Racial Reworks

by RoySauce

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The World of Alyria

Table of Contents

A World of Many Faces

Welcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation. The following 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, almost everything in this pdf is meant to be setting neutral and should seemlessly port into other settings.

A visit to one of the great cities in the worlds of Dungeons & Dragons—Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors overwhelms the senses. Voices chatter in countless different languages. The smells of cooking in 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.

And the people themselves—people of varying size, shape, and color, dressed in a dazzling spectrum of styles and hues—represent many different races, from diminutive Halflings and Stout Dwarves to majestically beautiful Elves, mingling among 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.

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

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, 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 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. At 1st level, your character may be 100% fluent in a number of languages equal to your Intelligence modifier (minimum of 1). It is recommended that one of these languages is 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 — for its own sake, for a specific purpose, or even out of an altruistic desire to help others.

Other Dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the Dwarf gods. Clan and ancestry are also important motivators. A Dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled, or a Dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.

Dwarf Names

A Dwarf's name is granted by a clan elder, in accordance with tradition. Every proper Dwarven name has been used and reused down through the generations 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

Your Dwarf character has an assortment of inborn abilities, part and parcel of Dwarven nature.

Ability Score Increase. Your Constitution score increases by 2.

Age. Dwarves mature at the same rate as Humans, but they’re considered young until they reach the age of 50. On average, they live about 400 years on average.

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

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

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat 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, 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.

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 the runic stonework of their ancestors.

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 and achievements of their Dwarven ancestors.

Ability Score Increase. Your Strength score increases by 2.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

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.

Hill Dwarves

Hill Dwarves are accustomed to a life close to, or a part of, the surface world as well as the other races that live there. Usually less strict in their traditions, they have an easier time interacting with foreign cultures and integrating themselves into mixed societies.

As such, Hill Dwarves seem to have an easier time enjoying the fruits of their labor rather than merely the labor itself. They like to laugh and celebrate and, for many, life is meant to be enjoyed and good fortune is meant to be shared with friends and family.

Ability Score Increase. Your Charisma score increases by 1.

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

Sure of Foot. Your base walking speed is increased to 30 feet and nonmagical difficult terrain doesn’t cost you additional movement in mountainous or rocky terrain.

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.

Coastal Dwarves

Not all Dwarvenkind dwell in deep or high places, leading insular lives amongst those of their own kind. Instead, some Dwarven clans have chosen to take to the seas.

With a mastery of the ocean and its many bounties, Coastal Dwarves have always 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 have proficiency in the Athletics skill and Water Vehicles.

Sea Legs. You have advantage on ability checks and saving throws you make to avoid or end the grappled condition on yourself. Additionally, while traveling, you have advantage on Constitution saving throws made to resist exhaustion.

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 Navigator’s Tools.

Stone Dwarves

Few Stone Dwarves, or Duergar, dare become adventurers, fewer still ever even see the surface world for they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles.

Duergar live deep in the Underdark. After delving deeper than any other Dwarves, they were enslaved by mind flayers for eons. Although they eventually won their freedom, they now take slaves of their own and are as tyrannical as their former masters.

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.

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.

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.

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, on yourself, 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 depths has left you vulnerable when traveling the surface world. You have a -2 to attack rolls, Spell Save DCs, Wisdom (Perception) checks that rely on sight, and your Passive Perception score when you, the target of your attacks or spells, or whatever you are trying to perceive are in direct sunlight.

Additionally, you can only spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 30 minutes), 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.

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. Like their ancestral, elemental kin, The Azer, they choose to live, laugh, and love with an utter 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.

Ability Score Increase. Your Wisdom score increases by 1.

Inner Flame. You have resistance to fire damage. Additionally, you have 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. Your fiery form naturally sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can choose to suppress these flames as a bonus action and may do so for a number of hours equal to your Proficiency Bonus. Additionally, you can light a small fire using any flammable object that you can touch as an object interaction.

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 also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.


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, Aramil, Aust, Beiro, Carric,

Enialis, Galinndan, Hadarai, Himo, Ivellios, Laucian,

Peren, Quarion, Soveliss, Thamior, Tharivol, Varis
Female Adult Names: Adrie, Andraste, Bethrynna, Caelynn,

Enna, Felosial, Jelenneth, Keyleth, Lia, Meriele, Mialee,

Quelenna, Quillathe, Shanairra, Silaqui, Thia, Valanthe
Family Names & Translations: Amakiir (Gemflower),

Meliamne (Oakenheel), Xiloscient (Goldpetal)

Elf Traits

Your Elf character has a variety of natural abilities, the result of thousands of years of Elven refinement.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Although Elves reach physical maturity at about the same age as Humans, the Elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An Elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

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 advantage on saving throws you make to avoid or end the charmed condition on yourself.

Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain semi-consciousness.

Whenever you finish this trance, you may choose to commune with the mystic powers of the fey realm, granting you advantage on your choice of Intelligence, Wisdom, or Charisma saving throws made against magic until your next long rest.

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 often 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 elegance, choosing to live within the illustrious cities of their own design over the twilight forests of their kin.

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 Elven 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

Often referred to as Wild Elves, the Wood Elves stand a step closer to the world of the fey than their kin, giving them more 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, having no true desire to explore the likes of mankind's newfound role in this world.

Ability Score Increase. Your Constitution score increases by 1.

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.

Fleet of Foot. Your have proficiency in the Stealth skill and your base 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).

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.


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."

Dark Elves

Commonly referred to as Drow, the Dark Elves are the descendants of a long lost collection of Elves that were banished from the surface world for their continued worship of Lolth, The Spider Queen, after her fall.

The Drow have a near black colorization to their skin that resembles polished obsidian to rival their stark white or pale yellow hair. They commonly have very pale eyes in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most Elves. Drow adventurers are rare, and the race have made many enemies above ground.

Ability Score Increase. Your Charisma score increases by 1.

Superior Darkvision. Accustomed to the depths of the Underdark, 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.

Drow Weapon Training. You can speak, read, and write Undercommon and you have proficiency with rapiers, shortswords, and hand crossbows. 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.

Inquisitive 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 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).

Sunlight Sensitivity. Your affinity for the depths has left you vulnerable when traveling the surface world. You have a -2 to attack rolls, Spell Save DCs, Wisdom (Perception) checks that rely on sight, and your Passive Perception score when you, the target of your attacks or spells, or whatever you are trying to perceive are in direct sunlight.

Additionally, you can only spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 30 minutes), 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.

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.

Pallid Elves

Most commonly referred to as Moon Elves, due to their pale complexion and ancient ties to the Moonweaver, the Pallid Elves are the youngest of the Elven races, having spent their entire history hidden beyond a veil of illusory magics formed long ago by their patron mother.

After having finally found the courage to leave the confines of their homeland, they have found a knack for exploration and a love for this world they have never known.

Ability Score Increase. Your Wisdom score increases by 1.

Pallid Training. You can speak, read, and write Celestial and you have proficiency with shortspears, longspears, 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.

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.

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 now known as the Sea Elves fell in love with the vast beauty of the ocean.

While other Elves traveled from realm to realm, Sea Elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.

Ability Score Increase. Your Strength score increases by 1.

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.

Sea Elf Training. You can speak, read, and write Aquan you have proficiency with shortpears, longspears, 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.

Children of the Sea. You have a swimming speed equal of 35 feet, you can breathe air and water, and you have resistance to cold damage.

Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. Through sounds and gestures, you can communicate simple ideas with any beast that has 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.

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

Your Gnome character has certain characteristics in common with all other Gnomes.

Ability Score Increase. Your Intelligence score increases by 2.

Age. Gnomes mature at the same rate Humans do, and most are expected to settle down into an adult life by around age 40. 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.

Gnome Cunning. You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Gnomish Training. You have proficiency with blowguns, daggers, shortspears, 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. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

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

Forest Gnomes

Forest Gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected.

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 and therefore are often the first thing people think of when speaking of the Gnomes in the first place.

With their natural curiosity and knack for innovation, many peoples throughout history have found it to be incredibly beneficial to consult the keen minds of the Rock Gnomes when faced with a difficult choice.

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 (Arcana or 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 tiny device (AC 5, 1 hp).

A creature can use this device to cast druidcraft, prestidigitation, or thaumaturgy with the Use an Object action, producing a set effect from the cantrip's listed options chosen upon creating the device— increase the volume of your voice, clean an object, light a candle, etc.

You can maintain a number of these devices at a time equal to 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 and are known to chart stars and the various celestial bodies within the night sky in order to peer beyond the veils of the material realm and foretell the course of the strings of fate.

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 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 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.

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 your choice of the alarm or comprehend languages spells over the course of 10 minutes.

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 and the Drow, Svirfneblin are just as good as their surface cousins, if a little 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.

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.

Svirfneblin 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.

Alchemical Crafter. You have proficiency with Alchemist's Supplies. Using these tools, you can spend 10 GP worth of materials over the course of a long rest to craft a number of alchemical concoctions equal to your Proficiency Bonus. These concoctions last until your next long rest and a creature can use a bonus action to consume one, gaining temporary hit points equal to your Proficiency Bonus.

