birthed them to establish an island haven on the principles of strength and honor. Disputes are settled in bloody combat and public contests, oaths are held inviolate above all, and betrayal is regarded as the darkest of crimes. ***Ability Score Increase.*** Your Intelligence or Wisdom score increases by 1. ***Conquerer's Virtue.*** You gain proficiency in the Athletics skill. You double your proficiency bonus when making a contested Athletics check. ***Martial Training.*** You are proficient with two martial weapons of your choice and with light armor. ***Sea Reaver.*** You gain proficiency with navigator’s tools and vehicles (water). ***Languages.*** You can speak, read, and write Giant. #### Sacred Minotaur Not all minotaurs are the product of dark, secret cults. Those minotaurs reared by more acceptable faiths will sometimes bear the heads of horned beasts other than bulls, with fur of their god's sacred color. Taught from birth that they are the very image of their god, such minotaurs can be overbearing company. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Divine Presence.*** You gain proficiency in the Intimidation skill. ***Sweep Aside.*** If you take the Attack action on your turn, you can use a bonus action to attempt to shove a creature away from you. ***Touched by the Gods.*** You know one cantrip of your choice from the warlock spell list. Charisma is your spellcasting ability for it. ***Languages.*** You can speak, read, and write Celestial.
Art by BabloFernandezArtwrk
\pagebreakNum
## Mousefolk The life of the Mousefolk is one spent close to the ground. With no great empires or kingdoms to call home, the Mousefolk spend their lives carving a place for themselves in the cities of the larger races or in the untamed wilds. They form tight-knit communities where every member is expected to contribute to the success of the whole. Some Mousefolk study a trade skill to support their families, while others use their natural agility and intellect for contract services. ### Furry and Nimble Reaching a little over 2 feet tall, the Mousefolk often go unnoticed in their day to day activities. Their diminutive stature and quiet demeanor make the Mousefolk inoffensive to most, granting a certain detachment from the major conflicts and strife of the age. Their fast metabolisms and quick feet give the Mousefolk a slender build, usually weighing between 20-30 pounds. Mousefolk fur color ranges from white to tan to brown or black, with various patterns passed through heredity. They take care to groom and clean their fur, as it represents their family and community. A Mousefolk’s eye color is either red or black. Mousefolk like to wear comfortable dark colored clothes that allow for discretion and a wide range of movement. The concept of personal wealth or glory doesn’t pervade through Mousefolk culture, most actions taken are for the good of the community rather than the self. Any wealth or resources gained are utilized for the betterment of the group. Some Mousefolk, however, use their natural abilities for personal gain. These individuals tend to be outcasts or black sheep of the clans. \columnbreak
### Home and Hearth The Mousefolk are a resourceful and tenacious race. Mousefolk settlements can be found in the most unlikely and inhospitable of places. They tend to build homes in the dark shadows and forgotten corners of the world, such as city slums, deep forests, scorching deserts, arctic tundras, or port cities in exotic lands. The Mousefolk aren't typically farmers, instead preferring hunting, trade, and craft to meet their needs. Mousefolk caravans are not an easy target for bandits, guarded by skilled archers within and a bristling wall of oak and steel without. Mousefolk families extend beyond blood ties, an individual's entire community is treated as kin. Mousefolk settlers will seek out other colonies, and new warrens will arise within close proximity to each other. These communities will eventually grow and merge, the members of each becoming kin to the other. ### Artisans and Adventurers The Mousefolk have a deep love of art, literature, song, and craft, and will often spend a lifetime perfecting their trade. True masterworks are rarely seen by the outside world, instead they are preserved and passed through the generations. To be a keeper of lore and heritage is among the highest honors and greatest responsibilities in Mousefolk culture. The Mousefolk who do not end up learning a trade will often put their skills to use pursuing esoteric knowledge, training as defenders, spiritual leaders, rangers, covert agents, or they might even travel the world as an adventurer-for-hire.
Art by Ryan Lang
\pagebreakNum ### Mousefolk Names When a Mousefolk is old enough to read, they are taken by an elder to the clan's archives to study the lore and histories of their people. After several years, the individual is allowed to pick their own name, either adopting the name of a past hero, or inventing a new name for themselves. ___ **Male Names:** Aengus, Ashwin, Aynselle, Boris, Byrnstan, Celanawe, Colin, Demitri, Elric, Esegar, Finn, Gregory, Joseph, Luke, Martin, Matthias, Mattimeo, Odric, Seyth, Thom, Waldwin **Female Names:** Baeylie, Caley, Clove, Daewn, Dalla, Eda, Elis, Gale, Ingrid, Kearra, Mariel, Millicent, Moira, Nola, Rona, Rosalee, Sayble, Serra, Sylvia, Veira **Historical Names:** Abershaw, Bluebell, Dalgill, Faolan, Garrow, Gamilon, Grimwold, Hannidy, Larkin, Sloan, Taryn, Tenny, Tinble, Toller, Vidar, Walmond ### Mousefolk Traits Your Mousefolk character has a number of traits in common with all other Mousefolk. **Ability Score Increase.** Your Dexterity score increases by 2. **Age.** A Mousefolk reaches adulthood at the age of 5 and lives to be about 40 years old. **Alignment.** Most Mousefolk are neutral, and tend towards good. They try to keep the conflicts of the other races at arm's length, but display remarkable ferocity when their friends, families, or communities are threatened. A reverence for nature and life is close to the heart of Mousefolk, and they are loath to take a life if it can be avoided. They prefer to live quiet and unassuming lives, giving honest work for honest pay. **Size.** Mousefolk grow between 2 and 2 1/2 feet tall and weigh about 25 pounds. Your size is Small. **Speed.** Your base walking speed is 25 feet. **Keen Senses.** You have proficiency in the Perception skill. **Mousefolk Weapon Training.** You have proficiency with the rapier, shortsword, shortbow, and handaxe. **Nimble.** You have advantage on saving throws against being grappled or restrained. Also, when a creature you can see makes an Opportunity Attack against you, you may use your reaction to impose disadvantage on that attack. **Underfoot.** You can move through the space of any creature that is of a size larger than yours. **Languages.** You can speak, read, and write Common and Squeak Speak. Mousefolk place great value on the written accounts of their legends and histories, and encourage everyone to keep journals and records of their deeds. Almost all Mousefolk speak Common to converse with the people on whose lands they dwell or through which they are traveling. **Subrace.** The two main kinds of Mousefolk, Softpaw and Meadowgard, are more like closely related families than true subraces. Choose one of these subraces. \columnbreak #### Softpaw As a Softpaw Mousefolk, you avoid the dangers of the untamed wilds for the security of civilization. Your bookish nature gives you an edge in the arcane studies and a knack for trade skills and craft. The mark of the Softpaw is a seal of the utmost quality. A Softpaw's natural dexterity and keen intellect make them desirable contract thieves and infiltrators. **Ability Score Increase.** Your Intelligence score increases by 1. **Artistry.** You gain proficiency with one type of artisan's tools or one musical instrument **Squirm.** You can move through tiny sized spaces as if you were tiny size. #### Meadowgard As a Meadowgard Mousefolk, you make your living in the wilds. You have keen senses, deep intuition, and a connection with nature that few other races can boast. The Meadowgard stand staunchly at the edge of civilization, knowing that their eyes are the first alarm and their body and blade are the last bulwark of countless others. They have an unwavering sense of duty and a lifetime of experience which keeps them sharp against the dangers of the world. With an elder's blessing some Meadowgard leave the service of their clans to travel the world and record their journeys. **Ability Score Increase.** Your Wisdom score increases by 1. **Brave.** You have advantage on saving throws against being frightened. **Speak With Small Beasts.** Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
> ##### Virtuous and Headstrong > Despite their generally flighty appearance, mousefolk are a very honorable people. They believe strongly in personal honor, less so in the idea that the actions of others can impugn that honor. When a mousefolk makes a mistake, especially one that causes harm to others, they will work hard and at long lengths to correct that mistake.
