Racial Reworks

by RoySauce

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Racial Reworks

Table of Contents

Table of Contents Pt. 2

Table of Contents Pt. 3

A World of Many Faces

Welcome to the world of D&D5e, the famed Tabletop Roleplaying Game that explores stories across countless worlds, each with its own fables, myths, and legends. First and foremost, D&D is a game of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation of play. This supplement is one I have designed for use in my own personal games of D&D, set within my homebrew setting of Alyria. That said, most things in this pdf are meant to be setting neutral and should seemlessly port into other settings. Still, feel free to pick and choose if you'd like.

A visit to one of the great cities in the many worlds of Dungeons & Dragons is one that overwhelms the senses. Voices chatter in countless different languages. The smells of cooking dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants. All these things blend into one as the city itself imposes and untold history upon you.

And the people themselves—people of all shapes, sizes, and colors, dressed in a dazzling spectrum of styles and hues—represent many different races, from diminutive Halflings and Stout Dwarves to majestic Elves and towering Goliaths, all mingling amongst a variety of Human ethnicities.

Scattered among the members of these more common races are the true exotics: a hulking Dragonborn here, pushing his way through the crowd, and a sly Tiefling there, lurking in the shadows with mischief in her eyes. A group of Gnomes laughs as one of them activates a clever wooden toy that moves of its own accord. Half-elves and Half-Orcs live and work alongside Humans, without fully belonging to the races of either of their parents.

Choosing a Race

Humans are the most common people in the worlds of D&D, but they live and work alongside Dwarves, Elves, Halflings, and countless other fantastic species. Your character belongs to one of these peoples.

Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. Dwarves, Elves, Halflings, and Humans are the most common races to produce the sort of adventurers who make up typical parties. Other races and subraces are less common as adventurers.

Your choice of race affects many different aspects of your character. It establishes fundamental qualities that exist throughout your character's adventuring career. When making this decision, keep in mind the kind of character you want to play. For example, a Halfling could be a good choice for a sneaky rogue, a dwarf makes a tough warrior, and an Elf can be a master of arcane magic.

Your character race not only affects your ability scores and traits but also provides the cues for building your character's story. Each race's description in this chapter includes information to help you roleplay a character of that race, including personality, physical appearance, features of society, and racial alignment tendencies.

Racial Traits

The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.

Ability Scores. Every race increases a number of your character's ability scores. See the Alternate Ability Score Rules below for additional options.

Age. The age entry notes the age when a member of the race is considered an adult and the race's expected lifespan.

Size. Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of some races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently such as carrying capacity, movement speed, etc.

Speed. Your speed determines how far you can move when traveling and fighting. See Chapters 8 & 9 of the Player's Handbook for a breakdown of movement speeds.

Languages. By virtue of your race, your character can speak, read, and write certain languages. Chapter 4 lists the most common languages of the D&D multiverse. See the Alternate Language Rules below for additional options in expanding this side a character's cultural background.

Subraces. Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits of their subrace. Relationships among subraces vary significantly from race to race and world to world.

In the Dragonlance campaign setting, for example, mountain Dwarves and hill Dwarves live together as different clans of the same people, but in the Forgotten Realms, they live far apart in separate kingdoms and call themselves shield Dwarves and gold Dwarves, respectively.

Common Races
Races
Description
Dwarves 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.
Elves 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.
Gnomes 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.
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.
Half-Dwarves 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.
Half-Elves 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-Orcs 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.
Halflings 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.
Humans Humans are the youngest of the common races. 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 world.

Alternate Ability Score Increases

If you'd like your character to follow their own path, you may ignore your Ability Score Increase trait(s) and assign ability score increases tailored to your character.

To do this, take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can't apply those increases to the same ability score, and you can't increase a score above 20.

For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1.

Alternate Language Proficiencies

In order to better emulate the intricacies of language and culture, this alternate ruling may be instated for language proficiencies.

Fluency Level. In place of automatically being proficient in a given language, one's fluency in any language exists on a percentage scale from 0 to 100. Be sure to mark the percentage tied to each language you know separately. This number represents your Fluency Level.

Language Checks. When interacting with a language that you are not 100% fluent in, roll 1d100. When rolling below your Fluency Level, you are able to successfully translate a given interaction whether it be a conversation, text, etc.

Languages Known. Starting at 1st level, your character may be 100% fluent in a number of languages equal to your Intelligence modifier (minimum of 1). At least one of these starting languages must be Common. From here, place your additional language proficiencies in order from which you wish to be most fluent in to least fluent in. For each additional language you know, you lose 20% fluency in that language (minimum of 20%).

For example, a 1st level character with 14 Intelligence may start with the following language proficiencies: Common, Dwarven, Elven, Gnomish, and Infernal. In this instance, they would start the game with two languages at 100% fluency (Common and Dwarven), whereas their leftover languages would be placed in order of their importance to the character and lose fluency as follows: Gnomish (80%), Elven (60%), Infernal (40%).

Increasing Fluency. For each week that you spend regularly studying and/or practicing a given language, you may increase your Fluency Level by 5%. You may only increase one language in this way at a time.

Dwarves

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.

Clans and Kingdoms

Dwarven kingdoms stretch deep beneath the mountains where the Dwarves mine gems and precious metals 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 often off limits.


 

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. 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 their 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."

Gods, Gold, and Clan

Dwarves who take up the adventuring life might be motivated by a desire for treasure, whether that simply be 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. For example, a Dwarven fighter might search for the familial axe once wielded by a mighty ancestor that is said to have been 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 for one'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
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

Dwarf Traits

As a Dwarf, you have the following racial traits:

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 400 years on average.

Size. Dwarves are short of stature, yet dense of build. They stand between 4 and 5 feet tall on average, and can weigh anywhere from 100 to 200 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Additionally, your speed is not reduced by wearing heavy armor.

Dwarven Resilience. You have resistance to poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition.

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.

Dwarven Weapon Training. You have proficiency with battleaxes, handaxes, light hammers, and warhammers. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Cunning Artisan. You have proficiency in your choice of one of the following artisan’s tools: Brewer’s Supplies, Mason’s Tools, Jeweler's Tools, or Smith’s Tools.

Additionally, whenever you make an Intelligence check relating to the origin of an item or structure made with your chosen artisan’s tools, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

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. Five main subraces of Dwarves populate the world: Mountain Dwarves, Hill Dwarves, Coastal Dwarves, Stone Dwarves, and Forge Dwarves.

Mountain Dwarves

Mountain Dwarves are accustomed to a life in the ancient mountain citadels of their kin. These strongholds have stood against the test of time for thousands of years, forever preserving their vast histories and storied traditions within.

Life within the citadel has always been one of order and discipline, where every Dwarf had his place and duty, holding at bay the many enemies from above and below that strive to take or destroy the treasures of their Dwarven ancestors.

Ability Score Increase. Your Strength score increases by 2.

Of Many Trades. When selecting a type of artisan’s tool to benefit from your Cunning Artisan trait, you may choose an additional tool from the provided list.

Dwarven Fortitude. Your Hit Point Maximum increases by 1 and it increases by 1 every time you gain a level. Additionally, whenever a creature attempts to move you against your will, you have Advantage on the ability check or saving throw made to resist it.

Hill Dwarves

Hill Dwarves are accustomed to a life as connected to the surface world as any of the other races that live there. Less strict in their traditions, they have an easier time interacting with foreign cultures and integrating themselves into mixed societies than their more cavernous kin.

To the Hill Dwarves, life is meant to be enjoyed and good fortune is meant to be shared with friends and family. They seem to have an easier time enjoying the fruits of their labor, rather than merely the labor itself. Still, when the workday is done, they can drink and dance with the best of them.

Ability Score Increase. Your Charisma score increases by 1.

Dwarven Armor Training. You have proficiency with light and medium armor.

Cunning Traveler. When selecting a type of artisan's tool to benefit from your Cunning Artisan trait, you may choose an additional tool from the following list: Cobbler's Tools, Cook’s Utensils, or Weaver’s Tools.

Step of the Hills. Your walking speed is increased to 30 feet. Additionally, when traveling for an extended period of time, you can move stealthily at a normal pace (See Chapter 8 of the Player's Handbook for information about travel pace).

Coastal Dwarves

Not all Dwarvenkind dwell in deep or high places, leading insular lives amongst those of their own kind. Still, there are those Dwarven clans that have chosen a different path in taking to the seas and learning to traverse their vast waters.

With a mastery of the ocean, Coastal Dwarves have found a sense of solace within the heavy winds and rough waves of an oceanic life. Few Coastal Dwarves spend their entire lives in any one place. The sea is their mistress and she calls them to her as sailors, fishermen, and traders alike.

Ability Score Increase. Your Dexterity score increases by 1.

Skilled Sailor. You can speak, read, and write one additional language of your choice and have proficiency with Navigator’s Tools and Water Vehicles.

Cunning Shiphand. When selecting a type of artisan's tool to benefit from your Cunning Artisan trait, you may choose an additional tool from the following list: Carpenter’s Tools, Cartographer’s Tools, or Leatherworker's Tools.

Sea Dog. You can hold your breath for a number of minutes equal to 1 + three times your Constitution modifier and have Advantage on ability checks and saving throws you make to avoid or end the grappled condition on yourself. Additionally, while traveling by water, you have Advantage on Constitution Saving Throws made to resist exhaustion.

Forge Dwarves

Forge Dwarves are one with the flame. Touched by the Elemental Plane of Fire, their very souls are imbued with the heat of the furnaces wherein Dwarves work their steel. Like fire, Forge Dwarves are wild, intense, and passionate.

They have chosen to live, laugh, and love with an absolute wildness and endless ferocity, for the heat of the moment never lasts, and if you wait too long, your flame may soon begin to dim. This mantra guides them in all they do in their lifelong efforts to emulate the purity of the flame.

Ability Score Increase. Your Wisdom score increases by 1.


Wandering Warriors

Known as hearty warriors across their many travels, Hill Dwarves often find themselves employed as hired muscle. At 1st level, if you pick a class that benefits from proficiency in light and medium armor, such as the Barbarian or Fighter classes, you may take the Squat Nimbleness feat for free. When gained in this way, you do not increase any ability scores as part of taking the feat.


Inner Flame. You can speak, read, and write Ignan and you have resistance to fire damage. Additionally, you are naturally adapted to hot environments as described in Chapter 5 of the Dungeon Master’s Guide.

Fine Artisan. When selecting a type of artisan's tool to benefit from your Cunning Artisan trait, you may choose an additional tool from the following list: Glassblower’s tools, Potter's Tools, or Woodcarver's Tools.

Illumination. As a Bonus Action, you may choose to ignite or extinguish a series of harmless flames across your body, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. While illuminated in this way, you can light a small fire using any flammable object that you can touch.

Stone Dwarves

Stone Dwarves, also known as the Duergar, are the Dwarves whose ancestors were transformed by centuries living in the deepest depths of the Underdark. This strange realm is saturated with dark magical energies that they have absorbed over generations and generations, forever altering their kind.

Once enslaved by the abberations known as Mind Flayers, the Duergar were subject to generations of experiments that left their kind with psionic powers. When they eventually liberated themselves from their tyrant's grasp, they went on to forge a new life and legacy for themselves.

Ability Score Increase. Your Intelligence score increases by 1.

Psionic Fortitude. You can speak, read, and write Deep Speech, and you have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.


Crazed Artisan. When selecting a type of artisan's tool to benefit from your Cunning Artisan trait, you may choose an additional tool from the following list: Alchemist's Supplies, Tinker's Tools, or Poisoner's Kit.

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Duergar Magic. You know the thaumaturgy cantrip. Starting at 3rd level, you learn the enlarge/reduce spell and can cast it once, on yourself, with this trait. Starting at 5th level, you also learn the invisibility spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Sunlight Sensitivity. Your affinity for the dark has left you vulnerable to the burning light of the sun when traveling the surface. You have a -2 penalty to all attack rolls, Save DCs, and Wisdom (Perception) checks that rely on sight when you, the target of your attacks, spells, or abilities, or whatever you are trying to perceive are in direct sunlight. Additionally, you can spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 1 hour), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 8 + Number of hours in the sun) or take a level of exhaustion.

Elves

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 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 magic allow them to support themselves without the need for clearing and plowing land.

They are talented artisans, crafting finely worked clothes and works of art. Their contact with outsiders is usually limited, though some 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 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.


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.


Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella,

Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
Male Adult Names: Adran, Beiro, Carric, Enialis, Galinndan,

Hadarai, Ivellios, Laucian, Peren, Quarion, Thamior, Varis
Female Adult Names: Andraste, Bethrynna, Caelynn, Enna,

Keyleth, Lia, Meriele, Quelenna, Shanairra, Thia, Valanthe
Family Names & Translations: Amakiir (Gemflower),

Amastacia (Starflower), Galanodel (Moonwhisper),

Holimion (Diamonddew), Meliamne (Oakenheel), Ilphelkiir

(Gemblossom), Liadon (Silverfrond), Nailo (Nightbreeze)

Elf Traits

As an Elf, you have the following racial traits:

Ability Score Increase. Your Dexterity score increases by 2.

Age. Although Elves reach physical maturity at about the same age as Humans, their understanding of adulthood goes beyond physical growth. They typically claim an adult name at the age of of 100, and can live to be nearly a century old.

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 superior 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 an ancestral connection to the world known as Faerie, meaning your creature type is both Fey and Humanoid. You have Advantage on saving throws you make to avoid or end the charmed condition on yourself.

Trance. You don't need to sleep, magic can't put you to sleep, and you can finish a long rest in 4 hours, rather than the normal 8, as long as you spend those hours in a trancelike meditation, during which you remain conscious. Whenever you finish a long rest and awaken from this trance, you may select one skill with which you are proficient and move that proficiency to another skill with which you are not proficient.

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 to add Elvish ballads to their repertoires.

Subrace. Ancient divides among the Elven people resulted in five main subraces: High Elves, Wood Elves, Dark Elves, Pallid Elves, and Sea Elves.

High Elves

From a young age, High Elves learn the endless utility and masterful craft that is arcane magic, which they practice in reverence to Corellon, the Elven god of magic. Commonly referred to as Sun Elves due to the beautifully golden sheen of their skin, High Elves represent the epitome of grace and

Ability Score Increase. Your Intelligence score increases by 1.

High Education. You have proficiency in your choice of two of the following skills: Acrobatics, Arcana, History, Insight, Nature, or Religion.

High Elf Training. You can speak, read, and write two additional languages of your choice and you have proficiency with shortswords and longswords. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

High Magic. You know one cantrip from the wizard spell list. Starting at 3rd level, you learn the detect magic spell and can cast it once with this trait. Starting at 5th level, you also learn the suggestion spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Wood Elves

The Wood Elves stand a step closer to the world of the fey than their kin, giving them primal features and a wild look within their eyes. Finding a home within the ancient trees once planted by their ancestors, Wood Elves are considered to be much more isolated than the other Elven races.

Ability Score Increase. Your Constitution score increases by 1.

Fleet of Foot. You have proficiency in the Stealth skill and your walking speed is increased to 35 feet. Additionally, when traveling for an extended period of time, you can move stealthily at a normal pace (See Chapter 8 of the Player's Handbook for information about travel pace).

Wood Elf Training. You can speak, read, and write Sylvan and you have proficiency with shortbows and longbows. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

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. Additionally, when traveling through heavily forested or jungled environments, you can move across nonmagical difficult terrain without expending extra movement and you may ignore half cover created by the natural environment.

Dark Elves

Commonly referred to as the Drow, Dark Elves are a long lost collection of Elves that were once banished from the surface world for their continued worship of an evil goddess known as Lolth, The Spider Queen, after her fall and subsequent descent into madness.

Ability Score Increase. Your Charisma score increases by 1.

Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Investigative Eye. You have proficiency in the Investigation skill and you can take the Search Action as a Bonus Action. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Drow Training. You can speak, read, and write Undercommon and you have proficiency with shortswords, rapiers, hand crossbows, and whips. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Drow Magic. You know the dancing lights cantrip. Starting at 3rd level, you learn the faerie fire spell and can cast it once with this trait. Starting at 5th level, you also learn the darkness spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


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 ambitions 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."


Sunlight Sensitivity. Your affinity for the dark has left you vulnerable to the burning light of the sun when traveling the surface. You have a -2 penalty to all attack rolls, Save DCs, and Wisdom (Perception) checks that rely on sight when you, the target of your attacks, spells, or abilities, or whatever you are trying to perceive are in direct sunlight. Additionally, you can spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 1 hour), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 8 + Number of hours in the sun) or take a level of exhaustion.

Pallid Elves

Most commonly referred to as Moon Elves, due to their pale complexion and ancient ties to the goddess of the moon, the Pallid Elves are the youngest of the Elven races. Having spent the entirety of their known history isolated beyond a secret veil of illusory magics formed long ago by their patron mother, these Elves have only recently reentered the greater world, granting them a unique curiosity for this world.

Ability Score Increase. Your Wisdom score increases by 1.

Illusory Sight. You have Advantage on all ability checks made to reveal the true nature of an illusion.

Incisive Sense. When you make an Wisdom (Perception) or Wisdom (Insight) check, you can make the check with Advantage. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Pallid Elf Training. You can speak, read, and write one additional language of your choice and you have proficiency with blowguns, sickles, slings, spears, and quarterstaffs. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.


Blessing of the Moonweaver. You know the minor illusion cantrip. Starting at 3rd level, you learn the sleep spell and can cast it once with this trait. Starting at 5th level, you also learn the invisibility spell and can cast it once, targeting yourself, with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Sea Elves

Many years ago, the ancient Elven tribes that are now known as the Sea Elves fell in love with the vast beauty of the ocean. While their kin traveled from between realms, the Sea Elves navigated the deepest currents and explored the waters across the many primordial seas that connect the endless wide and varired elemental plane of water.

Ability Score Increase. Your Strength score increases by 1.

Children of the Sea. You have a swimming speed equal to your walking speed, you can breathe both air and water, and you have resistance to cold damage. Additionally, you are naturally adapted to deep waters, as described in Chapter 5 of the Dungeon Master's Guide.

Sea Elf Training. You can speak, read, and write Aquan and you have proficiency with spears, javelins, and tridents. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Emissary of the Sea. Through a combination of sounds and gestures, you can communicate simple ideas with any Beast, Elemental, or Monstrosity with an innate swimming speed. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

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.

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.

Gnomes

A constant hum of busy activity pervades the warrens and neighborhoods where Gnomes form their closely 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 all that life has to offer, 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.

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.

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.


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: Ashhearth, Badger, Cloak, Doublelock,

Fnipper, Nim, Oneshoe, Pock, Sparklegem, Stumble

Gnome Traits

As a Gnome, you have the following racial traits:

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. They can live 350 to almost 500 years.

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Low-Light Vision. Accustomed to life underground, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

In Plain Sight. You have Advantage on Intelligence (Investigation) and Wisdom (Perception) checks to detect hidden compartments or passages.

Fey Cunning. You have an ancestral connection to the world known as Faerie, meaning your creature type is both Fey and Humanoid. You have Advantage on Intelligence, Wisdom, and Charisma Saving Throws against magic.

Gnomish Weapon Training. You have proficiency with blowguns, daggers, shortspears, sickles, and slings. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Gnomish.

Subrace. There exist five subraces of Gnomes in the world: Forest Gnomes, Rock Gnomes, Salt Gnomes, Sand Gnomes, and Deep Gnomes.

Forest Gnomes

Forest Gnomes gather in secret communities hidden deep within the sylvan forests they call home, often using illusions and trickery to conceal themselves from threats or to mask their escape should they ever be detected.

Tending to be friendly with other good-spirited woodland folk, Forest Gnomes often 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 Wisdom score increases by 1.

Natural Illusionist. You know the minor illusion cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

Companions For Life. You have proficiency with Herbalism Kits. Using these tools, you can spend 10 GP worth of materials to ritually cast the Find Familiar spell with this trait. Once you cast the spell with this trait, you can't do so again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cast Find Familiar with this trait (choose when you select this race).

 

Rock Gnomes

Of the Gnomish races, the Rock Gnomes have the greatest connection to the civilized world. Due to this inherent binding to society and all of its many bells and whistles, they are often the first thing outsiders think of when speaking of their kind.

With their natural curiosity and knack for innovation, many individuals have found it to be incredibly beneficial to consult the keen minds of the Rock Gnomes when faced with a difficult choice, though they often come to regret this fact when thier less serious, fey impulses come into play.

Ability Score Increase. Your Constitution score increases by 1

Instinctive Repair. You know the mending cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

Tinker’s Craft. You have proficiency with Tinker’s Tools. Using these tools, you can spend 10 minutes and 10 GP worth of materials to construct a hand-held mechanical device. Upon constructing this device, select one effect from those listed under the Prestidigitation or Thaumaturgy spells—light a candle, create a sensory effect, etc. A creature can take the Utilize Action to produce this effect. You can maintain a number of these devices at a time equal to 1 + your Proficiency Bonus, and a device stops functioning after 24 hours away from you. You can dismantle any device to reclaim the materials used to create it.

Salt Gnomes

A seafaring people with a love of the stars, Salt Gnomes are said to have long left the sandy shores of their past in favor of a life led by the endless adventures of the sea and stars alike.

Intimately connected to the night sky, Salt Gnomes are masters of divination, a fact that guides their collective aims and ambitions as a society. Known to chart the stars and various celestial bodies within the night sky, these curious gnomish people seek to peer beyond the veils of the material realm and foretell the course of fate itself.

Ability Score Increase. Your Charisma score increases by 1.

Ocean Guide. You know the guidance cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Natural Recall. You always know which direction is north, and you have Advantage on any Wisdom (Survival) check you make to navigate or track.

Star Gazer You have proficiency with Navigator's Tools and Water Vehicles. Additionally, you have learned to use these tools for a unique form of astrological divination.

If you have a clear view of the night sky, you can use these tools to study the movements of the celestial bodies over the course of a long rest. By charting their paths and performing a ritual of divination, you may predict the course of fate itself. Roll a d20 and record the roll. Once before the end of your next long rest, when you roll that number on a d20, you may choose to treat the roll as a Natural 20. If the recorded roll is a Natural 20, you may instead choose to replace a single roll of your choice with the Natural 20 recorded.

Sand Gnomes

Born to the course sands and scorching heat of the seemingly endless desert wastes, Sand Gnomes persist the harsh environments of their home in hopes of uncovering the lost worlds and ancient civilizations of the past.

Unlike their often whimsical kin, Sand Gnomes are an incredibly practical people and are known to make use of their natural intellect to explore archaeological sites and explore ancient ruins as they attempt to further piece together the lost histories of this world.

Ability Score Increase. Your Strength score increases by 1.

Sand Shifter. You know the mold earth cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Inquisitive Eye. You can take the Search Action as a Bonus Action. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Ancient Explorer's. You have proficiency with Mason's Tools, which you have learned to use for your archaeological endeavors. Using these tools, you can ritually cast the comprehend languages and identify spells.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Deep Gnomes

Known as the Deep Gnomes to most, the Svirfneblin are a race of tricksters and thieves living deep within the many dangers of the Underdark.

Unlike the Duergar or Drow, Svirfneblin are just as kindhearted as their surface cousins, if a bit more chaotic at heart. Despite the intense hostility of their surroundings, they have maintained a genuine love for this world, choosing to fill it with humor and levity where others would not.

Ability Score Increase. Your Dexterity score increases by 1.


Deep Camouflage. When you make a Dexterity (Stealth) check, you can make the check with Advantage. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Trickster's Pouch. You have proficiency with thieve's tools. Using these tools, you can spend 10 GP worth of materials over the course of a long rest to produce a small bag of ball bearings or caltrops (Your choice). With this item in hand, you can take the Utilize Action with it as a Bonus Action instead of an Action. You can use this trait in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Svirfneblin Magic. You know the magic stone cantrip. Starting at 3rd level, you learn the disguise self spell and can cast it once with this trait. Starting at 5th level, you also learn the magic aura spell and can cast it once with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Sunlight Sensitivity. Your affinity for the dark has left you vulnerable to the burning light of the sun when traveling the surface. You have a -2 penalty to all attack rolls, Save DCs, and Wisdom (Perception) checks that rely on sight when you, the target of your attacks, spells, or abilities, or whatever you are trying to perceive are in direct sunlight. Additionally, you can spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 1 hour), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 8 + Number of hours in the sun) or take a level of exhaustion.

Goliaths

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.

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 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.

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.

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 parents, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long, while Clan names are five or more.

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.

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

Goliath Traits

As a Goliath, you have the following racial traits:

Ability Score Increase. Your Constitution score increases by 2.

Age. Goliath lifespans are similar to Humans, becoming adults in their late teens and often living less than a century.

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 35 feet.

Runic Sight. You have Advantage on all ability checks made to uncover or decipher magical runes.

Titan's Grip. You have Advantage on Strength (Athletics) checks made to grapple creatures that are no more than one size larger than you.

Oral Historians. Although your people are not always the most learned, their oral histories are ever-expanding. When making an Intelligence (History) check, you may instead make a Wisdom (History) check. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Little Giant. You have an ancestral connection to the primordial giants of old, meaning your creature type is both Giant and Humanoid. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. Additionally, you are unable to squeeze into spaces that would normally only fit smaller creatures.

Languages. You can speak, read, and write Common, and Giant.

Subrace. Goliath subraces stem from their six ancient, tribal communities: Hillborn, Stoneborn, Frostborn, Flameborn, Cloudborn, and Stormborn.

Hillborn

Known to enjoy a good meal, a good chat, and a good fight, the once tribal Hillborn Goliaths have long since been brought into the folds of civilization. As such, their ways have mostly integrated into the modernities of city life, and what tribes of theirs still exist today are few and far between.

Ability Score Increase. Your Strength score increases by 1.

Born of the Hills. You have resistance to poison damage, Advantage on saving throws you make to avoid or end the Poisoned condition, and immunity to disease. Additionally, when a creature attempts to knock you prone or move you against your will, you have Advantage on the ability check or saving throw made to resist it.

Heart of the Wilds. Whenever you finish a long rest, you gain a number of Temporary Hit Points equal to your total level. Additionally, at the end of each short rest, the first time you roll a Hit Die to regain Hit Points, you may add twice your Proficiency Bonus to the roll.

Hill's Heft. You can call upon the strength of the hills to topple your foes. When you take the Attack Action to attack with a melee weapon on your turn, you can use a Bonus Action to make a contested Strength (Athletics) check against the target of your attacks. If the target is no more than one size larger than you, on a success, you can choose to knock it prone or push it 10 feet away. You can use this trait in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Stoneborn

The Stoneborn's stoic presence and thick skin stems from the earthen exterior of the Stone Giants. Perhaps the most civilized of their Giantkin, they have their place within the civilized world of humanity rather than the far off wilds and ancient wastelands of their kin.

Ability Score Increase. Your Wisdom score increases by 1.

Born of Stone. You have resistance to acid damage and, when traveling through mountainous or rocky terrain, you can move across nonmagical difficult terrain without expending extra movement.

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.


Heart of the Hearth. When making any Intelligence check, you may expend a use of your Oral Historian trait to make it a Wisdom check instead. Additionally, you have proficiency with one set of artisan's tools, one gaming set, and one musical instrument of your choosing.

Stone's Endurance. You can call upon the unyielding strength of stone to shrug off harm. When you take damage, you can use your Reaction to reduce the damage by 1d12 + your Constitution modifier. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Frostborn

The blood of the Frostborn runs as cold as the frozen tundras they call home. Ancient descendants of the Frost Giants, they've learned not to survive, but rather to thrive within the frozen wastes that others would consider uninhabitable. Their people have found beauty and life where once there was none, binding them and their tribes together forever.

Ability Score Increase. Your Dexterity score increases by

Born of Frost. You have resistance to cold damage. Additionally, you are naturally adapted to cold environments, as described in Chapter 5 of the Dungeon Master's Guide.

Heart of the Wastes. You have proficiency in the Stealth skill and, when traveling for an extended period of time, you can move stealthily at a normal pace (See Chapter 8 of the Player's Handbook for information about travel pace).

Additionally, whenever you make a Strength (Athletics) check related to climbing or jumping, you are considered proficient in the given check. If you are already proficient in the Athletics skill, you may instead add double your Proficiency Bonus to the check.

Rime's Ward. You can draw on the chilling cold to ward you from harm. When you are hit by an attack, you can use your Reaction to increase your AC by your Constitution modifier until the end of the attacker's turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Flameborn

Living in some of the most volatile environments this world has to offer, the Flameborn find inspiration for their crafts within the elements as they traverse the realm in search of their next primeval spark of inspiration. From sailing the seas to scaling the highest of mountains, they believe that true inspiration only comes from adventure.

Ability Score Increase. Your Strength score increases by 1.

Born of the Flame. You have resistance to fire damage. Additionally, you are naturally adapted to hot environments, as described in Chapter 5 of the Dungeon Master’s Guide.

Heart of War. You have proficiency in the Intimidation skill, light armor, medium armor, and smith's tools.

Fire's Light. You can call upon searing flames to scorch all those that dare defy you. Whenever you take damage, you can use your Reaction to force all creatures within 5 feet of you to make a Dexterity Saving Throw (DC 8 + your Constitution Modifier + your Proficiency Bonus). On a failed save, targets take fire damage equal to 1d4 + your Constitution modifier. This fire ignites any flammable objects in the area that aren't being worn or carried. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Cloudborn

The Cloudborn feel most comfortable in the highest reaches of the tallest mountains, where the air is too cold and thin for most other creatures to survive and the cries of the mortal world have been all but left behind. Despite holding the same size and stature as their sister races, the Cloudborn hold a stoic serenity as they walk this world with a clarity of mind and a lightness of step that few others have achieved.

Ability Score Increase. Your Charisma score increases by 1.

Born of the Wind. You have resistance to thunder damage. Additionally, you are naturall acclimated to high altitudes, including elevations above 20,000 feet, and strong winds, as described in Chapter 5 of the Dungeon Master's Guide.

Heart of the Sky. You can hold your breath for a number of minutes equal to 1 + three times your Constitution modifier. When you make a long jump or a high jump while holding your breath, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual. Additionally, whenever you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus.

Cloud's Cover. As a Bonus Action, you can magically teleport up to 30 feet to an unoccupied space you can see. Alternatively, when an ally within 30 feet of you is hit by an attack, you can use this trait as a Reaction to teleport to an unoccupied space within 5 feet of their attacker. When used in this way, you must be able to see the attacker and they must be within 30 feet of you. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Stormborn

The Stormborn share a heart that beats to the rhythm of the rain, just as their ancestral giant kin did long ago. Known to lead a life of adventurous might and unending wonder that, this path more often than not leads them to a life at sea. Their bravery and strategic prowess in combat is unmatched by their lesser giant kin, making their clans a people to be both feared and respected alike.

Ability Score Increase. Your Intelligence score increases by 1.

Born of the Storm. You have resistance to lightning damage. Additionally, you are acclimated to high wind and heavy precipitation, and suffer no Disadvantage to Wisdom (Perception) checks under those conditions, as described in Chapter 5 of the Dungeon Master’s Guide.

Heart of the Waves. You have proficiency in the Athletics skill, Navigator's Tools, and Water Vehicles. Additionally, while traveling by water, you have Advantage on Constitution Saving Throws made to resist exhaustion.

Storm’s Fury. You can call upon the storm to retaliate against your opponents. When you take damage from a creature within 30 feet of you, you can use your Reaction to force the attacker to make a Dexterity Saving Throw (DC 8 + your Constitution Modifier + your Proficiency Bonus). On a failure, the target takes lightning damage equal to 1d6 + your Constitution modifier and their speed is reduced by 10 feet until the start of your next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Half-Dwarves

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 a blended Human and Dwarven population will contain at least a handful of Half-Dwarves.

Squats, Half-Bred, Muls

Half-Dwarves inherit a Dwarven build and a Human's height, often leaving them looking somewhere in between a short, stocky Human and a tall, less hairy Dwarf. Their broad features may give off the impression that Half-Dwarves are larger than full blooded Humans, despite the fact that they rarely stand taller than 6 feet high.

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-Breeds. In either case, the life of a Half-Dwarf is often filled with ridicule, disdain, or worst of all, pity. As a result, Half-Dwarves tend to be loners and are 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. This fact makes them consummate stone-workers, smiths, and brewers, no matter where they find themselves settling.

Those that embrace their Human side must find a space to fill, often finding work as lumberjacks, woodcarvers, and carpenters. On the other hand, those that remain devoted to their dwarven blood and, as such, settle within the often isolationist dwarven communities find themselves struggling to keep up. A Half-Dwarf craftsman rarely holds quite the same natural affinity for any given craft, so they must work for the approval of their dwarven kin in all that they do.

Finally, no matter where they are from, many Half-Dwarves feel themselves drawn to the ranks of the town guard, where they can provide quiet, dignified service to their community.

Rule of Law

Half-Dwarves are inclined to simply make a decent life for themselves and live by their societies rules, giving them a predisposition towards Lawful alignment. However, this is a weaker factor for them than their Dwarven ancestors, as rather than a strict adherence to the rules, they are mostly happy to just live their lives without trouble. They are friendly and loyal by nature, and despite their preference for an untroubled life, few Half-Dwarves will hesitate to stand up for those they care about, or against evil when the call comes.

Half-Dwarf Names

Half-Dwarves use Human or Dwarven naming conventions, depending on where they were raised, though it is common for them to take on cultural nicknames in either Dwarven or common, depending on which heritage they gravitate towards, as they grow older.

Half-Dwarf Traits

As a Half-Dwarf, you have the following racial traits:

Ability Score Increases. Your Constitution score increases by 2 and two other ability scores of your choice increase by 1.

Age. Half-Dwarves mature the same as Humans, reach adulthood around the age of 20, and often live over 200 years.

Size. A Half-Dwarf is taller than a Dwarf, and bulkier than a Human, standing at 5 to 6 feet tall and weighing between 240-300 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Additionally, your speed is not reduced by wearing heavy armor.

Skill Versatility. You have proficiency in two skills of your choosing.

Dwarven Resilience. You have resistance to poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition.

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.

Cunning Artisan. You have proficiency in your choice of one of the following artisan’s tools: Brewer’s Supplies, Mason’s Tools, Jeweler's Tools, or Smith’s Tools.

Additionally, whenever you make an Intelligence check relating to the origin of an item or structure made with your chosen artisan’s tools, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.


Languages. You can speak, read, and write Common, Dwarvish, and one additional language of your choice.

Subrace. Like their Dwarven kin, there exist five subraces of Half-Dwarves, one for each of the Dwarven races.

Half Mountain Dwarves

Dwarven Fortitude. Your Hit Point Maximum increases by 1 and it increases by 1 every time you gain a level. Additionally, whenever a creature attempts to move you against your will, you have Advantage on the ability check or saving throw made to resist it.

Half Hill Dwarves

Dwarven Armor Training. You have proficiency with light and medium armor.

Half Coastal Dwarves

Sea Dog. You can hold your breath for a number of minutes equal to 1 + three times your Constitution modifier and have Advantage on ability checks and saving throws you make to avoid or end the grappled condition on yourself. Additionally, while traveling by water, you have Advantage on Constitution Saving Throws made to resist exhaustion.

Half Stone Dwarves

Psionic Fortitude. You can speak, read, and write Deep Speech, and you have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.

Half Forge Dwarves

Inner Flame. You have resistance to fire damage. Additionally, you are naturally adapted to hot environments, as described in Chapter 5 of the Dungeon Master’s Guide.

Half-Elves

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 to adulthood while their peers continue to live as children, growing restless in the timeless Elven realms.

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.


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 only 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 prefer to avoid company altogether, wandering the wilds as foresters, hunters, or adventurers and rarely visiting civilization. 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.

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

As a Half-Elf, you have the following racial traits:

Ability Score Increases. Your Dexterity 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.

Size. Half-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.

Skill Versatility. You have proficiency in two skills and one tool set of your choosing.

Low-Light Vision. Thanks to your Elven blood, you have superior 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 an ancestral connection to the world known as Faerie, meaning your creature type is both Fey and Humanoid. You have Advantage on saving throws you make to avoid or end the charmed condition on yourself.

Trance. You don't need to sleep, magic can't put you to sleep, and you can finish a long rest in 4 hours, rather than the normal 8, as long as you spend those hours in a trancelike meditation, during which you remain conscious. Whenever you finish a long rest and awaken from this trance, you may select one skill with which you are proficient and move that proficiency to another skill with which you are not proficient.

Languages. You can speak, read, and write Common, Elvish, and one additional language of your choice.

Subrace. Spawning, at least in part, from their fey kin, there exist five subraces of Half-Elves, one for each of the Elven races.

Half High Elves

High Magic. You know one cantrip from the wizard spell list. Starting at 3rd level, you learn the detect magic spell and can cast it once with this trait. Starting at 5th level, you also learn the suggestion spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Half Wood Elves

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. Additionally, when traveling through heavily forested or jungled environments, you can move across nonmagical difficult terrain without expending extra movement and you may ignore half cover created by the natural environment.

Half Dark Elves

Drow Magic. You know the dancing lights cantrip. Starting at 3rd level, you learn the faerie fire spell and can cast it once with this trait. Starting at 5th level, you also learn the darkness spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Half Pallid Elves

Blessing of the Moonweaver. You know the minor illusion cantrip. Starting at 3rd level, you learn the sleep spell and can cast it once with this trait. Starting at 5th level, you also learn the invisibility spell and can cast it once, targeting yourself, with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Half Sea Elves

Descendants of the Sea. You have a swimming speed equal to your walking speed and you can breathe both air and water. Additionally, you are naturally adapted to deep waters, as described in Chapter 5 of the Dungeon Master's Guide.

Half-Orcs

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.

Begrudging 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 show 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.

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.

Orcs 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 or not they embrace 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.

Half-Orcs 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 their Orcish kin. If not raised amongst Orcish tribes, they are most likely to be found in human societies, though their acceptance varies.

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.

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.

Half-Orc Names

Half-orcs 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

Half-Orc Traits

As a Half-Orc, you have the following racial traits:

Ability Score Increases. Your Strength score increases by 2 and two other ability scores of your choice increase by 1.

Age. Half-orcs mature faster than Humans, reaching adulthood around age 14, though they rarely live past 75.

Size. Larger and bulkier than Humans, Half-Orcs range from 5 to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Skill Versatility. You have proficiency in two skills and one tool set of your choosing.

Low-Light Vision. Thanks to your Orc blood, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Imposing Presence. You have Advantage on saving throws made to avoid or end the frightened condition on yourself, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Relentless Endurance. Whenever you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a long rest.

Languages. You can speak, read, and write Common, Orcish, and one additional language of your choice.

Subrace. Spawning from their Orcish kin, there exist four subraces of Half-Orcs, one for each of the Orcish races.

Half Green Orcs

Savage Attacks. When you roll the highest value on a weapon's damage die, you may roll one additional time and add the result to your damage. If you roll the highest value on the additional damage die, you instead gain a number of Temporary Hit Points equal to the number rolled.

Half Gray Orcs

Natural Mountaineer. Your walking speed is increased to 35 feet, and, whenever you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus. Additionally, whenever you make a Strength (Athletics) check related to climbing or jumping, you are considered proficient in the given check. If you are already proficient in the Athletics skill, you may instead add double your Proficiency Bonus to the check.

Half Red Orcs

Adrenaline Rush. You can take the Dash Action as a Bonus Action. If you use this movement to move closer to a hostile creature that you can see or hear, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Half Deep Orcs

Deep Magic. You know the resistance cantrip. Starting at 3rd level, you learn the compelled duel spell and can cast it once with this trait. Starting at 5th level, you also learn the silence spell and can cast it once with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

 

Halflings

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 travel 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.

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.

Pastoral Pleasantries

Most Halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond the rolling hills and quiet shires they call home.

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.

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 from generation to generation.


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, Leagallow, Thorngage, Tosscobble, Underbough

Halfling Traits

As a Halfling, you have the following racial traits:

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.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Brave. You have Advantage on saving throws against being frightened.

Lucky. When you roll a 1 on the die of an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Halfling Nimbleness. You can move through the space of any creature that is of a larger size than you. While obscured by such a creature, you may attempt to hide behind them.

Languages. You can speak, read, and write Common and Halfling. Halflings write very little, so they don't have a rich body of literature, but their oral tradition is very strong.

Subrace. The four subraces of Halflings are more akin to a closely-tied family than true subraces.

Lightfoot Halflings

Lightfoot Halflings are a widespread peoples, making them the most common variety of the Halflings and the origin of most well known stereotypes attributed to their kind. They are naturally inclined to be affable, get along well with others, and are often known to be the life of any party they attend.

Ability Score Increase. Your Charisma score increases by 2.

Night Life. You can speak, read, and write two additional languages and you have proficiency one musical instrument of your choice. Additionally, creatures of a size larger than yours have Disadvantage on opportunity attacks against you.

Fleet of Foot. You have proficiency in the Stealth skill and your walking speed is increased to 30 feet. Additionally, when traveling for an extended period of time, you can move stealthily at a normal pace (See Chapter 8 of the Player's Handbook for information about travel pace).

Stoutheart Halflings

With a short stature and natural durability, many believe that Stoutheart Halflings have Dwarven blood running through their veins. Although no one can tell for sure, their affinity for rough-housing and love of drinking more than backs this up. What doesn't help this rumor is the fact that Stouthearts are one of the few outside races that the often isolationist dwarven holds will accept into their midst with open arms.

Ability Score Increase. Your Constitution score increases by 1.

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."


Stout Resilience. You have resistance to poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition.

Tavern Folk. You have proficiency in the Athletics skill, a gaming set of your choice, and your choice of Brewer’s Supplies or Cook’s Utensils.

Stout Build. When a creature attempts to knock you prone or move you against your will, you have Advantage on the ability check or saving throw to resist it. Additionally, your speed is not reduced by wearing heavy armor.

Lotusden Halflings

The Lotusden Halflings have long since left behind the humble hospitality of a warm hearth in favor of the harsh truths of the natural world. Having adapted to the chaotic laws of the wilds over generations, they have become true heralds of the woods they now freely roam.

Ability Score Increase. Your Wisdom score increases by 1.

Forest Climber. You have a climbing speed of 20 feet. Additionally, when traveling through heavily forested or jungled environments, you can move across difficult terrain without expending extra movement.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

Child of the Wood. You know the druidcraft cantrip. Starting at 3rd level, you learn the entangle spell and can cast it once with this trait. Starting at 5th level, you also learn the spike growth spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Ghostwise Halflings

Ghostwise Halflings descend from a peoples that have long since left a life of passivity behind in favor of supernal intrigue, occult exploration, and spiritual understanding, making them uniquely equipped for a life of adventuring.

Ability Score Increase. Your Intelligence score increases by 1.

Occult Education. You have proficiency in your choice of two of the following skills: Arcana, History, Investigation, Insight, Nature, or Religion.

Telepathy. You can telepathically communicate with any creature you can see within 60 feet of you. You do not need to share a language, but you can only communicate in this way with one creature at a time and the target must speak at least one language to respond.

Ghostwise Magics. You know the thaumaturgy cantrip. Starting at 3rd level, you learn the command spell and can cast it once with this trait. Starting at 5th level, you also learn the silence spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Humans

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.


Variety in all Things

Humans are the most 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 kingdoms that can persist for many long centuries.

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 clans and Halfling elders pass on the ancient traditions to each new generation, Human temples, libraries, governments 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.

Exemplars of Ambition

Those who seek out adventure are the most daring and ambitious of the human 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 far more often than simple territories or groups.

Humans Names

Having much more cultural variety than other peoples, 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 human names that linked to their region's culture or to the naming traditions of their ancestors.

Human characteristics vary according to the ancient migrations of the earliest Humans and have many variations of coloration and features. Similarly, the material culture of Humans change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the Silver Marches than in Turmish or Impiltur to far-off Kara-Tur.

Human Traits

As a Human, you have the following racial traits:

Ability Score Increases. One ability score of your choice increases by 2 and three other ability scores of your choice increase by 1.


Age. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary from barely 5 to well over 6 feet tall. Regardless of your place in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Human Determination. When you make an attack roll, ability check, or saving throw, you can choose to do so with Advantage. Once you use this trait in this way, you can't use it in this way again until you finish a short or long rest.

Versatile Training. Once per turn, when you hit with a weapon or spell attack, you can choose to deal additional damage equal to your Proficiency Bonus to one target of the attack. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Skill Expertise. You have proficiency in two skills and one tool set of your choosing. Additionally, you may choose one skill in which you have proficiency. You gain expertise with that skill, which means your Proficiency Bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your Proficiency Bonus.