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 depths has left you vulnerable when traveling the surface world. You have a -2 to attack rolls, Spell Save DCs, Wisdom (Perception) checks that rely on sight, and your Passive Perception score when you, the target of your attacks or spells, or whatever you are trying to perceive are in direct sunlight.

Additionally, you can only spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 30 minutes), 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 mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.

A Goliath's nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the Goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual's notable deeds.


Birth Names: Aukan, Eglath, Gae-Al, Gauthak, Ilikan,

Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla,

Orilo, Paavu, Pethani, Thalai, Thotham, Uthal,
Nicknames: Bearkiller, Dawncaller, Fearless, Flintfinder,

Horncarver, Keeneye, Lonehunter, Longleaper,

Rootsmasher, Skywatcher, Threadtwister, Twistedlimb
Clan Names: Anakalathai, Elanithino, Gathakanathi,

Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu,

Thuliaga, Thunukalathi, Vaimei-Laga

Goliath Traits

Goliaths of all tribes share their massive stature and hearty build, though each tribe vastly differs from the others.

Ability Score Increase. Your Constitution score increases by 2.

Age. Goliaths have lifespans comparable to Humans. They enter adulthood in their late teens and usually live 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 30 feet.

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

Little Giant. You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Oral Historians. Although your people are not always the most learned, your oral histories are vast and 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.

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

Subrace. Goliathts stem from four subraces formed of four anciant tribes devoted to the elements: The Flameborn, The Frostborn, The Stoneborn, and the Stormborn.

Flameborn

As masterful craftsmen, Flameborn Goliaths find the greatest sense of inspiration from the elements themselves.

Living in the most volatile environments this world has to offer, they traverse this world in search of their next primeval inspiration. From traversing the seven seas to climbing the highest of mountains, they believe that exploration is the key to unlocking the secrets of the forge.

Ability Score Increase. Your Strength score increases by 1.

Heart of the Forge. You have proficiency with light armor, medium armor, and smith's tools.

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

Fire's Light. You can call upon the searing heat of the flame to scorch those that dare defy you. When 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 Proficiency Bonus + your Constitution Modifier). A creature takes fire damage equal to 1d4 + your Constitution modifier on a failed save, or half as much damage on a successful one. 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.

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 1.

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 Wastes. You have proficiency in simple weapons, martial weapons, and Cartographer’s Tools.

Born of Frost. You have resistance to cold damage. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Rime's Ward. You can supernaturally draw on the chilling cold to ward you from harm. When you are hit by a weapon 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.

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 Charisma score increases by 1.

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

Born of Stone. You have resistance to acid damage. Additionally, you’re naturally acclimated to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.

Stone's Endurance. You can supernaturally draw on unyielding 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.

Stormborn

The Stormborn share a heart that beats to the rhythm of the storm, just as their ancestral giant kin did long ago. They lead a life of adventurous might and unending wonder that, more often than not, leads them to a life at sea.

Ability Score Increase. Your Wisdom score increases by 1.

Heart of the Sea. You have proficiency in Water Vehicles and Navigator’s Tools. Additionally, while traveling, you have advantage on Constitution saving throws made to resist exhaustion.

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

Storm’s Fury. You can call upon the fury of the storm to retaliate against your opponents. When you take damage from a creature within 15 feet of you, you can use your reaction to force the creature to take lightning or thunder damage (Your choice) equal to 1d6 + 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.

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

Depending on who you talk to, a Half-Dwarf may look like a short stocky hairless Human or a tall, beardless Dwarf. In Human communities, Half-Dwarves are often called "Squats", in reference to their stout builds and mixed heritage. Among Dwarves, they are called "Muls" or, more derogatorily, "Half-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.

By Hammer, Axe, or Blade

Half-Dwarves often find fulfillment through work that others might consider menial, and especially delight in excelling in crafts typically favoured by their Dwarven heritage. They are consummate stone-workers, smiths, and brewers. Those that embrace their Human side often find work as lumberjacks, woodcarvers, and carpenters.

Half-Dwarf Names

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

Half-Dwarf Traits

Your Half-Dwarf character has some qualities in common with Dwarves and some that are unique to Half-Dwarves.

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 30 feet. Your speed is not reduced by wearing heavy armour.

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.

Skilled Versatility. You have proficiency in two skills of your choice.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

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 Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Of Many Trades. You have proficiency with two of the following tools of your choice: Brewer’s Supplies, Mason’s Tools, Jeweler's Tools, or Smith’s Tools.

Half Hill Dwarves

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

Cunning Traveler. You have proficiency with one of the following tools of your choice: Cobbler’s Tools, Cook’s Utensils, or Weaver’s Tools.

Half Coastal Dwarves

Sea Legs. You have advantage on ability checks and saving throws you make to avoid or end the grappled condition on yourself. Additionally, while traveling, you have advantage on Constitution saving throws made to resist exhaustion.

Cunning Shiphand. You have proficiency with one of the following tools of your choice: Carpenter’s Tools, Cartographer’s Tools, or Navigator’s Tools.

Half Stone Dwarves

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.

Crazed Artisan. You have proficiency with one of the following tools of your choice: Alchemist's Supplies, Tinker's Tools, or Poisoner's Kit.

Half Forge Dwarves

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

Fine Artisan. You have proficiency with one of the following tools of your choice: Glassblower’s tools, Potter's Tools, or Woodcarver's Tools.

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.

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.

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 Traits

Your Half-Elf character has some qualities in common with Elves and some that are unique to Half-Elves.

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.

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.

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

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain semi-consciousness.

Whenever you finish this trance, you may choose to commune with the mystic powers of the fey realm, granting you advantage on your choice of Intelligence, Wisdom, or Charisma saving throws made against magic until your next long rest.

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

Subrace. Spawning 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

Fleet of Foot. Your have proficiency in the Stealth skill and your base 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).

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

Children of the Sea. You have a swimming speed equal to your walking speed, you can breathe air and water, and you have resistance to cold damage.

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 Orcs. Of the other races, Humans are most likely to accept Half-Orcs, and Half-Orcs almost always live in Human lands when not living among Orc tribes.

Whether proving themselves among rough barbarian tribes or scrabbling to survive in the slums of larger cities, Half-Orcs get by on their physical might, their endurance, and the sheer determination they inherit from their Human ancestry.

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

Your Half-Orc character has certain traits deriving from your Orc ancestry.

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.

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.

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

Imposing Presence. You have advantage on saving throws against being frightened, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Relentless Endurance. When 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.

Green Half-Orcs

Savage Attacks. When you hit roll the highest value on a weapon's damage die, you may roll the die an additional time and add the result to your total damage. If you roll the highest value on the additional damage die, you gain a number of temporary hit points equal to your Proficiency Bonus.

Gray Half-Orcs

Natural Mountaineer. Your base walking speed is increased to 35 feet and nonmagical difficult terrain doesn’t cost you additional movement in mountainous or rocky terrain.

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 Half-Orcs

Adrenaline Rush. You can take the Dash action as a bonus action. Whenever you use this trait, 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 Half-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

Your Halfling character has a number of traits in common with all other Halflings.

Ability Score Increase. Your Dexterity score increases by 2.

Age. A Halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

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, Halfling, and one additional language of your choice. 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 Halfling. 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. Your have proficiency in the Stealth skill and your base 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.

Ability Score Increase. Your Constitution score increases by 1.

Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

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

Stout Build. When a creature of a size larger than you 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. Additionally, you are considered one size larger for the purposes of wielding heavy weapons.

Lotusden Halflings

Long tied to the natural world, the Lotusden Halflings have adapted over time to live in tandem with the chaotic laws of the wilds in order to become true heralds of the woods they now freely roam.

Ability Score Increase. Your Wisdom score increases by 1.

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.

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.

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, Insight, Nature, or Religion.

Telepathy. You can telepathically communicate with any creature you can see within 30 feet. You don’t need to share a language, but the target must speak at least one language to respond, which it may do as a reaction. You can only communicate with one creature at a time.

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).


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."

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 adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries.


An individual Human might have a relatively short life span, but a Human nation or culture preserves traditions with origins far beyond the reach of any single Human's memory.

They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, Humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

Lasting Institutions

Where a single Elf or Dwarf might take on the responsibility of guarding a special location or a powerful secret, Humans found sacred orders and institutions for such purposes.

While Dwarf 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.

Allhough some Humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of Humans who live in nonhuman lands.

Exemplars of Ambition

Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, Humans champion causes rather than territories or groups.

Humans Names

Having so much more variety than other cultures, Humans as a whole have no typical names. Some Human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors.

The material culture and physical characteristics 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 northern lands of the Silver Marches than in Turmish or Impiltur to the east-and even more distinctive in far-off Kara-Tur.

Human physical characteristics, though, vary according to the ancient migrations of the earliest Humans, so that the Humans of the Silver Marches have every possible variation of coloration and features.

Human Traits

It's hard to make generalizations about Humans, but your Human character has these traits.

Ability Score Increases. One ability score of your score increases by 2 and two 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.