Art by StuArtStudios
\pagebreakNum
## Orc Stuck between honor and savagery, orcs are a complicated and mostly misunderstood race that always lingers on the edge between noble barbarians and wild savages. Orc society is tribal by nature, rich with traditions, honorable, yet wild and untamed. They see the world for what it is: dangerous and wild, where only the strongest can survive. As such, orcs are focused on strength and survival, not to destroy, but to survive as an individual and as a race. They have seen civilizations rise and fall, but the orcs remain. Orc ethics may still vary greatly from tribe to tribe. Some are roaming the lands, taking what they need from whoever has it, others live by a strong code of honor and only fight worthy opponents, and even others tend to isolate themselves from other races by living in the harshest of lands as a test of their will and endurance. ### Omens and Superstitions Orcs believe that any seemingly unimportant discovery or event—a bear's claw marks on a tree, a flock of crows, or a sudden gust of wind—might be a communication from the gods. If the tribe has encountered a similar omen before, the priests understand how to interpret it, but if a sign from the gods has no clear explanation, the priests might have to meditate for hours or days to get a vision of its meaning. Every group of orcs has particular superstitions and recognizes certain omens. These tenets vary from tribe to tribe, and are often based in events that the tribe has experienced. \columnbreak
### Colors of Conquest Three colors have special meaning to all orcs, and they adorn their bodies, possessions, and lairs with pigments that produce those hues. Red ochre is used to represent blood, grayish-white ash to represent death, and charcoal to represent darkness. The unwritten laws that govern the status of individual orcs within a tribe are manifested to a degree in how each orc uses these colors on itself and its personal items. For instance, the chief of one tribe might be the only one that has the right to stain its tusks with red ochre, while the warriors of another tribe rub streaks of ash into their garments to signify their safe return from a raid. ### Special Enemies When orcs attack a settlement of humans or halflings, they will kill anyone who presents a threat, but they are more interested in grabbing plunder and food rather than in wanton slaughter. The elderly, children, and any who seem weak or meek enough might escape death. If they leave the population more or less intact, the orcs leave themselves the option of returning to raid the community over and over. When orcs fight elves, all of that changes. The enmity between the two races cuts to the core, and no orc will leave an elf alive. Orcs become so frenzied in combat against elves that they forget all about taking loot and valuables back to the tribe—the only trophies of any worth are the heads of their enemies.
Art by Bayard Wu
\pagebreakNum Orcs treat dwarves somewhat differently from other foes, because they covet the homes that dwarves fashion for themselves. If a tribe succeeds in fighting its way into a dwarfhold, the orcs will butcher any dwarf that stands against them, but it's really all about the property—they would be just as happy if all the dwarves ran away. ### Orc Names Ore names don't always have meaning in the Orc language, and most noteworthy orcs are given epithets by their tribe mates. ___ **Male Names:** Abzug, Bajok, Grutok, Jahrukk, Lortar, Mobad, Mugrub, Rhorog, Ruhk, Shamog, Shugog, Urzul **Female Names:** Baggi, Emen, Engong, Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen **Epithet:** Bone Crusher, The Brutal, Death Spear, Doom Hammer, Elf Butcher, Eye Gouger, The Filthy, Flesh Ripper, Iron Tusk, Skin Flayer, Skull Cleaver, Spine Snapper ### Orc Traits Your orc character has the following racial traits. ***Ability Score Increase.*** Your Strength and Constitution scores each increase by 1. ***Age.*** Orcs reach adulthood at age 13 and live up to 70 years. ***Alignment.*** As varied as the orc tribes are their ethics and morals. However, most orcs have in common, that they see the world as a harsh and deadly place in which only the strongest are fit to survive. Therefore, most orcs are either neutral or evil, as helping the weak and unfortunate would mean disturbing the natural order. \columnbreak ***Size.*** Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Brave.*** You have advantage on saving throws against being frightened. ***Survivor.*** You gain proficiency in the Survival skill. ***Toughness.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. ***Languages.*** You can speak, read, and write Common and Orc. ***Subrace.*** Three subraces of orcs are found in the world, each very distinct: plains orcs, desert orcs and mountain orcs. These subraces usually form separated tribes, but several mixed tribes are known to exist. Choose one of these subraces. #### Plains Orc (Brown Orc) Brown orcs are bigger and sturdier than their orc cousins. They are known for great feats of strength and endurance. Brown orcs are usually driven by a strong sense of honor, seeking worthy or dangerous opponents to test themselves. ***Ability Score Increase.*** Your Strength score increases by 1. ***Relentless Endurance.*** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. #### Desert Orc (Red Orc) Red orcs tend to be slightly smaller and scrawnier than their other orc cousins. Yet, they are known to be fierce and capable warriors and often roam the lands, raiding villages and cities along their way. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Aggressive.*** As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. ***Savage Attacks.*** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. #### Mountain Orc (Gray Orc) Gray orcs are often more spiritual, reclusive, and cunning than their orc cousins. They prefer to keep to themselves, but will respond tenfold to any aggression, often through covert operations. They can be trusted advisors as well as dangerous assassins. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Ambusher.*** In the first round of a combat, you have advantage on attack rolls against any creature that hasn't taken any actions yet. ***Strong-willed.*** You have advantage on saving throws against being charmed.