Languages. You can speak, read, and write Common and one additional language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

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 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."

Monstrous Races
Races
Description
Bugbears Neither bugs nor bears, Bugbears are the hulking cousins of Goblins and Hobgoblins. With roots in the Feywild, they still bear a fey gift for lurking just out of sight, and many of them have since snuck away from the influence of their fey brethren.
Changelings Changelings are natural shapechangers, who are sometimes the offspring of individuals that have in some way been touched by the far realms. They are creatures that struggle to fit into society because of their rarity and natural abilities, and seldom find others of their kind and tend not to have a culture of their own.
Goblins 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.
Hobgoblins Hobgoblins trace their origins to the ancient courts of the Feywild, where many of them were drawn from by the conquering god Maglubiyet, who quickly marshaled them as soldiers. Still, the fey realm left its mark; creating a mystical bond between the the Hobgoblin people and those they find themselves allied with.
Kobolds 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.
Orcs 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.
Shifters Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting.
Yuan-Ti Yuan-ti were originally Humans who transformed themselves into serpent folk through ancient rituals. Most Yuan-Ti were corrupted into monsters by those rites, but some instead became a new people who mix characteristics of Humans and snakes.

Bugbears

Bugbears feature in the nightmare tales of many races as great, hairy beasts that creep through the shadows as quiet as cats. If you walk alone in the woods, a Bugbear will reach out of the bushes and strangle you. If you stray too far from the house at night, Bugbears will scoop you up to devour you in their den. If a Bugbear cuts off your head, your soul stays trapped inside, and the Bugbears use your head to magically command all whom you once knew. Lurid tales such as these have flowered from the seeds of truth.

Shiftless, Savage Layabouts

When they’re not in battle, Bugbears spend much of their time resting or dozing. They don’t engage in crafting or agriculture to any great extent, or otherwise produce anything of value, instead choosing to bully weaker creatures into doing their bidding, so they can take it easy.

This indolence offers no clue to how vicious the creatures are. Bugbears are capable of bouts of incredible ferocity, using their muscular bodies to exact swift and ruthless violence. At their core, Bugbears are ambush predators accustomed to long periods of inactivity broken by short bursts of murderous energy. Ferocious though they may be, Bugbears aren’t built for extended periods of exertion

Gang Mentality

Since Bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The individuals in a group typically number fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two.


Bugbear Traits

As a Bugbear, you have the following racial traits:

Ability Score Increases. Your Strength score increases by 2 and your Dexterity score increases by 1.

Age. Bugbears reach adulthood at age 16 and live up to 80 years.

Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Unnatural Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and you can move through and stop in a space large enough for a Small creature without squeezing.

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.

Long-Limbed. When you make a Melee Attack on your turn, your reach for it is 5 feet greater than normal and, whenever you make a Strength (Athletics) check related to climbing or jumping, you are considered proficient in the given check. If you are already proficient in Athletics, you may instead add double your Proficiency Bonus to the check.

Surprise Attack. You have proficiency in the Stealth skill and you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Additionally, the first time on your turn that you hit a creature that hasn't yet taken a turn in combat with an attack roll, the target of your attack takes additional damage equal to twice your Proficiency Bonus.

Languages. You can speak, read, and write Common and Goblin.

Changeling

Due to their scarcity, most people don't even consider the presence of changelings in their society. Their ties to the far realms give them the ability to take on appearances of others, which is why they are generally greeted with suspicion and distrust. Well, that is, if they are seen in their true form.

Alien Physiology

Changelings true forms share several physical characteristics regardless of their bloodline. Usually, they tend to have a slender build with height a little shorter than that of an average human. Their pale, smooth, featureless skin is usually colored in some shade of gray, rarely showing a hint of blue, red, or another color. Their eyes are more rounded and pure white without pupils, and typically surrounded by skin a slightly darker shade, while their nose and ears are small, thin, and understated. Their hair tends to be white or silver, often with a hue of another color like pink or gold.

Rarely, though it happens, a changeling inherit a characteristic from their parents, such a singular pointed ear of an Elf, the stout figure of a Dwarf, or the tusks of an Orc. Of course, none of this applies once they turn into someone else. They have the supernatural ability to take the form of anyone they have seen or anyone they can imagine.

Quick to Change, Slow to Decide

Many would consider an ability to change their looks at any time a gift, but to changelings it can at times feel like a curse. Due to fears of prejudice, most spend little to no time in their true form. Some try to have an ordinary life, changing their form rarely. Others take full Advantage of their powers, becoming infiltrators, thieves, blackmailers and spies. Yet, some changelings live in their true form, to show others that their kind could be trusted.

Due to their chaotic nature, they change their moods as often as they change their appearance. It's not unusual for changelings to be indecisive and work on more than one task at a time. Their innate ability of changing gives them an uncanny ability to deceive others. Befriending a changeling could either be a blessing, or a disaster.

Masks and Personas

The ability to alter ones physical appearance with a thought can be used to deceive others, but it can be a natural form of expression for the changeling. Some changeling shifts shapes the way others might change clothes. A casual shape — one created in the spur of the moment, with no depth or history — is called a mask. A mask can be used to express a mood or to serve a specific purpose and then never used again.

However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat. Personas can be shared by multiple changelings; there might be two healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger changeling to take Advantage of contacts established by previous users of the persona.


Changeling Names

There are two kinds of changeling names, depending on the culture they're born into. Those born to non-changeling parents, and aren't abandoned, tend to have a name of befitting their parent's culture.

Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many others. Because of this, if it is up to them, they tend to take a simple and monosyllabic name, to avoid confusion while taking different forms. A changeling might use a different name for each form and adopt new names as easily as they develop new faces.

Quirks
d6 Quirk
1 I like to judge people by their outside, figuring out what pieces of each of them would fit together well.
2 I have worn so many faces that I have problem telling who I really am.
3 One of my biggest problems is my indecision. I think...
4 My looks reflect my mood, and my body is a means of self-expression for me.
5 I steal qualities and quirks of others to piece together my own identity.
6 When I have trouble deciding, I like to roll a dice to make up my mind.

Changeling Traits

As a Changeling, you have the following racial traits:

Ability Score Increases. Your Charisma score increases by 2 and one other ability score of your choice increases by 1.

Age. Changelings mature slightly faster than Humans, though they seem to have no natural end to their lifespans— seemingly allowing them to live any number of lives until the day that fate may finally catch up to them.

Size. A Changeling looks how they wish. You size is Small or Medium, whatever matches that of your Preferred Form.

Speed. Your base walking speed is 30 feet.


Alternate Forms

Although the Changling's Preferred Form trait states that you must select from the Common Races listed above, your DM may allow you to select from the Monstrous, Bestial, or Exotic Races instead.


Low-Light Vision. Thanks to your fey blood, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Changeling Instincts. You have proficiency with two of the following skills of your choice: Acrobatics, Deception, Insight, Intimidation, Performance, Persuasion, or Sleight of Hand.

Fey Ancestry. You have an ancestral connection to the world known as Faerie, meaning your creature type is both Fey and Humanoid. You have Advantage on saving throws you make to avoid or end the charmed condition on yourself.

Shapechanger. As an Action, you change your appearance and your voice. You determine the specifics of these changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has your same basic arrangement of limbs. Your clothing and equipment aren't changed by this trait. You stay in this form until you use an Action to shift into a new form or until you die.

Preferred Form. Changelings spend a limited amount of time in their True Form, choosing instead to live out their daily lives in a Preferred Form. Select one of the Common Races listed in the sections above to be your Preferred Form. You may select one racial trait from your Preferred Form’s chosen race to gain whenever you shift into it. This trait must not have any level prerequisites or references to features that you would otherwise not have, and, if it would grant you any skill proficiencies or bonuses to your ability scores, you do not gain them.

True Form. The true form of a Changeling is a truly horrid thing to witness and, by all accounts, is the reason their people are hunted within the world of man. Should you choose to revert to your true form, an Action that should only be taken after great thought, you gain the following traits while within that form:

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your Reaction to impose Disadvantage on the roll. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
  • Sunlight Sensitivity. You have a -2 penalty to all attack rolls, Save DCs, and Wisdom (Perception) checks that rely on sight when you, the target of your attacks, spells, or abilities, or whatever you are trying to perceive are in direct sunlight. Additionally, you can spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 1 hour), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 8 + Number of hours in the sun) or take a level of exhaustion.

Languages. You can speak, read, and write Common, Sylvan, and one additional language of your choice. Most Changelings reach a bilingual fluency in the language of their Preferred Form before the age of 10 and, over the course of their life, a single Changeling might learn half a dozen separate languages just for the fun of it.

Goblins

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 they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Archeron.

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).

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.


Male Names: Argo, Berk, Bilik, Boorgub, Chuffy, Churkus,

Drubbus, Erytulk, Gawg, Ghorg, Gobber, Graz, Gryxt,

Irnk, Kavak, Lunthus, Mogawg, Murch,Nurpus, Pogus,

Poog, Ronk, Rotfoot, Unk, Vogun, Zogmaggle, Zord
Female Names: Aka, Chee, Elva, Fevva, Geedra, 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

As a Goblin, you have the following racial traits:

Ability Score Increase. Your Dexterity score increases by 2.

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Trap Masters. You have Advantage on any ability checks you make to detect, set up, or disable traps.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Nimble Escape. You have proficiency in the Stealth skill and you can take the Disengage or Hide Action as a Bonus Action on each of your turns.

Fury of the Small. Once per turn, when you damage a creature with a weapon or spell attack and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature equal to your Proficiency Bonus. If you are hidden from your target when dealing damage in this way, the damage dealt by this trait is doubled. You can use this trait a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Goblin. Holding many similarities to Orcish, Goblin is a wild language formed of harsh consonants and a script that is often nearly incomprehensible.

Subrace. Goblins can be found in all shapes and sizes, adapting again and again over generations to best make use of their surroundings. These adaptations have resulted in 7 subraces of Goblins for the many environments they have been able to thrive within.

Forest Goblins

The most well-known and widely populated of their goblin kin, Forest Goblins are green of skin, stout of stature, and wild of heart. They make great use of the forest environments they call home, thriving off of the spoils of unlucky caravans and adventurers that pass through their lands.

Ability Score Increase. Your Wisdom score increases by 1.

Light of Foot. Your walking speed is increased to 30 feet and creatures of a size larger than yours have Disadvantage on opportunity attacks made against you.

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. Additionally, when traveling through heavily forested or jungled environments, you can move across nonmagical difficult terrain without expending extra movement and you may ignore half cover created by the natural environment.

Desert Goblins

Holding a brownish-green tint to their skin and a crazed look in their eye, Desert Goblinds have a love of all things destructive. Most die at a young age due to some failed explosive experiment, but those that survive the fragility of young age grow to be as rambunctious as the best of them.

Ability Score Increase. Your Constitution score increases by 1.

Desert Adaptation. You have resistance to fire damage. Additionally, you are naturally adapted to hot environments as described in Chapter 5 of the Dungeon Master’s Guide.

Natural Burrowers. You have a burrowing speed of 10 feet when burrowing through sand or loose earth. If you start your turn burrowed deeper than 10 feet beneath the surface, you take 1d6 bludgeoning damage. Additionally, you have Advantage on stealth checks while burrowed beneath the ground as long as you are not moving.

Roguish Guise

Goblins have a natural place carved out for them in the seedy underbellies of civilized society. If you pick the Rogue class, starting at 2nd level, you may use your Cunning Action trait to take the Search Action as a Bonus Action, instead of an Action. You can use this trait in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Mountain Goblins

Mountain Goblins are known most for the nearly scale-like exterior of hardened rocks and moss that cover their bodies. Without much knowledge of their kind, one may assume this to be some strange kind of armor. In reality, this is a naturally grown phenomenon formed after generations of adaptations to the mountainous regions they call home.

Ability Score Increase. Your Strength score increases by 1.

Born of Stone. You have resistance to acid damage and, when traveling through mountainous or rocky terrain, you can move across nonmagical difficult terrain without expending extra movement.

Darkvision. 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.

Mountain Adaptation. Your hardened, rocky exterior gives you an extra layer of defense. When you aren't wearing armor, your base AC is 13 + your Dexterity modifier. You can use your Natural Armor 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.

Jungle Goblins

Often mistaken for some form of deranged beast or supernal demon, Jungle Goblins hold a darker green hue to their skin than their forested kin and a long prehensile tail protruding from their backside. With this strange adaptation, these goblins have learned to traverse the woods at an unnatural speed, making them incredibly deadly on their home turf.

Ability Score Increase. Your Wisdom score increases by 1.

Poison Resistance. You have resistance to poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition.

Jungle Adaptation. You have a climbing speed of 20 feet. Additionally, you have a long prehensile tail that can be used to perform a variety of simple tasks, such as holding an item or picking something off the floor, but is unable to perform any complex tasks such as picking a lock or wielding a weapon. Your tail has a reach of 5 feet and can lift a number of pounds equal to three times your Strength score.

Swamp Goblins

Swamp Goblins have adapted to their environments over the course of generations in the swamp by growing gills and webbed appendages. Their skin secretes a strange substance that gives them a slimy exterior, making them especially hard to corner. With these combined adaptations to such a vile terrain, they make for good messengers and informants to thieves guilds operating in their swamplands.

Ability Score Increase. Your Wisdom score increases by 1.

Swamp Adaptation. You have a swimming speed equal to your walking speed and you can breathe both air and water. Additionally, you have Advantage on any Dexterity (Stealth) check you make while you are submerged in water.

Slippery Swimmers. Your strangely aqautic nature makes you difficult to pin down. While submerged in water, you have Advantage on all ability checks and saving throws made to resist being grappled and can move across nonmagical difficult terrain without expending extra movement.

Frost Goblins

Taller and a bit less deranged than most of their kin, Frost Goblins are thought to have been civilized by the prismatic lights of the north. Having devoted themselves to the strange magics of these lights, the Frost Goblins are well known for the devious, though non-harmful, tricks that they play upon unsuspecting victims traveling through their territory.

Ability Score Increase. Your Intelligence score increases by 1.

Arctic Adaptation. You have resistance to cold damage and you are naturally adapted to cold environments, as described in Chapter 5 of the Dungeon Master's Guide.

Blessing of the Aurora. You know the dancing lights cantrip. Starting at 3rd level, you learn the disguise self spell and can cast it once with this trait. Starting at 5th level, you also learn the blur spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Cavern Goblins

Having absconded to the depths long ago, Cavern Goblins, known most often as Shades, have all but lost the need for the small beady orbs they call eyes. Having learned to rely on their supernatural senses within the shadows, they rarely work in groups or tribes due to their savage nature.

Ability Score Increase. Your Constitution score increases by 1.

Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Cavern Adaptation. You could go years without the faintest source of light and have done just that many times over. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you are blinded or in darkness. Moreover, you can see an invisible creature within that range, unless that creature successfully hides from you.

Shade Magic. You know the spare the dying cantrip. Starting at 3rd level, you learn the jump spell and can cast it once with this trait. Starting at 5th level, you also learn the blindness/deafness spell and can cast it once with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Sunlight Sensitivity. Your affinity for the dark has left you vulnerable to the burning light of the sun when traveling the surface. You have a -2 penalty to all attack rolls, Save DCs, and Wisdom (Perception) checks that rely on sight when you, the target of your attacks, spells, or abilities, or whatever you are trying to perceive are in direct sunlight. Additionally, you can spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 1 hour), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 8 + Number of hours in the sun) or take a level of exhaustion.


Sneaky and Devious

Goblins are not trustworthy, they cannot afford to be. They are suspicious of others and 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 see them raech for their axe."

Elves. "They are so weird and creepy with their mystical magical stuff! They act all arrogant, haughty and vain, but beneath it all they aren’t much different than us, but—I bet you if a goblin had 400 years to live, they’d be a lot smarter and have done a lot more than any elf."

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."

Hobgoblin

War is the lifeblood of Hobgoblins. Its glories are the dreams that inspire them. Its horrors don’t feature in their nightmares. Cowardice is more terrible to Hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal.

Young Hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Every legion in the Hobgoblins’ entire society forever stands prepared for war.

Brutal Civility

Hobgoblins hold themselves to high standards of military honor. The race has a long history of shared traditions, recorded and retold to keep the knowledge fresh for new generations. When Hobgoblins aren’t waging war, they farm, they build, and they practice both martial and arcane arts.

These trappings of civil society do little to conceal an underlying brutality that Hobgoblins practice on each other and perfect upon other races. Punishment for infractions of Hobgoblin law are swift and merciless. Beauty is something Hobgoblins associate only with images of conflict and warfare.

The iron grip their philosophy holds on their hearts blinds Hobgoblins to the accomplishments of other peoples. Hobgoblins have little appreciation or patience for art. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits.

Rank, Status, and Title

As in any strict military hierarchy, every Hobgoblin in a legion has a rank, from the warlord down through a cadre of officers to the soldiers that make up most of its number.

A legion is organized into units called banners, each one made up of a group of interrelated families. Members of a banner live, work, and fight together, and each banner has a separate status within the legion that is reflected in the power of its officers. For instance, the captains of the highest-ranking banners can expect their orders to be followed by the captains of any banners of lower rank.


Rank and responsibility aren’t necessarily commensurate from one legion to another or even between banners in the same legion. A phalanx of foot soldiers led by a captain in one legion might be two hundred strong, while in another such a force numbers just twenty. One banner might have four warriors mounted on worgs led by a fist, while a fist in another banner of the same legion might lead ten mounted warriors. If any rank doesn’t serve a purpose in the legion, the warlord eliminates it from the hierarchy to maximize efficiency.

Honor Bound, By Glory Crowned

Advancement in rank comes as a result of attaining glory, but for the achievement to mean anything, a Hobgoblin must abide by the race’s code of honor in doing so.

Glory can be earned by discovery of great resources (such as finding a new vein of iron or a powerful magic item), by fine performances (writing and performing a great ballad about the legion), by designing and constructing a great defense or monument, and through other means. But the greatest respect is reserved for those who earn their glory in battle. In theory, the fortunes of war can elevate the lowest-ranking banner in a legion to the highest status.

In practice, warlords are careful to position themselves and their banners to claim the greatest victories in any conflict, and they portion out opportunities and responsibilities to other banners as politics dictate.

Follow Orders. Carrying out orders without question is critical on the battlefield, and Hobgoblins follow this dictum in peaceful times as well in order to maintain stability in their society. Hobgoblins don’t shrink from following orders that they know will result in death if the act will bring glory to the banner or the legion.

Honor the Gods. Hobgoblins give regular recognition to the deities left to them after Maglubiyet’s conquest. Idols of Nomog-Geaya, as well as standards and flags with his image or symbol, receive a bow or salute at all times except emergencies. Bargrivyek’s peacemakers receive due deference regardless of rank or banner status. Of course, Maglubiyet’s call to conquest is always answered.

A Mind For War

With a natural affinity for battle and schemes alike, Hobgoblins often find their place amongst a life of intrigue. As a Rogue, starting at 3rd level, if you pick the Mastermind Rogue subclass, you may use your Gift of the Fey trait one additional time per long rest.

Give No Insult. As befits their warlike nature, Hobgoblins believe that any insult demands a response. Suitably (and somewhat ironically), the outward politeness and civility that they demonstrate among each other enables them to avoid conflicts in daily life. This same form of “courtesy” is often extended to other races the Hobgoblins have dealings with.

Reward Glorious Action. Hobgoblins never deny advancement in status to a banner that has earned it, nor do they withhold higher rank from a deserving individual. If a banner attains great glory in battle but is nearly destroyed, the handful of members who remain are welcomed into another banner, taking their banner’s name and colors along with them, and assuming places of leadership in the group.

Uphold the Legion. Hobgoblins care more for the survival of their legion than for others of their kind. Any two legions might battle over tangible issues such as territory, resources, or power, or even out of simple pride. A legion may have a long list of grievances against others it knows of and may view one another with immediate hostility.

Hobgoblin Traits

As a Hobgoblin, you have the following racial traits:

Ability Score Increases. Your Constitution score increases by 2 and your Intelligence score increases by 1.

Age. Hobgoblins mature at the same rate as Humans and have lifespans similar in length to theirs.

Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Fearless Leader. You are a trained combatant, giving you proficiency in simple and martial weapons. Additionally, you have Advantage on saving throws against being charmed or frightened when within 30 feet of an ally.

Gift of the Fey. You can use this trait to take the Help Action as a Bonus Action, and you can do so a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest. Starting at 3rd level, choose one of the options below each time you take the Help Action with this trait:

  • Hospitality. You and the creature you help each gain a number of Temporary Hit Points equal to 1d6 plus your Proficiency Bonus.
  • Passage. You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.
  • Spite. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has Disadvantage on the next attack roll it makes within the next minute.

Fortune of the Many. If you miss with an attack roll or fail an ability check or a saving throw, you can use your Reaction to draw on your bonds of reciprocity, gaining a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Goblin.

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 Colof
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 duplicates)
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.

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.

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 details of their work as a master Kobold trapmaker.

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.

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, Dalbe, Gan, Grik, Hahzi, Katla, Kelo, Kib,

Kott, Kovlo, Makroo, Nila, Oku, Sak, Saassraa, Sidre,

Sivlo, Skillet, Snubla, Snupu, Tarka, Tik, Vix, Zatre

Kobold Traits

As a Kobold, you have 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.

Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Trap Masters. You have Advantage on any ability checks you make to detect, set up, or disable traps.

Fleeting Courage. Whenever you succeed on a saving throw, you can make the next attack roll, ability check, or saving throw before the end of your next turn at Advantage.

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.

Draconic Cry. As a Bonus Action, you let out a cry at your enemies within 15 feet of you. Creatures within this radius must make a Wisdom Saving Throw (DC 8 + your Charisma modifier + your Proficiency Bonus). On a failed save, a creature has Disadvantage on all attack rolls against targets other than you until the end of your next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Draconic.

Subrace. Within any Kobold clan, you may find any of the following five subraces: Scalehearts, Trapclaws, Runtwings, and Deeptails.

Scalehearts

Blessed with an elemental heart, Scalehearts are the most zealous warriors amongst Kobold tribes. Born with vibrant scales and an innate elemental breath weapon, the mark of their draconic heritage is a point of honor and pride for these little dragons. This ancestral pride most often places Scalehearts in positions of leadership within their tribes.

Ability Score Increase. Your Charisma score increases by 1.

Draconic Resistance. You have resistance to the damage type associated with your Draconic Ancestry chosen below.

Arcane Eyes. You have Advantage on all ability checks and saving throws made to uncover or decipher magical runes, and to avoid or end the charmed condition on yourself.

Draconic Ancestry. You have stronger ties to your draconic ancestry than most others of your kind. Choose one type of dragon from the Draconic Ancestry table below. This determines the damage type for your Draconic Resistance and Breath Weapon traits, as shown in the following table.

Draconic Ancestry
Draconic Color Damage Type
Copper, Green, or Emerald Poison
Iron, Black, or Amethyst Acid
Cobalt, Blue, or Sapphire Lightning or Thunder
Silver, White, or Diamond Cold
Gold, Red, or Ruby Fire

Breath Weapon. When you take the Attack Action on your turn, you can replace one of your attacks with an exhalation of magical energy in your choice of a 10-foot cone or a 5-foot wide 20-foot line. Creatures caught in your cone attack must make a Constitution Saving Throw, whereas those caught in your line attack must make a Dexterity Saving Throw (DC 8 + your Charisma modifier + your Proficiency Bonus), taking 1d6 damage of the type associated with your Draconic Ancestry on a failed save, or half as much damage on a successful one. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Trapclaws

While some Kobolds are blessed with elemental hearts, others are instead blessed with a curiously unhinged mind. With a wandering focus and a need to fiddle with whatever is within grabbing distance, Trapclaws are often quite twitchy when not exploring whatever project has taken their fancy.

Ability Score Increase. Your Intelligence score increases by 1.

Defiant Mind. You have Advantage on saving throws to avoid or end the frightened condition on yourself.

Crazed Intuition. Thanks to your inventive mind, you have proficiency with two of the following skills of your choice: Animal Handling, Investigation, Medicine, Nature, Perception, or Survival.

Scrappy Crafter. As part of a short or long rest, you can use a blade or dagger to harvest bone and hide from a Small or larger creature to create one of the following objects: a shield, a club, a javelin, or 1d4 darts or needles.

Improvised Artisan. You have proficiency in your choice of one of the following artisan’s tools: Alchemist’s Supplies, Mason’s Tools, Smith’s Tools, or Tinkerer’s Tools.

Additionally, you are considered proficient with improvised weapons and the damage die of improvised weapons you wield is increased to 1d6.

Runtwings

Often much smaller and more meak than others of their kind, Runtwings are born with, you guessed it, a pair of runtish wings, not even big enough to truly carry their shrunken stature. With enough time and practice, most Runtwings eventually learn to glide well enough, though true flight is most often nothing more than a dream for their kind.

Ability Score Increase. Your Wisdom score increases by 1.

Stunted Wings. You have a pair of stunted wings that protrude from your back. Although not quite large enough to truly fly, these wings give you the ability to leap and glide great distances. Your vertical jump distance is doubled and your horizontal jump distance is tripled. Additionally, when you fall, you can use your Reaction to spread your wings, allowing you to move up to 5 feet horizontally for every 1 foot you descend. When falling in this way, your movement speed is doubled and you do not take fall damage.

Skittish. When forced to make a Strength, Dexterity, or Constitution Saving Throw against an effect that targets an area, you may use your Reaction to move up to half of your movement speed without provoking opportunity attacks. If this movement moves you out of the area of effect, you are still considered to be targeted by the triggering effect, but may roll the saving throw with Advantage. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Deeptails

Born and raised to a life confined to the depths of some abandoned cavern, Deeptails often hold a sickly complexion and little care for the civilized world. Despite having large dens with hundreds of their kin scurrying about, most Deeptails have never seen the sun and few would openly take the opportunity to even visit the surface if given the chance.

Ability Score Increase. Your Constitution score increases by 1.

Psychic Resistance. You have resistance to psychic damage.

Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Cavern Crawlers. You have a climbing speed of 20 feet. Additionally, whenever you make a long jump or a high jump, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual.


Deeptail Magic. You know the primal savagery cantrip. Starting at 3rd level, you learn the ray of sickness spell and can cast it once with this trait. Starting at 5th level, you also learn the earthbind spell and can cast it once with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Sunlight Sensitivity. Your affinity for the dark has left you vulnerable to the burning light of the sun when traveling the surface. You have a -2 penalty to all attack rolls, Save DCs, and Wisdom (Perception) checks that rely on sight when you, the target of your attacks, spells, or abilities, or whatever you are trying to perceive are in direct sunlight. Additionally, you can spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 1 hour), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 8 + Number of hours in the sun) or take a level of exhaustion.

Draconic Rite of Passage

If a Scaleheart Kobold decides to tap into their blood and awaken the draconic powers within, they must undertake a draconic rite of passage to do so.

As a Sorcerer, starting at 6th level, if you have picked the Draconic Sorcerer subclass and choose the same damage type for your Draconic Ancestry trait and your Elemental Affinity feature, you may increase your total number of Sorcery Points by 2.

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 a sign of 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.

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.

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 from such a bloody display are the heads of their enemies.

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

Orcish names don't always have meaning in their language and most noteworthy Orcs are given epithets by their tribe.


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, The Vile

Orc Traits

As an Orc, you have the following racial traits:

Ability Score Increase. Your Strength score increases by 2.

Age. Orcs mature at age 12 and live up to 80 years old.

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.

Orcish Fortitude. Your Hit Point Maximum increases by 1 and it increases by 1 every time you gain a level.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Imposing Presence. You have Advantage on saving throws made to avoid or end the frightened condition on yourself, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Relentless Endurance. Whenever you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a long rest.

Languages. You can speak, read, and write Common and Orcish. Orcish is a harsh language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Subrace. The various Orcish subraces usually form separated tribes, but several tribes have been known to co-exist: Green Orcs, Gray Orcs, Red Orcs, and Deep Orcs.

Green Orcs

The large frame and verdant skin of the Green Orcs, also known as Grishari, is the first thing most envision when they think of the Orcish races. The quintessential form of the Orc, the Grishari live in massive tribal clans that roam the wilds.

Living within the woods and plains of this world, Green Orcs are natural hunters. Despite the common depiction of their kin as savages, these Orcs uphold a more simbiotic relationship with the world that often gives them so much.

Ability Score Increase. Your Wisdom score increases by 1.

Woodland Hunters. You have resistance to poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition. Additionally, when traveling for an extended period of time, you can move stealthily at a normal pace (See Chapter 8 of the Player's Handbook for information about travel pace).

Savage Attacks. When you roll the highest value on a weapon's damage die, you may roll one additional time and add the result to your damage. If you roll the highest value on the additional damage die, you instead gain a number of Temporary Hit Points equal to the number rolled.

Gray Orcs

Hidden away from the world within the high up mountain fortresses they call home, the Gray Orcs are isolationists at heart. Still, they are fierce warriors and will not hesitate to defend their land with ruthless prejudice when threatened.

Their skin comes in shades of gray that sometimes leans towards a light blue coloration. This pale complexion makes for the perfect canvas for the many paints, dyes, and inks that they use for their shamanic rituals and monastic ceremonies.

Ability Score Increase. Your Dexterity score increases by 1.


Darkvision. 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.

Alpine Hunters. You have resistance to cold damage. Additionally, you are acclimated to high altitudes, including elevations above 20,000 feet, and you are naturally adapted to strong wind, as described in Chapter 5 of the Dungeon Master's Guide.

Natural Mountaineer. Your walking speed is increased to 35 feet, and, whenever you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus. Additionally, whenever you make a Strength (Athletics) check related to climbing or jumping, you are considered proficient in the given check. If you are already proficient in the Athletics skill, you may instead add double your Proficiency Bonus to the check.

Red Orcs

Red Orcs are often considered to be the most brutal of their Orcish kin. They are the most devout followers of the orcish gods of war and destruction, giving them an unquestionable sense of authority to the primal rage that inspires the inherent brutality of their way of life.

Their skin is said to burn with a searing heat that only grows with their own personal rage and bloodlust. Due to their destructive nature and impassioned temper, they are rarely given any leeway within more civilized societies and are often remarked as savages and curs by those that believe themselves above such base instincts.

Ability Score Increase. Your Constitution score increases by 1.

Arid Hunters. You can speak, read, and write Abyssal and you have resistance to fire damage. Additionally, you are naturally adapted to hot environments as described in Chapter 5 of the Dungeon Master’s Guide.

Adrenaline Rush. You can take the Dash Action as a Bonus Action. If you use this movement to move closer to a hostile creature that you can see or hear, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Deep Orcs

The Deep Orcs, more commonly known as Orogs, share few similarities with their surface world counterparts. Having spent eons hidden away from the world above, Orogs have learned to temper their rage, stow their blades, and choose to fight for the only thing that truly matters: peace.

Despite their yearning for peace, however, there is no such thing as a safe space within the underdark. Due to this, the Deep Orcs have learned to vigorously and passionately defend what sliver of the chaotic depths they may call their own. Unlike their more thoughtless counterparts, though, they prefer the quickest and quietest approach to combat.

Ability Score Increase. Your Intelligence 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 90 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.

Surprise Attack. You have proficiency in the Stealth skill and you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Additionally, the first time on your turn that you hit a creature that hasn't yet taken a turn in combat with an attack roll, the target of your attack takes additional damage equal to twice your Proficiency Bonus.

Orog Magic. You know the resistance cantrip. Starting at 3rd level, you learn the compelled duel spell and can cast it once with this trait. Starting at 5th level, you also learn the silence spell and can cast it once with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Sunlight Sensitivity. Your affinity for the dark has left you vulnerable to the burning light of the sun when traveling the surface. You have a -2 penalty to all attack rolls, Save DCs, and Wisdom (Perception) checks that rely on sight when you, the target of your attacks, spells, or abilities, or whatever you are trying to perceive are in direct sunlight. Additionally, you can spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 1 hour), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 8 + Number of hours in the sun) or take a level of exhaustion.

Shifters

Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting.

Animalistic Features

Shifters are similar to humans in height and build, but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, pointed ears, and, often, prominent canine teeth. Some grow fur-like hair on nearly every part of their bodies. While a Shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as Shifters even when at their most feral.

The Beast Within

Early in their adolescence, Shifters form a bond with the beast within themselves, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast as a formidable expression of their inner nature, something that emerges as the shifter’s personality takes shape.

This bestial spirit holds a pool of powerful instincts, and its influence is revealed by a shifter’s personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. The first time a shifter fully embraces this beast, they physically transform for a short time.

While these spirits certainly have a physical effects, they also have a spiritual and psychological effect. Two wildhide shifters may share the same special ability, but if one has the aspect of the boar and the other is that of a bear, they’ll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.

Similarly Diverse

Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.

The traits of the beast within affect a shifter’s appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.

The Journey Yet To Come

Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It’s a shifter proverb to "always be prepared for the journey yet to come," and most shifters strive to be ready for change or opportunity.

Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith.

Shifter Names

Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait.


Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf

Shifter Traits

As a Shifter, you have the following racial traits:

Ability Score Increase. Your ability score increases are determined by your choice of Bestial Ancestry.

Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 12. They rarely live to be more than 70 years old.

Size. You stand at the same height and stature of a normal human. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to the dark of night, 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.

Bestial Ancestry. You hold an innate connection to a bestial spirit, meaning your creature type is both Beast and Humanoid. Choose the form of this connection from the Bestial Ancestry options in the sections below. This determines the form of your Bestial Shift, while also giving you a variety of additional traits depending on your choice.

Bestial Shift. As a Bonus Action, you can pull on the supernatural bonds of your Bestial Ancestry, assuming a more bestial appearance for 1 hour, until you die, or until you revert to your normal appearance as a Bonus Action. Whenever you shift, you gain Temporary Hit Points equal to your Proficiency Bonus. You can shift a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Primordial.

Subrace. Across generations, three ancestral lines have emerged from Shifter tribes all across the realm: Terrans, Aquans, and Aurans.


Terrans

Born of this land and its earthen soil, Terran Shifters take on the forms of nature's greatest representatives. From the depths of great forests to the golden fields of far off plains, these Shifters have made peace with the forces of nature all over this world, and have thusly taken on the ways and forms of the many beasts that inhabit it.

Ability Score Increase. Your Strength score increases by 2.

Preternatural Senses. Your bestial blood gives you an intuitive connection to the natural. You have proficiency in two of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Nature, Perception, Stealth, or Survival.

Hybrid Shifting. While shifted, you grow a set of Natural Weapons, which you can use to make Unarmed Strikes. On a hit, you deal Bludgeoning, Piercing, or Slashing damage equal to 1d6 + your Strength modifier, instead of the normal damage for an Unarmed Strike. You decide the nature and damage type of these Natural Weapons each time you shift.

Terran Ancestries
Bestial
Ancestry
Example
Forms
Ability Score
Increase
Longtooth Wolves, Foxes, Hyenas Dexterity
Plainsgrazer Deer, Elk, Oxen Wisdom
Rottail Rats, Weasels, Vipers Intelligence
Swiftstride Lions, Lynxes, Tigers Charisma
Wildhide Badgers, Bears, Boars Constitution
Longtooth

Longtooth Shifters are fierce warriors known for longheld grudges against those they consider their adversaries. Many Longtooths have canine traits, drawn from the likes of various species of hounds and wolves, that become much more pronounced, and thus far deadlier, whenever they shift.

Ability Score Increase. Your Dexterity score increases by 1.

Relentless Endurance. Whenever you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a long rest.

Frenzied Shift. While shifted, when you reduce a creature to 0 Hit Points, you can use a Bonus Action to move up to half your speed towards a creature that you can see and make an attack with your Natural Weapons against it.

Hunter's Sense. You have Advantage on all Wisdom (Perception) and Wisdom (Survival) checks that rely on smell. If you have been within 5 feet of a creature, you can discern their individual smell on a successful Wisdom (Perception) check.

Plainsgrazers

Despite their noticeable height and broad-shouldered builds, Plainsgrazers are a peaceful, nomadic people known to rove the wildlands of this world. Bound to a powerful array of beasts, from deer and elk to bulls and oxen, they have a clear strength that they use to ward off violence rather than to chase after such acts themselves.

Ability Score Increase. Your Wisdom score increases by 1.


Beast of Burden. When a creature attempts to knock you prone or move you against your will, you have Advantage on the ability check or saving throw to resist it, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Graceful Leap. Your walking speed is increased to 35 feet and, whenever you make a long jump or a high jump, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual.

Shifted Rush. As a Bonus Action while shifted, you can take the Dash Action to move toward a hostile creature you can see or hear, ending this movement closer to the target than you started. Whenever you use this trait to move at least 30 feet towards a creature, you have Advantage on the first attack you make with your Natural Weapons against the target on this turn. When attacking in this way, if the attack hits, it deals additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Rottail

Rottails are a squeamish and pungent bunch known to reside within sewers, swamps, and the many seedy places that collect society's forgotten toys. They are often tied to rats, though their connections vary between vermin or otherwise potentially venomous critters like snakes or lizards as well.

Ability Score Increase. Your Intelligence score increases by 1.

Poison Resistance. You have resistance to poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition.

Burrowing Shift. While shifted, you gain a burrowing speed of 10 feet when moving through sand or loose earth. If you start your turn burrowed deeper than 10 feet beneath the surface, you take 1d6 bludgeoning damage. Additionally, you have Advantage on stealth checks while burrowed beneath the ground as long as you are not moving.

Skittish. When forced to make a Strength, Dexterity, or Constitution Saving Throw against an effect that targets an area, you may use your Reaction to move up to half of your movement speed without provoking opportunity attacks. If this movement moves you out of the area of effect, you are still considered to be targeted by the triggering effect, but may roll the saving throw with Advantage. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Swiftstride

Drawing thier enhanced agility and grace from the fiercest feline beasts, Swiftstride Shifters are a lean, yet powerful people. They are known to be quite difficult to pin down—both physically and socially—and have a deeply held fascination with the many quirks of the civilized world.

Ability Score Increase. Your Charisma score increases by 1.

Quick Claws. When you take the Attack Action to attack with your Natural Weapons on your turn, you can choose to take an addtional unarmed attack as a Bonus Action. You can use this trait in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.


Jungled Shift. While shifted, you gain a climbing speed equal to your walking speed. Additionally, whenever you make a long jump or a high jump, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual.

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. Additionally, when traveling through heavily forested or jungled environments, you can move across nonmagical difficult terrain without expending extra movement and you may ignore half cover created by the natural environment.

Wildhide

Said to draw strength and stability from their deeply held sense of community, Wildhide Shifters forge deep bonds and longlasting friendships so that they may always have something to fight for and protect. They are typically tied to the bear or the boar—though any creature known for its toughness may apply—and, as such, are well known for their deep, gutteral roar.

Ability Score Increase. Your Constitution score increases by 1.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Thick Hide. You have a tough exterior formed of a thick hide, granting you a +1 bonus to your AC. Alternatively, you may choose to forgo this bonus to your AC in order to don heavy armor without reducing your speed.

Primal Shift. While shifted, you can spend a Bonus Action to release a primal roar to set the stage of battle. Each hostile creature that can hear you within 10 feet must succeed on a Wisdom Saving Throw (DC 8 + your Strength or Charisma modifier + your Proficiency Bonus), or become frightened of you until the end of your next turn. When using this trait, you may choose to expend a use of your Bestial Shift trait to increase its range to 15 feet. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Aquans

Whether by way of rivers, lakes, or oceans, Aquan Shifters have an intimate connection to the waters that make up most of this world's surface, and all of the many beasts therein. Despite being incapable of breathing underwater in their unshifted forms, they have learned to navigate its deadly waters and push the boundaries of what it means to sail the seas greater than any mortal man could ever dream to.

Ability Score Increase. Your Charisma score increases by 2.

Shift of the Seas. While shifted, you gain a swimming speed equal to your walking speed, you can breathe both air and water, and you have resistance to cold damage.

Training of the Waves. You can speak, read, and write one additional language of your choice and have proficiency with Navigator’s Tools and Water Vehicles. Additionally, you are naturally adapted to deep waters, as described in Chapter 5 of the Dungeon Master's Guide.

Aquan Ancestries
Bestial
Ancestry
Example
Forms
Ability Score
Increase
Oceanguide Seals, Walruses, Whales Wisdom
Reefborn Crabs, Crayfish, Lobsters Constitution
Riptide Orcas, Sharks, Swordfish Strength
Saltlure Anglerfish, Jellyfish, Krill Intelligence
Veilguard Nautili, Octopi, Squid Dexterity

Oceanguide

Oceanguide Shifters follow the teachings of the oceans mightiest beasts to help steer their tribes toward a better tomorrow. Taking from the resilience of the seals, stature of the walruses, and serenity of the whales, they use their gifts for the betterment of the ocean and its many inhabitants.

Ability Score Increase. Your Wisdom score increases by 1.

Ocean's Vigil. You have Advantage on saving throws you make to avoid or end the charmed condition on yourself and, while traveling by water, you have Advantage on Constitution Saving Throws made to resist exhaustion.

Lumbering Build. Due to your immense weight and unwieldy size, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you cannot squeeze into spaces that would normally only fit smaller creatures.

Emissary of the Sea. Through a combination of sounds and gestures, you can communicate simple ideas with any Beast, Elemental, or Monstrosity with an innate swimming speed. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

Sailor's Shift. While shifted, when you take the Attack Action on your turn, you can use a Bonus Action to make a contested Strength (Athletics) check against the target of your attacks. If the target is no more than one size larger than you, on a success, you can choose to knock it prone or push it 10 feet away. You can use this trait in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Reefborn

Though they themselves may not call the many reefs of the oceanfloor home, the Reefborn are bound to those who do. Often living amongst more temperate seas, they often dive through shallower waters to gather clams, mollusks, and other seafloor delights.

Ability Score Increase. Your Constitution score increases by 1.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sure-Footed. Your wise stance makes you particularly hard to knock over. When a creature attempts to knock you prone or move you against your will, you have Advantage on the ability check or saving throw made to resist it.

Dense Shift. Whenever you shift, you gain a +1 bonus to your Armor Class, and you automatically sink in water, unless you otherwise attempt to keep yourself afloat. Additionally, when running on the bottom of a body of water, your swimming speed is increased by 10 feet and you have Advantage on all ability checks and saving throws made to resist being grappled.

Riptide

Born with an innate love for the endless oceans and all they offer, Riptides are known to be accomplished sailors and famed explorers of the seven seas. Bound to the spirits of the deadliest predators amongst the waters they sail, their killer instinct keeps them safe throughout these adventures.

Ability Score Increase. Your Strength score increases by 1.

Fearless Combatant. You have Advantage on saving throws against being frightened.

Current Contol. While submerged in water, you can take the Dash Action as a Bonus Action. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Savage Shift. While shifted, if you roll the highest value on a weapon's damage die, you may roll one additional time and add the result to your damage. If you roll the highest value on the additional damage die, you instead gain a number of Temporary Hit Points equal to your Proficiency Bonus.


Saltlure

Said to have bound their bloodlines to the otherworldly aberrations of the ocean floor, the Saltlure have learned to embrace the supposedly accursed origin of their birth by fortifying their minds against any and all foreign influence.

Ability Score Increase. Your Intelligence score increases by 1.

Psychic Resistance. You have resistance to psychic damage.

Psionic Fortitude. You have Advantage on all ability checks made to reveal the true nature of an illusion and to avoid or end the charmed or petrified conditions on yourself.

Luminescent Shift. While shifted, your form naturally sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Within the radius of this light, magical darkness is temporarily dispelled. You can choose to suppress these bioluminescent lights as a Bonus Action.

Veilguard

Having always known of the many horrors lurking within the ocean's depths, the Veilguard are a deeply suspicious and fearful people. Akin to the spirits they draw from, they aim to avoid conflict and would rather flee than fight.

Ability Score Increase. Your Dexterity score increases by 1.

Deep Camouflage. When you make a Dexterity (Stealth) check, you can make the check with Advantage. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Hidden Shift. While shifted, as a Bonus Action, you can magically turn invisible until the start of your next turn. This effect ends early if you make an attack, roll for damage, or force someone to make a saving throw. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Mask of the Sea. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Additionally, when traveling through underwater environments, you can move across nonmagical difficult terrain without expending extra movement and you may ignore half cover created by the natural environment.

Aurans

Just as the sky looks over all the realm, Auran Shifters can be found across the land, living amongst its many inhabitants, whether they be people, beasts, or something in between. Although their unshifted forms bear no wings, these wildly adventurous spirits often seek out high cliffs and tall towers to perch upon and better connect to their spiritual roots.