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

Innate Resilience. You gain proficiency in saving throws for one additional ability score of your choice.

Human Determination. When you make an attack roll, ability check, or saving throw, you can choose to reroll the die. 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.

Natural Combatant. Once per turn, when you make a weapon or spell attack, 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 one additional language of your choice. Humans typically learn the languages of other peoples they deal with and 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 racial pride and actually treat you like an equal, you can learn a lot from them."

Halflings. "lt's hard to beat a meal in a Halfling home, as long as you don't crack your head on the ceiling-good food and good stories in front of a nice, warm fire. If Halflings had a shred of ambition, they might really amount to something."

Monstrous 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.
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.
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. Bugbears do rely on stealth and strength to attack, preferring to operate at night. They do take the heads of enemy leaders, but they are no more likely to eat people indiscriminately than Humans are.

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.


A gang lives in and around a small enclosure, often a natural cave or an old bear den, and it might have supplementary dens elsewhere in its territory that it uses temporarily when it goes on long forays for food.

In good times, a Bugbear gang is tight-knit, and its members cooperate well as a unit. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to remove opposition or exile the weaker members to keep the rest of the gang strong.

Bugbear Traits

Your Bugbear character has the following 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.

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.

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

Unnatural Stalker. You have proficiency in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.

Long-Limbed. When you make a Melee Attack on your turn, your reach for it is 5 feet greater than normal.

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 Athletics, you may instead add double your Proficiency Bonus to the check.

Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat.

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

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

Your goblin character has some qualities in common with all other Goblins.

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.

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.

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

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.

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

Perhaps the most well known of their goblin kin, Forest Goblins are green of skin and stout of stature. Living within the shade of the forest, these Goblins make great use of their environment, thriving off of the spoils of the unlucky caravans and adventurers that pass through their lands.

Ability Score Increase. Your Wisdom score increases by 1.

Light of Foot. Your base walking speed is increased to 30 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

Having adapted to the arid heat of their home, Desert Goblins hold a sandstone color to their skin and a crazed look in their eye. With a love of all things destructive, most of their kind die at a young age due to some failed explosive experiment. Those that survive the fragility of young age grow to be as heartily unhinged as the best of them.

Ability Score Increase. Your Constitution score increases by 1.

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

Natural Burrowers. As an action, you may begin to dig into the earth, gaining a burrowing speed of 20 feet when burrowing through sand or loose earth until the end of your next turn. 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.

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.

Mountain Adaptation. You have resistance to acid damage. Additionally, you’re naturally acclimated to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.

Roguish Guise

As creatures of indulgence and greed, Goblins have a natural place carved out for them in the underworld 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.

Natural Armor. Your rocky exterior gives you an extra layer of defense. You have resistance to acid damage and, 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.

Alpine Explorers. Nonmagical difficult terrain doesn’t cost you additional movement in mountainous or rocky terrain. 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 Athletics, you may instead add double your Proficiency Bonus to the check.

Jungle Goblins

Often mistaken for some form of deranged beast, Jungle Goblins hold a dark green hue to their skin and a long prehensile tail. These Goblins are savage hunters that maneuver through the thickness of the jungle with an unnatural speed that makes them incredibly deadly in the right circumstances.

Ability Score Increase. Your Wisdom score increases by 1.

Poison Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage.

Jungle Adaptation. You have a climbing speed of 30 feet. Additionally, you have a long prehensile tail. Your tail 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.

Swamp Goblins

After learning the ways of the swamp, Swamp Goblins have adapted by literally growing gills and webbed appendages over the course of generations within these lands. With a naturally slimy exterior and skittish nature, these Goblins are hard to corner, especially within their preferred environment of the swampy lands they call home.

Ability Score Increase. Your Wisdom score increases by 1.

Swamp Adaptation. You have a swimming speed equal to 35 feet and you can breathe air and water. Additionally, you have advantage on any Dexterity (Stealth) check you make while you are submerged in water.

Slippery Swimmers. While submerged in water, you can move across nonmagical difficult terrain without expending extra movement. Additionally, you have advantage on all ability checks and saving throws made to resist being grappled.

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 tricks that they play upon unsuspecting victims.

Ability Score Increase. Your Intelligence score increases by 1.

Arctic Adaptation. You have resistance to cold damage and you are naturally adapted to cold climates, 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, the Cavern Goblins, known most often as Shades, have all but lost the need for the small beady orbs they call eyes, choosing instead to rely on their supernatural senses within the shadows. Unlike most of their Goblin kin, Cavern Goblins rarely work in groups or tribes due to their savage nature.

Ability Score Increase. Your Constitution score increases by 1.

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're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless that creature successfully hides from you.

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.

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 pass without a trace 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 depths has left you vulnerable when traveling the surface world. You have a -2 to attack rolls, Spell Save DCs, Wisdom (Perception) checks that rely on sight, and your Passive Perception score when you, the target of your attacks or spells, or whatever you are trying to perceive are in direct sunlight.

Additionally, you can only spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 30 minutes), 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 tend to look for any advantage they can. They will lie, cheat, and steal from others with little regard to consequences.

Dwarves. "Dwarves are always so angry and serious. And they are always looking to kill you over absolutely nothing! Kill them first or keep clear, unless you outnumber them by at least two to one. Be ready to run if you ever see them raech for their axe."

Halflings. "They are so boring! And dumb. At least they usually aren't out to kill us like everyone else. They can more or less take a joke, but they'll fall for every trick in the book and still keep that dumb smiled plastered on their faces."

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.

If you pick the Mastermind Rogue subclass, you may use your Gift of the Fey trait an 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. Two legions might battle over territory, resources, or power, or out of simple pride. A legion may have a list of grievances against others it knows of and may view one another with immediate hostility.

Hobgoblin Traits

Your Hobgoblin character has 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.

Martial Prowess. You have proficiency simple and martial weapons.

Fearless Leader. 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 draw on your bonds of reciprocity to gain 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.

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 minute 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.


Names: Abu, Dalbe, Gan, Hahzi, Katla, Kelo, Kott, Kovlo,

Nila, Oku, Sak, Sidre, Sivlo, Snubla, Snupu, Tik, Vix, Zatre

Kobold Traits

Your Kobold character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

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.

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.

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

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.

Fleeting Courage. When you succeed on a saving throw, the next time you make an attack roll, ability check, or saving throw before the end of your next turn, you may do so at advantage.

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.

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

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

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

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 + 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 your Breath Weapon 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 Dexterity saving throw against an area effect, you may use your reaction to move up to half of your movement without provoking attacks of opportunity. If this movement would take you out of the area of effect, you are still considered to be targeted by the 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 of their kind would openly take the opportunity to even visit the overworld if given the chance.

Ability Score Increase. Your Constitution 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.

Cave Crawlers. You have a climbing speed of 30 feet and, in dim light or darkness, you have advantage on Dexterity (Stealth) checks. 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 depths has left you vulnerable when traveling the surface world. You have a -2 to attack rolls, Spell Save DCs, Wisdom (Perception) checks that rely on sight, and your Passive Perception score when you, the target of your attacks or spells, or whatever you are trying to perceive are in direct sunlight.

Additionally, you can only spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 30 minutes), 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, unlocking the powers of their draconic blood.

If you pick the Draconic Sorcerer subclass and choose the same damage type for your Draconic Ancestry and Draconic Heritage traits, you may increase your sorcery point maximum by two.

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

Orc Traits

Your Orc character has the following racial traits.

Ability Score Increase. Your Strength score increases by 2.

Age. Orcs reach adulthood 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.

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.

Orcish Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Imposing Presence. You have advantage on saving throws against being frightened, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Relentless Endurance. When 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: Gray Orcs, Green 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 think of when word of their Orcish kin is brought to the more civilized world. 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 advantage on saving throws against poison, and you have resistance against poison damage. Additionally, when traveling through heavily forested or jungled environments, you can move across nonmagical difficult terrain without expending extra movement.

Savage Attacks. When you hit roll the highest value on a weapon's damage die, you may roll the die an additional time and add the result to your total damage. If you roll the highest value on the additional damage die, you gain a number of temporary hit points equal to your Proficiency Bonus.

Gray Orcs

Within their thriving mountainous homelands, Gray Orcs, also known as Sikkaren, have learned to hone their innate temper. While isolationists at heart, they are fierce warriors and will not hesitate to defend their land with ruthless prejudice if they feel threatened.

Their skin most often comes in shades of gray to a lightish blue coloration. This pale complexion makes for the perfect canvas for the various colorful paints and dyes that they are well known for using.

Ability Score Increase. Your Dexterity score increases by 1.

Alpine Hunters. You have proficiency in the Survival skill and resistance to cold damage. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Natural Mountaineers. Your base walking speed is increased to 35 feet and nonmagical difficult terrain doesn’t cost you additional movement in mountainous or rocky terrain.

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, also known as Rhashir, are often considered to be the truest of their Orcish kin. As the most devout followers of The Ruiner, Red Orcs burn with passion and rage in all that they do, making them incredible warriors above all else.