Art by unknown artist
\pagebreakNum
## Shadar-kai Shadar-kai were once humans, native to the world. They were all members of an extended tribe who called themselves Shadar-Kai. These early humans had seen the abuses Nerull, once god of death, perpetrated on the souls who passed into his power. They also feared the unknowable reaches of death into which most souls pass even now. When the Raven Queen slew Nerull and ascended to godhood, in an age now largely forgotten, the Shadar-Kai struck a deal with her. They promised to serve as her mortal agents, and in exchange, she gave them incredibly long life and freedom from frailty. The shadar-kai believe that, through their pact, they became the chosen people of death and winter. The Shadar-Kai moved to the Shadowfell, setting up their communities on the borders of Letherna, the Raven Queen’s domain. Life in shadow changed the humans, reshaping them and altering their appearance. Eventually, they were so different from humans that they became a distinct species. As they expanded their territory in the Shadowfell and began interacting again with the mortal world, the tribal name became the name for their race. ### Ashen and Scarred Shadar-kai are humanlike, but the weight of existence in the Shadowfell has shaped them to be slightly shorter and much thinner than their human counterparts. A shadar-kai has a colorless complexion that varies from alabaster to dark gray. Shadar-kai hair is similarly drab or raven black. Pale hair might have a hint of color within the range of human norms. The eyes are lustrous and black, lacking any white or clear pupil. Shadows near a shadar-kai sometimes seem to reach out or deepen, especially when the shadar-kai is angry. Although drab in natural appearance, shadar-kai are quite elaborate and idiosyncratic in personal adornment. They like dark and exotic clothing, jewelry, and weapons, often decorated with swatches of bright color. Hair is similarly ornate and often dyed, and many embellish their skin with tattoos, scars, and piercings. \columnbreak
The tattoos, scars, and piercings a shadar-kai wears have more than one purpose. They exist as a testament to the wearer’s ability to withstand pain as well as a means of personal expression and decoration. Each decoration can also be a record of a deed done, an honor gained, or a misdeed declared. ### The Raven Queen Through their pact with the Raven Queen, each shadar-kai is an instrument of death and fate. The Raven Queen doesn’t demand worship from the shadar-kai, although she receives it in abundance. She demands only that they observe the pact by keeping her commandments regardless of other beliefs. So most shadar-kai hold no pity for the dying and try to punish those who defy fate. But shadar-kai also believe that nobody truly knows what fate holds. The Raven Queen is a fair mother, if not a loving one. When the shadar-kai called upon her in ancient times, she answered. She still does. While she spares little love, she also never demands the love of her children. Almost all shadar-kai revere the Raven Queen, but each shadar-kai is free to choose his or her destiny and way of life, including religion. ### Strong Emotions The Shadowfell saps living creatures of creativity and the will to live. When shadar-kai moved to the Shadowfell ages ago, they were not immune to this depression. Numerous members of their early society gave in to ennui and simply slipped out of existence, driving the shadar-kai to change their lifestyle, embracing strong emotions and peak experiences. These practices, born out of necessity, became traditions over countless generations.
Art by unknown artist
\pagebreakNum The current culture of the shadar-kai is a study in pushing boundaries. Shadar-kai welcome difficult tasks, as well as physical and emotional extremes, as a way of life. They learn to channel the darkness of the Shadowfell rather than allowing that darkness to consume them. And they accept death as the inevitable end for those who fail to attain the right amount of power or fame. Shadar-kai embrace living with gusto. The limits of pleasure and pain distract them from the wearying melancholy of the Shadowfell. They also strive for personal greatness, so that if they fail to gain the actual ability to live forever, stories of their great deeds will grant a sort of immortality. In this search for personal glory, most shadar-kai ignore banalities such as comfort, morality, and safety. ### Call of the Shadowfell Although shadar-kai leave the Shadowfell to seek fortune in the world and among the planes, a few needs and wants drive a shadar-kai to return home from time to time. Most shadar-kai feel a basic need to visit the enveloping dimness of the Shadowfell at least intermittently. The plane is unlike even the darkest reaches of other planes. Obtaining new adornments and equipment in the proper style often requires a return to the Shadowfell. Shadar-kai also return to their gloomy settlements to spend time among those who see extreme, weird, or even deviant as normal. And they come home to brag. ### Shadar-kai Names Shadar-kai have similar names to their human counterparts, though they did change slightly due to their isolation in the Shadowfell, with the only real influencing force being the will of the Raven Queen. Their names are often merely the inventions of their parents, though some common names do exist. ___ **Male Names:** Albrek, Baden, Codren, Emul, Horiam, Hutahn, Ioan, Lucyan, Mahahn, Niku, ovid, Petru, Razvahn, Serbahn, Shathys, Teodahr, Vasylay, Zahar. **Female Names:** Afyn, Anka, Bahnka, Codruta, Doru, Dyon, Floahr, Ghita, Helayna, Ioana, Jenit, Katryn, Lucya, Markella, Nadya, Roduka, Sahyeh, Tabita, Yalda, Zyna ### Shadar-kai Traits The weight of existence in the Shadowfell has shaped the physical qualities of the Shadar-kai, granting them traits unique to their native realm. ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Intelligence score increases by 1. ***Age.*** The Shadar-kai reach physical maturity at the same rate as humans, but they generally live far longer. A shadar-kai may live up to 800 years. ***Alignment.*** Shadar-kai society is often seen as cruel and apathetic. The shadar-kai generally strive to create chaos and death, bringing death for both purposes of evil as well as good. ***Size.*** Shadar-kai are generally a tad below 6 feet in height and they weigh between 110 and 170 pounds. Your size is medium. ***Speed.*** Your base walking speed is 30 feet. ***Superior Darkvision.*** Accustomed to the black skies and eternal shadow of the Shadowfell, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey. ***Doomspeaker.*** You gain proficiency in the Intimidation skill. ***Necrotic Resistance.*** You have resistance to necrotic damage. ***Shadow Jaunt.*** On your turn, when you reduce a creature to 0 hit points, you can use your bonus action to teleport up to 15 feet. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you a re trying to perceive is in direct sunlight ***Languages.*** You can speak, read, and write Common and one other language of your choice. >##### Leaving the Bleakness >Very few Shadar-kai leave the Shadowfell for more than a few hours at a time, but some leave to never return. Most do this to escape the bleakness and constant hunt for strong emotions and peak experiences, making the years it take to adapt worthwhile. > >You can remove the **Superior Darkvision** of the shadar-kai, and replace it with regular **Darkvision**. By doing so you also remove the **Sunlight Sensitivity**.