Ability Score Increase. Your Dexterity score increases by 2.

Shifted Wings. Whenever you shift, you do not gain any Temporary Hit Points, and instead grow a pair of wings, gaining a flying speed of 30 feet. You can't use this flying speed if you are wearing medium or heavy armor.

Born of the Wind. You have resistance to thunder damage. Additionally, you are naturall acclimated to high altitudes, including elevations above 20,000 feet, and strong winds, as described in Chapter 5 of the Dungeon Master's Guide.

Aquan Ancestries
Bestial
Ancestry
Example
Forms
Ability Score
Increase
Airwarden Eagles, Falcons, Hawks Strength
Brightsong Finches, Robins, Swallows Charisma
Farcaller Crows, Jays, Ravens Intelligence
Mariner Albatross, Gulls, Cranes Constitution
Nighteye Bats, Nightjars, Owls Wisdom

Airwarden

Inspired by the aerial predators from which their ancestral powers stem, Airwardens are vigilant warriors that keep watch over their communities. When they shift, they are able to take on the eyes of an eagle and ears of a hawk to help in this sacred duty to protect their kin.

Ability Score Increase. Your Strength score increases by 1.

Natural Recall. You always know which direction is north, and you have Advantage on any Wisdom (Survival) check you make to navigate or track.

Heightened Shift. While shifted, you have Advantage on Wisdom (Perception) checks that rely on sight, and you do not suffer Disadvantage on Wisdom (Perception) checks made from a far distance. If you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you shift before doing anything else.

Emissary of the Skies. Through a series of sounds and gestures, you can communicate simple ideas with any Beast, Elemental, or Monstrosity that has an innate flying speed. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

Brightsong

More likely than others of their kin to find their way within the civilized worlds of man, Brightsong Shifters are oft beloved as singers, songwriters, playwrights, and poets alike. When they shift into their more avian form, they grow bright feathers of wondrous design that only enhance the

Ability Score Increase. Your Charisma score increases by 1.


Reveler. As the embodiment of revelry itself, you have proficiency in the Performance skill, one musical instrument, and one gaming set of your choice.

Fast Flyer. While shifted, your flying speed is increased by 5 feet. Additionally, you can move up to 10 feet as a Reaction when a hostile creature ends it's turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your Charisma modifier + your Proficiency Bonus.

Farcaller

Reminiscent of the corvid creatures from which their ancestral bond hails, Farcallers have a unique intelligence that is unheard of amongst their fellow Shifters. With an affinity for toolwork and crafting, they are known to put together all sorts of scraps and varying trinkets into strange workings of both art and weaponized warfare.

Ability Score Increase. Your Intelligence score increases by 1.

In Plain Sight. You have Advantage on Intelligence (Investigation) and Wisdom (Perception) checks to detect hidden compartments or passages.

Weaponized Shift. You are proficient with simple weapons. While shifted, once per turn, when you hit with a simple weapon, you can choose to deal additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.


Expert Duplication. You have proficiency in forgery kits and your choice of one of the following artisan’s tool: Calligrapher's Supplies, Cartographer's Tools, Jeweler's Tools, Painter's Supplies, or Potter's Tools.

Additionally, whenever you make a check relating to the duplication of writing or craftwork made with your chosen artisan’s tools, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

Mariner

Despite their distinct connection to the skies, many birds are known to be just as bound to the seas as they are to the skies above. Bound to these long-distance travelers, Mariner Shifters are driven by exploration above all else. From the skies, to the seas, to the very lands they walk today, they are a nomadic people that have seen all this world has to offer.

Ability Score Increase. Your Constitution score increases by 1.

Skilled Sailor. You can speak, read, and write one additional language of your choice and have proficiency with Navigator’s Tools and Water Vehicles.

Sea Bird. You can hold your breath for a number of minutes equal to 1 + three times your Constitution modifier and have Advantage on ability checks and saving throws you make to avoid or end the grappled condition on yourself. Additionally, while traveling by water, you have Advantage on Constitution Saving Throws made to resist exhaustion.

Shifting Screech. While shifted, as a Bonus Action, you can let out a screeching cry to distract your enemies. Each hostile creature that can hear you within 10 feet must make a Wisdom Saving Throw (DC 8 + your Charisma modifier + your Proficiency Bonus). On a failed save, a creature has Disadvantage on all attack rolls against targets other than you until the end of your next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Nighteye

Nighteyes are sharp and insightful. Some are always alert and wary for possible threats to them and their kin. Others focus their efforts towards spiritual growth, knowing that their people's strength comes from their spiritual bindings. They are excellent hunters, and they also tend to become the spiritual leaders of Shifter communities.

Ability Score Increase. Your Wisdom score increases by 1.

Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Fleet of Foot. You have proficiency in the Stealth skill and your walking speed is increased to 35 feet. Additionally, when traveling for an extended period of time, you can move stealthily at a normal pace (See Chapter 8 of the Player's Handbook for information about travel pace).

Sightless Shift. You have learned to open your mind’s eye, relying on a supernatural awareness rather than that of your normal sight. While shifted, you have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you are blinded or in darkness. Moreover, you can see an invisible creature within that range, unless that creature successfully hides from you.

Yuan-ti

A race at the brink of extinction, Yuan-Ti either try to blend into Human societies or keep themselves hidden away at the edge of the world.

Most try to live pious lives, hoping to be born again into a new blessed form, but some have left religion behind all together in favor of searching for a cure for the mutations which are killing their race.

Forsaken Humanity

The Yuan-Ti were once Humans who thrived in the earliest days of Human civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.

Yuan-ti temples stood at the center of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the Yuan-Ti what they must do.

The Yuan-Ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the Yuan-Ti sacrificed their humanity to become like the serpent gods in body, mind, and soul.

Divine Mutations

The Yuan-Ti view their physical transformation as a moment of transcendence for their race. Those that did not transform eventually became slaves or food for the blessed of the serpent gods, a fate they welcomed with open arms. While all Yuan-Ti has a snake-like appearance, monstrous mutations are very common among them.


Yuan-Ti Traits

As a Yuan-Ti, you have the following racial traits:

Ability Score Increases. Your Charisma score increases by 2 and your Intelligence score increases by 1.

Age. Purebloods mature at the same rate as Humans and have lifespans similar in length to theirs.

Size. Purebloods match Humans in average size and weight. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Silver Tongue. You have proficiency in the Deception skill.

Mental Resilience. You have Advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Poisoner's Resistance. You have resistance to poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition. Additionally, you have proficiency with Poisoner's Kits.

Snake Charmer. You have the ability to communicate in a limited manner with Snakes. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

Serpentine Spellcasting. You know the poison spray cantrip. Starting at 3rd level, you learn the sleep spell and can cast it once with this trait. Starting at 5th level, you also learn the suggestion spell and can cast it once with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Languages. You can speak, read, and write Common and Abyssal.

Bestial Races
Races
Description
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.
Centaurs 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.
Giff A tall, broad-shouldered folk with hippo-like features, the Giff are beings of impressive size and unforgettable appearance wherever they go.
Gnolls Uninterested and unwelcome, the Gnolls live their lives outside civilized settlements. Some wander the world in search of purpose while others succumb to their innate savagery granted by their dark god.
Grung Grung are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.
Harengon Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.
Kenku Haunted by an ancient crime that robbed them of their wings, the Kenku wander the world as vagabonds and burglars who live at the edge of Human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.
Lizardfolk Only a fool looks at the Lizardfolk and sees nothing more than scaly humanoids. 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.
Minotaurs 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.
Pachydan The humanoid elephants called Pachydan are often oases of calm in the busy streets of Alyria, as they hum or chant in sonorous tones and move slowly or sit in perfect stillness. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their people.
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.
Tortles Tortles are nomads from a young age, wandering the world to gather experience. This experience they later share with their offspring, giving them a headstart at life.
Ursurai Though many see the Ursurai as intelligent bears, there are many differences between the Ursurai and their savage cousins. A fully grown Ursurai is much smaller than a bear and is almost as nimble on his hind legs as he is on all four.

Aarakocra

Sequestered in high mountains 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 functioning in a world 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, moving 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 fastidious 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.


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.

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 a life of adventure. First, Aarakocra have historical ties to the Wind Dukes of Aqaa. Exceptional individuals have been known to 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.

Second, Aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogrémoch, the Prince of Earth. Battles between Aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air. Occasionally this fight will spill into the world of the Material Plane, where Aarakocran tribes may be known to combat earthen cults.

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.


Aarakocra Names: Aera, Aial, Aur, Deekek, Errk, Heehk,

Ikki, Kleeck, Ouss, Quaf, Quierk, Salleek, Urreek, Zeed.

Aarakocra Personality

The Aarakocra are a very secluded people, and rarely live a life outside their village. This lack of outside socialization shows in the way they act around others. You can select, roll, or adapt a quirk from the Aarakocra Quirks table below. 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.

Aarakocra Traits

As an Aarakocra, you have the following racial traits:

Ability Score Increase. Your Dexterity score increases by 2.

Age. Aarakocra age rapidly, reaching full maturity by the age of 5. Compared to Humans, Aarakocra don't usually live longer than 50 years of age.

Size. Aarakocra have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Low-Light Vision. Accustomed to twilit 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.

Flight. You have a flying speed of 30 feet. You can't use this flying speed if you are wearing medium or heavy armor. Additionally, you are acclimated to high altitudes, including elevations above 20,000 feet, and you are naturally adapted to strong wind, as described in Chapter 5 of the Dungeon Master's Guide.

Emissary of the Skies. Through a series of sounds and gestures, you can communicate simple ideas with any Beast, Elemental, or Monstrosity that has an innate flying speed. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

Languages. You can speak, read, and write Common and Auran.

Subrace. Aarakocra come in many shapes and sizes, a fact which is expressed through their five subraces: The Avariens, Strixens, Scavens, Swellows, and Sephirens.

Avariens

Given the natural form of an aerial hunter, the Avariens are the deadliest of their kin with large, sharpened talons and a sense of superiority within the skies. Bound to a code of honor, the Avariens are noble warriors and protectors of their homelands with an affinity for positions of leadership within the often chaotic and varried communities of their kin.

Ability Score Increase. Your Strength score increases by 1.

Eagle Eye. When in conditions of clear visibility, you have Advantage on Wisdom (Perception) checks that rely on sight, and you do not suffer Disadvantage on Wisdom (Perception) checks made from a far distance.


Talons. Your razor sharp talons are Natural Weapons, which you can use to make Unarmed Strikes. When you hit with them, the strike deals slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Once per turn, if you move at least 10 feet before attempting to shove a creature no more than one size larger than you, you may use your talons to give you Advantage on the Strength (Athletics) check to do so.

Dive Bomb. While flying, you can use a Bonus Action to take the Dash Action. When taking the Dash Action with this trait, you must move downward towards a hostile creature that you can see or hear, ending this movement closer to the target than you started. Whenever you use this trait to move at least 30 feet towards a target, you have Advantage on the first attack you make against the target with your Talons on your turn. When attacking with your talons in this way, if the attack hits, it deals additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Strixens

The nocturnal life of a Strixen is often left a mystery to those beyond their inner circles. They are often isolationists at heart, choosing a life where they may gain a deeper understanding of these natural lands that most simply take for granted. With an affinity for the shadows, Strixens are said to have an intimate connection of the night sky and glimmering moons above.

Ability Score Increase. Your Wisdom score increases by 1.

Silent Soaring. You have been trained to hunt at night. You have proficiency in the Stealth skill and have Advantage on Dexterity (Stealth) checks when flying at night.

Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Deft Talons. Your talons are Natural Weapons, which you can use to make Unarmed Strikes. You add your Dexterity modifier, instead of your Strength modifier, to the attack and damage rolls when attacking with your Talons. When you hit with them, the strike deals slashing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.


Out of Sight. While flying, when you take the Attack Action against a creature that you are hidden from, you can choose to make a special attack with your Talons. If the attack hits, you deal additional damage equal to your Proficiency Bonus and the target of the attack must make a Strength Saving Throw (DC 8 + your Strength or Dexterity modifier + your Proficiency Bonus), or be grappled by you. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Scavens

Often seen as outcasts of Aarakocran culture, the Scavens are scavengers by trade and isolationsists at heart. Scavens are selfish and full of cowardice, traits that, more often than not, lead to their kind working within less than reputable positions. Cutthroats, theives, bandits, you name it, the Scavens have found root within any and every underground ring they could find.

Ability Score Increase. Your Constitution score increases by 1.

Carrion Eater. Your rancid diet has made you a resilient eater. You have resistance to poison damage, Advantage on saving throws you make to avoid or end the Poisoned condition, and immunity to disease.

Beak. Your powerful beak acts as a Natural Weapon, which you use to make Unarmed Strikes. When you hit with it, the strike deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hungry Maw. When you take the Attack Action, you can make a special attack with your Beak. If the attack hits, it deals its normal damage, and you gain Temporary Hit Points equal to your Proficiency Bonus. If this attack drops the target to 0 Hit Points, the number of Temporary Hit Points gained is doubled. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Swellens

The smallest of the Aarakocran people, the Swellens are as swift as they are sweet. Despite being the fastest flyers of the bunch, they are renown for their constant need to prove themselves, when up against their more physically capable kin. Whether it be in their studies, careers, or even hobbies, Swellens have a hidden drive to be the best at all they do.

Ability Score Increase. Your Intelligence score increases by 1.

Little Bird. Swellens are less than 4 feet tall and weigh between 50 and 60 pounds. Your size is Small, instead of Medium. Additionally, you can move through the space of any creature that is of a larger size than you and, while obscured by such a creature, you may attempt to hide behind them.

Controlled Flight. Your flying speed is increased to 35 feet and enemies have Disadvantage on opportunity attacks made against you while you are flying. Additionally, due to your small build and short wingspan, you have a fine control over your flight, allowing you to fly in areas you otherwise would not be able to, such as thick forests, cramped buildings, narrow streets, etc.

Sephirens

The Sephirens are the epitome of grace and beauty amongst the Aarakocran people. With a natural talent for the arts, they act as enthralling performers and inspiring leaders, able to bring heart and levity to situations that few others could. Their bright plumage and melodic voices have led to many of their kind working as performers of varying talents.

Ability Score Increase. Your Charisma score increases by 1.

Reveler. As the embodiment of revelry itself, you have proficiency in the Performance skill, one musical instrument, and one gaming set of your choice.

Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your Charisma modifier + your Proficiency Bonus.

Song of the Sephiren. You know the friends cantrip. Starting at 3rd level, you learn the charm person spell and can cast it once with this trait. Starting at 5th level, you also learn the suggestion spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

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.

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.

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.


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.

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.

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

As a Centaur, you have the following racial traits:

Ability Score Increase. Your Wisdom score is increased by 2.

Age. Centuars 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.

Size. Centaurs stand between 8 to 10 feet tall, with their equine bodies reaching out far behind their torso. Your size is Large, but for the purposes of grappling, wielding weapons, or lifting with your upper body, you are considered Medium.

Speed. Your base walking speed is 45 feet.

Low-Light Vision. Accustomed to twilit 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.

Sure-Footed. Your quadrupedal stature makes you particularly hard to knock over. When a creature attempts to knock you prone or move you against your will, you have Advantage on the ability check or saving throw to resist it.

Sylvan Steed. Your equine build is born of a deep binding to the world of Faerie, meaning your creature type is both Fey and Humanoid. This form imposes various restrictions, preventing you from mounting another creature, squeezing into spaces that would normally only fit smaller creatures, or using any humanoid equipment not fit for your frame, such as armor, unless it is specially designed for Centaurs.

Mounted Combatants. Allied creatures of a size smaller than you can use your equine build as a mount. When doing so, you continue to move and act independently on your own turn and the mounted combatant may hold their initiative until your turn to act in tandem with your own. Additionally, you can choose to buck a creature off of your back, making a contested Strength (Athletics) check with Advantage to do so.

Languages. You can speak, read, and write Common and Sylvan.

Subrace. There are three subraces of Centuar (the Coursera, Tauris, and Alsied) formed into various tribes based on the origins of their natural affinities.

Coursera

The Coursera are the quickest and most well-travelled amongst their equine kin. With a love of the wilds, they'd rather be found racing and playing through the plains and woods they call home than anything else.

Courserans are known to be stern and capable warriors capable of facing and overwhelming incredible threats when faced on the field of battle. The Courseras live together with the wild elves and bestial races of the woods, where they protect the sacred forests of their homeland.

Ability Score Increase. Your Strength score is increased by 1.

Courseran Fortitude. Your Hit Point Maximum increases by 1 and it increases by 1 every time you gain a level.

Natural Affinity. Your fey connection to nature gives you an intuitive connection to the natural. You have proficiency in two of the following skills of your choice: Animal Handling, Athletics, Medicine, Nature, Perception, or Survival.

Fearless Combatant. You have Advantage on saving throws against being frightened. Additionally, when your equine form is used as a mount by a allied creature, you may choose to give Advantage on saving throws against being frightened to your rider.

Tauris

The Tauris are by far the toughest of their quadrapedal kin. Smaller than their equine cousins, their herds live picking their way through mountain passes and other high places.

Regardless of conditions, the tough goat-like bodies of the Tauris are ready to endure and adapt. Herds of Tauris have been known to range the same mountains for generations, acting as sheperds and guardians of the lands their tribes have sworn to protect.

Ability Score Increase. Your Constitution score is increased by 1.

Alpine Hunters. You have proficiency in the Survival skill and resistance to cold damage. Additionally, you are naturally adapted to cold environments, as described in Chapter 5 of the Dungeon Master's Guide.

Bounding Leap. Whenever you make a long jump or a high jump, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual. Additionally, whenever you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus.

Hooves. Your hooves are Natural Weapons, which you can use to make Unarmed Strikes. When you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier. Once per turn, if you move at least 10 feet before attempting to shove a creature no more than one size larger than you, you may use your hooves to give you Advantage on the Strength (Athletics) check to do so.

Alsied

Alsied herds are 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 or elk.

Living in the forested lands of the Feywild, these Alsied herds spend their time tending to the woods as natural guardians of its beautifully strange and ever enchanting magics, warding off any attempts from the outside world to taint their homeland.

Ability Score Increase. Your Dexterity is increased by 1.

Natural Recall. You always know which direction is north, and you have Advantage on any Wisdom (Survival) check you make to navigate or track.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

Heart of the Woods. You know the druidcraft cantrip. Starting at 3rd level, you learn the hail of thorns spell and can cast it once with this trait. Starting at 5th level, you also learn the beast sense spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Giff

As beings of impressive size and unforgettable appearance, Giff are a broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and tops of their heads.

Rank and Power

The Giff society is structured like a military force, where everyone has a rank and purpose. They all fill their role, and they all know how to fight. They are experts in military strategies and know how to use anything from guns and barrels of gunpowder to swords and unarmed combat.

Mercenaries in Groups

The Giff are often mercenaries that lend their power and expertise to other races that have enough coin to afford a group. The Giff always travel in groups, so if you want to hire them, you must hire the whole group.

Brawlers

Giffs like unarmed fighting and will join in on friendly tests of strength for fun. Drawing a weapon in front of a giff, however, is a serious matter, and they are known to fight to the death after such provocation. They will fight each other in personal unarmed combat but rarely are these fights to the death.

Giff or Giff?

Split into two camps concerning how their name is pronounced, half the Giff say it with a hard G and half with a soft g. Disagreements over the correct pronunciation often blossom into hard feelings, loud arguments, and head-butting contests.

Giff Traits

As a Giff, you have the following racial traits:

Ability Score Increases. Your Strength score increases by 2.


Age. Giff mature slightly faster than humans, reaching adults at age 14. They naturally pass away around 70 years old, but many meet their end far before that.

Size. Giff stand between 5 and 7 feet tall and weigh between 400 and 500 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Sure-Footed. Your massive size makes you particularly hard to knock over. When a creature attempts to knock you prone or move you against your will, you have Advantage on the ability check or saving throw made to resist it.

Lumbering Build. Due to your immense weight and unwieldy size, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you cannot squeeze into spaces that would normally only fit smaller creatures.

Natural Armor. You have a naturally thick hide. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your Natural Armor 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.

Hippo's Maw. Your powerful maw acts as a Natural Weapon, which you can use to make Unarmed Strikes. When you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, these Unarmed Strikes deal additional damage to objects and structures equal to your Proficiency Bonus.

Dense Swimmer. You have a swimming speed of 20 feet and you can hold your breath for up to an hour at a time. Due to your naturally dense form, however, you automatically sink in water, unless you otherwise attempt to keep yourself afloat. While on the floor of a body of water, your swimming speed is increased by 10 feet and you have Advantage on all ability checks and saving throws made to resist being grappled.

Languages. You can speak, read, and write Common and Giff.

Subrace. Giff have long since grown past their tribal heritage, resulting in the following subraces: Mireborn, Riverlords, and Rumprunners.

Mireborn

The most abundant of the Giff races, the Mireborn are a tribal people that hold no interest in the social progression of their kin and can be found within the deep jungles and wild plains from which the Giff first originated.

Their massive, powerful jaws are said to be able to crack small ship hulls and gnaw through full tree trunks, given the time and effort to do so. This deadly aspect of their natural form is the cornerstone of their hunting society.

Ability Score Increases. Your Wisdom score increases by 1.

Aquatic Stalker. You have proficiency in the Stealth skill. Additionally, while submerged in water, you can move across nonmagical difficult terrain without expending extra movement and have Advantage on Dexterity (Stealth) checks.

Crushing Bite. While grappling a creature, you may use a Bonus Action to take a Bite Attack against the target of your grapple. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Ambush Predator. When you take the Attack Action against a creature that you are hidden from, you can choose to make a special attack with your Bite. If the attack hits, you deal additional damage equal to your Proficiency Bonus and the target of the attack must make a Strength Saving Throw (DC 8 + your Strength modifier + your Proficiency Bonus), or be grappled by you. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Riverlords

Having escaped the simplicity of their tribal histories, the Riverlords descend from the Giff that once aimed for far higher prospects than those of their sister races.

Now known to rule many lands and peoples of their own, these Giff have made a well known place for themselves amongst the worlds of men and empire due to their strange affinity for thenewfound armaments of blackpowder.

Ability Score Increases. Your Dexterity score increases by 1.

Lord's Discipline. You have Advantage on saving throws made to avoid or end the frightened condition on yourself.


Naval Prowess. You have proficiency with Navigator’s Tools and Water Vehicles. Additionally, while traveling by water, you have Advantage on Constitution Saving Throws made to resist exhaustion.

Firearm Training. You gain proficiency with firearms. Once per turn, when you hit with an attack using a firearm, you can choose to deal additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Rumprunners

The smallest of the Giff races, the Rumprunners are not of simple tribes or grand cities, but rather something in between. As a nomadic people, they travel this world from city to city as merchant and mercenaries and whatever else might take their fancy on a given day.

Although they are still very much capable of swimming, their people have spent many generations away from the ancestral rivers of their homelands. In this time, their hides have largely dried out, leaving them with a course, cracked, almost numbing layer of skin rather than the smoother fatty exterior of their kin.

Ability Score Increases. Your Constitution score increases by 1.

Limbering Steps. Your walking speed is increased to 30 feet. Additionally, you ignore the negative effects of your Lumbering Build trait and may squeeze into spaces that would only fit smaller creatures as normal.

Natural Burrowers. You have a burrowing speed of 10 feet when burrowing through sand or loose earth. If you start your turn burrowed deeper than 10 feet beneath the surface, you take 1d6 bludgeoning damage. Additionally, you have Advantage on stealth checks while burrowed beneath the ground as long as you are not moving.

Bounding Leap. Whenever you make a long jump or a high jump, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual. Additionally, whenever you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus.

Gnoll

A race born from madness and slaughter, Gnolls are trying to find their place in the civilized world. Most tribes wander the world searching for a purpose, through signs or through action, hoping to find reason for their existence.

Some tribes even choose to return to their old ways, abandoning everything they are in exchange for power and purpose. By doing so, they are life are based one single thought; how to sate their now endless hunger.

Two-legged Beasts

Gnolls are very tall creatures with a greenish-gray skin, and their furry hide a light or dark brown hue, sometimes marked with spots or stripes. Many Gnolls also have a dirty yellow to reddish-gray crest-like mane that stands on end when they are angry.

Distinguishing a male from a female is almost impossible, the only reliable way to tell the difference, other than through a close physical examination, is if a female is pregnant or openly nursing.

Gnolls have short lifespans compared to other humanoids, living only 50 or so years on average and maturing to adulthood at a remarkable speed. Gnolls do not, however, age particularly dramatically except at the end of their lifespans, at which point the decline quickly ends in their death. When a Gnoll dies, its bones are occasionally harvested by the other Gnolls and used in rituals, some demonic in nature.


Demonic Origin

The first Gnolls came into existence when the demon lord Yeenoghu rampaged across the material plane. Wherever he went, packs of hyenas followed in his wake, scavenging on his kills. Any that ate from a corpse slain by Yeenoghu was transformed into a Gnoll, filled with an insatiable hunger for more flesh.

The first Gnolls followed after Yeenoghu, continuing to scavenge off his destruction. Once Yeenoghu was banished back to the abyss, the Gnolls were left to find their own sources of food - and so began their own slaughter.

As time passed and Yeenoghu's touch upon the material plane lessened, the Gnolls had to find their own way. The craving of the hunt and primal bloodlust that inhabited the Gnoll mind, coupled with their bloody history, made it impossible to join other humanoid settlements. This led them to live nomadic lives, moving across the plains as they kept their distance while searching for food and other salvage.

Belligerent Outcasts

The perception of Gnolls has slowly changed over time for the better, but few would welcome one into their home. Gnolls start fighting among one another at a very early age, and most are brought up around the principles that might makes right. Still, there are those amongst their people that have begun to show the ability to empathize and live lives of amiability amongst the likes of civilized folk.

Four-legged Kin

Many Gnolls have an affinity for hyenas, who many see as their brethren and whom they keep as pets or for hunting.

For example, a Gnoll is more likely to demand answers than it is to actually ask a question. Gnolls, however, does not see this as an act of hostility, but rather a basic demonstration of strength.Most Gnolls befriend or at least peacefully interact with the members of other races, offering their services as trappers, hunters, or mercenaries. However, they generally prefer their own kind and rarely visit villages dominated by members of another race.

Different Tribes

The large majority of tribes find themselves in the traveling the wilds, spending their days hunting and scavenging whatever they can find. Almost all Gnolls prefers the wilderness to the civilized enclaves favored by Humans, Dwarves, or other similar races and those that do take to cities usually think of them as just another kind of landscape.

The Gnolls within a civilized settlement most often find themselves as hunters, trappers, mercenaries, or bounty hunters, putting their reputation and natural strengths to good use. The Gnoll tribes which still practice abyssal magic, give both body and mind to their abyssal lord. By channeling the power and hunger of Yeenoghu, they justify the fear most feel when they hear the blood-curdling howl of a warband.

Insatiable Hunger

All Gnolls retain the natural Gnoll bloodlust but most try take no joy in torture or unnecessary cruelty, embracing hunting and tracking over outright slaughter. Some tribes choose to succumb to Yeenoghu, and a Gnoll under his influence are almost entirely consumed by a single drive: to eat.

A warband of such Gnolls will travel across the countryside killing and eating any living thing they can find. They revel in the kill and in the feast; the more violent the slaughter and the more indulgent the feast, the better.

Their hunger is almost never sated; a warband may stop for a few days after consuming the denizens and livestock of a particularly large town, but they will inevitably be on the move again. In the absence of other food sources, Gnolls will even eat each other in desperation.

Even a Gnoll who never have heard of Yeenoghu can feel this hunger surfacing from time to time. Properly utilized, this hunger will make them devastating combatants. Uncontrolled, many have found their teeth around the neck of one of their allies before meeting a premature death.

Scavenging Survivors

Gnolls have a propensity for scavenging, a tendency that leads many Gnolls to collect trophies that remind them of past victories. Gnoll trackers use this to their benefit, keeping scraps of clothing or other objects with the scent of their prey on them to point them in the direction of their quarry.

This propensity extends to arms and weaponry since few Gnolls have an interest in crafting. This gives Gnoll armor a unique aesthetic where each suit is typically made of scavenged pieces of armor kitbashed together.

Unlike most races, Gnolls have had few, if any, qualms about eating the dead of other races. When Gnoll warbands strike a village they do not only leave no survivors but no corpses, eating most of those whom they don't take as slaves.

There are even indications that some Gnolls have taken this practice a step further, actually raiding graveyards for fresh corpses on which to feed.

Practical Belief

Most often worshipers of the demon lord Yeenoghu, the large majority of Gnolls pay only nominal reverence. Few Gnolls have any interest in such complex rituals within their packs.

Typically, Gnolls see their very brutality as a sign of their devotion to the demon lord, and howling his name as their prayer. There are some that are fanatically devoted to their dark overlord and venerate him by celebrating their victories with demonic rituals and blood offerings.

Occasionally, Yeenoghu rewards such a celebrant by allowing the Gnoll to be possessed by a demonic spirit, marking them as one of his chosen. Such Gnolls are known as Fangs of Yeenoghu. Hyenas that feast upon the slain foe of one of the Fangs are transformed into full-grown Gnolls.

Gnoll Names

Gnoll names often sound like growls to members of other races, featuring multiple "r" sounds, and their tribal names are usually compound words as in the following examples:

Gnoll Names: Arrna, Derror, Grerr, Mirrin, Remmar, Ryssa, Thrrae Thurrg

Tribal Names: Abysseye, Bloodfist, Deathmaw, Greatfang, Madhowl, Thunderdance.

Gnoll Traits

As a Gnoll, you have the following racial traits:

Ability Score Increases Your Strength score increases by 2 and your Constitution score increases by 1.

Age. Gnolls reach adulthood by the age of 8 and can live up to 50 years, though few live to see their 20’s.

Size. Gnolls are between 6 and 7 feet tall and weigh between 280 and 320 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Dreadful Hunter. You have proficiency in the Intimidation skill.

Darkvision. 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.

Carrion Eater. Your rancid diet has made you a resilient eater. You have resistance to poison damage, Advantage on saving throws you make to avoid or end the Poisoned condition, and immunity to disease.

Bite. Your powerful maw acts as a Natural Weapon, which you can use to make Unarmed Strikes. When you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hunter's Sense. You have Advantage on all Wisdom (Perception) and Wisdom (Survival) checks that rely on smell. If you have been within 5 feet of a creature, you can discern their individual smell on a successful Wisdom (Perception) check.

Rampage. When you reduce a creature to 0 Hit Points on your turn, you can use a Bonus Action to move up to half your speed towards a creature that you can see. If you end this movement within 5 feet of the target, you can make a Bite attack against it as part of this Bonus Action.

Languages. You can speak, read, and write Common and Gnoll. Gnoll consists of whines, cackles, and howls, and has no known written form.


The Hunter's Chant

This simple declaration of Yeenoghu's power was devised by a small cult to the demon lord discovered deep in the forest. A group of woodcutters, facing starvation, turned to cannibalism to survive and ultimately fell under Yeenoghu's sway. Gnolls sing a similar chant in their language while they seek out prey.


  • The first gift is hunger.
  • It is His blessing.
  • It is our call to bring death.
  • The second gift is death.
  • Death proves our strength.
  • Death purges our fear.
  • The third gift is fear,
  • We fear that we will fail him.
  • We fear the onset of hunger.

Grung

Grung are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.

Royal Castes

Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grung join their caste upon emergence from the hatchery. All grung are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. From lowest to highest caste, grung can be green, blue, purple, red, orange, or gold.

A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.

Natural Secretion

All grung secrete a substance that is harmless to them but poisonous to others. A grung also uses venom to poison its weapons are always on the lookout for creatures they can capture and enslave. They use slaves for all manner of menial tasks, but mostly they just like bossing them around.

Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic. Being amphibious, grung require water to live; any grung that fails to immerse itself in water for at least 1 hour a day becomes quite exhausted.


Color Coordination

Green grung are the tribe's warriors, hunters, and laborers, and blue grung work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grung, which serve as administrators and commanders.

Next, red grung are the tribe's scholars and magic users. They are superior to purple, blue, and green grung and given proper respect even by grung of higher status.

Higher castes include orange grung, which have authority over all lesser grung, and gold grung, which hold the highest leadership positions, including the tribe's sovereign.

Grung Traits

As a Grung, you have the following racial traits:

Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.

Age. Grung mature extremely quickly, reaching adulthood in a less than a year. The oldest of the kind have been known to live up to 50 years.

Size. Grung stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small.

Speed. You have a walking speed of 25 feet.

Poison Resistance. You have resistance to poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition.

Low-Light Vision. Accustomed to twilit 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.

Tribal Intuition. Thanks to your tribal connection to the natural world, you have proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Frog Legs. You have a climbing speed and a swimming speed equal to your walking speed, and can breathe both air and water. Additionally, when swimming through heavily obscured waters, you can move through nonmagical difficult terrain without expending extra movement.

Water Dependency. Due to the permeable nature of your skin, you must submerge yourself in water for at least 1 hour each day. If you fail to do so, you suffer 1 level of exhaustion at the end of the day. You can immediately recover from this exhaustion by immersing yourself in water for at least 1 hour.

Bounding Leap. Whenever you make a long jump or a high jump, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual. Additionally, whenever you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus.

Poisonous Skin. Your skin secretes a natural poison as a form of deterrence. Whenever a creature grapples you or otherwise comes into direct contact with your skin, you may use your Reaction to release a powerful toxin, forcing them to make a Constitution Saving Throw (DC 8 + your Constitution Modifier + your Proficiency Bonus), or become poisoned until the end of its next turn. If the target comes into contact with your skin due to an attack with a Natural Weapon, they have Disadvantage on their saving throw. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Grung.

Harengon

Across hills and plains, and sometimes deep in the forests, the Harengon are a lighthearted nomadic race of the Feywild, with each tribe consisting of up to ten or fifteen families. They have a love for a good meal and casual conversation, like that of a Halfling, but a restless love for adventure and travel like those of Humans.

Most Harengon tribes move around often, only staying in a location for a few months at a time. The only tribes that stay for extended periods of time are those that have expanded to a greater population, to a point where it is no longer practical to stay on the move.

Superstitious, Yet Practical

Harengon society are very superstitious and have a rich body of lore and myths passed down from generation to generation. They prefer to be ruled by a small collection of leaders formed of the most skilled and wisest of the tribe.

Some Harengon tribes may follow a deity, but most believe more in the power of nature and the mystery of the fey. However, it is rare to find any Harengon that does not firmly believe in luck, much less some sort of charm that they believe is lucky.

Because of this, many Harengon enjoy trying their hand at various games of luck and chance, often finding themselves frequenting gambling rings, if they are not already involved with those that run it.

Quick and Crafty

Harengon vary in height, ranging from about 3’10” to 6’5″ and are light on their feet, usually weighing in at about 60-70 pounds. Their hair color changes depending on the environment they were born in, with most Harengon that live in hills and plains ranging from a dark blonde or brown to a deep black.

Harengon that live in deep forests often have a lighter hair color. Most of them have buck teeth and mouths similar to rabbits and all Harengon have long, rabbit-like ears. Their legs are also like that of rabbits, allowing them to jump and run faster than most cretures. They mature at around the same age as Humans do, but live to about 120-150 years old.


Harengon Names

Harengon names tend to sound human, although their surnames usually follow those of the tribe’s name, regardless of them being from different families.

Male Names: Eldon, Finnick, Erlan, Cade, Andrei

Female Names: Vani, Merria, Dalia, Runa,

Surnames: Quickfoot, Dashfeather, Doublering

Harengon Traits

As a Harengon, you have the following racial traits:

Ability Score Increases. Your Dexterity score increases by 2 and your Charisma score increases by 1.

Age. Harengon reach adulthood by the age of 10 and can live up to a hundred years.

Size. Harengon can stand anywhere between 4 and 7 feet tall and weigh between 100 and 250 pounds. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Hare-Trigger. You may add your Proficiency Bonus to your initiative rolls and, while conscious, you cannot be surprised.

Leporine Senses. You have proficiency in the Perception skill and Advantage on all Wisdom (Perception) and Wisdom (Survival) checks that involve hearing.

Lucky Footwork. When you fail a Dexterity Saving Throw, you can use your Reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this Reaction if you are prone or your speed is 0.

Scrample Step. Without squeezing, you can move through and stop in a space large enough for a Small creature. Additionally, when traveling through heavily forested or jungled environments, you can move across nonmagical difficult terrain without expending extra movement.

Rabbit Hop. As a Bonus Action, you can jump a number of feet equal to five times your Proficiency Bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Sylvan.

Kenku

Haunted by an ancient crime that robbed them of their wings, the Kenku wander the world as vagabonds and burglars who live at the edge of Human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.

An Ancient Curse

The Kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz't, while others say that they were scouts and explorers for the Wind Dukes of Aaqa.

Whatever the truth, according to legend, the Kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the Kenku plotted to steal the item and escape to the Material Plane.

Unfortunately for the Kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the Kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls.

Finally, to ensure that the Kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the Kenku were set loose on the Material Plane.

Since then, the Kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.

Dreams of Flight

Above all else, Kenku wish to regain their ability to fly. Every Kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly.

Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the Kenku to acquire the items for themselves. Despite their lack of wings, Kenku love dwelling in towers and other tall structures.


They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would otherwise collapse.

Some thieves' guilds use Kenku as lookouts and messengers. The Kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below.

Hopeless Plagiarists

As, a result of their lack of creativity, Kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting longterm schemes.

Although unable to speak in their own voices, Kenku can perfectly mimic any sound they hear, from a Halfling's voice to the noise of rocks clattering down a hillside.

However, Kenku cannot create new sounds and can communicate only by using sounds they have heard. Most Kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts. By the same token, Kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes.

They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few Kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine.

Kenku Adventurers

Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare Kenku who has grown weary of a life of crime. These Kenku are more ambitious and daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or uncover the secret of their curse and find a method to break it.

Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A Kenku loves to mimic the voice and words of its chosen companion.

Kenku Names

Given that Kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.

Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-Kenku refer to the Kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.

Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, Kenku can call out to each other while those who overhear them mistake them for common animals. Non-Kenku use names that refer to the sound made or the animal a Kenku mimics, such as Rat Scratch, Whistler, and Growler.

Some Kenku turn their back on crime and adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-Kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.

Kenku Traits

As a Kenku, you have the following racial traits:

Ability Score Increase. Your Dexterity score increases by 2.

Age. Kenku have shorter lifespans than Humans. They reach maturity at about 12 years old and can live to 120.

Size. Kenku stand between 3 and 4 feet tall and weigh between 60 and 90 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your Charisma modifier + your Proficiency Bonus.

Kenku Recall. Thanks to your supernatural memory, you have proficiency in two of the following skills of your choice: Deception, Insight, Perception, Performance, Sleight of Hand, or Stealth. Moreover, when you make an ability check using one of these two chosen skills, you can give yourself Advantage on the check before rolling the d20. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Expert Duplication. You have proficiency in forgery kits and your choice of one of the following artisan’s tool: Calligrapher's Supplies, Cartographer's Tools, Jeweler's Tools, Painter's Supplies, or Potter's Tools.

Additionally, whenever you make a check relating to the duplication of writing or craftwork made with your chosen artisan’s tools, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

Languages. You can speak, read, and write Common and Auran.

Subrace. When they were cast from divinity, the now flightless Kenku split into the following sects: Blackwings, Plaguewalkers, Shadehunters, and .

Blackwings

Among the surviving Kenku, the Blackwings are considered the truest heirs to their forgotten faith. They believe that death itself is neither cruel nor kind, but a sacred transition ordained by powers greater than those of simple mortality.

When their goddess fell into obscurity, the Blackwings found no new god to worship, but rather turned to worship the inevitability of death itself. As such, they are respected and feared in equal measure, for they speak openly of mortality and view death not as an end, but as a necessary part of existence.

Ability Score Increase. Your Intelligence score increases by 1.

Illusory Sight. You have Advantage on all ability checks made to reveal the true nature of an illusion.

Light of Foot. Your walking speed is increased to 30 feet and creatures of a size larger than yours have Disadvantage on opportunity attacks made against you.

Avian Nimbleness. You can move through the space of any creature that is of a larger size than you. While obscured by such a creature, you may attempt to hide behind them.

Blackwing Recall. When selecting a skill to benefit from your Kenku Recall trait, you may instead select one of the following skills: Acrobatics, Persuasion, and Investigation.

Doomsayers

Upon the fall of their beloved goddess, many Kenku flocked to a god of prophecy and knowledge to ask them what befell of their patron and what they were to do next. In the years of confusion and uncertainty that would follow, these Kenku would soon find comfort and purpose in the domains of prophecy and divination.

Through visions, omens, and communion with spirits, Doomsayers have learned to glimpse the countless paths that lead every mortal toward their inevitable end. Some whisper that when their final prophecy is spoken, they will divine whether their ancient patron is truly gone, or merely waiting to be remembered once more.

Ability Score Increase. Your Charisma score increases by 1.

Third Eye. You have Advantage on saving throws you make to avoid or end the charmed condition on yourself.

Doomsayer Recall. When selecting a skill to benefit from your Kenku Recall trait, you may instead select one of the following skills: Arcana, Nature, and Religion.

Fatewalker. Your mastery over psionics has given you the ability to peer past fate itself and make slight shifts to the flow of time. At the end of each long rest, roll a d20 and record the roll. Once before the end of your next long rest, when you roll that number on a d20, you may choose to treat the roll as a Natural 20. If the recorded roll is a Natural 20, you may instead choose to replace a single roll of your choice with the Natural 20 recorded.

Ill-Fated Omen. You know the toll the dead cantrip. Starting at 3rd level, you learn the detect evil and good spell and can cast it once with this trait. Starting at 5th level, you also learn the augury spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Plaguewalkers

Where others see only the potential for corruption and certainty for suffering, Plaguewalkers recognize the hidden purpose within the domains of rot and decay. Following the collapse of the old faith, these kenku turned to a god of pestilence, entropy, and the natural cycles of death and decay.

Beneath this newfound faith, the Plaguewalkers realized that entropy not the antithesis of life, but rather an essential force meant to return all things to that from which they came. They act as healers and harbingers alike, believing that both roles serve the same cosmic balance.

Ability Score Increase. Your Constitution score increases by 1.

Runic Sight. You have Advantage on all ability checks made to uncover or decipher magical runes.

Infested. You know the infestation cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Plaguewalker Recall. When selecting a skill to benefit from your Kenku Recall trait, you may instead select one of the following skills: Animal Handling, Histoy, and Medicine.

Pestilent. You have resistance to poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition. Additionally, you are immune to the effects of diseases, though you are still able to carry them.

Voice of Vermin. You have the ability to communicate in a limited manner with Rats and Ravens. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

Shadehunters

When Death herself first fell, many Kenku blamed the vile creatures that sought to escape her supernal embrace. To right this wrong, they swore an eternal oath to hunt the undead wherever they may arise.

The Shadehunters often adorn their pitch black feathers with white dyes, so that they may forever remember that it is not the workings of death that they fight for, but life. Their many adornments continue with trophies of their undead prey and fine weapons inscribed with prayers of banishment.

Ability Score Increase. Your Strength score increases by 1.

Necrotic Resistance. You have resistance to necrotic damage.

Grave Robber. You know the spare the dying cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Shadehunter Recall. When selecting a skill to benefit from your Kenku Recall trait, you may instead select one of the following skills: Athletics, Intimidation, and Survival.

Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Collector of Souls. Upon reducing a hostile creature to 0 Hit Points, you may use your Reaction to gain a number of Temporary Hit Points equal to your Proficiency Bonus. If the targeted creature is undead, the number of Temporary Hit Points gained is doubled. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

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.

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.

Tribal Warriors

Lizardfolk are a people unlike any other; feeling no emotion, yet fiercely loyal to their tribe. Their need to prove themselves in battle makes them dangerous neighbors, and they are constantly involved in tribal warfare. Their culture of war has prevented them from advancing past their old ways.

Unlike most humanoids, they do not form familial bonds, instead bonding with their tribe. Any Lizardfolk would risk their life to protect the hatchlings of their tribe. Even the females that lay clutches of eggs view all of the hatchlings, even those they didn't hatch themselves, as their children.

Honor and Violence

Lizardfolk society is governed by a strict caste system based on personal reputation. Lizardfolk increase their standing by overcoming enemies that are their equal, or better. They have no interest in fighting the weak, and they will stop at nothing to test their skill in battle against more powerful foes.