Their skin is said to be hot to the touch— a heat that only grows with their bloodlust. Most often savages and cutthroats at heart, Red Orcs are rarely given any leeway within the civilized world and are often marked as such.

Ability Score Increase. Your Constitution score increases by 1.

Arid Hunters. You have proficiency in the Intimidation skill and resistance to fire damage. Additionally, you have 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. Whenever you use this trait, 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 blades and live a life of peace.

Still, despite their desire for peace, Orogs have not grown naive to the horrors of this world and train vigorously in order to be ready for any attack upon their peoples.

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.

Stoic Hunters. You have resistance to psychic damage and you have advantage on saving throws you make to avoid or end the charmed or stunned conditions on yourself.

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 depths has left you vulnerable when traveling the surface world. You have a -2 to attack rolls, Spell Save DCs, Wisdom (Perception) checks that rely on sight, and your Passive Perception score when you, the target of your attacks or spells, or whatever you are trying to perceive are in direct sunlight.

Additionally, you can only spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 30 minutes), 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 10 + Number of hours in the sun) or take a level of exhaustion.

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 centers 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 utterly sacrificed their humanity to become like the serpent gods in form, as well as in thought and emotion.

The Yuan-Ti empire slowly withered and were finally defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.

Divine Mutations

The Yuan-Ti view their physical transformation as a moment of transcendence for their race, allowing them to shed their frail humanity like dead skin. 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, ranging from a snake-head to having the lower body of a giant snake.

Yuan-Ti Traits

Your Yuan-Ti character has 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.

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.

Sharp Tongue. You have proficiency in the Deception skill.

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

Mental Resilience. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

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, Abyssal, and Draconic.

Beastial 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.
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.
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.

Confinement terrifies the Aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few Aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert and ready to take flight.

Homelands

Most Aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes' designs there.

Accident might also send a nest of Aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.

Once tribes of Aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging further should game become scarce.

Great Purpose

Aarakocra enjoy peace and solitude. Most of them have little intrest in dealing with other people. For this reason, it takes an exceptional circumstances for an Aarakocra to leave their tribe and undertake the adventurer's life.

Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the Aarakocra adventurer's chosen path.

Two other circmstances might call an Aarakocra to adventure. First, Aarakocra have historical ties to the Wind Dukes of Aqaa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos' monsterous champion, Miska the Wolf-Spider.

When plunged into Miska's body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defence against the agents of elemental evil.

Second, Aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogrémoch, the Prince of Earth. The Aarakocra word for gargoyle is loosely translated as “flying rock,” and battles between Aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air.

Occasionally this fight will spill into the world of the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earthen cults and thwarting their efforts.

Aarakocra Names

As with much of their speech, Aarakocra names include clicksand whistles to the point that other peoples have a difficult time pronouncing them.

Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, Aarakocra may use nicknames gained from people they meet or shortened forms of their full names.


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

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

Aarakocra Personality

The Aarakocra rarely live a life outside their village, and it shows in the way they act around others. You can select, roll, or adapt a Aarakocra-specific quirk from the Aarakocra Quirks table. Use the quirk to inform how you portray your character.

Aarakocra Quirks
d6 Quirk
1 You assume that anything anyone offers you is free. If they wanted you to pay for it, why would they hand it to you?
2 You hate sleeping indoors, and would much rather be perched in a sturdy branch.
3 You can't help but attempt to keep your friends clean, and are always brushing dust off them.
4 You often take small object and trinkets that you don't think others will miss.
5 You sometimes think that Dwarves are blind because they live underground.
6 You believe no other race appreciates the wide, open air as much as you do.

Aarakocra Traits

As an Aarakocra, you have certain traits in common with other Aarakocra.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Aarakocra reach maturity by age 3. Compared to Humans, Aarakocra don't usually live longer than 50 years.

Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Darkvision. You have keen eyes, 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.

Flight. Because of your wings, you have a flying speed of 30 feet. You can't use this flying speed if you're wearing medium or heavy armor.

Additionally, you're acclimated to high altitudes, including elevations above 20,000 feet, and you're also naturally adapted to strong wind, as described in chapter 5 of the Dungeon Master's Guide.

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

Subrace. Like their avian counterparts, Aarakocra come in many shapes and sizes which are expressed through their five subraces: The Avariens, Strixens, Scavens, Swellows, and Sephirens.

Avariens

The Avariens are the most noble of the Aarakocran peoples. Given the natural form of a hunter, akin to the likes of many birds of prey you may find in the wild, 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.

Ability Score Increase. Your Strength score increases by 1.

Keen Sight. You have proficiency in the Perception skill, and you have advantage on Perception checks while flying.


Talons. You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

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 directly toward a hostile creature you can see or hear that is below you, ending this movement closer to the enemy than you started. 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.

Whenever you use this trait to move at least 30 feet down towards a target, you have advantage on the first attack you make against the target with your Talons on this turn. When attacking a target with your talons in this way, if the attack hits, it deals additional damage equal to your Proficiency Bonus.

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.

Superior Darkvision. 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.

Talons. Your have talons that you can use to make unarmed strikes. You can use Dexterity instead of Strength for the attack and damage rolls when using your talons. When you hit with them, the strike deals slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Silent Soaring. You have proficiency in the Stealth skill and have advantage on Dexterity (Stealth) checks while flying at night.

Out of Sight. You’ve learned the ways of an ambush predator. While flying, when you take the Attack action against a creature that you are hidden from, you can 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. You have advantage on saving throws against poison, resistance against poison damage, and immunity to disease.

Beak. You have a jagged beak that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Hungry Maw. You are always ready for your next meal. As a bonus 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 swift and sweet. Despite being the fastest flyers of the bunch, Swellens are renown for their need to prove themselves. Whether it be in their studies or physical prowess or even simple hobbies, Swellens have a hidden drive to be the best at all they can, making them exceptional fighters and scholars.

Ability Score Increase. Your Intelligence score increases by 1.

Little Bird. These Aarakocra are between 3 and 4 feet tall and often weigh between 50 and 60 pounds. Your size is Small. 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.

Fast Flight. Your flying speed is increased to 35 and enemies have disadvantage on opportunity attacks against you while you are flying.

Controlled Flyer. Due to your small build and short wingspan, you have a much finer control over your flight than most others of your kind, allowing you to fly in many 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 peoples. With a natural talent for the arts, Sephirens are enthralling performers and inspiring leaders, able to bring heart and levity to situations that few others could. Their naturally bright plumage and melodic voices have led to many of their kind finding a lasting profession as performers of varying talents.

Ability Score Increase. Your Charisma score increases by 1.

Natural Melody. You have a natural ability to create catchy tunes and melodies on the fly. You have proficiency with the Persuasion and Performance skills and have advantage on Charisma (Performance) checks that rely on your voice.

Song of the Sephiren. You can use your bonus action to embolden yourself and an ally, releasing a beautiful display of melodic song and bright feathers to ready yourselves for battle. You and one creature of your choice within 15 feet of 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.

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

Your Centaur has a variety of natural abilities, the result of their unique physicality and culture.

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

Age. Centaurs mature and age at about the same rate as Humans.

Size. Centaurs stand between 8 to 10 feet tall, with their equine bodies reaching out far behind their humanoid torso. Your size is Large, but for the purposes of grappling other creatures, wielding weapons, and 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.

Equine Build. Your equine form imposes various restrictions from preventing you from mounting another creature to preventing you from using any humanoid equipment not fit for your frame, such as armor. This means that all armor you wear must be specialized barding, or else designed specifically for Centaurs, in order for you to benefit from its AC.

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 till 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.

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.

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

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

Coursera

As a Coursera, you are the quickest amongst your kind. With a love of the wilds, they'd rather be found racing through the plains and woods they call home than anything else.

Courseras are known to be stern and capable warriors, soldiers fully capable of facing and overwhelming incredible threats . The Courseras live together with the Wild Elves and Beastial Races of the woods, where they protect the sacred forests of their homeland.

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

Courseran Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Fearless Combatant. You have advantage on saving throws against being frightened. When used as a mount, you may choose to give your rider advantage on saving throws against being frightened as well.

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.

Tauris

As a Tauris, you are the toughest Centaur breed. Smaller than their equine cousins, your herd lives picking its 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 and herds of Tauris have been known to range the same mountains for generations.

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

Alpine Adept. You have resistance to cold damage. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Hooves. Your hooves are natural melee weapons, with which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

Additionally, 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.

Natural Mountaineer. Nonmagical difficult terrain doesn’t cost you additional movement in mountainous or rocky terrain. 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 Athletics, you may instead add double your Proficiency Bonus to the check.

Alsied

As an Alsied, life for your herd is intimately tied to a mystical understanding of the natural world. The most prolific magic users among the different breeds of Centaur, they possess keen minds and the slender, agile bodies of deer.

Alsied herds live in the forested lands of the Feywild, where they spend their time as natural guardians of its beautifully strange and ever enchanting woodlands, warding off any attempts from the outside world to taint their homeland.

Ability Score Increase. Your Wisdom 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).