Art by kekai kotaki
\pagebreakNum
## Shardmind Beings of ancient age and mysterious origin, Shardminds are mental contructs held together by the power of their own thoughts. Although incredibly rare, they wander the world seeking new knowledge and sometimes other Shardsminds to share in their experiences. ### Crystalline Constructs Shardminds are beings made of tiny crystal fragments held together by intense focus. This focus allows them to shape their bodies to look humanoid, but must be maintained at all times. Some are so skilled at controlling tiny crystal fragments that their skin appears to be almost human-like. When a Shardmind is stunned or unconscious, some fragments float away into orbit around him until he has the chance to regain control. ### Eclectic Minds The psionic power that a Shardmind possesses comes from the fact that, in essence, he is a fragment of pure thought. Some of them can be very rational and calculating, but others are empathetic, timid, or hot-tempered. However, at the same time they all approach life like newborn babes, embracing the experiences around them and attempting to incorporate the vast stores of knowledge now open to them. \columnbreak
### Pieces of a Whole Although there are various tales of the origin of Shardminds, one thing that they all agree on is that they all came from the same entity, an ancient construct of great power that fell to pieces in a catastrophe that they have dubbed The Fracturing. Some say that they were once part of a great gate that was created to connect across unknown worlds. Others believe they were an entity created by the gods to deliver justice. Whatever they believe about their origin, they all know that each Shardmind is a piece of the though of that construct, and all of them have a longing to see themselves become whole again. It is said that each time an awakened shardmind is killed, another one somewhere in the universe stirs to consciousness. ### Shardmind Names As Shardminds are constructs given life through psionic power, they aren't bound by gender the way that most races are. Therefore, all of their names are gender-neutral. ___ **Shardmind Names:** Amata, Arshaka, Arwia, Balashi, Bashanu, Belessunu, Diphana, Erishti, Eshunu, Hunzu Iltani, Ishame, Kuaya, Kubaba, Kuri, Manishtu, Naran, Nuraya, Seluku, Tabni, Ubashu, Utau, Zakiti
Art by theDURRRRIAN
\pagebreakNum ### Shardmind Traits As a Shardmind, you have the following racial traits. ***Ability Score Increase.*** Your Intelligence score increases by 2, and your Constitution score increases by 1. ***Age.*** No one knows the exact time of the Fracturing, when all Shardminds were born, but many speculate that it was several centuries ago. A Shardmind's body can be replenished with new crystals, and therefore does not age. However, their consciousness can grow old and decay. Depending on how well they keep their minds, they can live anywhere between a few centuries, to several millenia. ***Alignment.*** Most Shardminds maintain neutrality, focusing on the experiences to be had rather than on the moral consequences of their decisions. ***Size.*** Ranging from 5 to 7 feet tall, Shardminds can weigh anywhere between 150 to 300 pounds. Your size is Medium. ***Speed.*** Shardminds must maintain their physical form at all times. Your base walking speed is 25 feet. \columnbreak ***Crystalline Mind.*** You have resistance to psychic damage. ***Living Construct.*** You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. ***Telepathy.*** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. Also, you know the *message* cantrip. Intelligence is your spellcasting ability for this spell. ***Telekinesis.*** You know the *mage hand* cantrip, and the hand is invisible when you cast the cantrip with this trait. Intelligence is your spellcasting ability for this spell. ***Languages.*** You can speak, read, and write Common and one other language of your choice.
Art by Ryan Yee
\pagebreakNum
## Silva Living in grand cities atop the tallest forests, the Silva, often misnamed as “Green Elves,” are an ancient race that look like tall, humanoid half-plant, half-elves. In actuality, they are far more similar to the former than the latter. They hail from only the greatest forests and jungles - the only places that can support their Mother Trees. ### Born from Nature The Silva do not reproduce like the other races. Instead, they are born from the seed-pods of giant trees, called “Mother Trees.” These trees average around 400 to 500 feet in height, with the base of the trunk being about 20-25 feet in diameter. Each Silva city has one or two of these trees, which are always positioned near the center of the city. These trees grow a new Silva once a month, for an average of 12 a year. When a Silva is released from their seed pod, which they stay in for about a year, they are already fully grown. ### Bark and Leaf The Silva do not merely look like plants - they are plants. They do not need to consume food to survive, and they wither when they are without water and sunlight for a long period of time. They can consume food, but they prefer to get their nourishment from photosynthesis. Silva biology is very different from any other race. They do not have internal organs, but instead are formed from growing plant matter, with sap for blood, and leaves and bark for skin. A jaw, for example, can be formed by leaves, vines, or even shards of bark that grow and press together to form the silhouette of a jaw, but if you look closely you can still see the fibers and holes of the structure. Instead of bones, an arm is a mass of tightly-woven stems and leaves that work together to do the work of such a limb. \columnbreak
As the year goes on, the Silva change with the season. During the winter, their leaves go brown and their limbs become stiff. In the fall, they become a vibrant display of reds and yellows. ### Rule of the Nine The Nine are the first Silva, initially born over 4000 years ago. Although they live to the normal age of Silva, about 150-250 years, their memories are passed on when they die. Whenever one of the Nine dies, they will be reborn exactly one year later. When they are reborn, they do not initially remember their past lives. If they are discovered early, they can be “trained” to remember their past lives within a month. For those that aren’t found early, they slowly regain memories over the course of 2-5 years. The Nine are considered gods on earth, and they are given the divine right to rule, considering their millennia of experience. They rule from the largest Mother Tree, whose branches reach heights of 700 feet or more. ### Silva Names The Silva have short, concise names, merely used as identifiers more than anything. They do not have family or clan names, though some popular names are reused often. ___ **Male Names:** Abur, Banua, Chonai, Dampunts, Gutai, Jara, Magny, Qachaa, Tachu, Targay. **Female Names:** Choque, Chuaca, Coca, Cuilla, Cura, Ollssill, Pola, Rima, Sica, Sisuyo. ### Silva Traits As a Silva, you have the following special traits: ***Ability Score Increase.*** Your Wisdom score increases by 2. ***Age.*** Silva emerge from their pods fully grown, and live an average of 150-250 years.