Lizardfolk view their lives, and all of their actions, through this lens. After they hatch, they have one year to accomplish enough great deeds to earn their place as an adult member of their tribe. If they fail to meet this expectation they are exiled from the tribe or killed in honor duels by their clutchmates.

Lizardfolk Names

Lizardfolk hatchlings are named for their appearance. If they survive to adulthood they are given a new name based on how they established their reputation.

Most Lizardfolk take their names from the Draconic language making use of simple descriptives granted by the tribe based on an individual’s notable deeds or actions.

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.

Hatchling Titles. Blackclaw, Dreadspine, Greenscale, Heavystep, Longtooth, Quickfinn, Rotfang, Widemaw.

Lizardfolk Names. Achuak (Green), Aryte (War), Baeshra (Animal), Darastrix (Dragon), Jhank (Hammer), Kepesk (Storm), Othokent (Smart), Valignat (Burn), Vutha (Black)

Adult Titles. Bonecrusher, Firewalker, Heartsplitter, Kingbreaker, Lightthief, Trollslayer, Wyrmeater.

Lizardfolk Traits

As a Lizardfolk, you have the following racial traits:

Ability Score Increase. Your Strength score increases by 2.

Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

Size. Lizardfolk come in all shapes and sizes. Many are bulkier and taller than Humans, often standing well over 6 feet tall. Others are lithe and scrawny, standing closer to the stature of a Dwarf or Halfling. Your size is Small or Medium. You choose the size when you gain this race.

Speed. Your base walking speed is 30 feet.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Primal Artisan. As part of a short or long rest, you can use a blade or dagger to harvest bone and hide from a Small or larger creature to create one of the following objects: a shield, a club, a javelin, or 1d4 darts or needles.

Bite. Your powerful maw acts as a Natural Weapon, which you can use to make Unarmed Strikes. When you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + your Dexterity modifier. You can use your Natural Armor 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.

Subrace. Lizardfolk rapidly adapt between generations to best make use of their surroundings, an evolutionary trait that has resulted in the following subraces: Plainswalkers, Sandscales, Snaptongues, Swampdwellers, and Venomfangs.

Plainswalkers

The Plainswalkers are brutish warriors that live within roving tribes of raiders and marauders. Despite the brutality ingrained within their very nature, the most fearsome threat of their peoples come from the intense devotion each and every member holds to their tribe. The tribe comes first in all ways, and as such they are willing to give life and limb for what they view as a greater purpose.

Ability Score Increase. Your Wisdom score increases by 2.

Nature's Intuition. Thanks to your mystical connection to nature, you have proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Imposing Presence. You have Advantage on saving throws made to avoid or end the frightened condition on yourself, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Hungry Jaws. When you take the Attack 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 equal to your Proficiency Bonus. If this attack drops the target to 0 Hit Points, the number of Temporary Hit Points gained is doubled. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Sandscales

Within the arid deserts and badlands of this world, the Sandscales' light, dexterous build allows them to glide across the scorching sands with ease, a trait that fits well with the cowardice that they are well known for. While Sandscales are often born within their own tribes, a single Sandscale will always fend for itself first, often making use of their spiked scales and ability to burrow deep within the scorching sands around them to escape from the clutches of death.

Ability Score Increase. Your Dexterity score increases by 1.

Desert Runner. Your walking speed is increased to 35 feet, and you are naturally adapted to hot environments, as described in Chapter 5 of the Dungeon Master’s Guide.

Natural Burrowers. You have a burrowing speed of 10 feet when burrowing through sand or loose earth. If you start your turn burrowed deeper than 10 feet beneath the surface, you take 1d6 bludgeoning damage. Additionally, you have Advantage on stealth checks while burrowed beneath the ground as long as you are not moving.

Thrashing Defense. Whenever you start your turn grappling a creature, or being grappled by one yourself, you can use a Bonus Action to thrash, forcing them to make a Constitution Saving Throw (DC 8 + your Strength or Dexterity Modifier + your Proficiency Bonus), or take piercing damage equal to twice your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Acid Spit. You have an innate ability to spit acid to soften up your prey for consumption. When you take the Attack Action, you can make a special Ranged Unarmed Strike against a creature within 15 feet of you, using your Dexterity modifier for both the attack and damage rolls. If the attack hits, it deals acid damage equal to the normal damage of your Bite Attack + your Proficiency Bonus, and you gain Advantage on the next Bite Attack you make against the target before the end of your next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Snaptongues

Snaptongues have lithe builds made for stalking through high canopies. They live in small clans that dwell deep within the brush, rarely venturing out from their home to hunt and trade with the world of outsiders beyond. They are named for their long, elastic tongues, but are more often renown for their color-changing scales that act as a natural camouflauge within the dense brush of the jungle.

Ability Score Increase. Yours Intelligence score increases by 1.

Panoramic Sight. As long as you aren't unconscious or incapacitated, you have Advantage on Wisdom (Perception) checks that rely on sight and, if you are surprised at the start of combat, you can act normally on your first turn, but only if you attempt to hide before doing anything else.

Canopy Crawler. You have a climbing speed of 20 feet. Additionally, you have a long prehensile tail that can be used to perform a variety of simple tasks, such as holding an item or picking something off the floor, but is unable to perform any complex tasks such as picking a lock or wielding a weapon. Your tail has a reach of 5 feet and can lift a number of pounds equal to three times your Strength score.

Chameleon Carapace. While you aren't wearing armor, you can use an Action to change the color of your scales to match the color of your surroundings, allowing you to attempt to hide in plain sight by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. While hiding in this way, you have Advantage on Dexterity (Stealth) checks for as long as you remain there without moving or taking actions.

Elastic Tongue. You have an innate ability to shoot out your tongue as a short range projectile. When you take the Attack Action, you can make a special Unarmed Strike against a creature within 15 feet of you. If the attack hits, it deals bludgeoning damage equal to the the normal damage of your Bite Attack, and the target of the attack must make a Strength Saving Throw (DC 8 + your Strength or Dexterity modifier + your Proficiency Bonus), or be pulled up to 10 feet towards you. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Swampdwellers

Within the boggy waters they call home, Swampdwellers have begun to embrace the eerier stillness of the swamps. With their long snouts and large teeth, the Swampdwellers have become natural ambush predators, not only for the many beasts of the swamp, but also the unsuspecting caravans and parties that so often pass through their lands.

Ability Score Increase. Yours Charisma score increases by 1.

Swamp Dweller. You have a swimming speed equal to your walking speed and you can hold your breath for up to an hour at a time.

Aquatic Stalker. You have proficiency in the Stealth skill. Additionally, while submerged in water, you can move across nonmagical difficult terrain without expending extra movement and have Advantage on Dexterity (Stealth) checks.

Death Roll. While grappling a creature, you may use a Bonus Action to take a Bite Attack against the target of your grapple. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Ambush Predator. When you take the Attack Action against a creature that you are hidden from, you can choose to make a special attack with your Bite. If the attack hits, you deal additional damage equal to your Proficiency Bonus and the target of the attack must make a Strength Saving Throw (DC 8 + your Strength modifier + your Proficiency Bonus), or be grappled by you. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Venomfangs

Venomfangs are known to eat large game in a single bite, only to then spend hours basking in the sun. Their namesake is derived from the specialized glands set in their lower jaw that produce a toxic protein capable of slowing and sedating the large creatures that they most regularly hunt.

Ability Score Increase. Your Constitution score increases by 1.

Carrion Eater. Your rancid diet has made you a resilient eater. You have resistance to poison damage, Advantage on saving throws you make to avoid or end the Poisoned condition, and immunity to disease.

Brumation. Whenever you finish a long rest, you gain a number of Temporary Hit Points equal to your total level. Additionally, at the end of each short rest, the first time you roll a Hit Die to regain Hit Points, you may add twice your Proficiency Bonus to the roll.

Lounge Lizards. When a creature attempts to knock you prone or move you against your will, you have Advantage on the ability check or saving throw to resist it, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Venomous Bite. The hidden glands in your lower jaw are known to secrete a deadly venom. When you take the Attack Action, you can make a special attack with your Bite. If the attack hits, it deals additional poison damage equal to your Proficiency Bonus and the target of the attack must make a Constitution Saving Throw (DC 8 + your Constitution modifier + your Proficiency Bonus), or become poisoned until the end of its next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

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.

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.

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. Those who break the mold tend to be mercenaries or missionaries, rejecting the brutish code 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

Minotaur often name their offspring after one of the known ancestors, usually one of great fame or some local legend, whose code the young Minotaur must strive to honour. Similarly, their Clan names are spawned of some long-lost Minotuars great deeds and, as such, most translate into common as titles such as "Giants Bane" or "Silver Axe."


Male Names: Alovnek, Brogmir, Brozhdar, Dornik, Drakmir,

Drazhan, Grozdan, Kalazmir, Melislek, Nirikov, Prezhlek,

Radolak, Sarovnek, Svarakov, Trovik, Vraslak, Yarvem
Female Names: Akra, Bolsa, Cica, Dakka, Drakisla, Eleska,

Enka, Irnaya, Jaska, Kalka, Makla, Noraka, Pesha, Raisha,

Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka
Clan Names: Athak, Atreus, Bregan, Dhorus, Entragath,

Ghrun, Ioannis, Kaziganthi, Lagrangli, Mascun, Mourne,

Orilg, Raius, Sumarr, Teskos, Zhakan

Minotaur Traits

As a Minotaur, you have the following racial traits:

Ability Score Increase. Your Strength score increases by 2.

Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.

Size. Minotaurs average well over 6 feet in height, and they have stocky builds. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Maze Runner. You always know which direction is north, and you have Advantage on any Wisdom (Survival) check you make to navigate or track.

Darkvision. 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.

Lumbering Build. Due to your immense weight and unwieldy size, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you are unable to squeeze into spaces that would normally only fit smaller creatures.


Horns. Your horns are Natural Weapons, which you can use to make Unarmed Strikes. When you hit with them, the strike deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Natural Armor. You have a naturally thick hide. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your Natural Armor 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.

Goring Rush. As a Bonus Action, you can take the Dash Action to move toward a hostile creature you can see or hear, ending this movement closer to the target than you started. Whenever you use this trait to move at least 30 feet towards a target, you have Advantage on the first attack you make with your Horns against the target on this turn. When attacking in this way, if the attack hits, it deals additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Minotuar. Often considered a language derived from their Abyssal roots, Minotaur sounds similar in structure, though isn't quite as harsh or guttural as its parent language.

Subrace. The demonic origins of the Minotaurs has lead to the formation of three separate subraces as their people have set out to find their place in the Material Plane.

Stonewardens

After the first incursions of Baphomet's abyssal forces upon the Material Plane, many Minotaur that once wage war against the mortal plane were taken in by the Dwarven gods and their loyal servants, who saw some great potential within the bestial creatures that no other did.

Ever since, the followers of the Dwarven pantheon have aimed to aid in cutting the abyssal bindings around their newly acquainted bullish allies. Such Minotaur are known as Stonewardens, having forever indebted themselves to those whom cleansed their once corrupted path.

Ability Score Increase. Your Wisdom score increases by 1.


Bounding Leap. Whenever you make a long jump or a high jump, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual. Additionally, whenever you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus.

Cunning Artisan. You have proficiency in your choice of one of the following artisan’s tools: Brewer’s Supplies, Mason’s Tools, Jeweler's Tools, or Smith’s Tools.

Additionally, whenever you make an Intelligence check relating to the origin of an item or structure made with your chosen artisan’s tools, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

Step of the Mountain. You have proficiency with battleaxes, handaxes, light hammers, and warhammers. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Seareavers

Having broken from the confines of their abyssal chains long ago, the Seareavers now travel the world by ship, spending their days meeting new faces and exploring new cultures they never could have dreamed of.

Their culture is founded upon strength and honor, disputes are settled in combat and public contests, oaths are held inviolate above all, and betrayal is regarded as the darkest of

Ability Score Increase. Your Charisma score increases by 1.

Sea Dog. You can hold your breath for a number of minutes equal to 1 + three times your Constitution modifier and have Advantage on ability checks and saving throws you make to avoid or end the grappled condition on yourself. Additionally, while traveling by water, you have Advantage on Constitution Saving Throws made to resist exhaustion.

Step of the Sea. When you take the Attack Action on your turn, you can use a Bonus Action to make a contested Strength (Athletics) check against the target of your attacks. If the target is no more than one size larger than you, on a success, you can choose to knock it prone or push it 10 feet away. You can use this trait in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Labyrinthians

Ever bound to the abyssal origins that first spawned them, the Labyrinthians are still in service to the dark ambitions of the Prince of Beasts himself.

Large in frame and deadly in combat, they follow orders with precise efficiency and hold few mortal desires, if any at all. Still, there are those that resist this demonic influence in hopes of one day finding freedom and independence from their abyssal creator.

Ability Score Increase. Your Constitution score increases by 1.

Abyssal Fortitude. You can speak, read, and write Abyssal and have proficiency in the Intimidation skill. Additionally, your Hit Point Maximum increases by 1 and it increases by 1 every time you gain a level.

Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Step of the Abyss. When you take the Dash Action, you may make a contested Strength (Athletics) check against a number of hostile creatures that stand in your way equal to your Proficiency Bonus. A creature must be of your size or smaller to be affected by this trait. For each success, the opposing creature is knocked prone and cannot take opportunity attacks against you until the start of their next turn. This movement is stopped as soon as you reach a creature that succeeds their contested Strength (Athletics) check. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Sunlight Sensitivity. Your affinity for the dark has left you vulnerable to the burning light of the sun when traveling the surface. You have a -2 penalty to all attack rolls, Save DCs, and Wisdom (Perception) checks that rely on sight when you, the target of your attacks, spells, or abilities, or whatever you are trying to perceive are in direct sunlight. Additionally, you can spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 1 hour), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 8 + Number of hours in the sun) or take a level of exhaustion.

Pachydan

The humanoid elephants called Pachydan are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness.

If provoked to action, Pachydan are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds.

Lumbering Giants

Pachydan tower above most other humanoids, standing over 7 feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants.

Like that of an elephant, a Pachydan's trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects as well as carry both food and liquid to the mouth.

Gifted Stoneworkers

Pachydan are tireless, patient artisans with an unrivaled intuition about their craft. Although they make nurturing spiritual leaders, their gift for stonework is so ingrained that they are often at a loss when they try to impart that knowledge to others. In some societies, it falls to Pachydan to work as masons and architects.


Relentlessly Loyal

Pachydan believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, Pachydan devote themselves to maintaining that bond.

They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect reciprocal loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed.

Pachydan Names

A Pachydan's name includes subtle tones, produced in a Pachydan's resonant nasal chambers, that indicate status, family connection, and community role.

Since most non-Pachydan can't distinguish these underlying tones, let alone produce them, Pachydan often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint, when interacting with other races.


Male Names: Bayul, Berov, Brooj, Chedumov, Dobrun,

Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros,

Radomov, Svetel, Tamuj, Throom, Vasool
Female Names: Ajj, Boja, Dancu, Dooja, Elyuja,

Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu,

Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij

Pachydan Traits

As a Pachydan, you have the following racial traits:

Ability Score Increase. Your Constitution score increases by 2.

Age. Pachydan physically mature at the same rate as Humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.

Size. Pachydan stand between 7 and 8 feet tall and weigh between 400 and 500 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Heightened Senses. Thanks to your sensitive trunk and ears, you have Advantage on all Wisdom (Perception) and Wisdom (Survival) checks that involve smelling or hearing.

Sure-Footed. Your massive size makes you particularly hard to knock over. When a creature attempts to knock you prone or move you against your will, you have Advantage on the ability check or saving throw made to resist it.

Lumbering Build. Due to your immense weight and unwieldy size, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you are unable to squeeze into spaces that would normally only fit smaller creatures.

Natural Armor. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your Natural Armor 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.

Trunk. You have a large, elephantine trunk that you can breathe through normally. Additionally, it can be used to perform a variety of simple tasks such as holding an item or picking something off the floor, but is unable to perform any complex tasks such as picking a lock or wielding a weapon. Your trunk has a reach of 5 feet and it can lift a number of pounds equal to five times your Strength score.

Tusks. Your ivory tusks act as a pair of Natural Weapons, which you can use to make Unarmed Strikes. When you hit with them, the strike deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Once per turn, if you move at least 10 feet before attempting to shove a creature no more than one size larger than you, you may use your tusks to give you Advantage on the Strength (Athletics) check to do so.

Languages. You can speak, read, and write Common and Giant.

Subrace. Three subraces of Pachydan are found in the world: The Loxodon, The Mamodon, and The Pyrodon.

Loxodon

The most common of the Pachydan, the Loxodon are people of profound intellect, with naturally long-lasting memories and incredibly accurate oral history going back generations.

It is this knowledge of their own past, as well as that of many others, that guide the Loxodon through this modern age as they strive to create a better future by not repeating the ever-present mistakes of the past.

Ability Score Increase. Your Intelligence score increases by 1.


Loxodon Serenity. You have Advantage on saving throws you make to avoid or end the charmed or frightened conditions on yourself.

Eidetic Mind. You have an expansive memory and have spent your life studying the nuance of this world. You can speak, read, and write two additional languages of your choice and have proficiency in two of the following skills: Arcana, History, Medicine, Nature, Religion, or Survival.

Mamodon

Attuned to some of the harshest environments in the world, the tundras within which the Mamodon live are often considered inhospitable wastelands to those lucky enough to live south of their lands.

Perhaps the toughest, and most assuredly, the oldest of their kin, the Mamodon are built of hulking figures, shaggy fur, and sharpened, primal tusks that have helped their people survive far from the realms of man for as long as time.

Ability Score Increase. Your Strength score increases by 1.

Arctic Coat. You have resistance to cold damage. Additionally, you are naturally adapted to cold environments, as described in Chapter 5 of the Dungeon Master's Guide.

Stampede. When you take the Dash Action, you may make a contested Strength (Athletics) check against a number of hostile creatures that stand in your way equal to your Proficiency Bonus. A creature must be of your size or smaller to be affected by this trait. For each success, the opposing creature is knocked prone and cannot take opportunity attacks against you until the start of their next turn. This movement is stopped as soon as you reach a creature that succeeds their contested Strength (Athletics) check. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Pyrodon

By Pachydan standards, the Pyrodon are a smaller people that stand a foot shorter than their sister races, though this still leaves them standing well above the races of man that run rampant throughout the Material Realm.

The Pyrodon find their strengths not in their intellect nor their might, but from their patience and virtues. Living within isolated tribes within dense jungles or distant mountains, they have found an unmatched sense of peace and a love for this world that guides their every step.

Ability Score Increase. Your Wisdom score increases by 1.

Limbering Steps. Your walking speed is increased to 30 feet. Additionally, you ignore the negative effects of your Lumbering Build trait and may squeeze into spaces that would only fit smaller creatures as normal.

Pyrodon's Grace. You know one cantrip from the druid spell list. Starting at 3rd level, you learn the sanctuary spell and can cast it once with this trait. Starting at 5th level, you also learn the calm emotions spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tabaxi

Hailing from a strange and distant land, the ever-prying Tabaxi are a race of 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 over 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 a 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.


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.

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.

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.

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.

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.

Tabaxi Names

Each Tabaxi has a single, esoteric name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors.

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 traits from your background. The Tabaxi Obsession table can help hone your character's goals.

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
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.

Tabaxi Traits

As a Tabaxi, you have the following racial traits:

Ability Score Increase. Your Dexterity score increases by 2.

Age. Tabaxi have lifespans equivalent to Humans.

Size. Tabaxi are taller on average than Humans and relatively slender. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have a cat's keen senses, especially in the dark. 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.

Feline Agility. You can move through and stop in a space large enough for a Small creature without squeezing. Additionally, the first time you move on your turn, you can choose to move up to twice your walking speed instead. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws. Your claws are Natural Weapons, which you can use to make Unarmed Strikes. You add your Dexterity modifier, instead of your Strength modifier, to the attack and damage rolls when attacking with your Claws. When you hit with them, the strike deals slashing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cunning Merchant. You have proficiency in your choice of one of the following artisan’s tools: Alchemist's Supplies, Brewer's Supplies, Glassblower's Tools, Leatherworker's Tools, Smith's Tools, Weaver’s Tools, or Woodcarver’s Tools.

Additionally, whenever you make a Charisma check to buy, sell, or display an item made with one of your chosen artisan’s tools, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

Languages. You can speak, read, and write Common and one additional language of your choice.

Subrace. Akin to their feline counterparts, Tabaxi come in many shapes and sizes which are expressed through their four subraces: The Katari, The Leorin, The Sjori, and Therin.

Katari

Built for agility and grace, the Katari are a lean, playful folk that have found an endless fascination for the world of man. Rarely living in one place for more than a few days at a time, Katari tribes are known as traveling merchants that move from town to town in search of the best deal.

With their nimble fingers and affinity for all things shiny, Katari are known to let their curiosity get the best of them when perusing the many oddities of the world; a trait that has caused more than its fair share of criticism towards their kin.

Ability Score Increase. Your Charisma score increases by 1.

Quick Claws. When you take the Attack Action with your claws on your turn, you can choose to take an addtional unarmed attack as a Bonus Action. You can use this trait in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Natural Sprinter. When using your Feline Agility trait, you can move up to three times your walking speed instead of twice your walking speed. You can use this trait in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.


Speed of the Wilds. When you take the Attack Action, you can make a special attack with your claws. This attack can be made at Advantage if the target is fleeing from you or one of your allies. If the attack hits, the attack deals additional damage equal to your Proficiency Bonus and the target of the attack must make a Strength Saving Throw (DC 8 + your Dexterity modifier + your Proficiency Bonus), or be grappled by you. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Leorin

The Leorin are a proud folk born of honor and strength. Within their tribes, they are known to respect strength and prowess in battle above all else, using these traits to lead themselves towards what they view as a more honorable position before the gods.

With their honorbound ways, when Leorin find themselves leaving their tribes, they will search for their place as warriors and guardians amongst the likes of man. It is common to find Leorin amongst groups of mercenaries, knights, or even personal guards most often.

Ability Score Increase. Your Strength score increases by 1.

Warrior’s Build. You have proficiency in the Athletics skill and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Deft Claws. You may choose to add your Strength modifier, instead of your Dexterity modifier, to the attack and damage rolls when you attack with your claws. Additionally, on a hit, the damage die is increased to 1d6.

Primal Roar. As a Bonus Action, you can release a primal, menacing roar to set the stage of battle. Each hostile creature that can hear you within 10 feet must succeed on a Wisdom Saving Throw (DC 8 + your Strength or Charisma modifier + your Proficiency Bonus), or become frightened of you until the end of your next turn. When using this trait, you may choose to expend a use of your Feline Agility trait to increase its range to 15 feet. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Sjori

The Sjori are a curious folk that rarely interact with the world beyond their tribes; choosing instead to keep to the safety of their mountains. Despite this, their tribes are often quite advanced, spending much of their time building upon their written histories and scholarly pursuits.

Sjori tribes are known to be centers of knowledge that scholars travel to in order to exchange texts. Knowledge of their affinity for the written word has caused the few Sjori that do leave their homes to be welcomed with open arms amongst the likes of scholars and poets alike.

Ability Score Increase. Your Intelligence score increases by 1.

Alpine Hunters. You have resistance to cold damage. Additionally, you are acclimated to high altitudes, including elevations above 20,000 feet, and you are naturally adapted to strong wind, as described in Chapter 5 of the Dungeon Master's Guide.

Mountain Stalker. When you use your Feline Agility trait, you can choose to double your jump distance instead of your walking speed. When used in this way, you have Advantage on any Dexterity (Acrobatics) or Strength (Athletics) checks made to climb, jump, or maneuver through difficult terrain.

Sjori Pounce. When jumping 10 feet or more towards a hostile creature, if you take the Attack Action against the target, you may make a special attack with your Claws. If the attack hits, it deals additional damage equal to your Proficiency Bonus and the target of the attack must make a Strength Saving Throw (DC 8 + your Dexterity modifier + your Proficiency Bonus), or be knocked prone. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Therin

Hidden amongst the trees and foliage of dense forests and jungles, the Therin are a skeptical people that are few and far between. With much smaller tribes than the rest of their Tabaxi kin, they are known to be quite the isolationists, finding a sense of solace as lone hunters.

With this affinity for the lonely road, the Therin excell in any and all trades of isolation, whether that means taking up arms as a lone bounty hunter or taking up the tome as a lone researcher into archaic lore. Despite their affinity for such fields, or perhaps because of it, they often risk losing some piece of themselves to their work.

Ability Score Increase. Your Wisdom score increases by 1.

Quiet Climber. You have a climbing speed of 20 feet and when you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus.

Jungle Stalker. When using your Feline Agility trait, you can choose to double your climbing speed instead of your walking speed. When used in this way, you can attempt to hide as long as you are at least lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.

Death From Above. While climbing, when you take the Attack Action against a creature that you are hidden from, you can choose to make a special attack with your Claws. If the attack hits, it deals additional damage equal to your Proficiency Bonus and the target of the attack must make a Strength Saving Throw (DC 8 + your Dexterity modifier + your Proficiency Bonus), or be grappled by you. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.


Feline Focus

Although they are often written off as a whimsical or wandering people, Tabaxi can possess a deep sense of focus when they want to. This fact makes them incredible at the meditative practices of a monk. As a Monk, starting at 2nd level, you may increase your total number of Ki Points by 1. If you chose the Katari subrace, you may instead increase your total number of Ki Points by 2.

Tortle

What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they’re able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.

Life of a Tortle

A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.

A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch fish, and get by.

It gathers up its possessions and heads into the wilderness, returning months or years later with stories of its exploits and new skills. When a tortle nears the end of its natural lifespan, it seeks out a mate and procreates. Tortles lay their eggs (numberingas few as one or as many as a dozen) in a fortified compound enclosed by stone walls that are easily defensible.


If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own.

Ancient Beliefs

Tortles don’t have their own pantheon of gods, but they often worship the gods of other races. It’s not unusual for a tortle to hear stories or legends related to a god and choose to worship that deity. They gravitate toward Celestian, Fharlanghn, Pelor, Pholtus, and St. Cuthbert. Among the nonhuman deities, Moradin and Yondalla relate to tortles most of all.

Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the equally vigilant eye of day. Tortles feel most at peace when one or both of these “eyes” are looking down on them. They become more nervous and uneasy when neither orb is visible in the sky. Tortles tend to be most uncomfortable underground, where neither the sun nor the moon is visible to them.

Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.

Adventurers at Heart

In their countless years walking upon this realm, the Tortles have created a saying: “We wear our homes on our backs.”

A tortle settlement is primarily used as a kind of moot, where tortles can socialize, share information, and trade with strangers in the safety of greater numbers.

Most tortles like to see how other creatures live and discover new customs and new ways of doing things. The urge to procreate doesn’t kick in until the end of a tortle’s life, and a tortle can spend decades away from its native land without feeling homesick.

Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded Human marketplace.

Although they spend a considerable portion of their lives in isolation, Tortles are incredibly social creatures that like to form meaningful friendships and have no biases toward people of other races.

Tortle Names

Tortles prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn’t like its name for whatever reason, it changes it. A tortle might change its name a dozen times in its life.

Male and Female Names: Baka, Damu, Gar, Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Yog

Tortle Traits

As a Tortle, you have the following racial traits:

Ability Score Increase. Your Constitution score increases by 2.

Age. Tortles have no natural end to their lifespans. Instead, they live for as long as they deem necessary before finally letting themselves pass on from this realm.

Size. Tortle adults tend to stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.

Speed. Your base walking speed is 25 feet.


Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.

Shell Defense. You can withdraw into your shell as an Action. Until you emerge, you gain a +4 bonus to your AC and you have Advantage on Strength and Constitution Saving Throws. While in your shell, you are prone, your speed is 0 and can't increase, you have Disadvantage on Dexterity Saving Throws, and the only Action you can take is a Bonus Action to emerge from your shell.

Languages. You can speak, read, and write Common and Terran.

Subrace. Four subraces of Tortles are found in the world: Hardshells, Seafarers, Snapjaws, and Draconbloods. These subraces usually follow very different ways of life, but are known to collaborate in many ways.

Hardshells

Stubbornly tough to their core, the Hardshells are an ancient people that have lived as long as the world itself. For the Hardshells, their return to the earth is a far-off end to their eternal journey, allowing their people to live hundreds and hundreds of years without issue. This sense of agelessness has caused Hardshells to be a source of endless knowledge and wisdom within Tortle tribes, often allowing them to take up roles of spiritual guidance.

Ability Score Increase. Your Wisdom score increases by 2.

Sturdy Build. Your walking speed is increased to 30 feet and the AC of your Natural Armor trait is increased to 18.

Long-Lived. Those of your kind live far longer than most, giving you the vast wisdom of experience and proficiency in two of the following skills: History, Insight, Medicine, Nature, Perception, Religion, or Survival.

Desert Caravan. You are naturally adapted to hot environments, as described in Chapter 5 of the Dungeon Master’s Guide, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Seafarers

Born of the ocean, Seafarers live as fast and harsh as the waters they call home. Their curiosity leads them towards a life of adventure and wide eyed wonder. Seafarers have a love of peoples and cultures of all kinds, often spending years, or even decades, at a time away from home, simply traveling from place to place to learn and experience as much of this world as they can.

Ability Score Increase. Your Dexterity score increases by 1.

Ocean Voyager. You have proficiency with Navigator’s Tools and Water Vehicles. Additionally, while traveling by water, you have Advantage on Constitution Saving Throws made to resist exhaustion.

Sworn to the Seas. You have a swimming speed of 35 feet, you can breathe both air and water, and you have resistance to cold damage. Additionally, you are naturally adapted to deep waters, as described in Chapter 5 of the Dungeon Master's Guide.

Darkvision. Accustomed to the depths of the oceans, 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.

Snapjaws

Often seen as grouchy or rowdy in comparison to the more tranquil Tortle races, Snapjaws are, in truth, a people of family; placing incredible purpose and value in those they consider family, whether by blood or choice. Because of this inherent binding factor, Snapjaws are known to bring all sorts of lost and lonely souls into the rundown, swamp-ridden abodes they call home.

Ability Score Increase. Your Strength score increases by 1.

Bite. Your powerful maw acts as a Natural Weapon, which you can use to make Unarmed Strikes. When you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Snapping Jaws. While grappling a creature, you may use a Bonus Action to take a Bite attack against the target of your grapple. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Shell Dweller. You have a swimming speed equal to your walking speed and you can hold your breath for up to an hour at a time. Additionally, when withdrawn inside your shell, you have Advantage on all Dexterity (Stealth) checks and you can emerge as a part of a Held Action instead of a Bonus Action.

Ambush Predator. When you take the Attack Action against a creature that you are hidden from, you can choose to make a special attack with your Bite. If the attack hits, you deal additional damage equal to your Proficiency Bonus and the target of the attack must make a Strength Saving Throw (DC 8 + your Strength modifier + your Proficiency Bonus), or be grappled by you. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Draconbloods

Spawned of a lineage blessed by the ancient Dragon Turtles of old, Draconbloods are serene and graceful for as long as they need to be. Still, the underlying wrath of the shelled dragons from which they hail always lies within, awaiting just below the surface for whenever it is called upon.

Ability Score Increase. Your Charisma score increases by 1.

Draconic Ancestry. You can speak, read, and write Draconic and you have resistance to fire damage.

Natural Swimmer. You have a swimming speed equal to your walking speed and you can breathe both air and water. Additionally, you are naturally adapted to deep waters, as described in Chapter 5 of the Dungeon Master's Guide.

Steam Breath. When you take the Attack Action on your turn, you can replace one of your attacks with an exhalation of scalding steam in your choice of a 10-foot cone or a 5-foot wide 20-foot line. Creatures caught in your cone attack must make a Constitution Saving Throw, whereas those caught in your line attack must make a Dexterity Saving Throw (DC 8 + your Charisma modifier + your Proficiency Bonus), taking 1d6 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance to fire damage dealt in this way, and this damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Ursurai

Nestled at the base of a large mountain, the Ursurai 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 Ursurai are a hardy race with centuries of tradition to call back upon.

Animalistic Nature

Though many see the Ursurai as intelligent bears, there are many differences between the Ursurai and their savage cousins. A fully grown Ursurai 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 Ursurai 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 Ursurai tough. The harsh storms at the base of the mountain often lead to lack of food, requiring many of the Ursurai 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 Ursurai have fur coat which can adapt to the temperature.


Homeland Traditions

Many Ursurai 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.

History of War

In the past, long ago, the Ursurai were a warrior race, savage, fierce, and disciplined. However, once peace arrived at Freljord, the Ursurai 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.

Ursurai Names

Ursurai name their young based on what they want to achieve as adults. An agressive war-like Ursurai may give his son a rough, cacophonous name while another might name her son after the hero of an Ursurai folk tale.

Male Ursurai Names: Arrus, Anrun, Callun, Deruhs,

Leneth, Marukus, Olland, Rutushush, Veeros, Wlaren
Female Ursurai Names: Arsa, Belara, Dalara, Ebdulla,

Hoina, Ollinde, Nacura, Neruna, Warra

Ursurai Traits

As an Ursurai, you have the following racial traits:

Ability Score Increase. Your Strength scores increases by 2.

Age. Ursurai mature quicker than Humans and live roughly as long, reaching adulthood around age 16 and living less than a century.

Size. Ursurai are larger than Humans in both height and width. They range from 7 feet to 9 feet tall and weigh between 250 and 600 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet when on your hind legs and 35 feet when on all fours. Once per turn, you can swap from walking on your hind legs to walking on all fours, or vice versa. While on all fours, you cannot hold items, wield weapons, or don shields, but you can attack with your Natural Weapons as normal.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Lumbering Build. Due to your immense weight and unwieldy size, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you are unable to squeeze into spaces that would normally only fit smaller creatures.

Hibernation. Whenever you finish a long rest, you gain a number of Temporary Hit Points equal to your total level. Additionally, at the end of each short rest, the first time you roll a Hit Die to regain Hit Points, you may add twice your Proficiency Bonus to the roll.

Natural Armor. Your hide acts as natural armor. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your Natural Armor 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.

Of Tooth and Nail. Your ursine form is equipped with deadly claws and sharpened teeth. You can use these Natural Weapons to make Unarmed Strikes in the following ways:

  • Bite. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier.
  • Claws. When you hit with them, your claws deal slashing damage equal to 1d6 + your Strength modifier.

Additionally, whenever you take the Attack Action against a creature you are grappling, you can take a Bite attack against the grappled target as a Bonus Action.

Languages. You can speak, read, and write Common, and Sylvan.

Subrace. Akin to many varied coats of their bestial counterparts, Ursurai come in many shapes and sizes, which are expressed through their four subraces: The Ghrazir, The Mintari, The Ailuren, and the Nocturan.

Ghrazir

Born of dark hues to match the earthy tones of their forested homelands, the Ghrazir are a warrior people that are best known for their unparalleled strength and sense of honor. Despite being capable of great brutality, their people place respect not in one's physical prowess, but in their ability to act selflessly in the face of a world that oftentimes lacks such a sense of righteousness.

Ability Score Increase. Your Constitution score increases by 1.


Forest Climber. You have a climbing speed of 20 feet. Additionally, when traveling through heavily forested or jungled environments, you can move across difficult terrain without expending extra movement.

Darkvision. 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.

Hunter's Sense. You have Advantage on all Wisdom (Perception) and Wisdom (Survival) checks that rely on smell. If you have been within 5 feet of a creature, you can discern their individual smell on a successful Wisdom (Perception) check.

Natural Grappler. When you attack with your Claws on you turn, you can use your Bonus Action to attempt to grapple the target of your attacks. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Mintari

The Mintari are a nomadic people that roam the endless tundras of the north. Said to be able to commune with the ethereal lights that illuminate their homelands, the Mintari are a superstitious folk that are most often known to leave the tundras of their homelands to follow the destined paths set before them by untold spiritual guides.

Ability Score Increase. Your Charisma score increases by 1.

Arctic Swimmer. You have a swimming speed equal to your walking speed and you have resistance to cold damage. Additionally, you are naturally adapted to cold environments, as described in Chapter 5 of the Dungeon Master's Guide.

Sea Dog. You can hold your breath for a number of minutes equal to 1 + three times your Constitution modifier and have Advantage on ability checks and saving throws you make to avoid or end the grappled condition on yourself. Additionally, while traveling by water, you have Advantage on Constitution Saving Throws made to resist exhaustion.


Arctic Explorer. You can move across and climb icy surfaces without needing to make an ability check and, when traveling through frozen or heavily snowed environments, you can move across nonmagical difficult terrain without expending extra movement.

Ailuren

A rotund peoples with a love for life and all of it's many amenities, the Ailuren are without a doubt the most peaceful of the Ursurai races. Unlike the renown warriors and capable hunters of their sister races, the Ailuren have chosen to lead simple lives with simple aspirations. Taking up roles as farmers, healers, and shamans, they aim to bring guidance and good fortune, rather than war and ruin, to their people.

Ability Score Increase. Your Wisdom score increases by 1.

Poison Resistance. You have resistance to poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition.

Inner Peace. You have proficiency in Cook's Utensils or Brewer's Supplies (Your choice), and you have Advantage on saving throws you make to avoid or end the charmed condition on yourself.

Sure-Footed. Your massive size and wide stance makes you particularly hard to knock over. When a creature attempts to knock you prone or move you against your will, you have Advantage on the ability check or saving throw made to resist it.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

Nocturan

The life of a Nocturan is often left a mystery to those beyond their inner circles. Due to their nocturnal nature, they are often isolationists at heart, choosing a life where they may gain a deeper understanding of these natural lands that most take for granted.

Ability Score Increase. Your Wisdom score increases by 1.

Natural Recall. You always know which direction is north, and you have Advantage on any Wisdom (Survival) check you make to navigate or track.

Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Fleet of Feather. You have proficiency in the Stealth skill and your walking speed is increased to 30 feet when standing on your hind legs and 40 feet when on all fours. Additionally, when traveling for an extended period of time, you can move stealthily at a normal pace (See Chapter 8 of the Player's Handbook for information about travel pace).

Bounding Leap. Whenever you make a long jump or a high jump, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual. Additionally, whenever you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus.

Exotic Races
Races
Description
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.
Arboreans A people of sentient trees that are rarely encountered on the Material Plane, Arboreans appear humanoid in figure, but have hard, wooden skin, like bark, usually coated in a layer of leaves, moss, vines, flowers, berries, or even mushrooms and their inherent magical connection to the natural world allows them to communicate with and magically manipulate plants to a certain degree.
Dhampir
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.
Eladrin Eladrin are Elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, Eladrin can step from one place to another in the blink of an eye, and each Eladrin resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the Eladrin's mood and appearance.
Fairies The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. Infused with the magic of the Feywild, most fairies look like Small Elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart.
Firbolgs 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 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 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.
Hexbloods
Plasmoids Plasmoids are rubbery, elastic invertebrates capable of changing their shape at will into any number of facsimiled forms, creating prolonged pseudopods as needed, and squeezing through spaces as narrow as 1 inch wide.
Reborn
Satyrs A race with fey origin, these goatmen and women try to experience life to the fullest in every waking moment. The ease with which they can manipulate others, make other creatures feel uneasy in their presence.
Shadar-Kai Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies.
Thri-Kreen Thri-Kreen are insectile creatures with two pairs of polybrachial arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings.
Tieflings 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 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.
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 Guardian, topped by a mostly featureless head.

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 may conceal their identities. Despite this, they have no compunction about striking openly at evil, as the secrecy they desire is never worth endangering the innocent.

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
5 Mykiel
6 Valandras
d6 Nature
1 Bookish and lecturing
2 Caring and hopeful
3 Practical and tactful
4 Fierce and vengeful
5 Stern and judgemental
6 Kind and parental
5 Stern and judgemental
6 Kind and parental

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

As an Aasimar, you have the following racial traits:

Ability Score Increase. Your ability score increases are determined by your choice of Celestial Ancestry.

Age. Aasimar mature at the same rate as Humans, but they can live up to 200 years old.

Size. Aasimar have the same range of height and weight as Humans.

Speed. Your base walking speed is 30 feet.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Celestial Resistance. You have resistance to the damage type associated with your Celestial Ancestry, if one applies.

Celestial Ancestry. You have an ancient ancestry that ties you to the heavens above, meaning your creature type is both Celestial and Humanoid. Choose a Celestial Ancestry from the tables in the following sections. This ancestry determines your ability score increases and the damage type associated to your other traits, while also providing additional traits depending on your choice.

Celestial Revelation. As a Bonus Action, you may take on the heavenly ideals of your celestial patron by transforming into an divine avatar of their divine will for 10 minutes, until you fall unconscious, or until you end it as a Bonus Action. Until this celestial transformation ends, the first time on each of your turns that you hit with a weapon or spell attack, you can deal additional damage to one target of the attack equal to your Proficiency Bonus, of a damage type associated with your Celestial Ancestry. Once you transform using this trait, you can't do so again until you finish a long rest.

Languages. You can speak, read, and write Common and Celestial.

Subrace. The three subraces of Aasimar follow the same sense of inherent alignment as the gods themselves: The Protectors, The Scourge, and The Fallen.

Protector Aasimar

Protector Aasimar are charged to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the dark. From a young age, these divine agents receive guidance that urges them to stand against evil, even in its most mundane forms. This divine path often culminates in their kind finding a purpose in the defense of others and the scourging of evil.

Ability Score Increase. Your Charisma score increases by 2.

Radiant Resistance. You have resistance to radiant damage and, when dealing damage with your Celestial Revelation trait, you may choose to deal radiant damage.

Radiant Soul. Starting at 3rd level, while using your Celestial Revelation trait, a pair of luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed of 30 feet.

Healing Hands. As an Action, you can touch a creature within 5 feet of you and roll a number of d4s equal to twice your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.

Protector Ancestries
Celestial
Ancestry
Damage
Type
Ability Score
Increase
Everbloom Poison Wisdom
Truthseer Acid Intelligence
Windwalker Thunder Constitution
Snowsong Cold Dexterity
Brightheart Fire Strength
Everbloom

Born to safeguard the beauty of the natural world, Everbloom Aasimar are those blessed by deities of the ancient wild. They are known to be soft and gentle, though when such manners are not returned, there are few who know of the raw force that is nature more than those of the green itself.

Ability Score Increase. Your Wisdom score increases by 1.

Blooming Bud. You know the druidcraft cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

Song of the Wilds. Starting at 5rd level, while using your Celestial Revelation trait, you grow a pair of claws that act as Natural Weapons, which you can use to make Unarmed Strikes. When you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier. When you hit with an Attack using these claws, you may give one friendly Beast within 30 feet of you Advantage on their next Attack Roll against the target of your attack.

Additionally, you learn the summon beast spell and can cast it once with this trait. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Truthseer

Inherent voices of verity and justice, Truthseers are Aasimar blessed with the divine purpose of enforcing and upholding the gospel of the heavens with their entire being. Whether this means fighting for the Kingsguard to uphold such virtues across the realms or acting as judge, jury, and, perhaps most often, executioner varies from one to the next.

Ability Score Increase. Your Intelligence score increases by 1.

Illusory Sight. You have Advantage on all ability checks made to reveal the true nature of an illusion.

Voice of Truth. You know the thaumaturgy cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Judge & Jury. Starting at 5rd level, while using your Celestial Revelation trait, you have Advantage on all Charisma checks and saving throws.

Additionally, you learn the zone of truth spell and can cast it once with this trait. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Windwalker

Forged of the stars and spawned of the skies, as Aasimar, Windwalkers are those that uphold the tenants of freedom and adventure as much as the very winds that they fly upon. Ever curious souls, they are known as weary wanderers and wayward pilgrims, traveling from town to town in search of those in need and providing what help they may.

Ability Score Increase. Your Constitution score increases by 1.

Wayward Wind. You know the gust cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Angelic Leap. Whenever you make a long jump or a high jump, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual. Additionally, whenever you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus.

Maelstrom. Starting at 5rd level, while using your Celestial Revelation trait, your flying speed is increased to 35 feet.

Additionally, you learn the gust of wind spell and can cast it once with this trait. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Snowsong

As soft and pure as snow itself, Snowsong Aasimar are the epitome of grace and thrive in positions of influence that may allow them to guide humanity towards a better tomorrow. Often finding themselves in the roles of entertainers or politicians, these Aasimar have a way with words that is rivaled only by the elegance and wonder of their stride.

Ability Score Increase. Your Dexterity score increases by 1.