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 since they are often viewed as feral, aggressive, and untrustworthy. Gnolls start fighting among one another at a very early age, and most are brought up around the principles that might makes right.

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 rituals and there are few clerics or shamans to be found among 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, allowing Fangs to quickly increase the population.

Gnoll Names

Gnoll names often sound like growls to members of other races, featuring multiple "r" sounds. Gnoll tribal names, although not widely shared with other creatures, 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

Your Gnoll character has the following 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 due to their violent lifestyle, they rarely 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.

Darkvision. The ability to see in total darkness is an attribute of Yeenoghu which still lingers within your blood. 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.

Dreadful Hunters. You have proficiency in the Intimidation and Survival skills.

Sensitive Nose. You have advantage on Wisdom (Perception) 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.

Carrion Eater. You have advantage on saving throws against poison, resistance against poison damage, and immunity to disease.

Bite. Your bone-crunching maw is filled with razor-sharp fangs and is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.

Rampage. 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 a Bite attack against it.

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

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

Your Harengon character has 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. Additionally, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) 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're 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 in ways such as 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 to pursue legitimate trades. These Kenku 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

Your Kenku character has 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.

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

Expert Duplication. You have proficiency with forgery kits and advantage on ability checks you make to produce exact duplicates of writing or craftwork.

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 Proficiency Bonus + your Charisma modifier.

Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two of the following skills of your choice: Deception, Insight, Perception, Performance, Sleight of Hand, and Stealth.

Moreover, when you make an ability check using one of these chosen skills, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way 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, Auran, and one additional language of your choice.

Subrace. When the Kenku were first cursed, their now flightless people turned to four separate divine entities, leading to the four subraces known today: Blackwings, Shadehunters, Plaguewalkers, and Corpseflowers.

Blackwings

As followers of the Matron Above and Below, the Blackwings aim to uphold the angellic guise they were once known for. Blackwings live to protect this world while bringing a reason to smile to all of its people. Benevolent tricksters at heart, the Blackwings knack for illusions and deception is more often used for playful tricks than any form of ill favor.

Ability Score Increase. Your Charisma score increases by 1.

Fallen Resistance. You have resistance to radiant damage.

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

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

Blackwing Recall. When selecting a skill proficiency to benefit from your Kenku Recall trait, you may add the following skills to those available above: Acrobatics, Persuasion, and Investigation.

Shadehunters

As followers of the Arbitor of the Damned, the Shadehunters aim to protect the thin veil that so often exists between life and death. Starkly opposed to all things necromantic in nature, the Shadehunters live as walking sentinels against the incursion of undead that seek entry into this realm.

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 proficiency to benefit from your Kenku Recall trait, you may add the following skills to those available above: Athletics, History, and Intimidation.

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.

Plaguewalkers

As followers of the Maiden of Misfortune, the Plaguewalkers are pestilent forces of the supernatural with an affinity for curses and various forms of darker magics. Known to have been spotted at the scene of some of histories darkest moments, they are said to be spread death, disease, and ill omen to all those who may cross their unfortunate paths.

Ability Score Increase. Your Constitution score increases by 1.

Pestilent. You have advantage on saving throws against poison, and you have resistance against poison damage. Additionally, you are immune to the effects of diseases, though you are still able to carry them.

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

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.

Plaguewalker Recall. When selecting a skill proficiency to benefit from your Kenku Recall trait, you may add the following skills to those available above: Animal Handling, Medicine, and Survival.

Corpseflowers

As followers of the Whispered One, Corspeflowers are strange, skeletal figures, remnants of who they once were before giving up their past lives in favor of one free of the taxations of a mortal coil.

Walking corpses bound together by the blooming potential of death, Corpseflowers walk a fine line between the natural world and that which is beyond.

Ability Score Increase. Your Wisdom score increases by 1.

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.

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

Corpseflower Recall. When selecting a skill proficiency to benefit from your Kenku Recall trait, you may add the following skills to those available above: Arcana, Nature, and Religion.


Deathless Nature. As a mass of bones and sinew being held together by a mass of flowering bloom, you are 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 necrotic and poison damage and you are immune to disease.

Undead Fortitude. When 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.

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.

Sunlight Sensitivity. Your affinity for the depths has left you vulnerable when traveling the surface world. You have a -2 to attack rolls, Spell Save DCs, Wisdom (Perception) checks that rely on sight, and your Passive Perception score when you, the target of your attacks or spells, or whatever you are trying to perceive are in direct sunlight.

Additionally, you can only spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 30 minutes), 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 10 + Number of hours in the sun) or take a level of exhaustion.

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

Lizardfolk can differ based on their tribe and environment, but all Lizardfolk have the following traits in common:

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 Halfling or dwarf. 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.

Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

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.

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 can be found in all shapes and sizes, adapting again and again over generations to best make use of their surroundings, resulting in the following subraces.

Plainswalkers

The Plainswalkers are brutish warriors that live within roving tribes of raiders and marauders. Within their nomadic lifestyle, the Plainswalkers never stay in one place for too long, choosing instead to travel from land to land without returning to a single location for years at a time.

Despite the brutality of their nature, the most fearsome threat of their peoples come from the intense devotion each and every member holds to their tribe, forcing them to give life and limb for what they view as a greater purpose.

Ability Score Increase. Your Wisdom score increases by 2.

Imposing Presence. You have advantage on saving throws against being frightened, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

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.

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 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 have resistance to fire damaage and your base walking speed is increased to 35 feet. Additionally, you have adapted to hot environments as described in chapter 5 of the Dungeon Master’s Guide.

Natural Burrowers. As an action, you may begin to dig into the earth, gaining a burrowing speed of 20 feet when burrowing through sand or loose earth until the end of your next turn. 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.

Acid Spit. You have an innate ability to spit acid to soften up your prey for consumption. As a bonus action, you can make a special unarmed ranged attack 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 that of your Bite attack 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.

Venomfangs

Born of the jungle, Venomfangs have lithe builds made for stalking through the high canopies of their homeland. An eclectic bunch, Venomfangs live within small clans that dwell deep within the jungles, rarely venturing out from their home to hunt and trade with the world of outsiders beyond.

Named for the long fanged teeth that they use to quickly subdue their prey, they are well known for their affinity with various toxins that they often use to coat their weapons and armor to ward off attacks from unsuspecting predators.

Ability Score Increase. Your Charisma score increases by 1.

Canopy Crawler. You have a climbing speed of 30 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.

Jungled Hunters. You have advantage on saving throws against poison, and you have resistance against poison damage. Additionally, you have a long prehensile tail. Your tail 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.

Venomous Bite. Your teeth are coated with a mild poison that helps incapacitate your prey. 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 Proficiency Bonus + your Constitution modifier), or become poisoned until the end of its next turn.

On a success, the target is not poisoned and becomes immune to this effect for the next hour. 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

Living within the variety of damp environments and boggy waters which they call home, Swampdwellers have begun to embrace the eerier stillness of the swamps and have even learned to integrate this factor into their hunting tactics.

With their elongate snouts and large teeth, the Swampdwellers have become natural ambush predators not only for the various creatures of the wild that may cross their paths, but also the many unsuspecting caravans and parties that so often pass through their lands.

Ability Score Increase. Yours Constitution score increases by 1.

Swamp Dweller. You have a swimming speed equal to your walking speed and you can hold your breath for a number of hours at a time equal to your Proficiency Bonus.

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

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.

Snapping Jaws. You’ve learned the ways of an ambush predator. While hidden, when you take the Attack action, you can make a special attack with your Bite. If the attack hits, it deals additional damage equal to twice your Proficiency Bonus and the target of the attack must make a Strength saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier), or be grappled by you.

While grappling a creature in this way, you have advantage on Bite attacks against the grappled creature but may otherwise not use your Bite attack until releasing the 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.

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

Minotaurs usually name their offspring after one of the parents, or a great hero in their ancestry, whose code the young Minotaur must strive to honour. Clan names work similarly, inherited from whichever horned paragon first brought purpose to the moniker.


Male Names: Asterion, Beliminorgath, Cinmac, Dastrun,

Edder, Galdar, Hecariverani, Kyris, Tosher, Zurgas
Female Names: Ayasha, Calina, Fliara, Helati, Keeli, Kyri,

Mogara, Sekra, Tariki, Telia
Clan Names: Athak, Bregan, Entragath, Kaziganthi,

Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan

Minotaur Traits

Your Minotaur character possesses traits reflecting its bestial power.

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 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.

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

Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, 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 enemy than you started. Whenever you use this trait to move at least 30 feet towards a target, you have advantage on the first attack on this turn you make against the target with your Horns. When attacking a target with your Horns 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 Abyssal.

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

Upon the first incursion of Baphomet's abyssal forces upon the Material Plane, a number of Minotaur were taken in by Moradin, the Dwarven god of the forge, who saw something within the beastial creatures that no other did.

Since this day, followers of Moradin have aimed to cut free the abyssal ties that many of their beastial brethren unwillingly cling to. Such Minotaur are now known as Stonewardens, having forever indebted themselves to their Dwarven brethren that have cleansed their once corrupt path.