Art by Huussii
\pagebreakNum
>##### Canopy Cities >When they approach a Silva city, a ground-dweller might not even notice. Their cities exist high within the canopies of the forest, dominated by their Mother Tree. Under the shelter of their lush foliage, the Silva have made their homes in these verdant, multi-level cities composed entirely of plants. \columnbreak ***Alignment.*** Most silva are good, and many lean towards lawfulness. Most city-folk are lawful, though a few adventurers may be chaotic. ***Size.*** Silva are about 6 feet tall. Their bodies are lightweight, weighing 100-130 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Call of the Forest.*** You know the *druidcraft* cantrip. Once you reach 3rd level, you can cast the *entangle* spell once. Once you reach 5th level, you can also cast the *plant growth* spell once. You regain the ability to cast them this way when you finish a long rest. Wisdom is your spellcasting ability for these spells. Treewalker. You have a climbing speed of 30 feet. ***Part of the Whole.*** You have proficiency in the Nature skill. ***Photosynthesis.*** You do not need to sleep while in sunlight. Instead, you can choose to sunbathe for 4 hours a day. While sunbathing, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep, and you are considered fully nourished for the rest of the day. If you do not get the opportunity to sunbathe, you can still sleep and eat normally. When you do so, you consume the same amount of food and sleep for the same length as a human. ***Plant Bodies.*** You have advantage on saving throws against poison, and you have resistance against poison damage. ***Languages.*** You can speak, read, and write Common and Sylvan. ***Subrace.*** As the silva spread across the realms, they settled in both jungles and forests. As time has gone on, these two sects of silva have gained their own sets of unique traits derived from the hardships of their terrain. #### Forest Silva As a forest silva, you have inherent quickness and stealth, and you are able to blend into the background of forested environments. In the worlds of D&D, forest silva are found in only the largest sylvan forests, far from civilization. Their body is tall, thin, and covered in a thin bark. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Plant Camouflage.*** When standing still, you have advantage on Dexterity (Stealth) checks you make while obscured by plants. #### Jungle Silva As a jungle silva, you are hardier than your forest cousins, tested by the ruthless monsters that roam the large jungles that dot the worlds of D&D. Your time in the dark undergrowth of the jungle has also improved your vision substantially. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Low-light vision.*** Accustomed to the dark canopies of the jungle, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.
Art by kekai kotaki
\pagebreakNum
## Tabaxi Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost. ### Wandering Outcasts Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home. ### Barterers of Lore Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting. In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over. \columnbreak
Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins. Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use. ### Fleeting Fancies Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets. A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare. ### Tinkers and Minstrels Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.
Art by Elder Scrolls Legends
\pagebreakNum These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment. These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it. ### Tabaxi Names Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names. Clan names are usually based on a geographical feature located in or near the clan's territory. The following list of sample tabaxi names includes nicknames in parenthesis. ___ **Tabaxi Names:** Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe Qade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke) **Tabaxi Clans:** Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain ### Tabaxi Personality A tabaxi might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background. The Tabaxi Obsession table can help hone your character's goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity. ##### Tabaxi Obsessions | d8 | My curiosity is currently fixed on... | |:---:|:-----------| | 1 | A god or planar entity | | 2 | A monster | | 3 | A lost civilization | | 4 | A wizard's secrets | | 5 | A mundane item | | 6 | A magic item | | 7 | A location | | 8 | A legend or tale | \columnbreak ##### Tabaxi Quirks | d10 | Quirk | |:---:|:-----------| | 1 | You miss your tropical home and complain endlessly about the freezing, weather, even in summer. | | 2 | You never wear the same outfit twice, unless you absolutely must. | | 3 | You have a minor phobia of water and hate getting wet. | | 4 | Your tail always betrays your inner thoughts. | | 5 | You purr loudly when you are happy. | | 6 | You keep a small ball of yarn in your hand, which you constantly fidget with. | | 7 | You are always in debt, since you spend your gold on lavish parties and gifts for friends. | | 8 | When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you. | | 9 | You are a font of random trivia from the lore and stories you have discovered. | | 10 | You can't help but pocket interesting objects you come across. |
Art by Aurore Folny
\pagebreakNum \columnbreak ### Tabaxi Traits Your tabaxi character has the following racial traits. ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Charisma score increases by 1. ***Age.*** Tabaxi have lifespans equivalent to humans. ***Alignment.*** Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses. ***Size.*** Tabaxi are taller on average than humans and relatively slender. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Low-light vision.*** You have a cat's keen senses, especially in darker areas. You can see in dim light within 60 feet of you as if it were bright light. ***Cat's Claws.*** Because of your claws, you have a climbing speed of 20 feet. In addition, you can use your claws as cat's claws (the weapon, check *Compendium - Equipment*) which you are proficient with. These weapons does not occupy your hands, but you must have at least one hand empty to use it as a weapon. ***Cat's Talent.*** You have proficiency in the Perception and Stealth skills. ***Feline Agility.*** Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. ***Natural Camouflage.*** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. ***Languages.*** You can speak, read, and write Common and one other language of your choice. >##### The Cat Lord >The deity of the tabaxi is a fickle entity as befits the patron of cats. The tabaxi believe that the Cat Lord wanders the world, watching over them and intervening in their affairs as needed. Clerics of the Cat Lord are rare and typically access the Trickery domain.
Art by edwardckkk
\pagebreakNum
## Tiefling To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable. ### Infernal Bloodline Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple. ### Self-Reliant and Suspicious Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords, Sometimes they live among other minority populations in enclaves where they are treated with more respect. \columnbreak
Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive, They are not quick to trust anyone who claims to be a friend. but when a tiefling's companions demonstrate that they trust him or her, the tiefting learns to extend the same trust to them, And once a tiefting gives someone loyalty, the tiefting is a firm friend or ally for life. ### Tiefling Names Tiefting names fall into three broad categories. Tieftings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some. the chosen name is a noble quest. For others. it's a grim destiny. ___ **Male Infernal Names:** Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon. Leucis, Melech. Mordai, Morthos. Pelaios, Skamos, Therai **Female Infernal Names:** Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta **"Virtue" Names:** Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerily, Torment, Weary
Art by Caio Santos
\pagebreakNum ### Tiefling Traits Tieflings share certain racial traits as a result of their infernal descent. ***Ability Score Increase.*** Your Charisma score increases by 2. ***Age.*** Tieflings mature at the same rate as humans but live a few years longer. ***Alignment.*** Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. ***Size.*** Tieflings are about the same size and build as humans. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Darkvision.*** Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Hellish Resistance.*** You have resistance to fire damage. ***Languages.*** You can speak, read, and write Common and Infernal. ***Subrace.*** There are several tiefling subraces, choose one of the following options- whichever one corresponds to the infernal being connected to the tiefling 's family. \columnbreak >##### Mutual Mistrust >People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling's bloodline doesn't affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.