Song of Snow. You know the guidance cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Frost Walker. When traveling through frozen or heavily snowed environments, you can move across nonmagical difficult terrain without expending extra movement. Additionally, as a Bonus Action, you can freeze a thin layer of water below the soles of your feet, allowing you to walk across the surface of water at half your movement speed for the next minute. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Storm of Snow. Starting at 5rd level, while using your Celestial Revelation trait, you have advantage on all Dexterity (Acrobatics) and Charisma (Performance) checks, and creatures have Disadvantage on opportunity attacks made against you.

Additionally, you learn the misty step spell and can cast it once with this trait. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Brightheart

Blessed with a warrior's righteous spirit and brave heart, Brightheart Aasimar are soldiers of the heavens brought before the mortal world to carve out the rot of evil with the very blades they wield. Known for a sense of stoic strength, these natural-born soldiers never show what fears they may hold within their hearts in order to set the standard for those warriors that may follow in their steps.

Ability Score Increase. Your Strength score increases by 1.

Falling From & Rising To Grace

With your DM's permission, in a moment of great narrative significance, you can change your subrace from one to another, as best befits your character's journey. To do so, replace your subrace benefits, including any Ability Score Increases (At your DM's discretion), with those of your new subrace.

Alternatively, if certain traits have grown to be integral to your character, work with your DM to figure out exactly which traits are replaced and which remain the same.


Fearless Combatant. You have Advantage on saving throws against being frightened.

Lightbearer. You know the light cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Firelight. Starting at 5rd level, while using your Celestial Revelation trait, your form sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Within the radius of this light, magical darkness is temporarily dispelled.

Additionally, you learn the flame blade spell and can cast it once with this trait. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Scourge Aasimar

Named for their inherent purpose to live as the truest scourge to what little good this world has to offer, Scourge Aasimar are those crafted by the dark powers of vile gods.

From a young age, these dreadful agents are pushed down the winding paths of villainy, learning to indulge in their most horridly intrustive thoughts, and inevitably finding that their place in this world lies amongst the wicked and cruel.

Ability Score Increase. Your Constitution score increases by 2.

Necrotic Resistance. You have resistance to necrotic damage and, when dealing damage with your Celestial Revelation trait, you may choose to deal necrotic damage.

Enervating Touch. As an Action, you can force a creature within 5 feet of you to make a Charisma Saving Throw (DC 8 + your Constitution modifier + your Proficiency Bonus). On a failure, roll a number of d4s equal to twice your Proficiency Bonus. The target takes necrotic damage equal to the total rolled and you regain a number of Hit Points equal to the damage dealt. Once you use this trait, you can't use it again until you finish long rest.

Necrotic Shroud. Starting at 3rd level, whenever you transform using your Celestial Revelation trait, you take on a horrifying visage befitting of your celestial heritage. Each creature of your choice within 10 feet of you must succeed on a Charisma Saving Throw (DC 8 + your Constitution modifier + your Proficiency Bonus), or become frightened of you until the end of your next turn. While transformed in this way, you may spend a Bonus Action to force one crature within 15 feet of you to make a Charisma Saving Throw as though caught in the initial effect.

Scourge Ancestries
Celestial
Ancestry
Damage
Type
Ability Score
Increase
Blightsworn Poison Dexterity
Acidtongue Acid Intelligence
Stormlight Lightning Charisma
Deathwalker Cold Wisdom
Netherborn Fire Strength
Blightsworn

Strictly opposed to all things born of purity, the Blightsworn are beings of rot and disease, seeking to consume this world in an infectious, supernatural decay. Disgusting cretins that care not for hygiene, nor social pleasantries of any kind, they have no place in civilized society, preferring to enact their vile plans from the safety of their corrupted woods and swamps.

Ability Score Increase. Your Dexterity score increases by 1.

Infested. You know the infestation cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Blightspeaker. You have the ability to extract knowledge from dead or dying Beasts, Plants, and vegetation. As an Action, you may ask one yes-or-no question to such a target, to which you will receive an answer to the best of the target's knowledge. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Withering Strike. Starting at 5rd level, while using your Celestial Revelation trait, the first time you are reduced to 0 Hit Points but not killed outright you can drop to 1 Hit Point instead. When using this trait in this way, you can use your Reaction to make a Melee Weapon Attack against a creature within 5 feet of you. You have advantage on the attack when targeting the creature that dropped you to 0 Hit Points.

Additionally, you learn the wither and bloom spell and can cast it once with this trait. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Acidtongue

Standing against the endless constructs of a monotonously thoughtless society, Acidtongue Aasimar aim to dismantle the civilized world by learning its many secrets before tearing it all down from the inside. It is their mission to tear down the flaws that run rampent through the world of man, so that they may rebuild the world anew, free of all such failings.

Ability Score Increase. Your Intelligence score increases by 1.


Acidic Drip. You know the primal savagery cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Angel of Innovation. To truly tear something down, you must first understand it intimately. You have proficiency in your choice of one of the following artisan’s tools: Alchemist’s Supplies, Mason's Tools, Smith’s Tools, or Tinkerer’s Tools.

Additionally, whenever you make an Intelligence check relating to the origin of an item, concoction, or structure made with one of your chosen artisan’s tools, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

Wrought & Ruin. Starting at 5rd level, while using your Celestial Revelation trait, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and, when dealing damage to an object or structure, you deal additional damage equal to your Proficiency Bonus.

Additionally, you learn the acid arrow spell and can cast it once with this trait. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Stormlight

From depraved arcanists to bewitched sorcerers, Stormlight Aasimar were born with a touch of not just the divine, but the arcane as well. With this unique affinity for arcane discovery, they often devote their entire lives to unveiling lost artifacts or ancient secrets, all with the singular goal of increasing the constraints and limitations of their own arcane potential.

Ability Score Increase. Your Charisma score increases by 1.

Runic Sight. You have Advantage on all ability checks made to uncover or decipher magical runes.

Heart of Sparks. You know the shocking grasp cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Arcane Anomaly. Starting at 5rd level, while using your Celestial Revelation trait, you can use an Action to touch a creature with one or more expended spell slots, allowing them to regain one spell slot of a level equal to half your Proficiency Bonus (Rounded down). Once you use this trait in this way, you can't do so again until you finish a long rest.

Additionally, you learn the kinetic jaunt spell and can cast it once with this trait. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Deathwalker

Masters of all things necromantic, Deathwalkers walk the thin veil between life and death as arbiters of damned souls with an intimate connection to necromancy. Some practice it, others scourge it, but all must understand it. The cost of such a cursed understanding marks one as not of this world even more than the celestial markings these Aasimar already bear.

Ability Score Increase. Your Wisdom score increases by 1.

Touch of the Grave. You know the chill touch cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.


Speech of the Damned. You have the supernatural ability to communicate with the Undead. They can understand the meaning of your words, but if they do not already have the capacity for speech, you have no special ability to understand them. You have Advantage on all Wisdom and Charisma checks you make to influence undead with an Intelligence score of 6 or lower.

Of Death & Decay. Starting at 5rd level, while using your Celestial Revelation trait, you have Advantage on all Constitution checks and saving throws.

Additionally, you learn the ray of enfeeblement spell and can cast it once with this trait. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Netherborn

Born to a world of darkness, whether it be a cavernous city deep beneath the earth or some forbidden plane of shade and shadow, Netherborn Aasimar have found divinity not just in their birth, but within the flame itself. In such societies, so cut off from light or warm of any kind, the allure of their divine firelight is often seen as an omen of great change to come.

Ability Score Increase. Your Strength score increases by 1.


Stripped of Ancestry

In their storied fall from grace, Fallen Aasimar were left shells of who/what they once were. Because of this, these Aasimar do not have a Celestial Ancestry akin to the Protector or Scourge Aasimar's, and are instead left to a life without a path or purpose to follow. This loss of purpose affects each fallen agent differently. Some become melancholic and dejected, turning to drink or other mortal failings to fill the hole that burns within their now mortal soul. Others are known to become enraged, blaming their past patrons for their own failings and casting off their divinity in its entirety.


Firestarter. You know the fire bolt cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Darkvision. 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.

Fire & Brimstone. Starting at 5rd level, while using your Celestial Revelation trait, whenever you take damage from a creature within 15 feet of you, you may use your Reaction to deal fire damage equal to twice your Proficiency Bonus to your attacker.

Additionally, you learn the scorching ray spell and can cast it once with this trait. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Fallen Aasimar

Imbued with a divine energy that blazes ever-intensely within their not-so-immortal souls, Fallen Aasimar hold a spark of divine potential that shines brightly, even after its heavenly source has pulled its influence from their lives. Whether by choice or as punishment for some divine heresy, they have been bereft of their once divine calling and left to forge thier own path down the winding roads of fate.

Ability Score Increase. Your Wisdom score increases by 2 and one other ability score of your choice increases by 1.

Fallen Fortitude. Having been hardened from your fated fall from grace, your Hit Point Maximum increases by 1 and it increases by 1 every time you gain a level.

Fallen Resistance. You have resistance radiant or necrotic damage (Your choice). Additionally, when dealing damage with your Celestial Revelation or Unholy Brand traits, you deal the damage type chosen upon selecting this race.

Unholy Brand. As an Action, you can force a creature within 5 feet of you to make a Constitution Saving Throw (DC 8 + your Wisdom modifier + your Proficiency Bonus). On a failure, roll a number of d4s equal to twice your Proficiency Bonus. The target takes damage equal to the total rolled, of the type associated with your Celestial Ancestry, and its Hit Point Maximum is reduced by the same amount. Once you use this trait, you can't use it again until you finish long rest.

Radiant Consumption. Starting at 3rd level, when using your Celestial Revelation trait, you may choose to tap into what remains of your divine spark, causing pure divinity to radiate out from your very soul. For the duration, 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, each creature within 10 feet of you takes damage of the type associated with your Celestial Ancestry equal to twice your Proficiency Bonus. When used in this way, you must make a Constitution Saving Throw (DC 8 + your Proficiency Bonus) when your Celestial Revelation comes to an end. On a failure, you gain one level of exhaustion.

Will of the Gods. Starting at 5rd level, while using your Celestial Revelation trait, you have Advantage on all Wisdom checks and saving throws.

Additionally, you learn the lesser restoration spell and can cast it once with this trait. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Arboreans

Arboreans are a people of sentient trees that are rarely encountered on the Material Plane. They appear humanoid in figure, but have hard, wooden skin, like bark, usually coated in a layer of leaves, moss, vines, flowers, berries, or even mushrooms and their inherent magical connection to the natural world allows them to communicate with and magically manipulate plants to a certain degree.

Primeval Origins

The exact origin of the Arboreans is unknown, however, an old legend says that although their kind is most often found within the whimsical realms of the Fey, their people actually entirely predate the founding of the Fey realm, making them far older, more primordial beings.

Elder Gardeners

Deep in the forests of the world dwell these forgotten people. They are the ancient caretakers of the forest who awoke at the dawn of the world. To many, they are creatures of myth and folktale, reclusive tree-like people with skin like bark and hair that resembles tree-tops and verdant gardens.

Although these gardeners are few in number, they are very much real, even if they prefer to be forgotten. Most Arboreans will happily spend their exceptionally long lives tending to the swaths of untamed wilderness that they have been deigned to oversee, learning the names of every root, flower, and tree under their protection.

Shepherds of the Forest

Arboreans care deeply for the plants under their care, and often watch them grow from seedling to fully mature plants. They prefer to spend their lives in quiet harmony with nature, only occasionally interacting with other mortals.

They carefully maintain the natural order of the ecosystems they dwell in, culling creatures that grow to numerous, nurturing those on the brink of extinction, and all the relationships in between.

Though rarely roused to action, Arboreans who strike out into the world often do so to protect the forests under their protection. Though slow to anger, their fury knows no bounds when evil or blight threatens the groves that they have raised from seedlings.

Arboreans who leave the forest usually find it difficult to fit in amongst civilized settlements, and usually struggle to understand the norms and customs of normal folk. Arboreans who become adventurers most often train to defend the wild as a ranger or join a local Circle of druids.

Arborean Names

In their natural state, Arboreans rarely take on names, and instead commune with the forces of nature. This form of communication most often transcends the need for names, though when they are used, they are often more akin to detailed stories than the mortal understanding of a name.

When Arboreans find themselves amongst less plant-like company, however, they generally assume some simple term of the natural world to represent their name, such as Autumn, Fern, or Sage. These names almost never take into account any form of gender.

Arborean Traits

As an Arborean, you have the following racial traits:

Ability Score Increase. Your Wisdom score increases by 2.

Age. Arborens enter adulthood just moments after birth from their trees and can live to be over 500 years.

Size. Growing with the might of the forest, the Arborean often stand well over 6 feet tall and with their dense, arboreal make, can weigh anywhere between 150 and 350 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Sure-Footed. Your massive size makes you particularly hard to knock over. When a creature attempts to knock you prone or move you against your will, you have Advantage on the ability check or saving throw made to resist it.

Lumbering Build. Due to your immense weight and unwieldy size, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you cannot squeeze into spaces that would normally only fit smaller creatures.

Aversion To Fire. Your natural, plant-like form holds many advantages, though it does come with its vulnerabilities. You have Disadvantage on saving throws against all effects that deal fire damage and attacks that would deal fire damage on a hit have Advantage against you.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

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. Additionally, when traveling through heavily forested or jungled environments, you can move across nonmagical difficult terrain without expending extra movement and you may ignore half cover created by the natural environment.

Photosynthetic. Due to your arborial form, your creature type is considered both Plant and Humanoid. As long as you have sufficient access to water and are exposed to sunlight for at least 4 hours each day, you do not need to eat or sleep, and, to gain the benefits of a long rest, you may root yourself into a patch of loose earth or fertile soil and enter an inactive, motionless state for at least 6 hours. In this state, you can see and hear as normal, and pass as nothing more than a small tree, unless closely inspected. If you do not have sufficient access to both water and sunlight, you can instead eat and sleep as normal, requiring the same amount of food and rest as a normal creature of your size.

Languages. You can speak, read, and write Common and Druidic. Although Druidic is most often a language learned within circles of druidic magic, due to their inherent tether to the natural world, Arboreans often speak this primeval tongue for many years before ever speaking a lick of Common or any of the other languages of man.

Subrace. The first of the Arboreans were planted eons ago, forming the following subraces: The Elderwoods, Evergreens, Ironwoods, Nightshades, & Thistleseeds.

Elderwoods

Embodying the forest in both body and mind, Elderwoods are born of an intimate knowledge of the groves to which they were born. They are known to be incredibly hospitable to those that show their woods obeisance, but in the absence of such respects, they are fiercely protective and will retaliate with a righteous fury against those who would wish it harm.

Ability Score Increase. Your Strength score increases by 1.

Nature's Intuition. Thanks to your mystical connection to nature, you have proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Grove Guardian. You always know which direction is north, and you have Advantage on any Wisdom (Survival) check you make to navigate or track. Additionally, you have Advantage on saving throws you make to avoid or end the charmed or frightened conditions on yourself.

Call of the Wilds. You know the druidcraft cantrip. Starting at 3rd level, you learn the goodberry spell and can cast it once with this trait. Starting at 5th level, you also learn the animal messenger spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Evergreens

Born to the polar reaches of this world, the Evergreens are a peaceful folk whose greatest ambitions are to carve out some bit of care and comfort amongst the barren tundras of their homelands. They are a peaceful folk most known for their spectacular festivals, varried celebrations, and thoughtful presents come the winter holidays of Yuletide.

Ability Score Increase. Your Charisma score increases by 1.

Illusory Sight. You have Advantage on all ability checks made to reveal the true nature of an illusion.

Arctic Evergreen. You have resistance to cold damage. Additionally, you are naturally adapted to cold environments, as described in Chapter 5 of the Dungeon Master's Guide.

Giving Tree. You can take the Help Action as a Bonus Action. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Tides of Yule. You know the dancing lights cantrip. Starting at 3rd level, you learn the sanctuary spell and can cast it once with this trait. Starting at 5th level, you also learn the gentle repose spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


Nightshades

Slender and lithe where others of their kind may be hearty and strong, Nightshade Arboreans are an elusive people that hide within the hearts of wild jungles and the long forgotten groves of lost woodlands. The deceptively beautiful flowers blooming from their very backs are born of a deathly dose of a naturally potent poison, giving them a unique affinity for the many toxins of the natural world.

Ability Score Increase. Your Intelligence score increases by 1.

Floral Resistance. You have resistance to poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition.

Limbering Steps. Your walking speed is increased to 30 feet. Additionally, you ignore the negative effects of your Lumbering Build trait and may squeeze into spaces that would only fit smaller creatures as normal.

Darkvision. 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.

Shadewalker. You know the poison spray cantrip. Starting at 3rd level, you learn the detect poison and disease spell and can cast it once with this trait. Starting at 5th level, you also learn the protection from poison spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Sproutsongs

Where other Arboreans may resemble the strength and fortitude of the ancient woods, Sproutsongs represnet the purest sense of seasonal rebirth. They possess bright foliage, colorful blossoms, and bark that is often smooth and pale. Their songs carry through the forest like birdsong, and they are naturally drawn toward companionship and community.

Ability Score Increase. Your Dexterity score increases by 1.

Reveler. As the embodiment of revelry itself, you have proficiency in the Performance skill, one musical instrument, and one gaming set of your choice.

Song of Spring. The presence of another living soul awakens an ancient melody within you. While you are within 30 feet of an ally, you have Advantage on saving throws against being Charmed or Frightened.

Hidden Step. As a Bonus Action, you can magically turn invisible until the start of your next turn. This effect ends early if you make an attack, roll for damage, or force someone to make a saving throw. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Heart of Spring. You know the spare the dying cantrip. Starting at 3rd level, you learn the protection from evil and good spell and can cast it once with this trait. Starting at 5th level, you also learn the misty step spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


Thistleseeds

Wrapped in a thick layer of wild bramble and prickly thorns, the Thistleseeds are outsiders amongst the Arborean races. Capable of surviving in far more arid climates than their kin, the Thistleseeds thrive not within some gorgeous grove, but in areas of open air and dry surroundins, such as deserts, shrublands, and savannas.

Ability Score Increase. Your Constitution score increases by 1.

Arboreal Explorer. You have a climbing speed of 20 feet and when you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus.

Natural Armour. Your arboreal form is wrapped in a protective layer of vines and barbed branches. 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.

Armor of Thorns. You can call upon your thorny exterior to relatiate against your foes. Whenever you take damage, you can use your Reaction to force all creatures within 5 feet of you to make a Dexterity Saving Throw (DC 8 + your Constitution Modifier + your Proficiency Bonus). On a failed save, targets take piercing damage equal to 1d4 + your Constitution modifier. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Brambleweed. You know the thornwhip cantrip. Starting at 3rd level, you learn the entangle spell and can cast it once with this trait. Starting at 5th level, you also learn the spike growth spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


Alternate Ancestries

Although the Mortal Ancestry trait (as seen in the Dhampir, Hexbloods, and Reborn ancestries) states that you must select from the Common Races listed above, your DM may allow you to select from the Monstrous, Beastial, or Exotic Races instead.

Dhampir

Poised between the worlds of the living and the dead, dhampirs retain their grip on life, yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.

With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever first turned them. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.

Dhampir Origins

Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals may have transformed your character. The Dhampir Origins table below provides suggestions for how you gained your lineage.

Curse Origins
d8 Origins
1 You are the reincarnation of an ancestor who was a vampiric tyrant.
2 Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger.
3 You survived being attacked by a vampire but were forever changed.
4 A parasite lives inside you. You indulge its hunger.
5 Tragedy interrupted your transformation into an immortality.
6 You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal.
7 One of your parents was a vampire.
8 A radical experiment changed your body, making you reliant on others for vital fluids.

Dhampir Hungers

Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control, while those who resist might find ways of controlling their urges and suppressing them through constant, molar-grinding restraint.

While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose one or more options from the table below to determine what tempts your character.

Dhampiric Hungers
d6 I hunger for... I must feed...
1 Mortal blood Once per week
2 Flesh or raw meat Once per meal
3 Cerebral spinal fluid Once every two weeks
4 Psychic energy Once per night
5 Dreams Once per night
6 Life energy Once per week

Dhampir Traits

As a Dhampir, you have the following racial traits:

Ability Score Increases. Your Constitution score increases by 2.

Age. Throughout adolescence, Dhampir mature at roughly the same rate as their mortal parentage, but do not age further after reaching maturity, and they do not die of old age.

Size. Your size is Small or Medium, whichever matches that of your Mortal Ancestry.

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 grey.

Accursed Thirst. You have a need for one or more of the Dhampir Hungers listed above. You must satiate this hunger as often as listed. If you fail to do so, you suffer 1 level of exhaustion at the end of the listed time frame. You can immediately recover from this exhaustion by sating this need.

Undying Curse. You are beholden to the effects of an Undying Curse, meaning your creature type is both Undead and Humanoid, granting you the following benefits:

  • You have resistance to necrotic damage.
  • You have Advantage on Death Saving Throws.
  • You don’t need to eat, drink, or breathe and you don't age.

Additionally, due to this Undying Curse, any healing spells and effects that normally would not affect the Undead now heal you for half the normal amount instead.

Mortal Ancestry. Select a Common Race from those listed in the sections above to be your Mortal Ancestry. You gain one racial trait of your choice from your Mortal Ancestry’s race. This trait must not have any level prerequisites or references to features that you would otherwise not have, and, if it would grant you any skill proficiencies or bonuses to your ability scores, you do not gain them.

Vampiric Bite. Your fanged bite acts as a Natural Weapon, which you can use to make Unarmed Strikes. When you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, when you hit a creature that is neither a Construct nor Undead with your Vampiric Bite, you can choose to regain a number of Hit Points equal to your Proficiency Bonus. You can regain Hit Points in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Sunlight Sensitivity. Your affinity for the dark has left you vulnerable to the burning light of the sun when traveling the surface. You have a -2 penalty to all attack rolls, Save DCs, and Wisdom (Perception) checks that rely on sight when you, the target of your attacks, spells, or abilities, or whatever you are trying to perceive are in direct sunlight. Additionally, you can spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 1 hour), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 8 + Number of hours in the sun) or take a level of exhaustion.

Languages. You can speak, read, and write Common and one additional language of your choice.

Subraces. The following subraces of Dhampir stem from different strains of blood curse that is vampirism: Truebloods, Daemonbloods, Plaguespawn, and Daywalkers.


Truebloods

The spawn of a true vampire lord, Truebloods are the most prolific form of Dhampir. As the perfect fusion of life and death, these Dhampir are masters of intrigue and seduction. Knowing that their undead curse has far extended their natural lifespans, Truebloods are known to have made their way into positions of power and priveldege through years of social manipulation and the use of powerful enchantments.

Ability Score Increases. Your Charisma score increases by 1.

Predatory Charm. When you take the Attack Action with your Vampiric Bite against a creature that is charmed or frightened by you, you may choose for the attack to not break its current condition, even if it otherwise would. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Spawn of Seduction. As an Action, you may grant yourself and an ally within 15 feet of you a number of Temporary Hit Points equal to your Proficiency Bonus. If the target would only be considered an ally due to being under the effects of the charmed condition, the number of Temporary Hit Points you gain is doubled. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Vampiric Gaze. You know the friends cantrip. Starting at 3rd level, you learn the charm person spell and can cast it once with this trait. Starting at 5th level, you also learn the suggestion spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Daemonblood

Spawned of the Abyss, Daemonbloods are thought to be the workings of some far off demonkind. One of the oldest of the vampiric curses, Daemonbloods are a simplistically deadly people capable of walking on walls and leaping great distances to reach their terrified prey. While they are certainly satiated by blood, it is the primal nature of fear as they instill it upon their next meal that they truly thirst for.

Ability Score Increases. Your Strength score increases by 1.

Spider Climb. You have a climbing speed equal to your walking speed. Starting at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings at half speed, while leaving your hands free.

Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Bounding Leaps. Whenever you make a long jump or a high jump, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual. Additionally, when you take falling damage, you may use your reaction to reduce the damage by a number equal to three times your proficiency bonus.

Blood Rush. While you are missing half or more of your total Hit Points, your walking speed is increased by 5 feet and you have Advantage on first Attack Roll you make with your Vampiric Bite each turn. Additionally, whenever you are reduced to 0 hit points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait in this way, you can't do so again until you finish a long rest.

Plaguespawn

Taken by a form of vampirism that most often afflicts the remains of still-born children, Plaguespawn are cursed to bear the stench of death wherever they go. Although they are still beholden to the effects of immortality, these Dhampir bear the curse of pestilence and, as such, are known to rot over the centuries of continued life.

Ability Score Increase. Your Intelligence score increases by 1.

Pestilent. You have resistance to poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition. Additionally, you are immune to the effects of diseases, though you are still able to carry them.


Voice of Vermin. You have the ability to communicate in a limited manner with Bats, Rats, Ravens, and Wolves. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Wisdom and Charisma checks you make to influence them.

Vampiric Grasp. You know the infestation cantrip and can cast it dealing your choice of necrotic or poison damage. Starting at 3rd level, you learn the inflict wounds spell and can cast it once with this trait. Starting at 5th level, you also learn the ray of enfeeblement spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Daywalkers

Having found some way to stave off the full effects of their undead curse, Daywalkers desperately hold onto what little sense of mortality they still have and often fight for the interests of mankind over those of their undead brethren. As the name suggests, these Dhampir are able to withstand sunlight, making it easy for them to blend in on the surface. Despite the benefits of this resistance, it comes at the cost of the immortality granted to their vampiric kin.

Ability Score Increases. Your Dexterity score increases by 1.

Daywalker's Resistance. You ignore the effects of your Sunlight Sensitivity trait, must eat, drink, and breath to survive, and continue to age after reaching maturity at half of the normal rate of your Mortal Ancestry, effectively doubling your expected lifespan.

Vampiric Rush. As a Bonus Action, you can magically teleport up to 30 feet to an unoccupied space you can see. Starting at 3rd level, when using this trait to teleport into or out of darkness, you have Advantage on the first attack roll you make before the end of your next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Collector of Souls. Upon reducing a hostile creature to 0 hit points, you may use your Reaction to gain a number of Temporary Hit Points equal to your Proficiency Bonus. If the targeted creature is undead, the number of Temporary Hit Points gained is doubled. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.


Alternate Dragons List

Due to the, in my opinion, repetative and incongruous nature of the dragon types listed in official 5e material, this redesign of the Dragonborn is based on an alternate list of dragon types, while still sticking to the 3 major subraces of Metallic, Chromatic, and Gemstone scales.

The listed ancestries are meant to show a sense of parallel growth in draconic circles, while relying on certain patterns for some neat worldbuilding. As you may notice, the ancestries for each of the 3 subraces grow according to a color code, with the first ancestries being copper, green, and emerald; the next step up being iron, black, and jet; the step after that being cobalt, blue, and sapphire; the step after that being silver, white, and diamond; and the final step being gold, red, and ruby.

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 as soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

Proud Dragon Kin

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet hold talon-like claws with three fingers and a thumb on each hand.

The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor-bright red, green, blue, or white, lustrous black, or gleaming metallic like gold, silver, brass, copper, or bronze.

Self-Sufficient Clans

Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn's conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. They also know their station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency, of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of that particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn their respect.

Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a client needs help, it turns to another dragonborn clan before seeking aid from other races or even from the gods.

Dragonborn Names

Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name is often used as a descriptive term or a term of endearment.


Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh,

Hesken, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin,

Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar,

Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora,

Surina, Thava, Uadjit
Childhood Names: Climber, Earbender, Leaper, Pious,

Shieldbiter, Zealous
Clan Names: Clethtinthiallor, Daardendrian, Delmirev,

Drachedandion, Fenkenkabradon, Kepeshkmolik,

Kerrhylon, Kimbatuul, Linxakasendalor, Myastan,

Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin,

Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

Dragonborn Traits

As a Dragonborn, you have the following racial traits:

Ability Score Increase. Your ability score increases are determined by your choice of Draconic Ancestry.

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 5, and reach Adulthood by 15. Despite this fast development, they live well over 400 years.

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.

Draconic Resistance. You have resistance to the damage type associated with your Draconic Ancestry chosen below.

Darkvision. 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.

Draconic Ancestry. You have an ancient ancestry binding you to the dragons of old, meaning your creature type is both Dragon and Humanoid. Choose one type of dragon from the three Draconic Ancestry tables in the sections below. This determines the damage type for your other traits, as shown in the table, while also giving you a variety of additional traits depending on your choice.

Breath Weapon. When you take the Attack Action on your turn, you can replace one of your attacks with an exhalation of magical energy in your choice of a 15-foot cone or a 5-foot wide 30-foot line. Creatures caught in your cone attack must make a Constitution Saving Throw, whereas those caught in your line attack must make a Dexterity Saving Throw (DC 8 + the modifier associated with your Draconic Ancestry + your Proficiency Bonus), taking 1d8 damage of the type associated with your Draconic Ancestry on a failed save, or half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest written languages and is most often used in the study of arcana due to its frequent use in runic magics. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Metallic Dragonborn

Dragonborn with a metallic ancestry lay claim to the tenacity of metallic dragons whose hues glint in their scales of copper, iron, cobalt, silver, and gold.

Akin to the metal that shapes their scales, Metallic Dragons are beacons of innovation and advancement within society. Having long left behind the nomadic warrior's culture that once exemplified their ways, these Dragonborn are bringers of order, beacons of justice, and heralds or honor.

Ability Score Increase. Your Charisma score increases by 2. Additionally, your Breath Weapon DC scales off of your Charisma modifier.

Metallic Scales. You tough exterior is formed of metallic scales, granting you a +1 bonus to your AC. Alternatively, you may choose to forgo this bonus to your AC in order to don heavy armor without reducing your speed.


Magnetic Breath. Starting at 3rd level, whenever you take the Attack Action on your turn, you may expend one use of your Breath Weapon to replace one of your attacks with an exhalation of magical energy in a 15-foot cone (DC 8 + your Charisma modifier + your Proficiency Bonus). On a failed save, any creatures wearing or wielding objects made of metal are pushed or pulled (Your choice) up to 10 feet from you. This effect targets all metallic objects within range, which automatically fail their saving throws if they are not being worn or carried.

Metallic Ancestries
Draconic
Ancestry
Damage
Type
Ability Score
Increase
Copper Poison Dexterity
Iron Acid Intelligence
Cobalt Lightning Constitution
Silver Cold Wisdom
Gold Fire Strength
Copper

Lively to a fault, Copper Dragonborn are a boisterous people with an affinity for song, dance, and all things entertaining. As bringers of joyous revelry, clans of Copper Dragonborn are known as places of endless festivities from drink and music to jousts and duels to everything in between.

Ability Score Increase. Your Dexterity score increases by 1.


Life of the Clan. You have proficiency in one tool set, one gaming set, and one musical instrument of your choice.

Oxidized Defense. Starting at 5rd level, each time you use your Breath Weapon, you may force your metallic form to shed a bit of its oxidized exterior, granting Disadvantage to the next attack roll made against you before the end of your next turn.

Iron

Iron Dragonborn are always seeking to further understand the world around them, breaking it apart to see how each of its core pieces function so that they can then rebuild it bigger and better. This form of thought rules their clans, making them beacons of innovation and a great resource for the metallic clans that choose to band together.

Ability Score Increase. Your Intelligence score increases by 1.

Ironclad Artisan. You have proficiency in your choice of one of the following artisan’s tools: Alchemist’s Supplies, Glassblower’s Tools, Smith’s Tools, or Tinkerer’s Tools.

Additionally, whenever you make an Intelligence check relating to the origin of an item or structure made with your chosen artisan’s tools, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

Acidic Reaction. Starting at 5rd level, each time you use your Breath Weapon, you may send a wave of acid across your body, causing a chemical reaction to spark upon contact with your scales, forcing all creatures within 5 feet of you to make a Dexterity Saving throw as though they were caught in your Breath Weapon attack.

Cobalt

Born with a spark of magic within their blood, Cobalt Dragonborn are masterful practitioners of the ancient runic magics of their draconic kin. Within their clans, control of the arcane is a way of life and is present within everyday tasks as they prepare great feasts over conjured flames and scale tall towers upon levitating platforms.

Ability Score Increase. Your Constitution score increases by 1.

Runic Sight. You have Advantage on all ability checks made to uncover or decipher magical runes.


Static Defense. Starting at 5rd level, each time you use your Breath Weapon, you may charge your scales with a wave of defensive energy. The next time you take damage from a creature within 15 feet of you, you can use your Reaction to you can force the creature to take lightning damage equal to twice your Proficiency Bonus.

Silver

Silver Dragonborn are endlessly fascinated with the inner workings of this world and all those who reside within it. They are known to leave the likes of their clan at a young age to travel the world and experience new cultures and peoples in order to bring back their deepest understandings of the outside world to bolster the clan's collective histories.

Ability Score Increase. Your Wisdom score increases by 1.

Natural Linguist. You have a knack for the study of all peoples and cultures, granting you proficiency in two additional languages of your choice.

Frosted Defense. Starting at 5rd level, each time you use your Breath Weapon, you may choose to cover yourself in icy armor. You gain a number of Temporary Hit Points equal to your Proficiency Bonus. If a creature hits you with a Melee Attack while you have these Temporary Hit Points, it takes cold damage equal to your Proficiency Bonus.

Gold

The Gold Dragonborn set the standard for being amongst their draconic kin. They are beacons of truth and justice, standing for the creation a world of peace and order. Known to command great, expansive armies of dragonkind, Gold Dragonborn seek to unite the clans of their metallic kin in order to forge a path forward as a singular, united force.

Ability Score Increase. Your Strength score increases by 1.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Searing Charge. Starting at 5rd level, each time you use your Breath Weapon, you may channel that heat into a metallic weapon you are wielding, causing the next melee attack that you hit with that weapon to deal additional fire damage equal to twice your Proficiency Bonus.

Chromatic Dragonborn

Dragonborn with a chromatic ancestry claim the primordial, elemental power of chromatic dragons as their own. Best known for the primal nature of their strength, their draconic blood fuels their every heaving breath in the midst of battle.

The vibrant colors of green, black, blue, white, and red dragons gleam in their scaled skin and in the deadly energy of their breath. Unlike their metallic counterparts, these Dragonborn have always been at their best when far from the confining walls and sterile hearths of the civilized world.

Ability Score Increase. Your Constitution score increases by 2. Additionally, your Breath Weapon DC scales off of your Constitution modifier.

Draconic Claws. Your claws are Natural Weapons, which you can use to make Unarmed Strikes. When you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier. When a creature fails its save against your Breath Weapon, you have Advantage on the first Attack Roll you make with your Draconic Claws against that creature until the end of your next turn.

Draconic Fear. Starting at 3rd level, whenever you take the Attack Action on your turn, you may expend one use of your Breath Weapon to replace one of your attacks with an exhalation of primal fury in a 15-foot cone. Each creature in that area must make a Wisdom Saving Throw (DC 8 + your Constitution modifier + your Proficiency Bonus). On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Chromatic Ancestries
Draconic
Ancestry
Damage
Type
Ability Score
Increase
Green Poison Intelligence
Black Acid Wisdom
Blue Thunder Charisma
White Cold Dexterity
Red Fire Strength
Green

Green Dragonborn are the smallest of their chromatic kin, though what they lack in size, they often make up for in cunning. With an affinity for strategy, Green Dragonborn walk into each and every new fight doing what must be done to win them not the battle itself, but the war that backs it.

Ability Score Increase. Your Intelligence score increases by 1.

Forest Resilience. You have Advantage on saving throws you make to avoid or end the Poisoned condition and, when traveling through heavily forested or jungled environments, you can move across nonmagical difficult terrain without expending extra movement.

Debilitating Breath. Starting at 5rd level, each time you use your Breath Weapon, you may choose to focus your elemental breath towards the creature closest to you within the targeted area. On a failed save, they are poisoned until the end of their next turn.

Black

Black Dragonborn are savage warriors with brutish frames and a destructive nature. Known to stalk the murky waters of swamps and wetlands, they are an apex predator with a short fuse and a cruel brutality expressed through hazing, infighting, and the belief that strength equates to power.

Ability Score Increase. Your Wisdom score increases by 1.

Swamp Swimmer. You have a swimming speed equal to your walking speed and and can hold your breath for up to an hour at a time. Additionally, while submerged in water, you can move across nonmagical difficult terrain without expending extra movement.

Caustic Breath. Starting at 5rd level, each time you use your Breath Weapon, you may choose to focus your elemental breath towards the creature closest to you within the targeted area. On a failed save, they take acid damage equal to half the damage rolled at the start of their next turn.

Blue

Blue Dragonborn live amongst the strange, monstrous creatures of the oceans that they call home. An adventurous people with a love for this worlds many indulgences, they are a hearty folk that believe that there is always a reason to fight, drink, or party the night away.

Ability Score Increase. Your Charisma score increases by 1.

Natural Swimmer. You have a swimming speed equal to your walking speed and you can breathe both air and water. Additionally, you are naturally adapted to deep waters, as described in Chapter 5 of the Dungeon Master's Guide.

Thunderous Breath. Starting at 5rd level, each time you use your Breath Weapon, you may choose to focus your elemental breath towards the creature closest to you within the targeted area. On a failed save, you can choose to push it up to 10 feet away from you.

White

The most savage of the chromatics, White Dragonborn hold no need for strategy, nor planning of any kind, in a world where there is only predator and prey. Their people live in a system that, above all else, honors raw strength, fortitude, and survivability amongst the frozen wastes they call home.

Ability Score Increase. Your Dexterity score increases by 1.


Arctic Explorer. You can move across and climb icy surfaces without needing to make an ability check and, when traveling through frozen or heavily snowed environments, you can move across nonmagical difficult terrain without expending extra movement.

Frigid Breath. Starting at 5rd level, each time you use your Breath Weapon, you may choose to focus your elemental breath towards the target closest to you within the targeted area. On a failed save their movement speed is halved until the end of their next turn.

Bounding Leaps. Whenever you make a long jump or a high jump, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual. Additionally, whenever you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus.

Red

Ever ruthless in battle and commanding in presence, Red Dragonborn are the epitome of what it means to truly be a dragon. Ruling through strength and fear alike, there ferocious approach to leadership leave no question as to who is in charge within the hierarchy of their chromatic kin, for such questions would only be met with fire and steel.

Ability Score Increase. Your Strength score increases by 1.

Desert Caravan. You are naturally adapted to hot environments, as described in Chapter 5 of the Dungeon Master’s Guide and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Intensive Flames. Starting at 5rd level, the damage die of your breath weapon is increased to d10s and once per long rest, you can use your Draconic Fear trait without expending a use of your Breath Weapon.

Gem Dragonborn

Gem Dragonborn have devoted themselves to their ancestral birthright—a mastery over the ancient magic once thought to be lost to time known as psionics. They descend from those who claim to the heirs of Sardior, the Primordial Dragon.

The prismatic display of emeralds, amethysts, sapphires, diamonds, and rubies gleam within their respective scales as the mysterious powers of their ancestral kin course through them. This power, while natural to their kind, is one that must be trained and honed through a lifetime of self-reflection, soul searching, and meditative contemplation.

Ability Score Increase. Your Intelligence score increases by 2. Additionally, your Breath Weapon DC scales off of your Intelligence modifier.

Telepathy. You can telepathically communicate with any creature you can see within 60 feet of you. You do not need to share a language, but you can only communicate with one creature at a time and the target must speak at least one language to respond.

Ethereal Breath. Starting at 3rd level, you learn to breathe not just the physical embodiment of the elements, but the ethereal representation of the potential these elements hold. When using your Breath Weapon, you may choose to force creatures caught in your cone attack to instead make a Wisdom Saving Throw and creatures caught in your line attack to instead make an Intelligence Saving Throw.

Gem Ancestries
Draconic
Ancestry
Damage
Type
Ability Score
Increase
Emerald Poison Wisdom
Amethyst Acid Charisma
Sapphire Lightning or Thunder Dexterity
Diamond Cold Constitution
Ruby Fire Strength
Emerald

Emerald Dragonborn are a people of spiritual empathy and emotional grace. They telepathically communicate through an open exchange of not only thought, but emotion. This strange, empathic bond allows their clans to act upon a purely communal understanding and overall harmony that would be unheard of in most cultures.

Ability Score Increase. Your Wisdom score increases by 1.

Psionic Restoration. Starting at 5rd level, each time you use your Breath Weapon, you may choose to empower the restorative powers of your psionic mind, healing yourself for a number of Hit Points equal to 1d4 + your Proficiency Bonus.

Empathic Mind. As an Action, you can attempt to decipher the emotional aura of a creature that you can see, making a Wisdom (Insight) check contested by the target's Charisma (Deception) check, which the target can choose to fail. On a success, you learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, etc. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.


Dragonborn Sorcerers

Born of draconic scales, it isn't uncommon for a Dragonborn lineage to be blessed by the magics of their ancestral kin. As a Sorcerer, starting at 6th level, if you have picked the Draconic Sorcerer subclass and choose the same damage type for your Draconic Ancestry trait and your Elemental Affinity feature, you may use your Breath Weapon trait one additional time per long rest.

Amethyst

It is said that the hearts of the Amethyst Dragonborn lie deep within the Ethereal Plane, giving them their unique abilities to both peer past and move between the restraints of this material realm. Despite being masters of planar sight, they must act with caution, for their kind has been known to lose their sense of self to the alluring magics of the outer planes.

Ability Score Increase. Your Charisma score increases by 1.

Riftwalker. Starting at 5rd level, each time you use your Breath Weapon, you may choose to empower your psionic abilities, allowing you to teleport 10 feet to an unoccupied space that you can see.


Alternate Psionics

You can manipulate the world around you in ways unheard of to most mortals. These strange, psionic magics, however, are known to take many forms. With the DM's permission, you may replace your Telepathy trait with one of the traits listed below:

Precognition. As long as you are not unconscious nor incapacitated, you cannot be surprised.

Psychic Shield. You have resistance to psychic damage and Advantage on saving throws against magic that would allow others to read your thoughts or emotions.

Telekinesis. You know the mage hand cantrip, and whenever you manifest it you don't need to provide the verbal or somatic components. Your mage hand is invisible, and can lift a number of pounds equal to 10 times your Intelligence modifier (minimum of 10).


Ethereal Sight. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you are blinded or in darkness. Moreover, you can see an invisible creature within that range, unless that creature successfully hides from you.

Sapphire

With a quickness in both mind and body alike, Sapphire Dragonborn are a people with a seemingly endless supply of energy. Somewhat erratic, they are known to be distracted quite easily, but when they are able to genuinely focus on a task at hand, whether it be their studies or an evening snack or whatever else, nothing may stand in their way.

Ability Score Increase. Your Dexterity score increases by 1.

Sapphire’s Celerity. Starting at 5rd level, each time you use your Breath Weapon, you may choose to empower your own movements, increasing your movement speed by 10 feet and granting enemies Disadvantage on opportunity attacks against you until the start of your next turn.

Quick Thinking. When you make a Wisdom (Insight) or Intelligence (Investigation) check, you can make the check with Advantage. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Diamond

Born beneath the protection of their gleaming scales, Diamond Dragonborn are known for their immense fortitude in both mind and body. For this reason, their kind make for incredible warriors and confidants to their people's greatest secrets and oldest traditions— all in hopes that, should the world they now know ever fall, their ways may live on.

Ability Score Increase. Your Constitution score increases by 1.

Unyielding Mind. Your psionics find strength in numbers. You have Advantage on saving throws against being charmed or frightened when within 30 feet of an ally.

Diamond Durability. Starting at 5rd level, each time you use your Breath Weapon, you may choose to empower your own physical defenses, giving yourself a +2 to your AC until the start of your next turn.

Ruby

Through the fine control over their psionic abilities, Ruby Dragonborn have learned to look beyond the present and into the vast expanse of potentiality that is the near future— a gift believed to have been given to them by Sardior himself. It is with this sacred gift that the Ruby Dragonborn quite literally lead their people towards a better tomorrow.

Ability Score Increase. Your Strength score increases by 1.

Flames of Foresight. Starting at 5rd level, each time you use your Breath Weapon, you may peer into your most immediate future, granting Advantage to the next attack roll you make before the end of your next turn.

Fatewalker. Your mastery over psionics has given you the ability to peer past fate itself and make slight shifts to the flow of time. At the end of each long rest, roll a d20 and record the roll. Once before the end of your next long rest, when you roll that number on a d20, you may choose to treat the roll as a Natural 20. If the recorded roll is a Natural 20, you may instead choose to replace a single roll of your choice with the Natural 20 recorded.