Ability Score Increase. Your Wisdom score increases by 1.

Armored Artisan. You have proficiency with Smith’s Tools and you may don heavy armor without reducing your speed.

Training of the Mountain. You can speak, read, and write Dwarvish and you have proficiency with battleaxes, and warhammers.

Additionally, immediately after taking the Attack action on your turn, you can use your bonus action to attempt to grapple the target of your attacks. You must have a free hand open to grapple in this way. 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.

Seareavers

Having broken from the confines of their abyssal chains long ago, the Seareavers now live a life of pure freedom. Far from their once cavernous existence within the Labyrinth, the Seareavers travel the world by ship, meeting new faces and exploring new cultures with each passing day.

Having founded a home of their own within a chain of islands, the Seareavers have formed a warrior-like culture fromed 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 crimes.

Ability Score Increase. Your Charisma score increases by 1.

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.

Training of the Seas. You can speak, read, and write one additional language of your choice and have proficiency in the Athletics skill and Water Vehicles.

Additionally, immediately after taking 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 within 5 feet of you and no more than one size larger than you, on a success, you can choose to knock it prone or push it 10 feet away.

Labyrinthians

Having never broken free of the abyssal connection that first birthed them, the Labyrinthian Minotaur are still in service to the dark ambitions of the Prince of Beasts himself. Massive in frame and deadly in combat, Labyrintians follow orders with precise efficiency, holding onto few mortal desires.

Still, there are those that have been able to form a life of their own, a life not devoted to their demonic creator. Though possible, these Minotaur are often still burdened with beastial impulses and unforgiving dreams drawing them back to the darkness from which they first entered with world.

Ability Score Increase. Your Constitution score increases by 1.

Superior Darkvision. Demonic blessings grant you 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 Fortitude. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

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

Training of the Abyss. You are proficiency in the Intimidation skill.

Additionally, when you make a Melee Attack on your turn, you may choose to increase your reach by 5 feet until the end of your turn. 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.

Sunlight Sensitivity. Your affinity for the depths has left you vulnerable when traveling the surface world. You have a -2 to attack rolls, Spell Save DCs, Wisdom (Perception) checks that rely on sight, and your Passive Perception score when you, the target of your attacks or spells, or whatever you are trying to perceive are in direct sunlight.

Additionally, you can only spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 30 minutes), 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 10 + 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

Your Pachydan character has 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. Their massive bodies 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.

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

Keen Senses. Thanks to your sensitive trunk and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

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.

Tusks. You have tusks that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Additionally, 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.

Trunk. You can grasp things with your trunk as well as breath through it freely. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do simple tasks such as lifting, dropping, holding, pushing, or pulling an object or creature, opening or closing a door or container, grappling someone, or making an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.

Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

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 races, the Loxodon are people of profound intellect, with naturally long-lasting memories and a supernaturally 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 of this modern age as they strive to not repeat the 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 a naturally expansive memory and are a quick study. 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. You're also naturally adapted to cold climates, 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 creatures of your size or smaller that stand in your way equal to your Proficiency Bonus. For each success, the enemy is moved to the next space over that will fit them and has disadvantage on Attacks of Opportunity against you until the start of their next turn. If there is no space for the creature to move to, they are instead knocked prone. 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.

Sure of Foot. Your base walking speed is increased to 30 feet and nonmagical difficult terrain doesn’t cost you additional movement in heavily forested or jungled environments.

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, wandering Tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive Tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

Wandering Outcasts

Most Tabaxi remain in their distant homeland, content to dwell in small, tight clans. These Tabaxi hunt for food, craft goods, and largely keep to themselves.

However, not all Tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the Tabaxi, gifts each of his children with one specific feline trait. Those Tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the Tabaxi remain isolated but never ignorant of the world beyond their home.

Barterers of Lore

Tabaxi treasure knowledge 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.

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.

Tabaxi Names

Each Tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.

Clan names are usually based on a geographical feature located in or near the clan's territory.

The following list of sample Tabaxi names includes nicknames in parenthesis.


Tabaxi Names: Cloud on the Mountaintop (Cloud),

Five Timber (Timber), Jade Shoe Qade), Left-Handed

Hummingbird (Bird), Seven Thundercloud (Thunder),

Skirt of Snakes (Snake), Smoking Mirror (Smoke)
Tabaxi Clans: Bright Cliffs, Distant Rain, Mountain

Tree, Rumbling River, Snoring Mountain

Tabaxi 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 Personality

A Tabaxi might have motivations and quirks much different from a Dwarf or an Elf with a similar background.

You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.

The Tabaxi Obsession table can help hone your character's goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.

Tabaxi Obsessions
d8 My curiosity is currently fixed on...
1 A god or planar entity
2 A monster
3 A lost civilization
4 A wizard's secrets
5 A mundane item
6 A magic item
7 A location
8 A legend or tale
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 Traits

Your Tabaxi character has 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.

Cat's Claws. Your claws are natural weapons, which you can use to make unarmed strikes. You can use Dexterity instead of Strength for the attack and damage rolls when using your claws. When you hit with them, the strike deals slashing damage equal to 1d4 + your Strength or 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: Brewer's Supplies, Glassblower's Tools, Leatherworker'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.

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When 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.

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 civilized 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.

Fast Claws. Your incredibly quick movements make you a natural combatant. Your Claws have the light property when using your Dexterity modifier for the attack and damage modifiers.

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 using your Feline Agility trait to move more than 30 feet toward a hostile creature, if you end your movement within 5 feet of your target to take the Attack action, you may 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, it deals additional damage equal to your Proficiency Bonus and the target of the attack must make a Strength saving throw (DC 8 + your Proficiency Bonus + your choice of your Strength or Dexterity modifier), 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 often find their place in the world as warriors and guardians amongst the likes of man; taking the form of mercenaries, knights, and bodyguards most often.

Ability Score Increase. Your Strength score increases by 1.

Deft Claws. The damage die for your Claws is increased to a d6 when using your Strength modifier for the attack and damage rolls.

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.

Primal Roar. As a bonus action, you can release a menacing roar. Creatures of your choice within 10 feet of you must succeed on a Wisdom saving throw (DC 8 + your Proficiency Bonus + your Strength modifier), 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 in order to increase its range to 20 feet. Creatures that cannot hear you are immune to this effect.

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

Born of tribes hidden away within the highest of peaks, 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 fact, 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. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.

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.

Pounce. When using your Feline Agility trait to jump more than 15 feet toward a hostile creature, if you end your movement within 5 feet of your target to take the Attack action, you may make a special attack with your Claws. This attack can be made at advantage if leaping from at least 10 feet above your target.

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 Proficiency Bonus + your choice of your Strength or Dexterity modifier), 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.

This kinship with the lonely road and love of the hunt, the Therin are known to be great mercenaries and bounty hunters; able to single-mindedly focus upon their contracts without distraction.

Ability Score Increase. Your Wisdom score increases by 1.

Jungle Cat. You have a climbing speed of 30 feet and when you take falling damage, you may use your reaction to reduce the fall damage rolled by a number of d6 equal to twice 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 even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Death From Above. While climbing, you can use your bonus action to leap down on to a hostile creature you can see or hear that is at least 30 feet below you in order to take 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 Proficiency Bonus + your choice of your Strength or Dexterity modifier), or be knocked prone. If you are hidden from your target when dealing damage in this way, the additional damage dealt by this trait 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.

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

Tortles have 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 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

Your tortle character gains traits that enable it to cope with the perils of a savage world.

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 +5 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, you can't take reactions, 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.

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 have 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.

Sturdy Build. Your base walking speed is increased to 30 feet and nonmagical difficult terrain doesn’t cost you additional movement in mountainous or rocky terrain. Additionally, the base AC of your Natural Armor trait is increased to 18.

Seafarers

Born of the ocean, Seafarers live a life 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 an innate 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.

Oceanic Traveler. You have proficiency in the Athletics skill, Navigator's Tools, and Water Vehicles.

Sworn to the Seas. You have a swimming speed of 35 feet, you can breathe air and water, and you have resistance to cold damage.

Sea Dog. You’ve learned the difficulties of life at sea. You have advantage on Constitution saving throws made to resist exhaustion and you have advantage on all ability checks and saving throws made to resist being grappled.

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

Born of the murky waters of swamps and bogs, Snapjaws are an especially hearty folk. Often seen as grouchy and rowdy in comparison to the more tranquil Tortle races, they are, in truth, a people of family; placing incredible purpose and value in those they consider family, whether by blood or choice.

Most often living in small villages upon the boggy waters of a swamp, Snapjaws have learned to be masters of their favored terrain by merely waiting amongst the muck of the water for the right opportunity to strike against the monstrous creatures of the swamp.

Ability Score Increase. Your Strength score increases by 1.

Swamp Dweller. You have a swimming speed equal to your walking speed and you can hold your breath for a number of hours at a time equal to your Proficiency Bonus.

Ambush Predator. You can emerge from your shell as a part of a held action instead of a bonus action. Additionally, while withdrawn into your shell, you have advantage on Initiative rolls.