Art by Remi Le Capon
\pagebreakNum #### Asmodeus The tieftings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Infernal Legacy.*** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *hellish rebuke* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *darkness* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. #### Baalzebul The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Legacy of Maladomini.*** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *ray of sickness* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *crown of madness* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. \columnbreak
#### Dispater The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Legacy of Dis.*** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *disguise self* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *detect thoughts* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. #### Fierna A master manipulator, Fierna grants tieftings tied to her forceful personalities. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Legacy of Phlegethos.*** You know the *friends* cantrip. When you reach 3rd level, you can cast the *charm person* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *suggestion* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Art by ChunLo and WotC
\pagebreakNum #### Glasya Glasya, Hell's criminal master mind, grants her tiefiings magic that is useful for committing heists. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Legacy of Malbolge.*** You know the *minor illusion* cantrip. When you reach 3rd level, you can cast the *disguise self* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *invisibility* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. #### Levistus Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom . ***Ability Score Increase.*** Your Constitution score increases by 1. ***Legacy of Stygia.*** You know the *ray of frost* cantrip. When you reach 3rd level, you can cast the *armor of Agathys* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *darkness* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. \columnbreak
#### Mammon The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Legacy of Minauros.*** You know the *mage hand* cantrip. When you reach 3rd level , you can cast the *Tenser's floating disk* spell once with this trait and regain the ability to do so when you fin ish a short or long rest. When you reach 5th level, you can cast the *arcane lock* spell once with this trait, requiring no material com ponent, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. #### Mephistopheles In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Legacy of Cania.*** You know the *mage hand* cantrip. When you reach 3rd level, you can cast the *burning hands* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *flame blade* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Art by Keun Ju Kim and Jackal0fTrades
\pagebreakNum #### Zariel Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle. ***Ability Score Increase.*** Your Strength score increases by 1. ***Legacy of Avernus.*** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *searing smite* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *branding smite* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. \columnbreak >##### Tiefling Variants >Your tiefling might not look like other tieflings. Rather than having the physical characteristics described above, choose ld4 + l of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Art by WotC
\pagebreakNum
## Triton Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above. ### Aquatic Crusaders Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane. The tritons, driven by a sense of duty and responsibility, would not allow their foes to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies. Those tritons spread across the world's oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found them and drove the rest into hiding. With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons extended their stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them. \columnbreak
### Haughty Nobles As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and arrogant. They see themselves as caretakers of the sea, and they expect other creatures to pay them deep respect, if not complete deference. This attitude might grate on others, but it arises from a seed of truth. Few know of the tritons' great victories over dreadful undersea threats. The tritons make little allowance for such ignorance and are delighted to expound upon the great debt others owe them. Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude. The tritons' limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons' role as the world's true protectors. ### Staunch Champions Despite their off-putting manners, tritons are benevolent creatures at heart, convinced that other civilized races deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others. Tritons readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other creatures, but they also endure a sense of guilt over allowing the evils of the Plane of Water to enter the Material Plane and threaten its inhabitants. The tritons believe they owe a debt of honor to the world, and they will fight and die to pay it.
Art by Concept Art House
\pagebreakNum At times their fervor and ignorance of the world can lead them astray. Tritons encountering other creatures for the first time can underestimate them, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight. ### Strangers to the Surface Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can't easily move up and down out of water, and the changing of the seasons mystifies them. Tritons also find the variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The typical triton protectorate is tightly regimented, organized, and unified around a common cause. A triton on the surface becomes easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent the surface folk from truly unifying. At its worst, a triton's arrogance compounds the tendency for the triton. not to understand the ways of the surface world. It's easy for a triton to blame baffling social practices on what the triton perceives as the barbarism, weakness, or cowardice of surface folk. ### Triton Personality Far from flawless, these champions of good mean well, but they are easily frustrated by others. You can select, roll, or adapt a triton-specific quirk from the Triton Quirks table. Use the quirk to inform how you portray your character. ##### Triton Quirks | d6 | Quirk | |:---:|:-----------| | 1 | You phrase requests as orders that you expect to be obeyed. | | 2 | You are quick to boast of the greatness of your civilization. | | 3 | You learned an antiquated version of Common and drop "thee" and "thou" into your speech. | | 4 | You assume that people are telling you the truth about local customs and expectations. | | 5 | The surface world is a wondrous place, and you catalog all its details in a journal. | | 6 | You mistakenly assume that surface folk know about and are impressed by your people's history. | ### Triton Names Most triton names have two or three syllables. Male names typically end with a vowel and the letter s, and female names traditionally end with an n. Tritons use their home protectorate as a surname, with the name formed by adding a vowel followed by a "th" to the end of the protectorate's name. ___ **Female Triton Names:** Aryn, Belthyn, Duthyn, Feloren, Otanyn, Shalryn, Vlaryn, Wolyn **Male Triton Names:** Corus, Delnis, Jhimas, Keros, Molos, Nalos, Vodos, Zunis **Triton Surnames:** Ahlorsath, Pumanath, Vuuvaxath ### Triton Traits Your triton character has the following racial traits. ***Ability Score Increase.*** Your Strength, Constitution, and Charisma scores each increase by 1. ***Age.*** Tritons reach maturity around age 15 and can live up to 200 years. ***Alignment.*** Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence. ***Size.*** Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet, and you have a swimming speed of 40 feet. ***Amphibious.*** You can breathe air and water. ***Darkvision.*** You are able to see in the darkest reaches of the ocean floor. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Eternal Foes.*** As part of growing up, every triton learns to utilize frost magic to catch their foe. You know the *ray of frost* cantrip. Charisma is your spellcasting ability for this spells. ***Emissary of the Sea.*** Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. ***Guardians of the Depths.*** Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment. ***Languages.*** You can speak, read, and write Common and Primordial.
Art by Tyler Jacobson
\pagebreakNum
## Ursine Nestled at the base of a large mountain, the Ursine lies at the edge of an ever-present maelstrom, the Gelid Vortex, which hovers just beyond the protective rim of mountains. Battling through the warm jungles, the Ursine are a hardy race with centuries of traiditon to call back upon. ### Animalistic Though many see the Ursine as intelligent bears, there are many differences between the Ursine and their savage cousins. A fully grown Ursine is much smaller than a bear and is almost as nimble on his hind legs as he is on all four. Outsiders may find it hard to believe, but the rough Ursine have much more restrain and self-control than the beasts they are often mistaken for, though some suspect this is a result of their lack of need to hibernate. ### Strong and Though Years of living in the rough lands of Aerathiat have made the Ursine tough. The harsh storms at the base of the mountain often lead to lack of food, requiring many of the Ursine to survive off of the tough plant life native to Aerathiat. Though many of the other races have trouble with larger temperature differences, but the Ursine have fur coat which can adapt to the temperature. \columnbreak
### Homeland Traditions Many Ursine choose to wander the world in their formative years, curious about the state of the rest of the world. However, most of which who go out often return to their home, either because they miss their home of their curiosity has been sated. As a result of the journeying many Ursine do, the age-old traditionsa re an eclectic mix, with bits and pieces from the other cultures of the land. ### History of War In the past, long ago, the Ursine were a warrior race, savage, fierce, and disciplined. However, once peace arrived at Freljord, the Ursine settled down and much of their war-like temperament was lost. This changed once Volibear, the chief shaman, had visions of a brutal conflict. Journeying to the top of the mountain, he was touched by an unnatural bolt of lightning. Journeying to Myzair to inform his allies, he roused his people and started to prepare them to return to be proud warriors their fore-fathers once were. ### Ursine Names Ursine name their young based on what they want to achieve as adults. An agressive war-like Ursine may give his son a rough, cacophonous name while another might name her son after the hero of an Ursine folk tale.