Eladrin

Eladrin dwell in the verdant splendor of the Feywild. They are related to the Elves found on the Material Plane. But while other Elves can temper their wild impulses, Eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament.

Eladrin have spent centuries in the Feywild, and many of them have become Fey creatures as a result. Some remain Humanoid, however, similar to that of their other Elven kin.

Changeable Natures

Whenever one of the Eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't incapacitated. When the Eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the Eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them.

How frequently Eladrin change their appearance is an individual's choice. Some spend their entire lives in the same season, others follow the seasons themselves, while others still may change as frequently as once per day.

Magics of Emotion

The magic flowing through Eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some remain in a particular aspect for years, while others run through the emotional spectrum each week.

Not only does the core season of one's disposition speak volumes about their current emotional state, but within each of those seasons, there is a spectrum of nuance that is often imperceivable to those that are not Eladrin. For example, the winter season is a somber one that is most known for its sense of mourning and despair, but some Eladrin may choose to take on this season when facing a big dilemma as it may help them clear their head as they search for a solution.

States of the Seasons

Like their physical appearance and their powers, the impulsiveness and intensity of fey Eladrin caused them to wildly change their personality depending on the season to which their emotional state felt closest.

  • Spring. Eladrin in the spring state are joyful, playful, and fond of mischievously playing pranks on others. They are often oblivious to the dangers of doing so.
  • Summer. In their summer state, which they enter when angered, Eladrin become aggressive, vindictive, and furious.
  • Autumn. In their autumn state, Eladrin are eager to resolve conflicts and promote peace. They are endlessly caring and ready to help others no matter the cost.
  • Winter. In their winter state, Eladrin become bitter and pensive. They often cry frozen tears and irradiate a feeling of gloom that can be felt like a cold wind.

Despite these variations, all fey Eladrin share many common traits, such as a respect for personal freedom, a great love for the arts, and a desire to surround themselves with beautiful objects.


Eladrin Traits

As an Eladrin, you have the following racial traits:

Ability Score Increase. Your Dexterity score increases by 2.

Age. Eladrin reach physical maturity at about the same age as Humans, though their understanding of age often goes beyond physical growth to more aptly encompass their worldly knowledge. An Eladrin typically claims adulthood around the age of 100 and can live to be 750 years old.

Size. Eladrin 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. Thanks to your fey blood, you have superior 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 an ancestral connection to the world known as Faerie, meaning your creature type is both Fey and Humanoid. You have Advantage on saving throws you make to avoid or end the charmed condition on yourself.

Trance. You don't need to sleep, magic can't put you to sleep, and you can finish a long rest in 4 hours, rather than the normal 8, as long as you spend those hours in a trancelike meditation, during which you remain conscious. Whenever you finish a long rest and awaken from this trance, you may select one skill with which you are proficient and move that proficiency to another skill with which you are not proficient.

Fey Step. As a Bonus Action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Starting at 3rd level, your Fey Step gains an additional effect based on your current season; if your current seasonal effect requires a saving throw, the DC equals 8 + your Intelligence, Wisdom, or Charisma modifier (Your choice) + your Proficiency Bonus.

Shifting Seasons. You exist in different states of being based on your current emotions, as expressed through the four seasons. At the end of a long rest, or as an Action at times of the DM's discretion, you may shift into whichever season best matches your current emotional state.

When shifting into a new season, you gain the benefits of that season and lose those of your previous. This includes changing your Ability Score Increase and the spells available to your different Court Magic traits. Additionally, if you have already cast a leveled spell using one of your Court Magic traits from a previously shifted season, you may not cast a spell of that level in that way again until you finish a long rest.

Languages. You can speak, read, and write Common and Sylvan.

Subrace. Eladrin can be found in one of four states of being, based upon the four seasons that they move between based upon their emotions.

Spring Eladrin

Their hearts filled with joy, spring Eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful Eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them.

Ability Score Increase. Your Wisdom score increases by 1.

Step of the Evening Breeze. Starting at 3rd level, when using your Fey Step, you may bring one willing creature with you as long as they are within 5 feet of your starting position and no more than one size larger than you.

Court Magic: Spring. You know the friends cantrip. Starting at 3rd level, you learn the charm person spell and can cast it once with this trait. Starting at 5th level, you also learn the enthrall spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Summer Eladrin

When angered, Eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with astonishing quickness and strike with terrible force.

Ability Score Increase. Your Strength score increases by 1.

Step of the Rising Sun. Starting at 3rd level, immediately before or after using your Fey Step, creatures within 5 feet of you must succeed on a Dexterity Saving Throw or take fire damage equal to 1d6 + your Proficiency Bonus.

Court Magic: Summer. You know the produce flame cantrip. Starting at 3rd level, you learn the heroism spell and can cast it once with this trait. Starting at 5th level, you also learn the aid spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Autumn Eladrin

Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure peace.

Ability Score Increase. Your Charisma score increases by 1.

Step of the Falling Leaves. Starting at 3rd level, immediately before or after using your Fey Step, you and one creature of your choice within 5 feet of you gain a number of Temporary Hit Points equal to 1d4 + your Proficiency Bonus.

Court Magic: Autumn. You know the spare the dying cantrip. Starting at 3rd level, you learn the healing word spell and can cast it once with this trait. Starting at 5th level, you also learn the lesser restoration spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Winter Eladrin

When sorrow distresses Eladrin, they enter their winter season, shifting into melancholy figures formed of a bitter coldness. Their palpable sadness emanates from them as an aura of chilled air that may bring their breath to frost and their tears to freeze upon impact with their sorrowful aura.

Ability Score Increase. Your Constitution score increases by 1.

Step of the Northern Winds. Starting at 3rd level, immediately before or after using your Fey Step, creatures within 5 feet of you must succeed on a Constitution Saving Throw or have their movement speed reduced by 10 feet until the end of their next turn.

Court Magic: Winter. You know the minor illusion cantrip. Starting at 3rd level, you learn the fog cloud spell and can cast it once with this trait. Starting at 5th level, you also learn the silence spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Half Eladrin

If you would like to play as a Half-Elven Eladrin, you may use the base Half-Elf traits and choose one of the four seasonal subraces available to the Eladrin.

In addition to your normal Half-Elven traits, you gain the Court Magic trait associated to your chosen season. Unlike full-blooded Eladrin, you are unable to shift in and out of other seasons, and instead live your life within the season that your Eladrin parentage were in upon your conception.

Fairy

The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.

Fey Characteristics

Infused with the magic of the Feywild, most fairies look like Small Elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart.

For your fairy, roll on the Fey Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.

Fey Characteristics
d8 Characteristic
1 Your wings are like those of a small bird, such as a hummingbird or bluejay.
2 You have shimmering, multicolored skin.
3 You have exceptionally large ears.
4 A glittering mist constantly surrounds you.
5 You have a small spectral horn on your forehead, like a little unicorn horn.
6 Your legs are insectile.
7 You smell like freshly baked sweets, such as cookies or brownies, depending on your mood.
8 A noticeable, harmless chill surrounds you.

Servants of the Fey Court

All Fairies begin their lives in the service of one of the Courts of the Feywild, and the Archfey they serve is the closest thing many of them will have to a parent.

The longer a fairy spends in the presence of an Archfey, the more they start to resemble them. While in the Feywild, Fairies stop maturing, when they reach adulthood, allowing them a strange perpetual immortality.

The fairies who reject a life of unchanging servitude most often do so to become adventurers on the material plane, where they can age and develop normally. Fairy adventurers often pursue their knack for illusion magic as bards, wizards, or sorcerers, though some strike pacts and become warlocks.


Fairy Names

Due to their whimsical nature and ever-changing interests, Fairies will change their name spontaneously when a mood takes them. Fairies usually adopt the name of a particularly beautiful natural phenomena or powerful emotion; Aurora, Dewdrop, Sunrise, Rainbow, Joy, Serenity, or Glee.

Fairy Traits

As a Fairy, you have the following racial traits:

Ability Score Increases. Your Dexterity score increases by 2 and two other ability scores of your choice increase by 1.

Age. Fairies reach adulthood a year and a day after their birth, and do not age further for as long as they remain in the Feywild. While in mortal realms, they age normally and can live to be 50 years old.

Size. Fairies stand only a few inches in height, the largest of which stand almost a foot tall. Your size is Tiny, you can wield only weapons that have the Light property, and you cannot wield weapons or don armor, unless it is specifically sized to fit a creature of your stature.

Speed. Your base walking speed is 5 feet.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Flight. You have a flying speed of 30 feet. You can't use this flying speed if you are wearing medium or heavy armor.

Fey Ancestry. You have an ancestral connection to the world known as Faerie, meaning your creature type is both Fey and Humanoid. You have Advantage on saving throws you make to avoid or end the charmed condition on yourself.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

Fey Magic. You know the druidcraft cantrip. Starting at 3rd level, you learn the faerie fire spell and can cast it once with this trait. Starting at 5th level, you also learn the calm emotions spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Languages. You can speak, read, and write Common and your choice of Elvish, Goblin, or Sylvan.

Firbolgs

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?


Hidden Shepherds

As caretakers of the land, Firbolgs prefer to remain out of sight and out of mind. They 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. 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 friends

Natural Druids

The Firbolg's 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.

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.

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 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.

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.


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 Traits

As a Firbolg, you have the following racial traits:

Ability Score Increases. 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.

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 35 feet.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Natural Recall. You always know which direction is north, and you have Advantage on any Wisdom (Survival) check you make to navigate or track.

Fey Ancestry. You have an ancestral connection to the world known as Faerie, meaning your creature type is both Fey and Humanoid. You have Advantage on saving throws you make to avoid or end the charmed condition on yourself.

Hidden Step. As a Bonus Action, you can magically turn invisible until the start of your next turn. This effect ends early if you make an attack, roll for damage, or force someone to make a saving throw. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.


Oral Historians. Although your people are not always the most learned, their oral histories are ever-expanding. When making an Intelligence (History) check, you may instead make a Wisdom (History) check. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

Firbolg Magic. You know the detect magic and disguise self spells and can cast them each once with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a short or long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Languages. You can speak, read, and write Common, Sylvan, and Giant. Despite thier ancestral separation from the giants of old, Firbolg societies are known to use elements of Giant within their everyday vocabulary. This is most often seen done as a form of emphasis or exclamation, including the use of Giant swears or curses.

Glamoured Form

Although a rare occurance, some Firbolgs are known to blend in amongst human circles by taking on a glamoured form. With the DM's permission, you may choose to take on the secret glamour of a human form. If you do so, you must design the details of this form upon picking this race. You can now cast the disguise self spell at will, but whenever you do, you may only take on this single glamoured form.

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 the offspring of genies and mortals.

Elemental Offspring

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.

During these visits, a mortal might catch a genie’s eye. Friendship forms, romance blooms, and, sometimes, children are the result. These children are Genasi: individuals with ties to both 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 those present and might alter them enough for their offspring to be born as Genasi.

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.

Some Genasi live as outcasts after being driven into exile for their unsettling appearance and strange magic. Others gain positions of great influence within cities that have learned to accept their elemental heritage. A few Genasi leave the Material Plane to find refuge in the households of their genie parents.

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 in the Material Plane. They seldom have communities of their own and typically adopt the cultures and societies into which they are born.

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, as people there tend to be less accepting of differences.

Genasi Names

Most Genasi follow the naming conventions of their mortal parentage, but may assume names inspired by their djinn heritage later in life, such as Sky, Ember, Wave, or Onyx.

Genasi Traits

As a Genasi, you have the following racial traits:

Ability Score Increase. Your ability score increases are determined by your choice of Elemental Ancestry.

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.

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.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Elemental Resistance. You have resistance to the damage type associated with your Elemental Ancestry.

Elemental Ancestry. You have an ancient ancestry that ties you to the elemental planes, meaning your creature type is both Elemental and Humanoid. Choose one type of elements from the three Elemental Ancestry tables in the sections below. This determines the damage type for your other traits, as shown in the table, while also giving you a variety of additional traits depending on your choice.

Elemental Consumption. Whenever you take damage of the type associated with your Elemental Ancestry, you may use your Reaction to consume a portion of that energy and channel it into your next strike. The first time before the end of your next turn that you hit with a weapon or spell attack, you may choose to deal 1d8 additional damage of the damage type consumed. If you reach the end of your next turn without expelling this energy, you instead gain Temporary Hit Points equal to half the additional damage (Rounded down) that you would have dealt on a hit. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Primordial. Primordial has four primary dialects (Aquan, Auran, Ignan, and Terran), and different Genasi practice different dialects depending on their Elemental Ancestry.

Subrace. Three subraces of Genasi are known of, each with their own list of elemental archetypes: True Genasi, Divine Genasi, and Accursed Genasi.

True Genasi

Whether it be their physically, emotionallity, or whatever else, True Genasi each embody the elements of their birth in all they do. Born of an ancestral parentage that forever binds them to one of the four elemental planes, these Genasi are a strange folk with a sense of whimsy and wonder that is often foreign to those of the Material Plane.

Ability Score Increase. Your Charisma score increases by 2.

Pure Ancestry. Your connection to the energies of the elemental planes is as pure as can be. When using your Elemental Consumption trait, you may choose to gain immunity to the triggering elemental damage. When used in this way, the additional damage dealt by this trait is doubled. Once you use this trait in this way, you can't do so again until you finish a long rest.

True Ancestries
Elemental Ancestry Damage Type Ability Score Increase
Air Thunder Dexterity
Earth Acid Strength
Fire Fire Intelligence
Water Cold Wisdom
Air

Air Genasi are descended from the ever wandering Djinn. Akin to the weather itself, their moods may shift from calm and collected to wild and violent with little warning, though such storms rarely last long. Air Genasi typically have light blue tint to their skin, hair, and eyes and a faint but constant breeze Known to take on aspects of their given element, some speak with breathy voices, marked by a faint echo while others may scream louder than even the northern winds.

Ability Score Increase. Your Dexterity score increases by 1.


Breath of the Wind. As long as you are not incapacitated, you can hold your breath indefinitely, and whenever you make a long jump or a high jump while holding your breath, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual. Additionally, whenever you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus.

Windwalker. You know the gust cantrip. Starting at 3rd level, you learn the feather fall spell and can cast it once with this trait. Starting at 5th level, you also learn the warding winds spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Earth

Earth Genasi are descended from the cruel and greedy Dao, though they hold no true bias towards villainy. With some measure of control over the earth, they revel in their natural strength and earthen power. The capabilities of an Earth Genasi may manifest in any number of ways; some stand as tall and smooth as a marble statue, others have skin as course as gravel, while others still may shine like metal with hair like bristled iron.

Ability Score Increase. Your Strength score increases by 1.

Earthen Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift and you can move across difficult terrain made of earth or stone without expending extra movement.

Stoneskin. You know the mold earth and blade ward cantrips. You can cast blade ward as a Bonus Action a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest. Starting at 3rd level, you learn the earth tremor spell and can cast it once with this trait. Starting at 5th level, you also learn the earthen grasp spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Fire

Fire Genasi have taken to the volatile mood of the Efreet of the Elemental Plane of Fire. They tend towards impatience and making snap judgments and, rather than hiding their distinctive appearance, they exult in it. Nearly all of their kind are feverishly hot, as if they were burning from the inside out. The more human-passing of them have fiery red hair or bright orange eyes that spark with emotion, while more exotic of them have true flames dancing upon their heads.

Ability Score Increase. Your Intelligence score increases by 1.

Darkvision. Born of the primordial flame, 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 orange and red.

Illumination. As a Bonus Action, you may choose to ignite or extinguish a series of harmless flames across your body, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. While illuminated in this way, you can light a small fire using any flammable object that you can touch.

Flamedancer. You know the produce flame cantrip. Starting at 3rd level, you learn the burning hands spell and can cast it once with this trait. Starting at 5th level, you also learn the scorching ray spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Water

Forever free of mind and body, Water Genasi are a people that wander this wide world, taking pride in their boundless curiosity and potent independence. Most look as if they have just left the oceanic waters of their home plane, with beads of moisture collecting on their skin and hair. They smell of fresh rain or clean water, with skin that varies between shades of blue and green, and often have beautifully large eyes that seem to hold the elements within them.

Ability Score Increase. Your Wisdom score increases by 1.

Natural Swimmer. You have a swimming speed equal to your walking speed and you can breathe both air and water. Additionally, you are naturally adapted to deep waters, as described in Chapter 5 of the Dungeon Master's Guide.

Waverider. You know the shape water cantrip. Starting at 3rd level, you learn the create or destroy water spell and can cast it once with this trait. Starting at 5th level, you also learn the misty step spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Divine Genasi

The soul of a Divine Genasi is intimately intertwined with not only the magics of the Elemental Planes, but with the heavens above. Most often, an ancestry as unusual as this is spawned from the progenitor of a Genasi's bloodline seeking out a greater purpose than their elemental kin, a purpose only found within a connection to the divine.

Ability Score Increase. Your Wisdom score increases by 2.

Divine Ancestry. You have resistance to radiant damage and may use your Elemental Consumption trait when taking radiant damage. When used in this way, if you reach the end of your next turn without expelling this energy, the number of Temporary Hit Points you gain is increased by a number equal to your Proficiency Bonus.

Divine Ancestries
Elemental Ancestry Damage Type Ability Score Increase
Crystal Thunder Constitution
Ice Cold Intelligence
Lightning Lightning Dexterity
Radiant Fire Strength



Crystal

Formed of a prismatic array of crystalline growth, Crystal Genasi gleam with an endless, and seemingly uncontrollable, refraction of multi-colored light spawning from their nearly indestructible bodies. These Genasi represent the purest of elemental earth. As such, the jagged crystals that jut out from their physical forms will often vibrate and ring as they walk, creating an impossibly quiet harmony for those alert enough to catch it.

Ability Score Increase. Your Constitution score increases by 1.

Natural Armor. Your body is covered in hardened crystals. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your Natural Armor 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.

Resonant Form. You know the thunderclap cantrip and can cast it dealing your choice of radiant or thunder damage. Starting at 3rd level, you learn the color spray spell and can cast it once with this trait. Starting at 5th level, you also learn the shatter spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Ice

Ice Genasi are a kind peoples that firmly believe in walking softly despite always carrying a big stick. They stand to help those in need, but when push comes to shove, show no fear in displaying the true, bitter potentials of the ice. Frozen to the touch, their skin varies from a pure icy white to a number of shades of blue depending on the strength of their magics and their current mood. With hair formed of a fine, glacial magics or jagged icy spikes, wherever they go the frigid air is known to chill the room.

Ability Score Increase. Your Intelligence score increases by 1.

Frost Walker. You can move across difficult terrain created by ice or snow without expending extra movement. Additionally, as a Bonus Action, you can freeze a thin layer of water below the soles of your feet, allowing you to walk across the surface of water at half your movement speed for the next minute. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Frozen Heart. You know the ray of frost cantrip and can cast it dealing your choice of radiant or cold damage. Starting at 3rd level, you learn the ice knife spell and can cast it once with this trait. Starting at 5th level, you also learn the binding ice spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Lighting

Naturally choatic in the best of ways, Lighting Genasi are a bright peoples that are known to find the light to every darkness. Explosive in body and mind, they are incredibly impulsive and often let their intrusive thoughts take hold over their actions. They are born to a natural field of static over their forms that can easily be felt and, under the right circumstances, heard or even seen. Their skin holds hues of yellow and blue and direct contact will jolt those around them with a light surge of electric energy.

Ability Score Increase. Your Dexterity score increases by 1.

Static Step. Your walking speed is increased to 35 feet and you can move through and stop in a space large enough for a Small creature without squeezing.


Conductive Casting. You know the lightning lure cantrip and can cast it dealing your choice of radiant or lightning damage. Starting at 3rd level, you learn the witchbolt spell and can cast it once with this trait. Starting at 5th level, you also learn the kinetic jaunt spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Radiant

Born of the purest union of the divine and the primordial, Radiant Genasi are bound to creation itself. Despite their radiant origin, these Genasi hold no inherent connection to any gods, though their divine disposition often acts as a natural introduction to a life of faith. Their brightly burning radiance takes many forms. From shining, pupilless eyes to star-like freckles, to whatever else, they are often mistaken for celestial beings due to their naturally angelic visage.

Ability Score Increase. Your Strength score increases by 1.

Healing Hands. As an Action, you can touch a creature within 5 feet of you and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can't use it again until you finish a Long Rest.

Light Touched. You know the sacred flame cantrip and can cast it dealing your choice of radiant or fire damage. Starting at 3rd level, you learn the bless spell and can cast it once with this trait. Starting at 5th level, you also learn the lesser restoration spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Accursed Genasi

The soul of an Accursed Genasi is formed of dark magics and an endless sense of turmoil and despair. Bloodlines such as this only spawn from genies with an eternal lust for power that has driven them mad, leading to the formation a dark deal with one of the many occult powers of this world that has forever cursed their ancestral lineage.

Ability Score Increase. Your Constitution score increases by 2.


Accursed Ancestry. You have resistance to necrotic damage and may use your Elemental Consumption trait when taking necrotic damage. When used in this way, the damage you deal with this trait on a hit is increased by a number equal to your Proficiency Bonus. If you reach the end of your next turn without expelling this energy, you do not gain any Temporary Hit Points, and instead take an amount of damage equal to your Proficiency Bonus. This damage may not be reduced.

Elemental Ancestries
Elements Damage Type
Ash Fire
Salt Acid
Dust Force
Vacuum Psychic
Ash

Spawned of necrotic flames and cindering ash, these Genasi are the elemental incarnation of vengeance. Their hearts burn with an ethereal flame; a desperate, hungry fire that thirsts for blood. Though their place in this world is not predetermined, these Genasi are often drawn to the effects of death, specifically the final breath one takes before their end. More often than not, this primal curiosity leads them to a life in constant search of thier next hunt; whether their quarry may be beasts of burden or their fellow man is the only question left to wonder.

Ability Score Increase. Your Wisdom score increases by 1.

Ashen Form. Whenever you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a long rest.

From The Ashes. You know the create bonfire cantrip and can cast it dealing your choice of necrotic or fire damage. Starting at 3rd level, you learn the fog cloud spell and can cast it once with this trait. Starting at 5th level, you also learn the wither and bloom spell and can cast it once with this trait, dealing your choice of necrotic or fire damage. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Salt

Born with a harsh, grating heart of salt, Salt Genasi are known for their ability to preserve life on the edges of death. Thought of to be grim and lonely, these Genasi are not very social and often come off as blunt, stubborn, or sarcastic to those they are not well acquainted with. They most often appear to be natural-born humans, but as if all the color had been bleached from their bodies. Their hair, eyes, and skin all tend to be white or gray, and their skin and hair always sheds tiny flakes of grainy salt like dandruff, which shimmers and shines in the sunlight.

Ability Score Increase. Your Strength score increases by 1.

Naturally Preserved. You have proficiency in the Survival skill and you do not need to drink. Additionally, you have Advantage on all Death Saving Throws.

Salty to the Touch. You know the sapping sting cantrip and can cast it dealing your choice of necrotic or acid damage. Starting at 3rd level, you learn the inflict wounds spell and can cast it once with this trait. Starting at 5th level, you also learn the gentle repose spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Dust

Dust understand that all things are finite and must eventually come to dust, but the gravity of this knowledge humbles them in their duty to chronicle the histories of this world. Some choose to preserve history, while others aim to seek it out. Adventuring to seek out histories to record or artifacts to preserve, they roam the planes to make sure someone remembers how the multiverse's many civilizations lived.

Ability Score Increase. Your Dexterity score increases by 1

The Dust Remembers. When you make an Intelligence (History) or Intelligence (Religion) check, you can make the check with Advantage. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Dust To Dust. You know the toll the dead cantrip and can cast it dealing your choice of necrotic or force damage. Starting at 3rd level, you learn the bane spell and can cast it once with this trait. Starting at 5th level, you also learn the dust devil spell and can cast it once with this trait, dealing force damage instead of bludgeoning damage. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Vacuum

Known to be cold and emotionless, Vacuum Genasi are alien, even by elemental standards. They are tall and rail thin, with dark, lusterless skin and dark eyes. Often born to completely black eyes or an unnatural coldness that seems to emanate from their bodies, they have many difficulties connecting to others, sometimes even lacking base Human emotions such as empathy or passion.

Ability Score Increase. Your Intelligence score increases by 1.

Spawn of the Void. You cannot breathe, though may pretend to simulate such effects while conscious. Additionally, you can see in dim light within 90 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.

Touched By The Void. You know the mind sliver cantrip and can cast it dealing your choice of necrotic or psychic damage. Starting at 3rd level, you learn the dissonant whispers spell and can cast it once with this trait. Starting at 5th level, you also learn the silence spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Gith

The story of the Gith is rooted in a cruel twist of cosmic fate. Inspired by the great Gith, for whom the race is named, they rose up against the mind flayers that held them in servitude. After they won their freedom, however, two factions 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.

Githyanki

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.

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 a leather produced from the cured remains of an elder brain. A grand, obsidian statue of Gith stands over 100 feet tall beside the palace.


Githzerai

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 an impervious stronghold for themselves on the plane of Limbo.

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.

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.

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.

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

As a Gith, you have the following racial traits:

Ability Score Increase. Your Intelligence score increases by 2.

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.

Psychic Resistance. You have resistance to psychic damage.

Astral Ancestry. Your people have waged war throughout the boundless Astral Plane for generations, meaning your creature type is both Humanoid and Abberation. Additionally, you know the mage hand cantrip, and when you manifest it you don't need to provide the verbal or somatic components. Your mage hand is invisible, and can lift a number of pounds equal to 10 times your Intelligence modifier (minimum of 10).

Draconic 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.


Astral Trance. You don't need to sleep, magic can't put you to sleep, and you can finish a long rest in 4 hours, rather than the normal 8, as long as you spend those hours in a trancelike meditation, during which you remain conscious. Whenever you finish a long rest and awaken from this trance, you may select one skill with which you are proficient and move that proficiency to another skill with which you are not proficient.

Languages. You can speak, read, and write Common and Gith.

Subrace. There are two kinds of Gith: Githyanki and Githzerai.

Githyanki

Born of rebellion and tempered in endless war, the Githyanki are conquerors of the Astral Sea and heirs to a hatred older than memory. They dwell in drifting citadels suspended in the timeless silver void, where steel does not rust and warriors do not age. To the Githyanki, existence is a crusade against their ancient mind flayer oppressors, against weakness itself, and against complacency.

Ability Score Increase. Your Strength score increases by 1.

Decadent Mastery. You can speak, read, and write one additional language of your choice and you have proficiency in one tool set and one gaming set your choice.

Training of the Astral Sea. You have proficiency with shortswords, longswords, and greatswords. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Githyanki Psionics. You know the mind sliver cantrip. Starting at 3rd level, you learn the shield spell and can cast it once with this trait. Starting at 5th level, you also learn the detect thoughts spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Githzerai

Where their cousins chose a path of conquest, the Githzerai chose one of discipline. They dwell in the churning chaos of the plane of Limbo, carving out some small sense of stability from the endless madness the plane has to offer. To their people, reality itself is something to be shaped, endured, and mastered by their hands alone.

Ability Score Increase. Your Wisdom score increases by 2.

Unyielding Mind. Your psionics find strength in numbers. You have Advantage on saving throws against being charmed or frightened when within 30 feet of an ally.

Githzerai Psionics. You know the encode thought cantrip. Starting at 3rd level, you learn the jump spell and can cast it once with this trait. Starting at 5th level, you also learn the misty step spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


Hexbloods

Where wishing so often fails, ancient magic can offer the heart’s deepest desires—at least, for a time. Those poor souls who enter into bargains with a hag can gain their deepest wishes, but eventually find themselves, or more often their spawn, changed in the process.

Hexbloods are individuals infused with the eldritch magics, fey experiments, or mysterious witchcraft practiced by the hags of the Feywilde. These changes are evidence of a hag’s influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, Hexbloods manifest hag-like traits, such as darkvision, and a variety of magical methods to beguile the senses and avoid the same.

Heir of Hags

One way hags create more of their kind is through the creation of Hexbloods. Every Hexblood exhibits features suggestive of the hag whose magic inspires their powers.

One of the many possible signs that one may indeed be spawned of hag magic is the seeming adornment of an unusual crown, often called a eldercross or witch’s turn. This living, garland-like part of a Hexblood’s body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and Hexblood, a debt owed, or a change to come.


Hexblood Origins

A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on or choose an option from the Hexblood Origins table to determine how your character gained their lineage.

d8
Origin
1 Seeking a child, your parent made a bargain with a hag. You are the result of that arrangement.
2 Fey kidnappers swapped you and your parents’ child.
3 A coven of hags lost one of its members. You were created to replace the lost hag.
4 You were cursed as a child. A deal with the spirits of the forest transformed you into a Hexblood, now free of the curse.
5 You began life as a fey creature, but an accident changed you and forced you from your home.
6 A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit.
7 You were a stillborn child whose remains were taken to host the soul of a creature fleeing the fey.
8 You ate something offered by a strange fey creature. When you awoke the next morning, you were no longer entirely human.

Hexblood Traits

As a Hexblood, you have the following racial traits:

Ability Score Increases. Your Wisdom score increases by 2.

Age. Hexbloods mature at roughly the same rate as their mortal parentage and do not die of old age. Despite this seeming immortality, they do not cease to age, instead growing older beyond mortal means in their elder years.

Size. Your size is Small or Medium, whichever matches that of your Mortal Ancestry.

Speed. Your base walking speed is 30 feet.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Fey Bargain. Born to the bargain of a hag's eternal pact with your mortal parentage, your creature type is both Fey and Humanoid. In being bound to the magics of a hag, you are also bound to the supernatural taboos that often restrict their actions. These taboos are unique to each Hexblood, so the specific taboo that you must abide by is determined by the subrace you choose upon selecting this race. Whenever you willingly violate this taboo, you suffer its listed effects.

Mortal Ancestry. Though you were born to mortal parents, the bargain that defines your fate has left you with little connection to those ancestral ties. Select a Common Race from those listed in the sections above to be your Mortal Ancestry. You gain one racial trait of your choice from your chosen Mortal Ancestry’s race, or subrace, if applicable. This trait must not have any level prerequisites or references to features that you would otherwise not have, and, if it would grant you any skill proficiencies or bonuses to your ability scores, you do not gain them.

Token of the Fey. As an Action, you can imbue an item with magic and gift it to a willing creature. Until the end of your next long rest, you can use this trait to take the Help Action as a Bonus Action to aid whoever bears this token. Starting at 3rd level, choose one of the hexes below each time you take the Help Action with this trait:

  • Crippling Hex. Until the start of your next turn, you decrease the Token Bearer's walking speed and increase your own walking speed by 10 feet.
  • Consumptive Hex. You deal 1d6 damage to the Token Bearer and grant yourself a number of Temporary Hit Points equal to twice the number rolled. This damage may not be reduced in any way.
  • Taunting Hex. Until the start of your next turn, the first time the Token Bearer is attacked, the attack has Advantage, and the first time you are attacked, the attack has Disadvantage.

Once you create a token using this feature, you can't do so again until you finish a long rest. Additionally, you can take the Help Action with this trait a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common, Sylvan, and one additional language of your choice.

Subraces. As strange and varied as the hags of old that spawned countless stories over the ages, Hexbloods are mostly found within one of the following six subraces: Annis Hexbloods, Bheur Hexbloods, Dusk Hexbloods, Green Hexbloods, Night Hexbloods, and Sea Hexbloods.


Hexblood Taboos

This take on the Hexblood plays with something that is largely not found in D&D5e: RP constricting features with negative consequences, in the form of the taboos listed in the sections below.

These taboos are an attempt to integrate the strange ways of a hag into their mortal spawn, but, in general, is very much at odds with the general design ethos of 5th Edition Dungeons & Dragons. That said, they are meant to be restrictive in a fun and interesting way, rather than being an active thorn in your players' sides, so please consider implementing the following rules and guidelines:

Alternate Taboos. If the taboo listed beneath a given subrace feels wrong or clashes with your character concept, consider swapping it for one of the taboos listed under one of the other subraces or working with your DM to design your own.

Commital Consequences. When your players meaningfully uphold their taboos in a way that actively complicates their own situation, consider granting them Inspiration or another minor benefit.


Annis Hexblood

Annis Hexbloods carry the brutish strength and predatory cunning of the annis hags from which their lineage descends. Their bodies tend to be large and imposing, with rough skin, elongated limbs, and features reminiscent of a monstrous crone. Many develop an instinctive talent for intimidation and hunting, preferring to confront their enemies directly rather than rely upon elaborate trickery.

Ability Score Increase. Your Strength score increases by 1.

Imposing Presence. You have Advantage on saving throws made to avoid or end the frightened condition on yourself, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Token of Iron. Whenever you imbue an item with magic using your Token of the Fey trait, you may choose to do so with a nonmagical weapon of your choice. While imbued in this way, the weapon counts as magical for the purpose of overcoming Resistance and Immunity to nonmagical attacks and damage. Additionally, the wielder gains a +1 bonus to all damage rolls made with this weapon.

Taboo of Reprisal. You cannot deny a creature that has challenged you to a duel or competition, or allow a creature that has slighted or insulted you to go about unpunished. For as long as you violate this taboo,, you suffer a -2 penalty to all attack rolls and opposed ability checks against any creatures other than the offending target.

Legacy of the Annis. You know the primal savagery cantrip. Starting at 3rd level, you learn the jump spell and can cast it once with this trait. Starting at 5th level, you also learn the enlarge/reduce spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Bheur Hexblood

Bheur Hexbloods have a blue hue to their skin that stands out against the pale whites and silvers of their hair. They are commonly solitary and pragmatic, possessing a patience born from surviving harsh environments and a connection to the merciless forces of winter.

Ability Score Increase. Your Constitution score increases by 1.

Token of Despair. You have resistance to cold damage. Additionally, whenever you imbue an item with magic using your Token of the Fey trait, you may choose to do so with an item you once took from someone who deeply cared for it. While imbued in this way, the creature that keeps this item on their person gains resistance to cold damage.

Taboo of Fellowship. You cannot consume cooked meats, use utensils to eat, or spend a long rest sleeping in a bed or within the warmth of a fire. Upon violating this taboo, your Hit Point Maximum decreases by a number equal to twice your Proficiency Bonus until the end of your next long rest.

Legacy of the Bheur. You know the ray of frost cantrip. Starting at 3rd level, you learn the ice knife spell and can cast it once with this trait. Starting at 5th level, you also learn the hold person spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Dusk Hexblood

Dusk Hexbloods embody the uncertain hour between day and night, when familiar things become strange and the boundaries between worlds grow thin. Their features often possess muted or shifting colors, and their eyes resemble fading sunsets or the first stars of evening. They are attuned to moments of transition an drawn toward crossroads, twilight places, and the Feywild's stranger borders.

Ability Score Increase. Your Intelligence score increases by 1.

Fey Sight. You were born with the eyes of the fey. You have Advantage on saving throws you make to avoid or end the charmed condition on yourself.

Token of Forewarning. Whenever you imbue an item with magic using your Token of the Fey trait, you may choose to do so with an item of fated forewarning, such as a tarot card or some other divinatory power. When doing so, roll a d20 and record the roll. Once before the end of your next long rest, whenever the creature that keeps this item on their person rolls that number on a d20, they may choose to treat the roll as a Natural 20. If the recorded roll is a Natural 20, they may instead choose to replace a single roll of their choice with the Natural 20 recorded.


Taboo of Dreams. You cannot willingly harm or awaken an unconscious or sleeping creature. Upon violating this taboo, you suffer a -2 penalty to all Wisdom saving throws and Wisdom (Perception) checks until the end of your next Long Rest.

Legacy of Dusk. You know the guidance cantrip. Starting at 3rd level, you learn the sleep spell and can cast it once with this trait. Starting at 5th level, you also learn the silence spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Green Hexblood

Green Hexbloods possess the cunning and enchanting nature associated with green hags. Their appearances vary wildly, but most bear some subtle sign of their fey heritage: moss-like hair, bark-textured skin, unnaturally vivid eyes, or long, crooked fingers. They are masters of deception and manipulation, often preferring to outwit an enemy rather than defeat them through force.

Ability Score Increase. Your Charisma score increases by 1.

Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your Charisma modifier + your Proficiency Bonus.

Token of Trickery. Whenever you imbue an item with magic using your Token of the Fey trait, you may choose to do so with a wearable accessory, such as a bow, cloak, or mask. While imbued in this way, the creature that wears this item has Advantage on all Charisma (Deception) and Charisma (Performance) checks to hide the truth.

Taboo of Hospitality. You cannot refuse an offer of food, drink, or shelter that is freely given to you, nor can you harm a creature who has hosted you within the last 24 hours. Upon violating this taboo, you suffer a -2 penalty to all attack rolls and Charisma checks made to attack or influence the creature that offered you this hospitality.

Legacy of the Green. You know the minor illusion cantrip. Starting at 3rd level, you learn the disguise self spell and can cast it once with this trait. Starting at 5th level, you also learn the invisibility spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Night Hexblood

Night Hexbloods are touched by the deepest darkness of the Feywild, carrying within them an affinity for shadows, silence, and dreams. Their skin and hair tend toward dark or muted tones, while their eyes may gleam unnaturally in darkness. Many possess an uncanny ability to remain unnoticed, and some claim that Night Hexbloods dream of places they have never visited.

Ability Score Increase. Your Intelligence score increases by 1.


Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Token of Tragedy. Whenever you imbue an item with magic using your Token of the Fey trait, you may choose to do so with an item taken from someone who once met a tragic end. While imbued in this way, the creature that keeps this item on their person has Advantage on all Charisma (Intimidation) checks and Death Saving Throws.

Taboo of Revocation. Whenever you enter an agreement, bargain, or deal, you cannot willingly break its terms. Upon violating this taboo, you suffer a -2 penalty to all attack rolls and opposed ability checks against the creature(s) with which you made this deal, until the end of your next long rest.

Legacy of the Night. You know the chill touch cantrip. Starting at 3rd level, you learn the darkness spell and can cast it once with this trait. Starting at 5th level, you also learn the phantasmal force spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Sea Hexblood

Sea Hexbloods carry the wild and unpredictable nature of the ocean within them. Their smooth skin is cool to the touch and ever-so damp, no matter how far they stray from the water's edge. They are at home along coasts and waterways and often possess an instinctive understanding of currents, storms, and the creatures that dwell beneath the waves.

Ability Score Increase. Your Dexterity score increases by 1.

Token of the Sea. You have a swimming speed equal to your walking speed and you can breathe both air and water. Whenever you imbue an item with magic using your Token of the Fey trait, you may choose to do so with a small item taken from the sea, such as a shard of seaglass, a seashell, or a pearl. While imbued in this way, whosoever keeps this item on their person can breathe both air and water as well.

Taboo of Disguise. You cannot attempt to veil or disguise your hideous features, whether through arcane illusion or physical disguise. For as long as you violate this taboo, you lose your Unsettling Visage trait and have Disadvantage on Charisma checks and saving throws.

Unsettling Visage. You are a truly hideous thing and have Disadvantage on all Charisma (Persuasion) checks. While your hideous features are unveiled, whenever a creature you can see makes an attack roll against you, you can use your Reaction to impose Disadvantage on the roll. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Legacy of the Sea. You know the shape water cantrip. Starting at 3rd level, you learn the create or destroy water spell and can cast it once with this trait. Starting at 5th level, you also learn the misty step spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Plasmoids

Plasmoids are amorphous beings with no typical shape. In the presence of people, they often adopt a similarly humanoid form, but due to their naturally gelatinous forms, there is little chance of mistaking a plasmoid for anything else.

Amorphous Life

Plasmoids consume food by osmosis, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools.

Plasmoids don’t have internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves called ganglia. These nerves enable them to detect light, heat, texture, sound, pain, and vibrations.

Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict to produce sound. When plasmoids sleep, they lose their rigidity and spread out and are sometimes mistaken for a strange feature of the environment.

Plasmoid Traits

As a Plasmoid, you have the following racial traits:

Ability Score Increases. Your Dexterity score increases by 2 and your Constitution score increases by 1.

Age. Plasmoids physically mature rapidly, but their mental development varies wildly from one to the next. The longest living plasmoid is said to have been over 100 years old though the suggested average lifespan is close to 80 years.

Size. Due to their shapeless nature, a Plasmoid's size is determined by their overall mass rather than any arbitrary height . Your size is Small or Medium. You choose the size when you gain this race.


Speed. Your base walking speed is 30 feet.

Darkvision. 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.

Plasmoid Resilience. You have resistance to poison damage, Advantage on saving throws you make to avoid or end the Poisoned condition, and immunity to disease.

Slippery Skin. You have Advantage on ability checks you make to initiate or escape a grapple and, when you are knocked prone, you can stand up by expending 5 feet of movement, rather than half your walking speed.

Amorphous Build. You have a squishy, amorphous body, meaning your creature type is both Ooze and Humanoid. You can hold your breath for up to an hour at a time and you can eat most nonmagical items or materials by dissolving them within your naturally acidic form. Additionally, you can squeeze through a space as narrow as 1 inch wide, provided you are not wearing or carrying anything.

Shape Self. You can reshape your body into and out of its amorphous form at will. While in the shape of a Humanoid, you can wear clothing and armor made for a creature of your size, and appear at least superficially anatomically correct, despite your clearly translucent nature. Additionally, as a Bonus Action, you can extend or retract a pseudopod that is up to 6 inches wide and 10 feet long from your body. These pseudopods can be used to perform simple tasks, such as holding an item or picking something off the floor, but are unable to perform complex tasks, such as picking a lock or wielding a weapon. A pseudopod contains no sensory organs and can't attack, activate magic items, or lift more than five times your Strength score.

Languages. You can speak, read, and write Common and one additional language of your choice.

Reborn

Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.

Faded Memories

Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.

Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost Memories table to inspire its details.

Lost Memories
d6
Memory
1 You recall a physically painful moment. What mark or scar on your body does it relate to?
2 A memory brings tears to your eyes. Is it a bitter or cheerful memory? Does recalling it make you feel the same way?
3 You recall a childhood memory. What about that event or who you were still influences you?
4 A memory brings with it the voice of someone once close to you. How do they advise you?
5 You recall enjoying something that you can’t stand doing now. What is it? Why don’t you like it now?
6 A memory carries a vivid smell or sensation. What are you going to do to recreate that experience?


Reborn Origins

Reborn might originate from circumstances similar to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.

Reborn Origins
d8
Origins
1 You were magically resurrected but something went wrong.
2 Stitches bind your body’s mismatched pieces, and your memories come from multiple different lives.
3 After clawing free from your grave, you realized you have no memories except for a single name.
4 You were a necromancer’s undead servant for years. One day, your consciousness returned.
5 You recall enjoying something that you can’t stand doing now. What is it? Why don’t you like it now?
6 You awoke in an abandoned laboratory alongside complex designs for clockwork organs.
7 Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8 In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you.

Reborn Hungers

Every Reborn knows a deep hunger slaked only by the flesh of the living. Those who overindulge in such primal needs risk losing control, while those who resist might find ways of controlling their urges and suppressing them through constant, molar-grinding restraint. Roll on or choose one or more options from the table below to determine what tempts your character.

Reborn Hungers
d6 I hunger for... I must feed...
1 Mortal blood Once per week
2 Flesh or raw meat Once per meal
3 Cerebral spinal fluid Once every two weeks
4 Psychic energy Once per night
5 Dreams Once per night
6 Life energy Once per week

Reborn Traits

As a Reborn, you have the following racial traits:

Ability Score Increases. Your Constitution score increases by 2.

Age. Reborn do not age and, as such, apart from the erosion of their corporeal beings at the behest of time itself, cannot die of old age.

Size. Reborn are retain the same size and framing of their mortal parentage. Your size is Small or Medium, whichever matches that of your Mortal Ancestry.

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.

Undead Endurance. Whenever you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a long rest.

Deathless Nature. You have escaped the effects of death itself, meaning your creature type is considered both Undead and Humanoid, granting you the following benefits:

  • You have Advantage on death saving throws.
  • You don’t need to eat, drink, or breathe and you don't age.
  • You have resistance to poison damage, Advantage on saving throws you make to avoid or end the Poisoned condition, and immunity to the effects of all diseases, though you are still able to carry them.

Due to your deathless nature, any healing spells and effects that normally would not affect the Undead now heal you for half the normal amount instead.

Accursed Hunger. You have a need for one or more of the Reborn Hungers listed above. You must satiate this hunger as often as listed. If you fail to do so, you suffer 1 level of exhaustion at the end of the listed time frame. You can immediately recover from this exhaustion by sating this need.