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

Snapjaw Bite. Your jagged maw is a natural weapon, which you can use to make unarmed strikes. If 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, once per turn, when attempting to grapple a creature, you may use your Bite to do so, giving you advantage on the Strength (Athletics) check to do so.

Draconbloods

Spawned of a lineage blessed by the ancient Dragon Turtles of old, Draconbloods are serene and graceful for as long as the need to be, though the underlying wrath of the dragon always lies just beyond the surface.

Distanced from the rest of their kin, the Draconbloods are a difficult people to find. Absconded from the likes of the civilized world, they prefer a life away from the distractions of the world of man, choosing instead to home within places of intense mystical potential wherein they may better connect to the leylines of this world.

Ability Score Increase. Your Charisma score increases by 1.

Ocean Swimmer. You have a swimming speed equal to your walking speed and can breathe both air and water.

Draconic Ancestry. You have an ancestral connection to the gargantuan dragon turtles of old, giving you proficiency in the Intimidation skill and resistance to fire damage.

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 a 15-foot cone. Each creature in that area must make a Constitution saving throw (DC 8 + your Constitution modifier + your Proficiency Bonus), taking 1d8 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage, which increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

You can use your Breath Weapon 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

Ursurai have racial traits common with their bear cousins and some unique to the Ursurai people.

Ability Score Increase. Your Strength scores increases by 2.

Age. Usine mature quicker than Humans, reaching adulthood around age 16. Despite this, they live roughly as long as Humans.

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 standing 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. You cannot wield weapons while on all four, but you can use 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.

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

Hibernation. Whenever you finish a long rest, you gain a number of temporary hit points equal to your level.

Additionally, at the end of each short rest, the first time you roll a Hit Die to regain hit points, you regain an additional number of hit points equal to your Proficiency Bonus.

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 snout is filled with razor-sharp teeth and your long paws equipped with deadly claws, all of which can be used as natural weapons to make unarmed strike in the following ways:

  • Bite. On a hit, your bite deals piercing damage equal to 1d8 + your Strength modifiers. You may only attack with your Bite once per turn.
  • Claws. On a hit, your claws deal slashing damage equal to 1d6 + your Strength modifier.

When starting your turn grappling a creature, you may grant yourself advantage on the first attack you make with your natural weapons.

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

Subrace. Akin to their ursine 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 unending sense of honor. Despite being capable of great feats of strength and 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 lacks true honor.

Ability Score Increase. Your Constitution score increases by 1.

Forest Climber. You have a climbing speed of 30 feet. Additionally, when traveling through heavily forested or jungled environments, you can move across difficult terrain without expending extra movement.

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 Coat. You have resistance to cold damage. Additionally, you're naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Tundran Swimmer. You have proficiency in the Survival skill and have a swimming speed equal to your walking speed. Additionally, you have advantage on Strength (Athletics) checks made while swimming.

Frozen Wanderer. 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 of their sister races, the Ailuren have chosen to lead a life of peace, living as practiced healers and shamans that may bring guidance and good fortune to their people.

Ability Score Increase. Your Wisdom score increases by 1.

Caretaker. You have proficiency in the Medicine skill and your choice of Cook’s Utensils or Brewer’s Supplies.

Inner Peace. You have advantage on saving throws you make to avoid or end the charmed or frightened conditions 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.

Nocturan

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.

Superior Darkvision. 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.

Nocturan's 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.

Fleet of Feather. Your have proficiency in the Stealth skill and your base walking speed is increased to 30 feet when standing on your hind legs and 35 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).

Exotic 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.
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.
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.
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 were once Humans, but the weight of existence in the Shadowfell has shaped them into something else. They promised to serve as the Raven Queen's mortal agents, and in exchange, she gave them incredibly long life and freedom from frailty. Eventually, they were so different from Humans that they became a distinct species.
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 allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.

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 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.

Angelic Guide
d6 Name
1 Tadriel
2 Myllandra
3 Seraphina
4 Galladia
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

Aasimar Names

Most aasimar are born from Human parents, and they use the same naming conventions as their native culture.

Aasimar Traits

Your aasimar character has the following racial traits.

Ability Score Increase. Your 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 Ancestry. You have an ancient celestial ancestry, granting you an innate affinity for the divine. Choose a form of celestial connection from the Celestial Ancestry tables in the sections below. This determines the damage type for your other traits while also giving you a variety of additional traits depending on your given choice.

Celestial Resistance. You have resistance to the damage types associated with your Celestial Ancestry.

Celestial Revelation. As a bonus action, you may choose to take on the ideals of your celestial patron, transforming into their divine avatar for a short time. Your transformation lasts for 1 minute, until you fall unconscious, or until you end it as a bonus action. Until your 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 by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a Protector Aasimar receives advice and directives that urge to stand against evil.

Ability Score Increase. Your Charisma score increases by 2.

Radiant Resistance. You have resistance to 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 25 feet.

Protector Ancestries
Celestial Title Damage Type
Everbloom Poison
Truthseer Acid
Windwalker Thunder
Snowsong Cold
Brightheart Fire
Everbloom

Born of the beautiful whimsy and wonder of the natural world, Everbloom Aasimar are those blessed by the timeless, primal spirits of the wilds.

Meant to safeguard the beauty of the natural world, Everblooms are known to be soft and gentle, though when such manners are not returned to them nor their lands, 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 claws which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier. When you hit with an attack using your claws, you may give one friendly Beast of your choice 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

A voice of verity and justice, Truthseers are Aasimar blessed with the divine purpose of enforcing and upholding the gospel of the gods with their very 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.

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.

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

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 most often known as weary wanderers, traveling from town to town in search of those in need of their help, which they are more than willing to give.

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. 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, you're acclimated to high altitudes, including elevations above 20,000 feet, and you're also naturally adapted to strong wind, as described in chapter 5 of the Dungeon Master's Guide.

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 beauty and thrive in positions of power and influence that may allow them to guide the world of man 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. 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.

Snowstorm. Starting at 5rd level, while using your Celestial Revelation trait, your walking speed is increased to 35 feet 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 righteous spirit and a warrior's 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.

Natural-born combatants, Brighthearts are known for a sense of stoic strength, never showing what fears they may hold within in order to set the standard for those warriors that may follow in their steps.

Ability Score Increase. Your Strength score increases by 1.

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

Fearless. You have advantage on saving throws against being frightened.

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

An Aasimar who was touched by dark powers of vile gods or whom is born of evil blood can become one of the Scourge- a group of Aasimar whose insides hold not light, but shadow.

Ability Score Increase. Your Constitution score increases by 2.

Necrotic Resistance. You have resistance to necrotic damage.


Necrotic Shroud. Starting at 3rd level, while using your Celestial Revelation trait, your take on a horrifying visage befitting of your celestial heritage. When you transform in this way, creatures that can see you within 15 feet of your transformation must succeed on a Charisma saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or become frightened of you until the end of your next turn. While transformed in this way, you may spend an action to force creatures within 5 feet of you to make a Charisma saving throw as though they were caught in the initial effect.

Scourge Ancestries
Celestial Title Damage Type
Blightsworn Poison
Acidtongue Acid
Stormlight Lightning
Deathwalker Cold
Netherborn Fire
Blightsworn

Strictly opposed to the natural world, the Blightsworn are beings of rot and disease seeking to consume the world in an infectious, supernatural decay.

Disgusting cretins that care not for hygiene nor social pleasantries of any kind, the Blightsworn 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, you can use your reaction to make one weapon attack, with advantage, against 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

Bringers of strife, Acidtongue Aasimar stand against the constructs of society, aiming to dismantle the civilized world from the inside out.

Rusted blades in hand, it is their mission to bring tear down the many flaws that run rampent through the world of man before they may begin to rebuild a new world, a better world, free of such flaws.

Ability Score Increase. Your Strength 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 intimately understand it. You have proficiency in your choice of one of the following artisan’s tools: Alchemist’s Supplies, 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.

Ruin & Wrought. Starting at 5rd level, while using your Celestial Revelation trait, you deal double damage with attacks against objects and structures.

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, Stormlight Aasimar devote their entire lives to unveiling lost artifact or ancient secrets all with the singular goal of increasing the constraints and limitations of their own capabilities.

Ability Score Increase. Your Intelligence score increases by 1.

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.

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

Arcane Anomaly. Starting at 5rd level, while using your Celestial Revelation trait, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

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 the necromantic, Deathwalkers, as the name might suggest, walk the thin veil between life and death as arbiters of the damned and wardens of the dead.

Whether it is love, hatred, or a mere curiosity, Deathwalkers hold an intimate connection to undeath. Some actively 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 marking these Aasimar already bare.

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, though you have no special ability to understand them should they not have the capacity for speech. 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

Accustomed to a life of darkness, the Netherborn have found a place amongst the many peoples of the Underdark as a searing light within the endless abyss that is their home, though this light is not always welcomed with open arms.

Embraced by some and cursed by others, a Netherborn's fiery light is seen as a prophetic sign to the peoples of the Underdark. Still, in a region that is so inherently bound to dark, ancient creatures of depths, it is often a wonder as to where exactly this so-called sign stems from.