Art by Danny Pak
\pagebreakNum \columnbreak **Male Ursine Names:** Arrus, Anrun, Callun, Deruhs, Leneth, Marukus, Olland, Rutushush, Veeros, Wlaren **Female Ursine Names:** Arsa, Belara, Dalara, Ebdulla, Hoina, Ollinde, Nacura, Neruna, Warra ### Ursine Traits Ursine have racial traits common with their bear cousins and some unique to the Ursine people. ***Ability Score Increase.*** Your Constitution scores each increase by 2, and Strength scores increases by 1. ***Age.*** Usine mature quicker than humans, reaching adulthood around age 16. Despite this, they live as long as humans. ***Alignment.*** Most Ursine follow a personal code. Because of this, many Ursine are lawful, though it may not seem as such if the law of the land conflicts with their personal code. Many Ursine are kind, though they value their race's well-being above that of outsiders. ***Size.*** Ursine are larger than humans in both heigh and width. They range from 5½ feet to 7 feet tall. Your size is Medium. ***Speed.*** Your base walking speed is 25 feet if you walk on your hind legs and 35 feet if you are walking on all fours. Once per turn, you can swap between walking on two and four legs. You cannot carry weapons while on all four, but you can use your natural weapons. ***Thick Hide.*** Your hide acts as natural armor. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. ***Bite.*** Your snout is filled with razor sharp teeth, which you can use as a morningstar which you are proficient with. This weapon does not occupy your hands. ***Grizzly Maw.*** If you have grappled a creature you may use your bonus action to make a bite attack towards them. ***Claws.*** You can use your claws as cat's claws (the weapon, check *Compendium - Equipment*) which you are proficient with. These weapons does not occupy your hands, but you must have at least one hand empty to use it as a weapon. ***Menacing.*** You gain proficiency in the Intimidation skill. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Strong Nose.*** You gain advantage on any Perception check that benefits your powerful sense of smell. This perception bonus is not granted to any sense other than smell. Anything that would nullify this sense would disable this ability until long rest. ***Languages.*** You can speak, read, and write Common and Ursine. Not many people know Ursine, as it is a difficult language for outsiders to learn. Though the language sounds harsh, it is capable of expressing beautiful sentiments.
Art by Kal Li
\pagebreakNum ## Vegepygmy Vegepygmies, also called mold folk or moldies, are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce. Spawned by a unique mold called russet mold, Vegepygmies infest forests, caverns, and ruins where this strange mold grows. Reddish brown in color, russet mold grows only in places that are dark, warm, and wet. This in turn means that Vegepygmy settlements are also in these same conditions. No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby. ### Primitive Plants Vegepygmies are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi. Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. All vegepygmies can hiss and make other noises by forcing air through their mouth, but only a select few can speak in a conventional sense. Those that can often become tribal leaders, and they may even interact and speak with the other races. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. ### Mold Begets Mold Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body. Vegepygmies often keep them as pets, utilizing them as “guard dogs.” ### Vegepygmy Names Vegepygmies don’t generally have names, and the ones that do have names don’t follow any specific naming convention. Their names are generally just short, single-syllable sounds that are easy to remember. \columnbreak ### Vegepygmy Traits As a Vegepygmy, you have the following traits: ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Constitution score increases by 1. ***Age.*** Vegepygmies are short-lived beings that are born fully grown. While most don’t live long enough to see old age, those that do end up dying after about 30 years. ***Alignment.*** Vegepygmies are simple creature that don’t tend towards good nor evil; lawful nor chaotic. They are most often true neutral. ***Size.*** Vegepygmies average at about 3 feet in height and they weigh about 40 pounds. Your size is Small. ***Speed.*** Your base walking speed is 30 feet. ***Superior Darkvision.*** Accustomed to life in the dark conditions that russet mold prefers, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. ***Grounded.*** You have resistance to lightning damage. ***Perceptive.*** You have proficiency in the Perception skill. ***Plant Camouflage.*** When standing still, you have advantage on Dexterity (Stealth) checks you make while obscured by plants. ***Wild Regeneration.*** At the start of each of your turns, you regain hit points equal to your Constitution modifier if you have taken damage since the end of your last turn. This feature has no effect when you are unconscious. ***Languages.*** You can speak, read, and write Common and Vegepygmy.
>##### A Life Above >A few colonies of Vegepygmies have adapted to a life above ground. > >You can remove the **Superior Darkvision** of the vegepygmy, and replace it with regular Darkvision. By doing so you also remove the Sunlight Sensitivity.
Art by Tyler Jacobson
\pagebreakNum
## Warforged The technology used to create warforged began with the methods used to create mindless constructs. Although true sentience was a goal, there was little thought given to what the effects of sentience would be or how to best prepare those minds for their new existence. ### Living Constructs At the moment of a warforgeds first awakening it has no knowledge of the world, no understanding of falsehood, and no feelings about good or evil. Lies told to it then might be considered truth forever, or at least until disproved. Warforged appear as massive humanoids molded from a composite of materials — obsidian, iron, stone, darkwood, silver, and organic — though they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles make up the body of a warforged, topped by a mostly featureless head. Warforged have no physical distinction of gender; all of them have a basically muscular, sexless body shape. In personality, some warforged seem more masculine or feminine, but different people might judge the same warforged in different ways. The warforged themselves seem unconcerned with matters of gender. They do not age naturally, though their bodies do decay slowly even as their minds improve through learning and experience. \columnbreak
### Struggle for Freedom Freedom is wonderful, but it can also be terrifying. Warforged were created to fight and trained to follow orders; lacking a war to win or a leader to follow, many warforged are intimidated by the possibilities of freedom and seek comfort in roles where expectations are clear. As the warforged strive to find a place in society for themselves after The War, they simultaneously struggle to find ways to relate to the races that created them. In general, the humanoid races regard the warforged as an unpleasant reminder of the brutality of The War and avoid dealing with them when possible. To some, the warforged are still seen as the property of the military forces that paid to have them built, and most warforged in those nations serve as slave labor, often used to repair buildings and roads damaged or destroyed in the war. Throughout certain lands they have freedom, but sometimes find themselves the victims of discrimination, hard-pressed to find work or any kind of acceptance. Most warforged, not being particularly emotional creatures, accept their struggles and servitude with equanimity, but others seethe with resentment against all other races as well as those warforged whose only desire is to please their “masters.”