Profane Soul. Your undead form is sustained by the remnants of your soul, which recoils at the touch of true radiance. You have Disadvantage on saving throws against all effects that deal radiant damage and attacks that would deal radiant damage on a hit have Advantage against you.

Six Feet Under. You don’t need to sleep, and magic can’t put you to sleep. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you are completely indiscernible from a corpse, unless divined by magical means, but it doesn't render you unconscious, and you can see and hear as normal.

Mortal Ancestry. Select a Common Race from those listed in the sections above to be your Mortal Ancestry. You gain one racial trait of your choice from your chosen Mortal Ancestry’s race, or subrace, if applicable. This trait must not have any level prerequisites or references to features that you would otherwise not have, and, if it would grant you any skill proficiencies or bonuses to your ability scores, you do not gain them.

Languages. You can speak, read, and write Common and one additional language of your choice.

Subraces. The undead can be created in any number of ways, the most common of which has created the following Reborn subraces: Draugr, Ghouls, Golems, Skeletons, Specters, and Wights.


Draugr

Having been reconstructed from disparate remains and bound together through some strange mix of necromantic and alchemical means, Stitched Reborn are considered the perfect creations of those mad enough to create them. Their bodies have been disfigured in their rebirth, taking the form of obvious stitches, crude sutures, and mismatched limbs, sometimes belonging to entirely different creatures.

Ability Score Increases. Your Wisdom score increases by 1.

Grave Combatant. You have proficiency with battleaxes, longswords, and longbows. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Food For Thought. You gain the ability to draw from the memories of creatures that you have consumed. One of your Accursed Hungers must be the brains of a dead creature, and whenever you satisfy this need, you may choose to make a Constitution (Insight) check (DC 8 + the consumed creature's CR). On a success, you experience a flash of memories from the creature's life, as if you had cast the detect thoughts spell upon them in the moments before their demise. Once you use this trait, you can't do so again until you finish a long rest.

Unsettling Presence. As a Bonus Action, you can take on a horrifying visage befitting of your undead nature. Each hostile creature that can see or hear you within 10 feet must succeed on a Wisdom Saving Throw (DC 8 + your Constitution or Charisma modifier + your Proficiency Bonus), or become frightened of you until the end of your next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Ghouls

Having been reconstructed from disparate remains and bound together through some strange mix of necromantic and alchemical means, Stitched Reborn are considered the perfect creations of those mad enough to create them. Their bodies have been disfigured in their rebirth, taking the form of obvious stitches, crude sutures, and mismatched limbs, sometimes belonging to entirely different creatures.

Ability Score Increases. Your Strength score increases by 1.

Imposing Presence. You have Advantage on saving throws made to avoid or end the frightened condition on yourself, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + your Dexterity modifier. You can use your Natural Armor 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 powerful maw acts as a Natural Weapon, which you can use to make Unarmed Strikes. When you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


Hungry Jaws. When you take the Attack 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 equal to your Proficiency Bonus. If this attack drops the target to 0 Hit Points, the number of Temporary Hit Points gained is doubled. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Golems

Having been reconstructed from disparate remains and bound together through some strange mix of necromantic and alchemical means, Reborn Golems are considered the perfect creations of those mad enough to create them. Their bodies have been disfigured in their rebirth, taking the form of obvious stitches, crude sutures, and

Ability Score Increases. Your Strength score increases by 1.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Detatchable Limbs. As an Action, you can detach one or more of your hands, arms, feet, or legs. A detached limb uses the stats of a Crawling Claw, remains under your control, and can move independently of you, provided you remain within 120 feet of it. If it is physically capable, a detached limb can perform simple tasks, such as holding an item or picking something off the floor, but is unable to perform any complex tasks such as picking a lock or wielding a weapon. A detached limb has a reach of 5 feet and can lift a number of pounds equal to half your Strength score.

Lightning Absorption. You have resistance to lightning damage. Additionally, whenever you take lightning damage, you may use your Reaction to consume a portion of that energy. The first time before the end of your next turn that you hit with a weapon or spell attack, you may choose to deal 1d6 additional lighting damage. If you reach the end of your next turn without expelling this energy, you instead gain Temporary Hit Points equal to half the additional damage (Rounded down) that you would have dealt on a hit. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Skeletons

Having been reconstructed from disparate remains and bound together through some strange mix of necromantic and alchemical means, Reborn Golems are considered the perfect creations of those mad enough to create them. Their bodies have been disfigured in their rebirth, taking the form of obvious stitches, crude sutures,

Ability Score Increases. Your Intelligence score increases by 1.

Chilling Touch. You know the chill touch cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Telepathy. You can telepathically communicate with any creature you can see within 60 feet of you. You do not need to share a language, but you can only communicate in this way with one creature at a time and the target must speak at least one language to respond.


Bag of Bones. Whenever you use your Undead Endurance trait, you may choose to reduce yourself to a pile of bones. Until you are reassembled, you have Advantage on Dexterity Saving Throws and are under the effects of the feign death spell. While reduced in this way, you are prone, your speed is 0 and can't increase, you have Disadvantage on Strength Saving Throws, and the only Action you can take is a Bonus Action to put yourself back together.

Skeletal Reassembly. As a Bonus Action, you can remove one or more bones from your body or return your body to its original configuration. When doing so, you may choose to reconfigure your body in any of the following ways:

  • Improvised Armament. You remove your choice of one arm or two ribs to wield as weapons. While used as a weapon, you are proficient with your chosen armament. Your arm uses the stats of a greatclub, but lacks the Two-Handed property, whereas your ribs use the stats of a pair of daggers.
  • Severed Sight. You remove your head from your body. While beheaded in this way, you can see, hear, and speak through all of your senses as normal, but your body is considered both blinded and deafened.
  • Skeleton Key. You remove one or more fingers to create a set of thieves' tools. While held in this way, you are proficient with thieves' tools, if you weren't already.

Your body, as well as any bones removed in this way, will lose all animation if they are more than 30 feet from your skull, and must be reattached before being reanimated.

Specters

Having been reconstructed from disparate remains and bound together through some strange mix of necromantic and alchemical means, Reborn Golems are considered the perfect creations of those mad enough to create them. Their bodies have been disfigured in their rebirth, taking the form of obvious stitches, crude sutures,

Ability Score Increases. Your Charisma score increases by 2.

Forgotten Knowledge. You gain proficiency in one skill of your choice and can temporarily peer into the past to aid you in the present. When you fail an ability check, you can roll 1d6 and add the number rolled to the d20, potentially turning the failure into a success. You can do this a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.


Ethereal Step. As a Bonus Action, you can take full control of the body you possess, allowing you to step into the ethereal plane until the end of your current turn. While possessed in this way, you gain a flying speed of 30 feet and can move through other creatures and objects as if they were difficult terrain. If you end your turn inside another object or creature, you are immediately shunted to the nearest unoccupied space, taking 1d6 force damage for every 5 feet you were forced to travel.

Wights

Having been reconstructed from disparate remains and bound together through some strange mix of necromantic and alchemical means, Reborn Golems are considered the perfect creations of those mad enough to create them. Their bodies have been disfigured in their rebirth, taking the form of obvious stitches, crude sutures, and mismatched limbs, sometimes belonging to entirely different creatures. and mismatched limbs, sometimes belonging to entirely

Ability Score Increases. Your Charisma score increases by 1.

Death Knell. You know the toll the bell cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Speech of the Damned. You have the supernatural ability to communicate with other Undead. They can understand the meaning of your words, but if they do not already have the capacity for speech, you have no special ability to understand them. You have Advantage on all Wisdom and Charisma checks you make to influence undead with an Intelligence score of 6 or lower.

Collector of Souls. Upon reducing a hostile creature to 0 hit points, you may use your Reaction to gain a number of Temporary Hit Points equal to your Proficiency Bonus. If the targeted creature is undead, the number of Temporary Hit Points gained is doubled. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Enervating Touch. As an Action, you can force a creature within 5 feet of you to make a Charisma Saving Throw (DC 8 + your Constitution modifier + your Proficiency Bonus). On a failure, roll a number of d4s equal to twice your Proficiency Bonus. The target takes necrotic damage equal to the total rolled and you regain a number of Hit Points equal to the damage dealt. Once you use this trait, you can't use it again until you finish long rest.

Satyrs

Many tales speak of fey which use their charm to befriend or trick unwary travelers. Most such stories have sprung forth from satyrs, whether they star in it or spun it together themselves. Even other fey will quiet down to listen to the voice of a goatman.

Satyrs, or fauns as they are commonly known, are fey creatures that delight in singing, dancing, feasting, and debauchery.

Carefree Beastmen

Satyrs have Elven ears, a furry lower body, and cloven hooves like goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns. These fey-ancestry humanoids are light-hearted and prone to taking it easy but have an inborn restlessness. Combine this with their insatiable curiosity and with the ease in which they deal with other humanoid creatures, and it is easy to see why many fauns are seen as mischievous.

Unlike most fey, satyrs are drawn to civilization, thriving in the social aspects of life. Satyrs can come to love any work that has social aspects, but won't stay for long unless the job varies heavily from day to day. Most satyrs find themselves as troubadours, adventurers, messengers, or as traveling merchants.

Embracing Life

Most satyrs believe that the other races are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that life is to be lived and experienced with all the senses.


Hedonistic Revelers

Satyrs crave the strongest drink, the most fragrant spices, and the most dizzying dances. A satyr feels starved when it can't indulge itself, and it goes to great lengths to sate its desires.

It might kidnap a fine minstrel to hear lovely songs, sneak through a well-defended garden to gaze upon a beautiful lad or lass, or infiltrate a palace to taste the finest food in the land.

Satyrs allow no festivity to pass them by. They partake in any holiday they've heard of. Civilizations of the world have enough festivals and holy days among them to justify nonstop celebration.

Inebriated on drink and pleasure, satyrs give no thought to the consequences of the hedonism they incite in others. They leave such creatures mystified at their own behavior. Such revelers might have to scrounge for excuses to explain their disordered state to parents, employers, family, or friends.

Wandering Troubadours

Every new experience fills a satyr with a sense of wonder, and most satyrs travel to sate this curiosity, sometimes staying at a place for a decade or two, before moving on. Their social capabilities make it easy for them to find a place to fit into, even with such a heavy reputation.

In the wild, they make their homes at the bases of trees or in burrows and can be found everywhere; from steep mountain ranges to deep forests to wide-open plains. They love creature comforts, so they keep well-stocked larders and stores of wine and mead. Travelers who come upon satyr homes often find them empty because the owner is out exploring or at a woodland revel.

Lovers of Story and Song

A satyr would say that it loves beauty above all things. Most memorizes hundreds of stories and songs, and many invents hundreds more. Anything can be inspiration to a satyr, from the morning mist to a blossoming flower to—especially—an attractive maiden.

Playing an instrument comes naturally to satyrs as something that they learn even before they can speak. The melodies that satyrs produce haunt forest glades throughout the Feywild, and their tunes are inherently magical.

The Art of Revel

Humans think of satyrs' revels as raucous bacchanals, where anything and everything might happen. This take isn't wrong, but incomplete, as there's more to revelry than debauchery.

For satyrs, revelry is a way of life. It's the delight in small things: the song of a bird, a warm breeze, the smell of a tasty pie, relaxing by a river in the sunshine.

The Art of Revel

Life freely offers these gifts, and for a satyr, they are more valuable than gold or glory. To revel means to forget the constraints of time, to let go of the future and past, and to be wholly in the present moment.

For satyrs, encountering life with all the senses honors the gods, and-most importantly- it feels really good. Driven by instinct and intuition, most satyrs prove unpredictable, following their sense of wonder wherever it leads.

Satyr Names

A satyr's name is as playful and mischievous as they are, and each one is given when a satyr's personality shines through. Most satyrs also give each other nicknames.


Female Names: Aliki, Avra, Chara, Dafni, Eirini, Elpida,

Irini, Kaiti, Lia, Niki, Tasia, Xeni, Yanna, Zoi
Male Names: Alekos, Dimi, Filippos, Ilias, Kyriakos,

Neofytos, Omiros, Pantelis, Spyro, Takis, Zenon
Nicknames: Bounder, Bristlechin, Clip-Clop, Dappleback,

Hopper, Nobblehorn, Orangebeard, Quickfoot,

Scruffiebutt, Sunbeam, Skiphoof, Twinkle-Eyes

Satyr Traits

As a Satyr, you have the following racial traits:

Ability Score Increases. Your Charisma score increases by 2 and your Dexterity score increases by 1.

Age. Satyrs mature and age at about the same rate as Humans.

Size. Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Reveler. As the embodiment of revelry itself, you have proficiency in the Performance skill, one musical instrument, and one gaming set of your choice.

Fey Cunning. You have an ancestral connection to the world known as Faerie, meaning your creature type is both Fey and Humanoid. You have Advantage on Intelligence, Wisdom, and Charisma Saving Throws against magic.

Sure-footed. Your wide stance makes you particularly hard to knock over. When a creature attempts to knock you prone or move you against your will, you have Advantage on the ability check or saving throw made to resist it.

Mirthful Leaps. Whenever you make a long jump or a high jump, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual. Additionally, whenever you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus.

Ram. Your curved horns are Natural Weapons, which you can use to make Unarmed Strikes. When you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier. Once per turn, if you move at least 10 feet before attempting to shove a creature no more than one size larger than you, you may use your horns to give you Advantage on the Strength (Athletics) check to do so.

Languages. You can speak, read, and write Common, Sylvan, and one additional language of your choice.

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.

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 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.

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.

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.

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

Half Shadar-Kai

If you would like to play as a Half-Elven Shadar-Kai, you may use the base Half-Elf traits, alongside the following traits: Necrotic Resistance, Blessings of the Damned, and Sunlight Sensitivity.

Shadar-kai Traits

As a Shadar-Kai, you have the following racial traits:

Ability Score Increases. 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.

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.

Necrotic Resistance. You have resistance to necrotic damage.

Fey Ancestry. You have an ancestral connection to the world known as Faerie, meaning your creature type is both Fey and Humanoid. You have Advantage on saving throws you make to avoid or end the charmed condition on yourself.

Superior Darkvision. Accustomed to the black skies and eternal dark of the Shadowfell, you have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Blessings of the Damned. As a Bonus Action, you can magically teleport up to 30 feet to an unoccupied space you can see. Starting at 3rd level, when using this trait, you also gain resistance to all damage until the start of your next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Trance. You don't need to sleep, magic can't put you to sleep, and you can finish a long rest in 4 hours, rather than the normal 8, as long as you spend those hours in a trancelike meditation, during which you remain conscious. Whenever you finish a long rest and awaken from this trance, you may select one skill with which you are proficient and move that proficiency to another skill with which you are not proficient.

Collector of Souls. You have proficiency in the Intimidation skill. Additionally, upon reducing a hostile creature to 0 Hit Points, you may use your Reaction to gain a number of Temporary Hit Points equal to your Proficiency Bonus. If the targeted creature is undead, the number of Temporary Hit Points gained is doubled. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Sunlight Sensitivity. Your affinity for the dark has left you vulnerable to the burning light of the sun when traveling the surface. You have a -2 penalty to all attack rolls, Save DCs, and Wisdom (Perception) checks that rely on sight when you, the target of your attacks, spells, or abilities, or whatever you are trying to perceive are in direct sunlight. Additionally, you can spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 1 hour), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 8 + Number of hours in the sun) or take a level of exhaustion.

Languages. You can speak, read, and write Common, Elven, and Undercommon. Often spoken in places of vile reknown, such as the Underdark or even the Shadow-Fell, Undercommon is a dark and guttural language that often seems to mock its surface counterpart.

Thri-Kreeen

Thri-Kreen are insectile creatures with two pairs of polybrachial arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings.

Wordless Wanderers

The Thri-Kreen language is one without words, instead employing subtle clicks and clacks utilizing their mandibles to portray how they feel to others of the same race. This does not mean that they cannot learn normal languages, such as common, but it does suggest that adopting such a language may be more difficult for a Thri-Kreen than most other races.

Lonesome Hunters

Thri-Kreen consider all other creatures as potential meals, delighting particularly in elven-flesh, but this is not to say that Thri-Kreen are homicidal at heart. They kill exclusively for nourishment, not sport. Additionally, while they feel emotions in similar ways to other humanoid races, Thri-Kreen are less likely to display emotional outbursts, although the psionic variants do display more emotions than their normal kin.

Thri-Kreen Names

Due to their alien native language, Thri-Kreen who intend to interact with other intelligent species adopt names given to them by allies and friends. These names may be those befitting of other races or simple words that describe the Thri-Kreen's behavior or appearance.

Thri-Kreen Traits

As a Thri-Kreen, you have the following racial traits:

Ability Score Increases. Your Dexterity score increases by 2 and your Intelligence score increases by 1.

Age. Thri-Kreen mature quickly leading to a short average lifespan of thirty years.

Size. Thri-Kreen are between 6 and 7 feet tall and weigh between 100 to 180 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.


Telepathy. You can telepathically communicate with any creature you can see within 60 feet of you. You do not need to share a language, but you can only communicate in this way with one creature at a time and the target must speak at least one language to respond.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + your Dexterity modifier. You can use your Natural Armor 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.

Bounding Leap. Whenever you make a long jump or a high jump, you can increase the number of feet you cover by a number equal to twice your Proficiency Bonus, even when making a standing jump. This extra distance costs movement as usual. Additionally, whenever you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus.

Polybrachial. You have a secondary set of arms potruding from just below your primary set. These arms have a reach of 5 feet and you can use them to lift a number of pounds equal to five times your Strength score. You can also use these arms to take one additional object interaction each round, open or close doors or containers, pick up or set down Tiny objects, or wield weapons that have the light property.

Chameleon Carapace. While you aren't wearing armor, you can use an Action to change the color of your scales to match the color and texture of your surroundings, allowing you to attempt to hide while in plain sight, as long as you are adjacent to any opaque object or solid surface of equal or greater size to yourself. While standing still and hiding in this way, you have Advantage on Dexterity (Stealth) checks made to hide in those surroundings.

Torpor. Thri-kreen are known to enter a state of decreased physiological activity to prolong their survival. You only require 1 gallon of water each week, you do not require sleep, and you do not suffer exhaustion from lack of rest. When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Languages. You can speak, read, and write Common and Thri-Kreen. Thri-Kreen involves the clacking of mandibles and waving of antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this difficult to interpret and impossible to duplicate.

Tieflings

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.

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 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.


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

Tiefling Traits

As a Tiefling, you have the following racial traits:

Ability Score Increase. Your Charisma score increases by 2.

Age. Tieflings mature at the same rate as Humans but live a few years longer.

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.

Devilish Wit. You have a deep connection to the malicious devils of the Nine Hells, meaning your creature type is both Fiend and Humanoid, and you have proficiency in two of the following skills: Deception, Insight, Intimidation, Persuasion, or Performance. Moreover, when you make an ability check using one of these two chosen skills, you can give yourself Advantage on the check before rolling the d20. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Infernal.

Subrace. Spawned of infernal magics, a Tiefling's form is deeply influenced by the layer of the Nine Hells from which their abilities originate, forming into nine subraces, each intimately intertwined with the vices of their infernal origins.

Tieflings of Avernus

These Tieflings are forever bound to the fiery hellscape of Avernus, the first of the nine layers of the Hells. Fueled by the sin of wrath, they are ferocious warriors at heart, born with an endless fixation for the thrills of open combat and the satisfaction of taking another's life.

Ability Score Increase. Your Strength score increases by 1.

Fire Resistance. You have resistance to fire damage. Additionally, you are naturally adapted to hot environments, as described in Chapter 5 of the Dungeon Master’s Guide.

Spawn of Wrath. Whenever you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can't do so again until you finish a long rest.


Legacy of Avernus. You know the fire bolt cantrip. Starting at 3rd level, you learn the hellish rebuke spell and can cast it once with this trait. Starting at 5th level, you also learn the scorching ray spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Dis

Ancestrally connected to the industrial City of Dis, for which the second layer of the Hells gets its name, these Tieflings are known to be tactile and cunning above all else. Born with an intrinsic need to take down those that might oppose them, whether in friendly sport, lifelong career, or anything in between, their every move is driven by envy and spite.

Ability Score Increase. Your Intelligence score increases by 1.

Ironworker's Resistance. You have resistance to lightning damage and proficiency in your choice of one of the following artisan’s tools: Alchemist’s Supplies, Glassblower’s Tools, Jeweler's Tools, Smith’s Tools, or Tinkerer’s Tools.

Additionally, whenever you make a Charisma check to buy, sell, or display an item made with one of your chosen artisan’s tools, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

Spawn of Envy. Whenever a creature you can see within 30 feet of you rolls a Natural 20 on an attack roll, ability check, or saving throw, you can use your Reaction to study their talent with envious resolve. Until the end of your next turn, the next attack roll, ability check, or saving throw you make can be made at Advantage. If you decide to use this trait when triggered by an ally, you become fixated upon them and, until you finish a short or long rest, you may only use this trait again when triggered by the target of your fixation.

Legacy of Dis. You know the mending cantrip. Starting at 3rd level, you learn the bane spell and can cast it once with this trait. Starting at 5th level, you also learn the crown of madness spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Minauros

Forever bound to the noxious wastes and dense jungles of the plane of Minauros, these Tieflings are defined by their greedy fixation with the material. Often finding a suitable life as scoundrels and thieves, they can, and often do, talk their way out of any situation that their sticky fingers get them in.

Ability Score Increase. Your Dexterity score increases by 1.

Poison Resistance. You have resistance to poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition.

Spawn of Greed. You have proficiency in your choice of one of the following tool sets: disguise kits, forgery kits, and thieves' tools. Additionally, you have Advantage on any ability checks you make to detect, set up, or disable traps.

Legacy of Minauros. You know the minor illusion cantrip. Starting at 3rd level, you learn the identify spell and can cast it once with this trait. Starting at 5th level, you also learn the locate object spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Phlegethos

Driven by a life of wit and whimsy, Tieflings born to the infernal influence of Phlegethos seek attention and, more importantly, adoration in every aspect of their lives. They are known to hold a mastery of enchanting magics, often able to keep those who are prone to a lust of their own under their spell for years at a time.

Ability Score Increase. Your Wisdom score increases by 1.

Thunder Resistance. You have resistance to thunder damage.

Spawn of Lust. As an Action, you may grant yourself and an ally within 15 feet of you a number of temporary hit points equal to your Proficiency Bonus. If the target would only be considered an ally due to being under the effects of the charmed condition, the number of temporary hit points you gain is doubled. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Legacy of Phlegethos. You know the friends cantrip. Starting at 3rd level, you learn the charm person spell and can cast it once with this trait. Starting at 5th level, you also learn the suggestion spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Stygia

Feeding from the cold isolation of the plane of Stygia, these Tieflings are cold, calculated, and cunning. Driven by an inner sense of dread and despair, they seek to embolden their knowledge of this world so that they may better control it and, in turn, their own placement within it.

Ability Score Increase. Your Intelligence score increases by 1.

Cold Resistance. You have resistance to cold damage.

Spawn of Despair. Whenever a creature within 30 feet of you makes an attack roll or ability check, you may use your Reaction to inflict a curse of deep despair upon them, rolling a d4 in the process and subtracting it from their roll. When doing so, this curse of despair extends to you as well.

The next time you make an attack roll, ability check, or saving throw within the next minute, you must roll a d4 and subtract the result from your own roll. Once you use this trait, you can't use it again until either you have subtracted the d4 from a roll or one minute has passed.

Legacy of Stygia. You know the encode thoughts cantrip. Starting at 3rd level, you learn the armor of agathys spell and can cast it once with this trait. Starting at 5th level, you also learn the detect thoughts spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Malbolge

Tieflings spawned of Malbolge's alluring influence are driven by deep passion and utter indulgence. Often fixating upon a given desire for weeks at a time, their interests and desires, whether they be food, pleasures, or even a deep sense of adventure, rarely last too long.

Ability Score Increase. Your Constitution score increases by 1.

Voracious Eater. You have resistance to acid damage and immunity to disease. Additionally, you are unable to squeeze into spaces that would normally only fit smaller creatures.

Spawn of Gluttony. You have an innate heartiness to you, granting you a +1 bonus to your AC. Alternatively, you may choose to forgo this bonus to your AC in order to don heavy armor without reducing your speed.

Legacy of Malbolge. You know the resistance cantrip. Starting at 3rd level, you learn the ray of sickness spell and can cast it once with this trait. Starting at 5th level, you also learn the ray of enfeeblement spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Maladomini

A rare sight as far as Tieflings go, those spawned of the rotten magics of Maladomini are perfectionists at heart. Often taking days to weeks at a time to finish a given task, this endless desire to perfect each and every detail will almost always fade into a deep and depressive bout of sloth.

Ability Score Increase. Your Wisdom score increases by 1.

Psychic Sight. You have resistance to psychic damage and you have Advantage on all ability checks made to reveal the true nature of an illusion.

Spawn of Sloth. Whenever you finish a long rest, you gain a number of Temporary Hit Points equal to your total level. Additionally, at the end of each short rest, the first time you roll a Hit Die to regain Hit Points, you may add twice your Proficiency Bonus to the roll.

Legacy of Maladomini. You know the message cantrip. Starting at 3rd level, you learn the sleep spell and can cast it once with this trait. Starting at 5th level, you also learn the hold person spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Cania

All Tieflings that hail from the infernal plane of Cania hold one thing in common. Driven by a deep sense of pride, these Tieflings believe in themselves more than anyone or anything else. For some, this intensive belief leads to a life of great success and many treasured accomplishments while for others, pride stands just a step from hubris.

Ability Score Increase. Your Strength score increases by 1.

Force Resistance. You have resistance to force damage and, when a creature attempts to knock you prone or move you against your will, you have Advantage on the ability check or saving throw made to resist it.

Spawn of Pride. While you are above half health, and a creature that you can see makes an attack roll against you, you can you can use your Reaction to impose Disadvantage on the roll. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Legacy of Cania. You know the vicious mockery cantrip. Starting at 3rd level, you learn the command spell and can cast it once with this trait. Starting at 5th level, you also learn the mind whip spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Nessus

Conceived within the deepest depths of the nine hells, Tieflings of Nessus are considered to be direct descendants of the fallen himself— Asmodeus, Lord of the Nine Hells. Gifted with infernal wings from a young age, they are the closest of their mortal kin to the status of a true devil.

Ability Score Increase. Your Constitution score increases by 1.

Infernal Resistance. You have resistance to necrotic damage.

Spawn of the Fallen. You hail from true darkness and have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Legacy of Nessus. You have bat-like wings sprouting from your shoulders giving you a flying speed of 30 feet. You can't use this flying speed if you are wearing medium or heavy armor.

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.

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.

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.


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 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.

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 to misunderstand the ways of the surface world. It's easy for them to blame baffling social practices on what they perceive as the barbarism, weakness, or cowardice of surface folk.

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. They 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

As a Triton, you have the following racial traits:

Ability Score Increase. Your Charisma score increases by 2.

Age. Tritons reach maturity around age 15 and can live up to 200 years.

Size. Tritons are slightly shorter than Humans, averaging about 5 feet tall. Your size is Medium.

Speed. Your walking speed is 25 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 discern colors in that darkness only as shades of blue and gray.

Sworn to the Seas. You have a swimming speed of 35 feet, you can breathe both air and water, and you have resistance to cold damage. Additionally, you are naturally adapted to deep waters, as described in Chapter 5 of the Dungeon Master's Guide.

Water Dependency. Due to the permeable nature of your skin, you must submerge yourself in water for at least 1 hour each day. If you fail to do so, you suffer 1 level of exhaustion at the end of the day. You can immediately recover from this exhaustion by immersing yourself in water for at least 1 hour.

Emissary of the Sea. Through a combination of sounds and gestures, you can communicate simple ideas with any Beast, Elemental, or Monstrosity with an innate swimming speed. They can understand the meaning of your words, though you have no special ability to understand them in return. You have Advantage on all Wisdom and Charisma checks you make to influence them.

Languages. You can speak, read, and write Common and Aquan.

Subrace. Akin to the seven seas and their many peoples, Tritons have eight distinct subraces that, together, represent the overwhelming force and true vastness of the ocean.

Waveriders

Waverider Triton are known to move between life on land and life in the sea as they wish, and were the first to make use of ships within their tribes. Their tanner skin allows them to almost pass as Humans, despite their gills and webbed feet. This fact allows them to live on the surface world without drawing the wandering eyes their kin most definitely would.

Ability Score Increase. Your Strength score increases by 1.

Ocean Voyager. You have proficiency with Navigator’s Tools and Water Vehicles. Additionally, while traveling by water, you have Advantage on Constitution Saving Throws made to resist exhaustion.

Strength of the Shores. Your walking speed is increased to 30 feet. Additionally, you ignore the negative effects of your Water Dependency trait, meaning don't need to submerge yourself in water each day to stave off exhaustion.

Waverider Magics. You know the gust cantrip. Starting at 3rd level, you learn the fog spell spell and can cast it once with this trait. Starting at 5th level, you also learn the gust of wind spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Lightwaters

Lightwater Triton are known to traverse the seas with the mastery of their oceanic magics. Making up a large majority of the population of the oceanic kingdoms, they are what most people think of when word of their kind reaches the surface world. Their control of the currents enable some of their kind to shape and manipulate the waters around them into waves of force and protective barriers.

Ability Score Increase. Your Wisdom score increases by 1.

Current Contol. While submerged in water, you can take the Dash Action as a Bonus Action. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Training of the Tides You can speak, read, and write two additional languages of your choice and have proficiency with spears and tridents. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Lightwater Magics. You know the shape water cantrip. Starting at 3rd level, you learn the create or destroy water spell and can cast it once with this trait. Starting at 5th level, you also learn the misty step spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Marineveils

Often finding their place amongst scoundrels and thieves, Marineveil Triton have learned of the benefits that the surface world has to offer and will do whatever is needed to partake in such wonders.

Known to stalk through the murky depths, Marineveils have always found themselves at home within the dismal display of twisted vines and dank decay of and kelped forests of the sea, Marineveils tribes will often make deals with bands of roving pirates and deadly bandits to take Advantage of the weak and vulnerable

Ability Score Increase. Your Dexterity score increases by 1.

Fleet of Fin. You have proficiency in the Stealth skill. Additionally, when traveling underwater for an extended period of time, you can move stealthily at a normal pace (See Chapter 8 of the Player's Handbook for information about travel pace).

Mask of the Sea. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Additionally, when traveling through underwater environments, you can move across nonmagical difficult terrain without expending extra movement and you may ignore half cover created by the natural environment.

Marineveil Magics. You know the mold earth cantrip. Starting at 3rd level, you learn the earth tremor spell spell and can cast it once with this trait. Starting at 5th level, you also learn the locate animals or plants spell and can cast it once with this trait. When used in search of an aquatic target, the spell's range is doubled. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Coralhearts

Coralhearts are guardians of these important foundations that uphold the natural order of their subaquatic societies. Living amongst the coral of these beautiful reefs, these Triton have learned to grow it's prismatic exterior onto their own forms, allowing them to act as a localized, mobile ecosystem and becoming a living, breathing homestead and natural guardian for any number of smaller aquatic creatures.

Ability Score Increase. Your Constitution score increases by 1.

Poison Resistance. You have resistance to poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition.


Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Natural Armour. You have tough, plated 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.

Anemonic Defense. You have a series of anemonic structures across your body. Whenever you start your turn grappling a creature, or being grappled by one, you can use a Bonus Action to to release a powerful toxin, forcing the target to make a Constitution Saving Throw (DC 8 + your Constitution Modifier + your Proficiency Bonus), or become poisoned until the end of its next turn. If both you and the target are fully submerged in water, the target has Disadvantage on their saving throw. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Glowleers

Living within the subaquatic caverns upon the ocean floor, Glowleer Triton make use of their natural bioluminescence to explore and chart the truest extents of the pitch black waters they call home.

At such a severe depth, this natural ability to produce light has allowed these Triton to create a rare sense of civilized society at far deeper depths than much of their kin, making their communities the last bastion of sentience and society before delving into the oceanic abyss.

Ability Score Increase. Your Intelligence score increases by 1.

Illusory Sight. You have Advantage on all ability checks made to reveal the true nature of an illusion.

Training of the Depths. You can speak, read, and write Undercommon and have proficiency in two of the following skills: Arcana, History, Nature, Religion, or Survival.

Bioluminescent. Your form naturally sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can choose to suppress these bioluminescent lights, as a Bonus Action, for up to an hour at a time.

Glowleer Magics. You know the minor illusion cantrip. Starting at 3rd level, you learn the color spray spell and can cast it once with this trait. Starting at 5th level, you also learn the mirror image spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Forgesworn

Most often found within the warmer waters of the tropics, Forgesworn Triton are some of the greatest craftsmen of the oceanic kingdoms and are even renown upon the surface world by those capable of contacting their peoples.

Known to make use of a unique form of smithing, these Triton have learned to make use of underwater volcanoes as forges, manipulating their unique design in ways unheard of amongst craftsmen of the surface world.

Ability Score Increase. Your Intelligence score increases by 1.

Runic Sight. You have Advantage on all ability checks made to uncover or decipher magical runes.

Fire Resistance. You have resistance to fire damage. Additionally, you are naturally adapted to hot environments, as described in Chapter 5 of the Dungeon Master’s Guide.

Volcanic Craftsmen. You have proficiency in your choice of one of the following artisan’s tools: Glassblower’s Tools, Smith’s Tools, or Tinkerer’s Tools.

Additionally, whenever you make an Intelligence check relating to the origin of an item, concoction, or structure made with your chosen artisan’s tools, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

Forgesworn Magics. You know the produce flame cantrip. Starting at 3rd level, you learn the burning hands spell and can cast it once with this trait. Starting at 5th level, you also learn the heat metal spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Trenchspawn

Often considered to be monsters over men, Trenchspawn live within the deepest depths of the oceans' endless trenches, only ever leaving to hunt the massive beasts needed to properly feed their endless, subterranean hive.

The truth of their demonic origins are unknown, though with such strange blessings and eldritch abilities, the folkloric stories of these demonspawn run rampent throughout the aquatic kingdoms, leaving few to doubt the truth of their intimate connection to the planes of the Abyss.

Ability Score Increase. Your Wisdom score increases by 2.

Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 90 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.

Abyssal Telepathy. You can speak, read, and write Abyssal, have resistance to psychic damage, and can telepathically communicate with any creature you can see within 60 feet of you. You do not need to share a language, but you can only communicate in this way with one creature at a time and the target must speak at least one language to respond.

Trenchspawn Magics. You know the ray of frost cantrip. Starting at 3rd level, you learn the armor of agathys spell and can cast it once with this trait. Starting at 5th level, you also learn the darkness spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Sunlight Sensitivity. Your affinity for the dark has left you vulnerable to the burning light of the sun when traveling the surface. You have a -2 penalty to all attack rolls, Save DCs, and Wisdom (Perception) checks that rely on sight when you, the target of your attacks, spells, or abilities, or whatever you are trying to perceive are in direct sunlight. Additionally, you can spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 1 hour), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 8 + Number of hours in the sun) or take a level of exhaustion.

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.

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.”

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.


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

As a Warforged, you have the following racial traits:

Ability Score Increase. Your Constitution score increases by 2.

Age. Due to their artificial design, the true lengths of a Warforged lifespan is unknown as, theoretically, they should last as long the arcane core's within their chassis.

Size. As a being of artifice, a Warforged comes in whatever shape it's creator desires. Your size is Small or Medium.

Speed. Your base walking speed is 30 feet.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Living Construct. You are considered a Living Construct, meaning your creature type is both Construct and Humanoid, granting the following benefits:

  • You don’t need to eat, drink, or breathe, and you don't age.
  • You don't need to sleep, and magic can't put you to sleep.
  • You have resistance to poison damage, Advantage on saving throws you make to avoid or end the Poisoned condition, and immunity to disease.

As a Living Construct, any healing spells and effects that normally would not affect Constructs now heal you for half the normal amount instead. Additionally, if the mending spell is cast on you, you can expend and roll a Hit Die to regain a number of Hit Points equal to twice your Proficiency Bonus.

Integrated Tool. You have proficiency with a set of artisan’s tools of your choice. This tool is integrated into your body's systems, meaning you cannot be disarmed of it. Additionally, whenever you make an Intelligence check relating to the origin of an item or structure made with your chosen artisan’s tools, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

Integrated Protection. Over the course of a long rest, you can alter your protective plating to enter one of the defensive modes listed below, provided you meet it's prerequisite. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.

Integrated Protection
Mode Prerequisite Armor Class
Darkwood Core None 11 + your Dexterity Modifier
Darkwood Core Light Armor Proficiency 11 + your Dexterity Modifier + Half your Proficiency Bonus
Composite Plating Medium Armor Proficiency 13 + your Dexterity Modifier (Maximum of 2) + Half your Proficiency Bonus
Heavy Plating Heavy Armor Proficiency 17 + Half your Proficiency Bonus; Disadvantage on Dexterity (Stealth) checks

Languages. You can speak, read, and write Common and one additional language of your choice.

Subrace. Formed in the vision of their creator, Warforged come in five class models: The Envoy-Class, Juggernaut-Class, Scribe-Class, Skirmisher-Class, and Surveyor-Class.

Envoy-Class

Originally designed as assistants and caretakers for the likes of the wealthy elite, Envoy-Class Warforged are outfitted with the many amenities you may expect from a servant of such artificial design. Often equipped with communication devices and sensors that allow them to read social cues or adapt to different cultural norms, Envoys excel at negotiations, acting as diplomats and ambassadors for their people.

Ability Score Increase. Your Charisma score increases by 1.

Translator. You have proficiency in the Persuasion skill and you can speak, read, and write two additional languages of your choice.

Built to Serve. You can take the Help Action as a Bonus Action. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Artificial Entertainer. When selecting a set of artisan's tool to benefit from your Integrated Tool trait, you may choose an additional item from the following list: a second set of artisan's tools, a gaming set, or a musical instrument of your choice.

A Helping Hand

Despite originally being designed as assistants and aides, Envoy-Class Warforged have been known to be retrofitted to assist varying group of less than lawful individuals. As a Rogue, starting at 3rd level, if you pick the Mastermind Rogue subclass, you may select one tool proficiency from the following list to benefit from your Integrated Tool trait: a Disguise Kit, Forgery Kit, or set of Thieve's Tools.

Constructs' Repair Kit

If you would like to emulate a deeper sense of immersion in playing a Warforged character, consider implementing the use of a Constructs' Repair Kit in place of any natural healing.

Containing a variety of organic and inorganic materials and specialized tools (much like Warforged themselves), this kit contains just the right materials to help warforged encourage its ability to repair 'naturally'.

A Constructs' Repair Kit weighs 35lbs, costs 15 GP, and is used to fully heal a construct when it takes a long rest. This kit may also be used to stabilize a dying construct as if expending a use from a healers kit. There are enough supplies for 20 emergency uses before it needs to be refilled at the cost of 10 GP.

Juggernaut-Class

Originally designed as infantry units for the fields of war, Juggernaut-Class Warforged are most often outfitted with top of the line armaments and advanced martial capabilities to best prepare them for the harsh realities of war. This unique perspective as a living vessel of martial discipline often leads these Warforged to a life of contract work, ranging from mercenary parties to personal defense contracts to whatever else they can find.

Ability Score Increase. Your Strength score increases by 1.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Artificial Infantry. When selecting a set of artisan's tool to benefit from your Integrated Tool trait, you may choose an additional item from the following list: Brewer's Supplies, Leatherworker's Tools, Mason's Tools, or Smith's Tools.

Siege Pistons. You are equipped with a pair of powerful siege pistons that act as Natural Weapons, which you can use to make Unarmed Strikes. When you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the normal damage for an unarmed strike. These Unarmed Strikes deal additional damage to objects and structures equal to your Proficiency Bonus.

Integrated Armory. Over the course of a long rest, you may integrate a melee weapon or shield, with which you are proficient, into your body, so that you can be prepared for combat at all times. You may have one item integrated in this way at a time, and, if you choose to integrate a weapon, it must lack the two-handed and special properties. You cannot be disarmed of this item and, as a Bonus Action on your turn, you can extend or retract it from your body.

Scribe-Class

Originally designed as scholarly assistants to once powerful mages, Scribe-Class Warforged have since picked up a vast degree of arcane knowledge from their unique proximity to such advanced forms of arcana. Although not all Scribe's learn to harness the more advanced methods of arcane spellcraft, they all hold an endless fascination with the many magics of this world and will do most anything to add to their current knowledge.

Ability Score Increase. Your Intelligence score increases by 1.

Runic Sight. You have Advantage on all ability checks made to uncover or decipher magical runes.

Arcane Adept. You know the prestidigitation cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Artificial Assistant. When selecting a set of artisan's tool to benefit from your Integrated Tool trait, you may choose an additional item from the following list: Alchemist's Supplies, Calligrapher's Supplies, Jeweler's Tools, or Tinker's Tools.

Arcane Core. Over the course of a long rest, you may integrate a spellcasting focus into your body. You cannot be disarmed of this arcane focus and you do not need a free hand when casting spells with it. Additionally, as an Action, you can use this arcane focus to touch a creature with one or more expended spell slots, allowing them to regain one spell slot of a level equal to half your Proficiency Bonus (Rounded down). Once you use this trait in this way, you can't do so again until you finish a long rest.

Skirmisher-Class

Designed after the naturally lithe and dexterous build of the Elves, Skirmisher-Class Warforged are the natural byproduct of the prolonged state of anxiety that comes hand in hand with times of war. Artificially designed to be infiltrators and spies, Skirmishers are outfitted with a variety of subterfuge capabilities, from integrated lockpicks to fully realized facial reconstruction that allows them to blend in with the masses.

Ability Score Increase. Your Dexterity score increases by 1.

Artificial Infiltrator. When selecting a set of artisan's tool to benefit from your Integrated Tool trait, you may choose an additional item from the following list: a Disguise Kit, Forgery Kit, Poisoner's Kit, or set of Thieve's Tools.

Fleet of Foot. You have proficiency in the Stealth skill and your walking speed is increased to 35 feet. Additionally, when traveling for an extended period of time, you can move stealthily at a normal pace (See Chapter 8 of the Player's Handbook for information about travel pace).

Integrated Assassin. Over the course of a long rest, you may integrate up to two light weapons, with which you are proficient, into your body, so that you can be prepared for combat at all times. You may have a number of weapons integrated in this way at a time equal to your Proficiency Bonus, and, if either has the Ammunition property, you may integrate up to 10 piece of ammunition alongside the weapon. You cannot be disarmed of these weapons and, as a Bonus Action on your turn, you can extend or retract one or both from your body.

Surveyor-Class

Despite the commonly held belief that the very existence of such an artificially constructed consciousnesses is inherently antithetical to the natural world, Surveyor-Class Warforged relish in their knowledge of, and innate disposition towards, the wilds and all it has to offer. Usually composed of more organic materials than most other Warforged, Surveyors act as explorers and wardens of a world they have no real place within. This natural opposition of forces has created a sense of fixation and wonderment for their artificial minds.

Ability Score Increase. Your Wisdom score increases by 1.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Surveyor's Recall. You always know which direction is north, and you have Advantage on any Wisdom (Survival) check you make to navigate or track.

Artificial Explorer. When selecting a set of artisan's tool to benefit from your Integrated Tool trait, you may choose an additional item from the following list: Cartographer's Tools, Cobbler's Tools, Herbalism Kit, or Navigator's Tools.

Designated Traveler. Your chassis is equipped with everything you need to properly explore the terrain you were designated to traverse. You have a climbing speed of 20 feet and, whenever you take falling damage, you may use your Reaction to reduce the damage by a number equal to three times your Proficiency Bonus.

Alternate Designations

At your DM's discretion, you may replace your Designated Traveler trait with one of the alternate traits listed below:

Designated Excavator. You have a burrowing speed of 10 feet when burrowing through sand or loose earth. If you start your turn burrowed deeper than 10 feet beneath the surface, you take 1d6 bludgeoning damage.

Designated Spelunker. You have a Tremorsense within a range of 30 feet. As long as you are in contact with a stone surface, you can automatically pinpoint the location of all creatures and moving objects within range, provided they are in contact with the same stone surface as you. You can sense creatures in this way, even if you are blinded or in total darkness.

Designated Submersible. You have a swimming speed equal to your walking speed. Additionally, while submerged in water, you can move across nonmagical difficult terrain without expending extra movement.