Art by Gabriel Veganyan
\pagebreakNum ### Warforged Names Warforged do not name themselves and only recently have begun to understand the need of other races to have names for everything. Many accept whatever names others see fit to give them, and warforged traveling with humans often are referred to by nicknames. Some warforged, however, have come to see having a name as a defining moment of their new existence, and thus search long and hard for the perfect name to attach to themselves. ___ **Warforged Nicknames:** Baker, Bender, Beast, Bulwark, Buddy, Blank, Cart, Clanker, Dog, Friend, Golem, Gearhead, Horse, Metalhead, Ratchet, Prodigy, Protector, Pal, Rust Bucket, Sentinel, Sentry, Servant, Slave, Soldier, Tinman, War Doctor, Warrior, Watcher. ### Warforged Traits Your Warforged character has the following racial traits. ***Ability Score Increase.*** Your Constitution score increases by 2, and your Strength score or Dexterity score increases by 1. ***Age.*** A warforged is built complete and considered fully developed after construction, at least physically. They do not age, though no one is certain how long they can live for, they are believed to be immortal. ***Alignment.*** Warforged are generally neutral. Though they are perfectly capable of independent thought and understanding of morality, most choose not to wrestle with ethical ideals. ***Size.*** An average Warforged stands between 5 and 7 feet tall and weighs between 200 and 400 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Built for a Purpose.*** You gain 7 upgrade points, which you spend on Warforged Upgrades when you first create your warforged character. ***Integrated Armor.*** You can integrate armor on to your body as long as you are proficient with it. Donning and Doffing integrated armor is done over a period of long rest, requiring Smith's tools or the *mending* cantrip. Integrated armor does not count towards your carrying capacity. ***Living Construct.*** Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. ***Languages.*** You can speak, read, and write Common. Warforged typically learn the language of their creators. \columnbreak ### Warforged Upgrades #### Agile Your body was designed to traverse terrain with ease. You can select this upgrade more than once, each time you do so you must pick a different option. ***Swimming.*** You gain a swimming speed equal to your walking speed. This option costs 2 points. ***Climbing.*** You gain a climbing speed equal to your walking speed. This option costs 2 points. ***Walking.*** Your base walking speed increases by 5 feet. This option costs 2 points. #### Internal Storage Compartments You were created with one or more internal storage compartments of varying sizes. Objects can be stored and retrieved with a bonus action, as long as they could reasonably fit within you. You have advantage on any checks made to hide the existence of these compartments, and they can't be forced open while you are conscious. You can retrieve ammunition from your storage compartments as part of your attack action with a ranged weapon. This upgrade costs 1 point. You can spend 1 additional point to select the *Integrated Armaments* option. ___ ***Integrated Armaments.*** When you use a bonus action to retrieve an object from your storage compartments, you can instead retrieve up to two objects, placing up to one in each hand. When you do so you can store any objects held in one or both hands. You cannot be disarmed of either of these retrieved objects while conscious if they are either a weapon without the heavy property or a shield, and they cannot be dropped. #### Lantern You are capable of emitting light like a lantern. The source of light within you could be emitted from an area such as your eyes, palm, chest, or the general cracks between the armor plating that covers your body. You can shine a wide bright light in a 15-foot radius, and dim light for an additional 15 feet. You can switch to shining a focused bright light in a 30-foot cone, and dim light for an additional 30 feet. You can control your lights during your turn without using an action, such as dimming them, turning them off, or switching between wide and focused. This light is innate and does not require fuel. This upgrade costs 2 points. You can spend 1 additional point to double the range of your lights. #### Magical Construct You were built with the innate ability to perform incredible feats which can only be described as magic. You can select this upgrade more than once, up to a maximum of two times. You learn one of the following cantrips: *Lightning Lure*, *Mending*, *Message*, or *Shocking Grasp*. Constitution is your spellcasting ability for these cantrips. This upgrade costs 2 points.
\pagebreakNum #### Powerful Your body was constructed for great feats of strength. You count as one size larger for the purpose of carrying, lifting, pushing, and dragging. This upgrade costs 2 points. #### Resistant Your body was enhanced to be resistant to a specific type of damage. Pick one damage resistance from the following options. You can select this upgrade more than once, up to a maximum of two times. ***Rare.*** You gain resistance to Radiant or Thunder damage. This option costs 2 points. ***Uncommon.*** You gain resistance to Acid, Cold, Lightning, or Necrotic damage. This option costs 3 points. ***Common.*** You gain resistance to Fire or Poison damage. This option costs 4 points. If you pick poison, you can spend 1 additional point to gain advantage on saving throws against poison. #### Small You were designed to be small, perhaps in the image of your creators. You stand between 2'6 and 4' feet tall and weigh between 50 and 200 pounds. Your Size is Small. This upgrade is free and can only be selected when you create your Warforged. It cannot be removed. #### Tough Your armor was built to last. Your hit point maximum increases by an amount equal to your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point. This upgrade costs 5 points. #### Trained Mind Your creators have trained you to be proficient in a particular area or fluent in a particular language. You can select this upgrade more than once, up to a maximum of four times. ***Skill.*** You gain proficiency in one skill of your choice. This option costs 3 points the first time it is chosen. Whenever you select this option thereafter, the cost is 2 points. ***Tool, Instrument, or Gaming Set.*** You gain proficiency in one tool, instrument, or gaming set of your choice. This option costs 1 point. ***Language.*** You gain fluency in one language of your choice. This option costs 1 point. > ##### Created for War > > *Warforged know that humans were their creators, and it’s difficult for them to forget that. How a warforged handles that association depends on the individual, but most warforged at least respect humanity’s potential and drive.*
Art by Daniel Kamarudin
\columnbreak \pagebreakNum ## Credits * Aarakocra - u/Rain-Junkie * Aasimar * Awakened Blight - u/Jonoman3000 * Centaur - u/The-Magic-Sword * Dragonborn, Greater - u/IrishBandit * Dwarf * Elapidae - u/Jonoman3000 * Elf * Fey Touched - u/lordofalldragons * Firbolg * Genasi - u/cancrix (Genasi Revised) * Gith * Gnome * Goblin * Goliath - u/Dracodruid * Halfling * Half-Dwarf * Half-Elf * Half-Orc * Human - Environmental Human - u/AeronDrake * Kenku * Lizardfolk * Minotaur - u/revlid * Mousefolk - u/skybug12 * Orc - u/DracoDruid * Shadar-kai - u/Jonoman3000 * Shardmind - u/Braggadouchie * Silva - u/Jonoman3000 * Tabaxi * Tiefling * Trition * Ursine - BoltNine Homewbrew * Vegepygmy - u/Jonoman3000 * Warforged - u/Zephilinox