Detect Balance Racial Scores


COMMON RACES:

Dwarves, Elves, Gnomes, Goliaths, Half-Dwarves, Half-Elves, Half-Orcs, Halflings, Humans

Dwarves

DWARVES BASE: ASI 8p, Heavy Armor Speed 0p, Darkvision 4p, Dwarven Resilience 5p, Dwarven Weapon Training 4p, Cunning Artisan 2p TOTAL 23p

  • MOUNTAIN: ASI 8p, Dwarven Fortitude 5p, Of Many Trades 1p SUB: 14p TOTAL 37p
  • HILL: ASI 4p, Dwarven Armor Training 5p, Step of the Hills 3p, Cunning Traveler 2p SUB 14p TOTAL 37p
  • COASTAL: ASI 4p, Skilled Sailer 3p, Sea Dog 5p, Cunning Shiphand 2p SUB: 14p TOTAL 37p
  • FORGE: ASI 4p, Inner Flame 6p, Fine Artisan 2p, Illumination 2p SUB: 14p TOTAL 37p
  • STONE: ASI 4p, Psionic Fortitude 5p, Crazed Artisan 2p, Superior Darkvision 1p, Duergar Magic 6p, Sunlight Sensitivity -4 SUB: 14p TOTAL 37p

SUBRACE TOTALS: 37p, 37p, 37p, 37p, 37p

Elves

ELVES BASE: ASI 8p, Low-Light Vision 2p, Fey Ancestry 2p, Trance 5p TOTAL 17p

  • HIGH: ASI 4p, High Education 4p, High Elf Training 6p, High Magic 6p SUB 20p TOTAL 37p
  • WOOD: ASI 4p, Fleet of Foot 5p, Wood Elf Training 5p, Mask of the Wilds 6p SUB 20p TOTAL 37p
  • DARK: ASI 4p, Superior Darkvision 3p, Dark Elf Training 5p, Investigative Eye 6p, Drow Magic 6p, Sunlight Sensitivity -4p SUB 20p TOTAL 37p
  • PALLID: ASI 4p, Illusory Sight 2p, Incisive Sense 3p, Pallid Elf Training 5p, Blessing of the Moonweaver 6p SUB: 20p TOTAL 37p
  • SEA: ASI 4p, Children of the Sea 9p, Sea Elf Training 5p, Emissary of the Sea 2p SUB: 20p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p, 37p

Gnomes

GNOMES BASE: ASI 8p, Speed -2, Low Light Vision 2p, In Plain Sight 3p, Fey Cunning 7p, Gnomish Weapon Training 4p TOTAL 22p

  • FOREST: ASI 4p, Natural Illusionist 2p, Speak with Beasts 3p, Companions for Life 6p SUB 15p TOTAL 37p
  • ROCK: ASI 4p, Instinctive Repair 2p, Artificer's Lore 6p, Tinker's Craft 3p SUB 15p TOTAL 37p
  • SALT: ASI 4p, Ocean Guide 2p, Natural Recall 3p, Star Gazer 6p SUB 15p TOTAL 37p
  • SAND: ASI 4p, Sand Shifter 2p, Inquisitive Eye 4p, Ancient Explorers 5p SUB SUB 15p TOTAL 37p
  • DEEP: ASI 4p, Deep Camouflage 2p, Superior Darkvision 3p, Trickster's Pouch 4p, Svirfneblim Magic 6p, Sunlight Sensitivity -4p SUB 15p TOTAL 37p

SUB TOTALS 37p, 37p, 37p, 37p, 37p

Goliaths

GOLIATHS BASE: ASI 8p, Speed 2p, Runic Sight 2p, Titan's Grip 2p, Little Giant 0p, Oral Historians 2p TOTAL 16p

  • HILL: ASI 4p, Born of the Hills 9p, Heart of the Wilds 3p, Hill's Heft 5p SUB 21p TOTAL 37p
  • STONE: ASI 4p, Born of Stone 5p, Heart of the Hearth 5p, Stone's Endurance 7p SUB 21p TOTAL 37p
  • FROST: ASI 4p, Born of Frost 4p, Heart of the Wastes 6p, Rime's Ward 7p SUB 21p TOTAL 37p
  • FLAME: ASI 4p, Born of the Flame 5p, Heart of War 8p, Fire's Light 4p SUB 21p TOTAL 37p
  • CLOUD: ASI 4p, Born of the Wind 4p, Heart of the Sky 4p, Cloud's Cover 9p SUB 21p TOTAL 37p

  • STORM: ASI 4p, Born of the Storm 4p, Heart of the Waves 6p, Storm's Fury 7p SUB 21p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p, 37p, 37p

Half-Dwarves

HALF-DWARF BASE: ASI 16p, Heavy Armor Speed 0p, Skill Versatility 4p, Dwarven Resilience 5p, Darkvision 4p, Cunning Artisan 2p, Language 1p TOTAL 32p

  • MOUNTAIN: Dwarven Fortitude 5p SUB 5p TOTAL 37p
  • HILL: Armor Training 5p SUB 5p TOTAL: 37p
  • COASTAL: Sea Dog 5p SUB 5p TOTAL 37p
  • STONE: Stonesense 5p SUB 5p TOTAL 37p
  • FORGE: Inner Flame 5p SUB 5p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p, 37p

Half-Elves

HALF-ELVES BASE: ASI 16p, Low Light Vision 2p, Skill Versatility 4p, Fey Ancestry 2p, Trance 5p, Languages 1p TOTAL 31p

  • HIGH: High Magic 6p TOTAL 37p
  • WOOD: Mask of the Wilds 6p TOTAL 37p
  • DARK: Drow Magic 6p TOTAL 37p
  • PALLID: Blessing of the Moonweaver 6p TOTAL 37p
  • SEA: Children of the Sea 6p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p, 37p

Half-Orcs

HALF-ORCS BASE: ASI 16p, Skill Versatility 5p, Low Light Vision 2p, Imposing Presence 4p, Relentless Endurance 3p, Language 1p TOTAL 31p

  • GREEN: Savage Attacks 6p Total 37p
  • GRAY: Natural Mountaineer 6p Total 37p
  • RED: Adrenaline Rush 6p Total 37p
  • DEEP: Deep Magic 6p Total 37p

SUB TOTALS: 37p, 37p, 37p, 37p

Halflings

HALFLINGS BASE: ASI 8p, Speed -2, Brave 2p, Lucky 5p, Nimbleness 6p TOTAL 19p

  • LIGHTFOOT: ASI 8p, Night Life 5p, Fleet of Foot 5p SUB 18p TOTAL 37p
  • STOUTHEART: ASI 4p, Stout Resilience 5p, Tavern Folk 4p, Stout Build 5p SUB 18p TOTAL 37p
  • LOTUSDEN: ASI 4p, Forest Climber 5p, Speech of Beast & Leaf 3p, Child of the Wood 6p SUB 18p TOTAL 37p
  • GHOSTWISE: ASI 4p, Occult Education 4p, Telepathy 4p, Ghostwise Magics 6p SUB 18p TOTAL 37p

SUB TOTALS 37p, 37p, 37p, 37p

Humans

HUMAN BASE: ASI 20p, Human Determination 3p, Versatile Weapon Training 5p, Skill Expertise 9p TOTAL 37p

MONSTROUS RACES:

Bugbears, Changelings, Goblins, Hobgoblins, Kobolds, Orcs, Shifters, Yuan-Ti

Bugbear

BUGBEARS BASE: ASI 12p, Speed 2p, Unnatural Build 4p, Darkvision 4p, Long-Limbed 8p, Surprise Attack 7p TOTAL 37p

Changeling

CHANGELING BASE: ASI 12p, Low Light Vision 2p, Changeling Instincts 4p, Fey Ancestry 2p, Shapechanger 7p, Preferred Form 7p, True Form 2p (Powerful Build 2p, Unsettling Visage 4p, Sunlight Sensitivity -4), Languages 2p TOTAL 37p

Goblins

GOBLINS BASE: ASI 8p, Speed -2, Low Light Vision 2p, Trap Masters 3p, Nimble Escape 8p, Fury of the Small 4p TOTAL 23p

  • FOREST: ASI 4p, Light of Foot 4p, Mask of the Wilds 6p SUB 14 TOTAL 37p
  • DESERT: ASI 4p, Desert Adaptation 6p, Natural Burrowers 4p SUB 14p TOTAL 37p
  • MOUNTAIN: ASI 4p, Mountain Adaptation 4p, Natural Armor 3p, Bounding Leap 3p SUB 14p TOTAL 37p
  • JUNGLE: ASI 4p, Poison Resistance 5p, Jungle Adaptation 5p SUB 14p TOTAL 37p
  • SWAMP: ASI 4p, Swamp Adaptation 6p, Slippery Swimmers 4p SUB 14p TOTAL 37p
  • FROST: ASI 4p, Arctic Adaptation 4p, Blessing of the Aurora 6p SUB 14p TOTAL 37p
  • CAVERN: ASI 4p, Superior Darkvision 3p, Cavern Adaptation 5p, Shade Magic 6p, Sunlight Sensitivity -4p SUB 14p TOTAL 37p

SUB TOTALS 37p, 37p, 37p, 37p, 37p, 37p, 37p

Hobgoblin

HOBGOBLIN BASE: ASI 12p, Low-Light Vision 2p, Fearless Leader 8p, Gift of the Fey 5p, Hospitality/Passage/Spite 5p, Fortune From the Many 5p 37p

Kobolds

KOBOLDS BASE: ASI 8p, Speed -2p, Trap Masters 3p, Fleeting Courage 3p, Darkvision 4p, Draconic Cry 5p TOTAL 22p

  • SCALEHEARTS: ASI 4p, Draconic Resistance 3p, Arcane Eyes 4p, Draconic Ancestry 0p, Breath Weapon 4p SUB 15p TOTAL 37p
  • TRAPCLAWS: ASI 4p, Defiant Mind 2p, Crazed Intuition 4p, Scrappy Crafter 1p, Improvised Artisan 4p SUB 15p TOTAL 37p
  • RUNTWINGS: ASI 4p, Stunted Wings 6p, Skittish 4p SUB 15p TOTAL 37p
  • DEEPTAILS: ASI 4p, Psychic Resistance 3p, Superior Darkvision 1p, Cavern Crawlers 5p, Cavern Magic 6p, Sunlight Sensitivity -4p SUB 15p TOTAL 37p

SUB TOTALS 37p, 37p, 37p, 37p

Orcs

ORCS BASE: ASI 8p, Low Light Vision 2p, Orcish Fortitude 4p, Imposing Presence 4p, Relentless Endurance 3p TOTAL 21p

  • GREEN: ASI 4p, Woodland Hunters 6p, Savage Attacks 6p SUB 16p TOTAL 37p
  • GRAY: ASI 4p, Alpine Hunters 6p, Natural Mountaineers 6p SUB 16p TOTAL 37p
  • RED: ASI 4p, Arid Hunters 6p, Adrenaline Rush 6p SUB 16p TOTAL 37p
  • DEEP: ASI 4p, Sure-Footed 3p, Psychic Shield 4p, Superior Darkvision 3p, Deep Magic 6p, Sunlight Sensitivity -4p SUB 16p TOTAL 37p

SUB TOTALS 37p, 37p, 37p, 37p

Shifters

SHIFTER BASE: Darkvision 4p, Bestial Ancestry 0p, Bestial Shift 3p TOTAL 7p

  • TERRANS: ASI 8p, Preternatural Senses 2p, Hybrid Shifting 4p, SUB 14p TOTAL 21p
    • LONGTOOTH: ASI 4p, Relentless Endurance 3p, Hunter's Sense 5p, Frenzied Shift 4p SUB 16p TOTAL 37p
    • PLAINSGRAZERS: ASI 4p, Beast of Burden 5p, Bounding Leap 3p, Shifted Rush 4p SUB 16p TOTAL 37p
    • ROTTAIL: ASI 4p, Poison Resistance 5p, Burrowing Shift 3p, Skittish 4p SUB 16p TOTAL 37p
    • SWIFTSTRIDE: ASI 4p, Jungled Shift 3p, Quick Claws 3p, Mask of the Wild 6p SUB 16p TOTAL 37p
    • WILDHIDE: ASI 4p, Powerful Build 2p, Thick Hide 5p, Primal Shift 5p SUB 16p TOTAL 37p

SUB TOTALS 37p, 37p, 37p, 37p, 37p

  • AQUANS: ASI 8p, Training of the Waves 3p, Shift of the Seas 5p SUB 16p TOTAL 23p
    • OCEANGUIDE: ASI 4p, Lumbering Build 0p, Ocean's Vigil 5p, Emissary of the Sea 2p, Sailor's Shift 3p SUB 14p TOTAL 37p
    • REEFBORN: ASI 4p, Powerful Build 2p, Sure-Footed 3p, Dense Shift 5p SUB 14p TOTAL 37p
    • RIPTIDE: ASI 4p, Fearless Combatant 2p, Current Control 3p, Savage Shift 5p SUB 14p TOTAL 37p
    • SALTLURE: ASI 4p, Psychic Resistance 3p, Psionic Fortitude 5p, Luminescent Shift 2p, SUB 14 TOTAL 37p
    • VEILGUARD: ASI 4p, Deep Camouflage 2p, Hidden Shift 3p, Mask of the Sea 5p SUB 14p TOTAL 37p

SUB TOTALS 37p, 37p, 37p, 37p, 37p

  • AURANS: ASI 8p, Born of the Wind 4p, Soaring Shift 4p SUB 16p TOTAL 23p
    • AIRWARDEN: ASI 4p, Natural Recall 3p, Eagle Eye 3p, Heightened Shift 4p SUB 14p TOTAL 37p
    • BRIGHTSONG: ASI 4p, Reveler 5p, Striding Shift 3p, Emissary of the Skies 2p SUB 14p 37p
    • FARCALLER: ASI 4p, In Plain Sight 3p, Mimicry 3p, Weaponized Shift 4p SUB 14p TOTAL 37p
    • MARINER: ASI 4p, Skilled Sailor 3p, Fleeting Shift 2p, Sea Dog 5p SUB 14p TOTAL 37p
    • NIGHTEYE: ASI 4p, Superior Darkvision 1p, Fleet of Foot 5p, Sightless Shift 4p SUB 14p TOTAL 37p

SUB TOTALS 37p, 37p, 37p, 37p, 37p

Yuan-Ti

YUAN-TI BASE: ASI 12p, Low-Light Vision 2p, Sharp Tongue 2p, Poison Resistance 5p, Mental Resistance 7p, Snake Charmer 2p, Serpentine Spellcasting 6p Language 1p TOTAL 37p

BEASTIAL RACES:

Aarakocra, Centuars, Giff, Gnolls, Grung, Harengon, Kenku, Lizardfolk, Minotaur, Pachydan, Tabaxi, Tortle, Ursurai

Aarakocra

AARAKOCRA BASE: ASI 8p, Speed -2, Low Light-Vision 2p, Flight 10p, Emissary of the Skies 2p TOTAL 20p

  • AVARIENS: ASI 4p, Eagle Eye 3p, Talons 3p, Dive Bomb 7p SUB 17p TOTAL 37p
  • STRIXENS: ASI 4p, Silent Soaring 3p, Superior Darkvision 3p, Deft Talons 2p, Out of Sight 5p SUB 17p TOTAL 37p
  • SCAVENS: ASI 4p, Carrion Eater 6p, Beak 2p, Hungry Maw 5p SUB 17p TOTAL 37p
  • SWELLENS: ASI 4p, Little Bird 6p, Controlled Flyer 7p SUB 17p TOTAL 37p
  • SEPHIRENS: ASI 4p, Reveler 4p, Mimicry 3p, Song of the Sephiren 6p SUB 17p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p, 37p

Centaur

CENTAURS BASE: ASI 8p, Large Size 4p, Speed 6p, Low Light Vision 2p, Sure-Footed 3p, Sylvan Steed -5p, Mounted Combatant 3p TOTAL 21p

  • COURSERA: ASI 4p, Courseran Fortitude 4p, Natural Affinity 4p, Fearless Combatant 4p SUB 16p TOTAL 37p
  • TAURIS: ASI 4p, Alpine Hunters 6p, Bounding Leap 3p, Hooves 3p SUB 16p TOTAL 37p
  • ALSIED: ASI 4p, Natural Recall 3p, Speech of B&L 3p, Heart of the Woods 6p SUB 16p TOTAL 37p

SUB TOTAL: 37p, 37p, 37p

Giff

GIFF BASE: ASI 8p, Speed -2, Sure-Footed 3p, Lumbering Build 0p, Natural Armor 4p, Hippo's Maw 3p, Dense Swimmer 5p TOTAL 21p

  • MIREBORN: ASI 4p, Aquatic Stalker 5p, Crushing Bite 3p, Ambush Predator 4p SUB 16p TOTAL 37p
  • RIVERLORDS: ASI 4p, Lord's Discipline 2p, Naval Prowess 4p, Firearm Training 6p SUB 16p TOTAL 37p
  • RUMPRUNNERS: ASI 4p, Limbering Steps 4p, Natural Burrowers 5p SUB 17p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p

Gnolls

GNOLLS BASE: ASI 12p, Dreadful Hunter 2p, Carrion Eater 6p, Bite 2p, Hunter's Sense 5p, Darkvision 4p, Rampage 6p TOTAL 37p

Grung

GRUNG BASE: ASI 12p, Speed -2, Poison Resistance 5p, Low-Light Vision 2p, Tribal Intuition 2p, Frog Legs 11p, Water Dependency -2p, Bounding Leap 3p, Poisonous Skin 6p, TOTAL 37p

Harengon

HARENGON BASE: ASI 12p, Speed 2p, Hare-Trigger 7p, Leporine Senses 5p, Lucky Footwork 2p, Scrample Step 4, Rabbit Hop 5p TOTAL 37p

Kenku

KENKU BASE: ASI 8p, Speed -2, Lowlight Vision 2p, Mimicry 3p, Kenku Recall 7p, Expert Duplication 3p TOTAL 21p

  • BLACKWINGS: ASI 4p, Illusory Sight 2p, Light of Foot 4p, Avian Nimbleness 6p, Blackwing Recall 0p SUB 16p TOTAL 37p
  • SHADEHUNTERS: ASI 4p, Necrotic Resistance 3p, Grave Robber 2p, Shadehunter Recall 0p, Darkvision 2p, Collector of Souls 5p SUB 16p TOTAL 37p
  • PLAGUEWALKERS: ASI 4p, Runic Sight 2p, Infested 2p, Pestilent 6p, Plaguewalker Recall 0p, Voice of Vermin 2p SUB 16p TOTAL 37p
  • CORPSEFLOWERS: ASI 4p, Deathly Bloom 2p, Corpseflower Recall 0p, Superior Darkvision 3p, Deathless Nature 12p, Undead -4p, Six Feet Under 3p, Sunlight Sensitivity -4p SUB 16p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p

Lizardfolk

LIZARDFOLK BASE: ASI 8p, Low-Light Vision 2p, Primal Artisan 1p, Bite 2p, Natural Armor 3p TOTAL 16p

  • PLAINSWALKERS: ASI 8p, Imposing Presence 4p, Nature's Intuition 4p, Hungry Jaws 5p SUB 21p TOTAL 37p
  • SANDSCALES: ASI 4p, Desert Runner 3p, Natural Burrowers 5p, Thrashing Defense 4p, Acid Spit 5p SUB 21p TOTAL 37p
  • SHADECHANGERS: ASI 4p, Panoramic Sight 5p, Canopy Crawlers 5p, Chameleon Carapace 3p, Elastic Tongue 4p SUB 21p TOTAL 37p
  • SWAMPDWELLERS: ASI 4p, Swamp Dweller 4p, Aquatic Stalker 5p, Death Roll 4p, Ambush Predator 4p SUB 21p TOTAL 37p
  • VENOMFANGS: ASI 4p, Carrion Eater 6p, Sure-Footed 3p, Brunation 3p, Venomous Bites 5p SUB 21p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p, 37p

Minotaur

MINOTAUR BASE: ASI 8p, Low Light Vision 2p, Maze Runner 3p, Horns 2p, Lumbering Build 0p, Natural Armor 4p, Goring Rush 5p TOTAL 24p

  • STONEWARDENS: ASI 4p, Darkvision 2p, Cunning Artisan 2p, Step of the Mountains 5p SUB 13p TOTAL 37p
  • SEAREAVERS: ASI 4p, Sea Dog 5p, Step of the Sea 4p SUB 13p TOTAL 37p
  • LABYRINTHIAN: ASI 4p, Abyssal Fortitude 5p, Superior Darkvision 3p, Step of the Abyss 5p, Sunlight Sensitivity -4p SUB 13p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p

Pachydan

PACHYDAN BASE: ASI 8p, Speed -2p, Low Light Vision 2p, Heightened Smell 3p, Lumbering Build 0p, Sure-Footed 3p, Natural Armor 4p, Trunk 2p, Tusks 3p TOTAL 23p

  • LOXODON: ASI 4p, Loxodon Serenity 4p, Eidetic Mind 6p SUB 14p TOTAL 37p
  • MAMODON: ASI 4p, Arctic Coat 4p, Stampede 6p SUB 14p TOTAL 37p
  • PYRODON: ASI 4p, Limbering Steps 4p, Nature's Gift 6p SUB 14p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p

Tabaxi

TABAXI BASE: ASI 8p, Darkvision 4p, Feline Agility 5p, Cat's Claws 2p, Cunning Merchant 2p TOTAL 21p

  • KATARI: ASI 4p, Quick Claws 3p, Natural Sprinter 4p, Speed of the Wilds 5p SUB 16p TOTAL 37p
  • LEORIN: ASI 4p, Warrior's Build 4p, Deft Claws 2p, Primal Roar 6p SUB 16p TOTAL 37p
  • SJORI: ASI 4p, Alpine Hunters 4p, Mountain Stalker 3p, Sjori Pounce 5p SUB 16p TOTAL 37p
  • THERIN: ASI 4p, Quiet Climber 4p, Jungle Stalker 3p, Death From Above 5p SUB 16p TOTAL 37p

SUB TOTALS 37p, 37p, 37p, 37p

Tortle

TORTLE BASE: ASI 8p, Speed -2p, Low-Light Vision 2p, Natural Armor 7p, Shell Defense 3p TOTAL 18p

  • HARDSHELL: ASI 8p, Sturdy Build 4p, Long-Lived 4p, Desert Caravan 3p SUB 19p TOTAL 37p
  • SEAFARER: ASI 4p, Ocean Voyager 4p, Children of the Sea 9p, Darkvision 2p SUB 19p TOTAL 37p
  • SNAPJAW: ASI 4p, Bite 2p, Snapping Jaws 4p, Shell Dweller 5p, Ambush Predator 4p SUB 19p TOTAL 37p
  • DRACONSBLOOD: ASI 4p, Draconic Ancestry 5p, Natural Swimmer 6p, Steam Breath 4p SUB 19p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p

Ursurai

URSURAI BASE: ASI 8p, Speed -1p, Low Light Vision 2p, Lumbering Build 0p, Hibernation 3p, Natural Armor 4p, Of Tooth & Nail 3p TOTAL 19p

  • GHAZIR: ASI 4p, Forest Climber 5p, Darkvision 2p, Hunter's Sense 5p, Natural Grappler 2p SUB 18p TOTAL 37p
  • MINTARI: ASI 4p, Arctic Swimmer 7p, Sea Dog 5p, Arctic Explorer 2p SUB 18p TOTAL 37p
  • AILLUREN: ASI 4p, Poison Resistance 5p, Inner Peace 3p, Sure-Footed 3p, Speech of B&L 3p SUB 18p TOTAL 37p
  • NOCTURAN: ASI 4p, Natural Recall 3p, Superior Darkvision 3p, Fleet of Feather 5p, Bounding Leap 3p SUB 18p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p

EXOTIC RACES:

Aasimar, Arboreans, Dragonborn, Eladrin, Fairies, Firbolg, Genasi, Gith, Plasmoids, Satyr, Shadar-Kai, Thri-Kreen, Tiefling, Triton, Warforged

Aasimar

AASIMAR BASE: Low-Light Vision 2p, Celestial Ancestry 0p, Celestial Resistance 0p, Celestial Revelation 3p TOTAL 5p

  • PROTECTOR: ASI 8p, Radiant Resistance 3p, Radiant Soul 3p, Healing Hands 2p SUB 16p TOTAL 21p
    • EVERBLOOM: ASI 4p, Poison Resistance 3p, Bud of Bloom 2p, Speech of Beast & Leaf 3p, Song of the Wilds 4p SUB 16p TOTAL 37p
    • TRUTHSEER: ASI 4p, Acid Resistance 3p, Illusory Sight 2p, Voice of Truth 2p, Judge & Jury 5p SUB 16p TOTAL 37p
    • WINDWALKER: ASI 4p, Thunder Resistance 3p, Wayward Wind 2p, Angelic Leap 3p, Maelstrom 4p SUB 16p TOTAL 37p
    • SNOWSONG: ASI 4p, Cold Resistance 3p, Song of Snow 2p, Frost Walker 3p, Snowstorm 4p SUB 16p TOTAL 37p
    • BRIGHTHEART: ASI 4p, Fire Resistance 4p, Lightbearer 2p, Fearless Combatant 2p, Firelight 4p SUB 16p TOTAL 37p

SUB TOTALS 37p, 37p, 37p, 37p, 37p

  • SCOURGE: ASI 8p, Necrotic Resistance 3p, Necrotic Shroud 3p, Ennervating Touch 2p SUB 16p TOTAL 21p
    • BLIGHTSWORN: ASI 4p, Poison Resistance 3p, Infested 2p, Blightspeaker 3p, Withered Form 4p SUB 16p Total 37p
    • ACIDTONGUE: ASU 4p, Acid Resistance 3p, Acidic Drip 2p, Angel of Innovation 2p, Wrought & Ruin 5p SUB 16p TOTAL 37p
    • STORMLIGHT: ASI 4p, Lightning Resistance 3p, Heart of Sparks 2p, Runic Sight 2p, Arcane Anomaly 4p SUB 16p TOTAL 37p
    • DEATHWALKER: ASI 4p, Cold Resistance 3p, Touch of the Grave 2p, Speech of the Damned 3p, Of Death & Decay 4p SUB 16p TOTAL 37p
    • NETHERBORN: ASI 4p, Fire Resistance 4p, Firestarter 2p, Darkvision 2p, Fire & Brimstone 4p SUB 16p TOTAL 37p

SUB TOTALS 37p, 37p, 37p, 37p, 37p

  • FALLEN: ASI 12p, Fallen Resistance 3p, Fallen Fortitude 4p, Unholy Brand 3p, Radiant Consumption 3p, Will of the Gods 6p SUB 31p TOTAL 37p
Arboreans

ARBOREAN BASE: ASI 8p, Low Light Vision 2p, Sure-Footed 3p, Lumbering Build 0p, Aversion to Fire -8p, Speech of L&B 3p, Mask of the Wilds 6p, Photosynthetic 2p TOTAL 16p

  • ELDERWOOD: ASI 4p, Forest Runner 4p, Arboreal Explorer 7p, Call of the Wilds 6p SUB 21p TOTAL 37p
  • NIGHTSHADE: ASI 4p, Floral Resistance 6p, Fleet of Foot 5p, Shadewalker 6p SUB 21p TOTAL 37p
  • IRONWOOD: ASI 4p, Iron Toughness 5p, Conductive Nature 6p, Heart of Iron 6p SUB 21p TOTAL 37p

SUB TOTALS 37p, 37p, 37p, 37p, 37p, 37p, 37p

Dhampir

DHAMPIR BASE: ASI 8p, Darkvision 4p, Accursed Thirst -2p, Deathless Nature 6p, Undead Creature Type -4p, Mortal Ancestry 7p, Vampiric Bite 3p, Sunlight Sensitivity -4p TOTAL 18p

  • TRUEBLOODS: ASI 4p, Thirsting Bite 4p, Spawn of Seduction 5p, Vampiric Gaze 6p SUB 19p TOTAL 37p
  • DAEMONIC: ASI 4p, Spider Climb 5p, Demonic Sight 2p, Vampiric Fortitude 5p, Bounding Leaps 3p SUB 19p TOTAL 37p
  • PLAGUESPAWN: ASI 4p, Poison Resistance 6p, Voice of Vermin 2p, Vampiric Grasp 7p SUB 19p TOTAL 37p
  • DAYWALKERS: ASI 4p, Sunlight Resistance 3p, Collector of Souls 4p, Vampiric Rush 8p SUB 19p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p

Dragonborn

DRAGONBORN BASE: Darkvision 4p, Draconic Resistance 0p, Breath Weapon 5p TOTAL 9p

  • METALLIC DRAGONBORN: ASI 8p, Metallic Scales 6p, Magnetic Breath 2p SUB 16p TOTAL 25p
    • COPPER: ASI 4p, Poison Resistance 3p, Life of the Clan 3p, Oxidized Defense 2p SUB 12p TOTAL 37p
    • IRON: ASI 4p, Acid Resistance 3p, Iron Artisan 2p, Acidic Reaction 3p SUB 12p TOTAL 37p
    • COBALT: ASI 4p, Lightning Resistance 3p, Runic Sight 2p, Static Defense 3p SUB 12p TOTAL 37p
    • SILVER: ASI 4p, Cold Resistance 3p, Natural Linguist 2p, Frosted Defense 3p SUB 12p TOTAL 37p
    • GOLD: ASI 4p, Fire Resistance 4p, Powerful Build 2p, Searing Charge 2p SUB 12p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p, 37p

  • CHROMATIC DRAGONBORN: ASI 8p, Claws 3p, Draconic Fear 3p SUB 14p TOTAL 23p
    • GREEN: ASI 4p, Poison Resistance 3p, Forested Resilience 4p, Debilitating Breath 3p SUB 14p TOTAL 37p
    • BLACK: ASI 4p, Acid Resistance 3p, Swamp Swimmer 5p, Caustic Breath 2p SUB 14p TOTAL 37p
    • BLUE: ASI 4p, Thunder Resistance 3p, Natural Swimmer 6p, Thunderous Breath 1p SUB 14p TOTAL 37p
    • WHITE: ASI 4p, Cold Resistance 3p, Arctic Explorer 3p, Frigid Breath 4p SUB 14p TOTAL 36p
    • RED: ASI 4p, Fire Resistance 4p, Desert Caravan 3p, Intensive Flames 3p SUB 14p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p, 37p

  • GEM DRAGONBORN: ASI 8p, Psionic Mind 4p, Ethereal Breath 2p SUB 14p TOTAL 23p
    • EMERALD: ASI 4p, Poison Resistance 3p, Psionic Restoration 4p, Empathic Mind 3p SUB 14p TOTAL 37p
    • AMETHYST: ASI 4p, Acid Resistance 3p, Ethereal Sight 5p, Riftwalker 2p, SUB 14p TOTAL 37p
    • SAPPHIRE: ASI 4p, Lightning/Thunder Resistance 3p, Quick Thinking 3p, Sapphire's Celerity 4p SUB 14p TOTAL 37p
    • DIAMOND: ASI 4p, Cold Resistance 3p, Unyielding Mind 3p, Diamond Durability 4p SUB 14p TOTAL 37p
    • RUBY: ASI 4p, Fire Resistance 4p, Flames of Foresight 2p, Fatewalker 4p SUB 14p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p, 37p

Eladrin

ELADRIN BASE: ASI 8p, Low-light vision 2p, Fey Ancestry 2p, Trance 5p, Fey Step 5p, Shifting Seasons 2p TOTAL 24p

  • AUTUMN: ASI 4p, Step of the Fallen Leaves 3p, Magics of the Autumn Court 6p SUB 13p TOTAL 37p
  • WINTER: ASI 4p, Step of the Northern Winds 3p, Magics of the Winter Court 6p SUB 13p TOTAL 37p
  • SPRING: ASI 4p, Step of the Evening Bloom 3p, Magics of the Spring Court 6p SUB 13p TOTAL 37p
  • SUMMER: ASI 4p, Step of the Rising Sun 3p, Magics of the Summer Court 6p SUB 13p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p

Fairies

FAIRIES BASE: ASI 16p, Size -2p, Speed -5p, Low Light Vision 2p, Fey Ancestry 2p, Speech of Beast & Leaf 3p, Trance 5p, Flight 10p, Fey Magic 6p TOTAL 37p

Firbolg

FIRBOLG BASE: ASI 12p, Speed 2p, Powerful Build 2p, Natural Recall 3p, Fey Ancestry 2p, Hidden Step 4p, Oral Historians 2p, Speech of Beast & Leaf 3p, Firbolg magic 6p, Language 1p TOTAL 37p

Genasi

GENASI BASE: Low Light Vision 2p, Elemental Resistance 0p, Elemental Consumption 5p TOTAL 7p

  • ELEMENTAL: ASI 8p, Pure Ancestry 4p SUB 12p TOTAL 19p
    • AIR: ASI 4p, Thunder Resistance 3p, Breath of the Wind 5p, Windwalker 6p SUB 18p TOTAL 37p
    • EARTH: ASI 4p, Acid Resistance 3p, Earthen Build 3p, Stoneskin 8p SUB 18p TOTAL 37p
    • FIRE: ASI 4p, Fire Resistance 4p, Darkvision 2p, Illumination 2p, Flamedancer 6p SUB 18p TOTAL 37p
    • WATER: ASI 4p, Cold Resistance 3p, Natural Swimmer 5p, Waverider 6p SUB 18p TOTAL 37p

SUB TOTALS 37p, 37p, 37p, 37p

  • DIVINE: ASI 8p, Divine Ancestry 5p, SUB 13p TOTAL 20p
    • CRYSTAL: ASI 4p, Thunder Resistance 3p, Crystalline Skin 3p, Resonant Form 7p SUB 17p TOTAL 37p
    • ICE: ASI 4p, Cold Resistance 3p, Frostwalker 3p, Frozen Heart 7p SUB 17p TOTAL 37p
    • LIGHTNING: ASI 4p, Lighting Resistance 3p, Static Step 3p, Conductive Casting 7p SUB 17p TOTAL 37p
    • RADIANCE: ASI 4p, Fire Resistance 4p, Healing Hands 2p, Light Touched 7p SUB 17p TOTAL 37p

SUB TOTALS 37p, 37p, 37p, 37p

  • ACCURSED: ASI 8p, Accursed Ancestry 4p, SUB 12p TOTAL 19p
    • ASH: ASI 4p, Fire Resistance 4p, Ashen Form 3p, From the Ashes 7p SUB 18p TOTAL 37p
    • SALT: ASI 4p, Acid Resistance 3p, Naturally Preserved 4p, Salty to the Touch 7p SUB 18p TOTAL 37p
    • DUST: ASI 4p, Force Resistance 4p, The Dust Remembers 3p, Dust to Dust 7p SUB 18p TOTAL 37p
    • VACUUM: ASI 4p, Psychic Resistance 3p, Eyes of the Void 4p, Touched by the Void 7p SUB 18p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p

Gith

GITH: ASI 8p, Psychic Resistance 3p, Astral Ancestry 4p, Astral Trance 5p TOTAL 20p

  • GITHYANKI: ASI 4p, Decadent Mastery 3p, Training of the Astral Sea 4p, Githyanki Psionics 6p SUB 17p TOTAL 37p
  • GITHZERAI: ASI 8p, Unyielding Mind 3p, Githzerai Psionics 6p SUB 17p TOTAL 37p

SUB TOTALS: 37p, 37p

HEXBLOODS

HEXBLOODS BASE: ASI 8p, Low-Light Vision 2p, Fey Bargain 0p, Mortal Ancestry 7p, Token of the Fey 6p, Language 1p TOTAL 24p

  • ANNIS: ASI 4p, Imposing Presence 4p, Token of Iron 2p, Taboo of Reprisal -3p, Legacy of the Annis 6p SUB 13p TOTAL 37p
  • BHEURS: ASI 4p, Token of Despair 6p, Taboo of Fellowship -3, Legacy of the Bheur 6p SUB 13p TOTAL 37p
  • DUSK: ASI 4p, Fey Sight 2p, Token of Forewarning 4p, Taboo of Privacy -3p, Legacy of Dusk 6p SUB 13p TOTAL 37p
  • GREENS: ASI 4p, Mimicry 3p, Token of Trickery 2p, Taboo of Hospitality -2p, Legacy of the Green 6p SUB 13p TOTAL 37p
  • NIGHTS: ASI 4p, Superior Darkvision 3p, Token of Tragedy 2p, Taboo of Revocation -2p, Legacy of the Green 6p SUB 13p TOTAL 37p
  • SEA: ASI 4p, Unsettling Visage 3p, Token of the Sea 6p, Taboo of Disguise -6p, Legacy of the Sea 6p SUB 13p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p, 37p, 37p

Plasmoids

PLASMOID BASE: ASI 12p, Darkvision 4p, Plasmoid Resilience 9p, Slippery Skin 4p, Amorphous Build 3p, Shape Self 5p, TOTAL 37p

Satyr

SATYR BASE: ASI 12p, Speed 2p, Low-Light Vision 2p, Fey Cunning 7p, Reveler 4p, Sure-Footed 3p, Bounding Leap 3p, Ram 3p, Language 1p TOTAL 37p

Shadar-Kai

SHADAR-KAI BASE: ASI 12p, Superior Darkvision 5p, Necrotic Resistance 3p, Fey Ancestry 2p, Blessing of the Damned 7p, Trance 5p, Collector of Souls 6p, Sunlight Sensitivity -4p, Language 1p, TOTAL 37p

Thri-Kreen

THRI-KREEN: 12 ASI, Low-Light Vision 2p, Telepathy 4p, Chameleon Carapace 6p, Polybrachial 6p, Bounding Leap 3p, Torpor 4p TOTAL 37p

Tieflings

TIEFLING BASE: ASI 8p, Darkvision 4p, Devilish Charm 7p TOTAL 19p

  • AVERNUS: ASI 4p, Fire Resistance 5p, Spawn of Wrath 3p, Legacy of Avernus 6p SUB 18p TOTAL 37p
  • DIS: ASI 4p, Ironworker's Resistance 5p, Spawn of Envy 3p, Legacy of Dis 6p SUB 18p TOTAL 37p
  • MINAUROS: ASI 4p, Poison Resistance 5p, Spawn of Greed 3p, Legacy of Minauros 6p SUB 18p TOTAL 37p
  • PLEGETHOS: ASI 4p, Thunder Resistance 3p, Spawn of Lust 5p, Legacy of Phlegethos 6p SUB 18p TOTAL 37p
  • STYGIA: ASI 4p, Oceanic Resistance 3p, Spawn of Despair 5p, Legacy of Stygia 6p SUB 18p TOTAL 37p
  • MALBOLGE: ASI 4p, Voracious Eater 2p, Spawn of Gluttony 6p, Lumbering Build 0p, Legacy of Malbolge 6p SUB 18p TOTAL 37p
  • MALADOMINI: ASI 4p, Psychic Sight 5p, Spawn of Sloth 3p, Legacy of Maladomini 6p SUB 18p TOTAL 37p
  • CANIA: ASI 4p, Force Resistance 3p, Spawn of Pride 3p, Legacy of Cania 6p SUB 18p TOTAL 37p
  • NESSUS: ASI 4p, Infernal Resistance 3p, Spawn of Darkness 1p, Spawn of the Hells 10p SUB 18p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p, 37p, 37p, 37p, 37p, 37p

Tritons

TRITON BASE: ASI 8p, Speed -2p, Darkvision 4p, Sworn to the Seas 9p, Water Dependency -3p, Emissary of the Sea 2p TOTAL 18p

  • WAVERIDERS: ASI 4p, Strength of the Shores 5p, Ocean Voyager 4p, Windwalkers 6p SUB 19p TOTAL 37p
  • LIGHTWATERS: ASI 4p, Current Control 3p, Training of the Tides 6p, Lightwater Magics 6p SUB 19p TOTAL 37p
  • MARINEVEILS: ASI 4p, Fleet of Fin 4p, Mask of the Sea 5p, Marineveil Magics 6p SUB 19p, TOTAL 37p
  • CORALHEART: AST 4p, Poison Resistance 5p, Powerful Build 2p, Natural Armor 3p, Anemonic Defense 5p SUB 19p TOTAL 37p
  • GLOWLEER: ASI 4p, Illusory Sight 2p, Training of the Depths 5p, Bioluminescent 2p, Glowleer Magics 6p SUB 19p TOTAL 37p
  • FORGESWORN: ASI 4p, Runic Sight 2p, Volcanic Craftsmen 2p, Fire Resistance 5p, Forgesworn 6p SUB 19p, TOTAL 37p
  • DEEPTRENCH: ASI 8p, Superior Darkvision 1p, Abyssal Telepathy 8p, Trenchspawn Magics 6p, Sunlight Sensitivity -4p SUB 19p TOTAL 37p
Warforged

WARFORGED BASE: ASI 8p, Sentry's Rest 2p, Integrated Tool 2p, Living Construct Benefits 10p, Living Construct Healing -6p, Integrated Protection 6p TOTAL 22p

  • ENVOY: ASI 4p, Translator 4p, Artificial Entertainer 2p, Built To Serve 5p SUB 15p TOTAL 37p
  • JUGGERNAUT: ASI 4p, Powerful Build 2p, Artificial Soldier 2p, Siege Pistons 3p, Integrated Armament 4p SUB 15p TOTAL 37p
  • SCRIBE: ASI 4p, Runic Sight 2p, Arcane Adept 2p, Artificial Assistant 2p, Arcane Core 5p SUB 15p TOTAL 37p
  • SKIRMISHER: ASI 4p, Artificial Infiltrator 2p, Fleet of Foot 5p, Skirmisher's Integration 4p SUB 15p TOTAL 37p
  • SURVEYOR: ASI 4p, Low-light Vision 2p, Surveyor's Recall 3p, Artificial Explorer 2p, Designated Expedition 4p SUB 15p TOTAL 37p

SUB TOTALS: 37p, 37p, 37p, 37p, 37p

Art Credit (In Order of Appearance)

Cover Picture & Introduction: Maxim Kaparulin, su jian

Common Racial References: Paul Mafayon, Nixell Cho, Mad 1984, ivanStan13, Astri Lohne, Bayard Wu, huadong lan, Nat Vitchayed, KONSTA NIKKILÄ, Ellywick, JAKE PEREZ, I-GUYJIN-I, Helder ALMEIDA, Artem Demura, Tiago Alexandre, Michele Parisi, Denman Rooke, Kamikazuh, Charlie-Bowater, LIGANG ZHENG, Akim Kaliberda, Wei Wang, Night Cafe Creator, Uncredited, ScifiDan96, LAKE HURWITZ

Monstrous Racial References: Uncredited, SvetoslavPetrov, Maria Trepalina, Mark Zug, Pedro Ambrozio, Clark Ocleasa, Chris Zee, Haco1, ThatArtJack, Jae Pil Lee, Ludovico Tellatin, Stanton Feng, Weijia Yu, kylin li, Caroline Gariba,

Bestial Races: HardLof, Arannis the Sky Lord of Kesser City, Christina Kraus, TheRafaArts, Caio Santos, k-atrina, Jingyu Wen, artofneight, LozanoX, LozanoX, Isabell Bartnicki, Slawomir Maniak, theDURRRRIAN, Hoken45, Robjenx, Timi Honkanen, Vagelio, ThemeFinland, Wisnu Tan, FilterArtPhillter, Gpzang, enterry, Carlos Betancourt, CaraidArt, Aurore Folny, Annie Doyon, Francell Garrote, Dante D. Corvino, Annie Doyon, Heroes of Newerth, Maximilian Degen, Tocs Srednalf, Uncredited, Veli Nyström

Exotic Races: Lily Abdullina, Uncredited, ringasure, soft-h, Uncredited, Uncredited, Anna Tang, Tocs Srednalf, bachzim, Lane Brown, TyphonArt, Uncredited, Jeff Chen, Veli Nyström, matthewlok698, Sam Santala, Sam Santala, ThemeFinland, Thanet Thanakij(A-kuma), gustavotupi, Aleksey Iromonik, Alexandre Chaudret, Uncredited, Fahmi Fauzi, Tim Shepherd, page-10, Eamonn M, IVAN TAO, Alexander Korepov, Uncredited, 20xx - NFT ART STUDIO, OhHeyItsKaylaK, Uncredited, len-yan, Zhuyi1, Lily Abdullina, Tyler Jacobson, Isabell Bartnicki, Ann Jean, Uncredited, Billy Christian, Sam Santala, Uncredited, Uncredited, RobotDelEspacio, Jesper Ejsing, EM-MIKA, DeniiTSM, Devtexture, JasonTN, MaruMun, Tamás Patkós

 

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