Ability Score Increase. Your Charisma score increases by 1.

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. 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.

Fire & Brimstone. Starting at 5rd level, while using your Celestial Revelation trait, when you take damage from a creature within 15 feet of you, you may use your reaction to force the creature to take fire damage equal to twice your Proficiency Bonus.

Additionally, you learn the heat metal 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

Fallen Aasimar are imbued with a divine energy that blazes intensely within them- so much so that even when the source of their divine spark has pulled its influence from their lives, these primal energies have manifested still. Whether by choice or by force, the Fallen have been bereft of their once divine calling and left to forge a path of their own.

Ability Score Increase. Your Wisdom score increases by 2.

Fallen Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Radiant Consumption. Starting at 3rd level, while using your Celestial Revelation trait, divine energy radiates 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, any creatures within 10 feet of you takes damage of a type associated with your Celestial Ancestry equal to your Proficiency Bonus.


Fallen Ancestries
Celestial Title Damage Type
Greeenreaver Poison
Causticheart Acid
Wayfinder Lightning or Thunder
Gravewarden Cold
Asheguard Fire

Greeenreaver

No matter the cost nor the means, these Aasimar have pushed their bodies and minds to the very depths of their capabilities and then pushed that much further.

Greeenreavers have cursed their newfound mortality and sworn against its mediocrity— now devoting themselves to the pure, venomous spite for the divine that has manifested from deep within their being.

Ability Score Increase. Your Intelligence score increases by 1.

Fallen Sage. You have proficiency in the Medicine skill and advantage on saving throws against being poisoned.

Immutable Will. Starting at 5rd level, while using your Celestial Revelation trait, you have advantage on all Wisdom checks and saving throws.

Additionally, you learn the cause fear 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.

Causticheart

Cast down from their celestial heritage and left with no true purpose, Caustichearts have corroded from the inside out, leaving them to be a hollow shell of their former selves.

With their divine persona having eroded away, they now wander this world performing odd jobs to get by, inflicting woe and wonder alike as they search endlessly for a new purpose akin to the divine calling which they have lost.

Ability Score Increase. Your Dexterity score increases by 1.

Fallen Nomad. You have proficiency in the Survival skill and advantage on checks made to cover your tracks.

Divine Warrior. Starting at 5rd level, while using your Celestial Revelation trait, 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.

Additionally, you learn the compelled duel 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.

Wayfinder

Wayfinder Aasimar have found a profound love for their new life doing anything and everything that may help them feel the true extent of their newfound mortality.

Always living life on the edge, they are daredevils at heart, known for their endless list of deadly feats from performing deathly acrobatic acts to sailing cursed waters to pretty much anything they can think of that might make them feel alive.

Ability Score Increase. Your Strength score increases by 1.

Fallen Wanderer. You have proficiency in the Perception skill and your base walking speed is increased to 35 feet.

Freedom Fighter. Starting at 5rd level, while using your Celestial Revelation trait, upon reducing a creature to 0 hit points, you may immediately use your reaction to move up to half your speed without provoking attacks of opportunity.

Additionally, you learn the heroism 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.

Gravewarden

Having lost their tether to the divine, Gravewarden Aasimar have been consumed by the cold despair of a purposeless life, and yet, despite their fall from grace, their faith remains.

Ever loyal to the divine path to which they were born and the progenitors that have since discarded of them, Gravewardens continue to strictly adhere to the devout tenants of their past life in hopes that one day, they may finally return to their lost graces.

Ability Score Increase. Your Charisma score increases by 1.

Fallen Priest. You have proficiency in the History and Religion skills.

Unwavering Faith. Starting at 5rd level, while using your Celestial Revelation trait, at the end of each of your turns, you may choose to ward a number of creature's from your ire equal to your Proficiency Bonus. These creatures do not take damage from your Radiant Consumption trait and, while within its radius, have advantage on death saving throws.

Additionally, you learn the bless 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.

Asheguard

For most Asheguard Aasimar, with the stripping of their divine status came the cruel "lessons" that a true celestial is capable of imparting, leaving many of their ilk to be scarred and mangled both in body and mind.

This brutal act of zealotry has left these Aasimar to be nearly void of emotion, for the only thing their souls hold room for is a roiling hatred for the divine. Defined by this unending thirst for vengeance against those that have wronged them, there are few things among the world of man that may halt the wrath of these once divine warriors.

Ability Score Increase. Your Constitution score increases by 1.

Fallen Hunter. 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.

Searing Soul. Starting at 5rd level, while using your Celestial Revelation trait, the damage dealt by your Radiant Consumption trait is increased by 1d4 and ignores resistance to the damage types associated with your Celestial Ancestry.

Additionally, you learn the protection from good and evil 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.

The exact origin of the Arboreans is unknown, however, an old legend says that, while 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 a forgotten people, the Arboreans. 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.

Though these gardeners are few in number, they are very much real, though they prefer to be forgotten. Most will happily spend their exceptionally long lives tending to the swaths of wilderness under their care, 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

Due to their long lifespans and relaxed disposition, Arborean names are often detailed stories that can take days to explain. Often, the Arboreans that interact with mortals will adopt the name of their favorite plant, tree, or flower.


Arborean Traits

No matter their home, environment, or forest of origin, all Arboreans have the following traits in common:

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 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.

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

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 would deal fire damage and attacks that would deal fire damage 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 natural form, you are considered both Plant and Humanoid. You don't need to eat or drink so long as you are exposed to sunlight for 1 hour each day. To gain the benefits of a long rest, you must spend at least 6 hours in an inactive, motionless state, though you remain aware of your surroundings.

While in this state, you may choose for your natural form to appear indistinguishable from a small tree unless closely inspected and, if you have any severed limbs they fully regrow by the end of your long rest. If you do not have access to sunlight, you can still sleep and eat normally. When you do so, you consume the same amount of food and sleep for the same length as a normal human.

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

Subrace. The first of the Arboreans were planted eons ago, forming the following subraces: The Elderwoods, Nightshades, & Ironwoods.

Elderwood

Embodying the forest in both body and mind, Elderwood Arboreans are born of a primeval awareness of the woods to which they were born. Despite their immense strength and towering builds, they can slink away and glide through the woods they call home with the best of them.

They are fiercely protective of the wilds and will retaliate with a righteous fury against those who would wish harm upon the natural world. Still, they are known to be incredibly hospitable to those willing to show their woods obeisance.

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.

Arboreal Explorer. You have proficiency in the Athletics skill and a climbing speed of 30 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.

Call of the Wilds. 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 plant 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).

Nightshade

Slender and lithe where others of their kind may be hearty and strong, Nightshade Arboreans are an elusive peoples known to hide within the heart of wild jungles and the forgotten groves of long lost woodlands.

The flowers blooming off their very backs are known to be born of a deathly dose of a potent poison, giving them a unique affinity for the poisons of the natural world that is unparalleled by the likes of man.

Ability Score Increase. Your Dexterity score increases by 1.

Floral Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage.

Fleet of Foot. Your have proficiency in the Stealth skill and your base 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).

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 pass without trace 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).

Ironwood

Above all else, Ironwood Arboreans pride themselves of their strange affinity for the arcane— an oddity amongst the more naturally inclined magics of their sister races.

Although still made of wood, their hearty forms are known to mimic many of the qualities of metal, including its ability to conduct both electricity and magic. This unique feature of their arboreal design has allowed them to make incredible arcane advancements within their reclusive societies.

Ability Score Increase. Your Intelligence score increases by 1.

Iron Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Conductive Nature. You are resistant to lightning damage and whenever you take lightning damage, you may use your reaction to consume a portion of that energy, channeling it into your next strike. The first time before the end of your next turn that you hit with a weapon attack or spell attack that deals lightning damage, you may choose to deal additional lightning 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.

Heart of Iron. You know the shocking grasp cantrip. 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 warding bond 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).

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

Your changeling character has the following 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.

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 advantage on saving throws you make to avoid or end the charmed condition on yourself.

Changeling Instincts. Thanks to your connection to the fey realm, you have proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.

Shapechanger. As an action, you change your appearance and your voice. You determine the specifics of the 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 adopt a Preferred Form to live out their daily lives. You select this Preferred Form and may shift into it as a reaction at anytime.

Additionally, when first choosing this 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 requisites nor any references to features that you would otherwise not have (Such as the Minotaur's Goring Rush trait) and, if it would give you any 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. The truth of your alien form has left you vulnerable when traveling the surface world. You have a -2 to attack rolls, Spell Save DCs, Wisdom (Perception) checks that rely on sight, and your Passive Perception score when you, the target of your attacks or spells, or whatever you are trying to perceive are in direct sunlight.  Additionally, you can only spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 30 minutes), 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 10 + Number of hours in the sun) or take a level of exhaustion.

Languages. You can speak, read, and write Common, Sylvan, and two additional languages of your choice.

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.

A Dragonborn’s color imparts many traits upon them, including varying types of breath weapon, as well as scales that closely match those of their dragon ancestor.

Some Dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

Proud Dragon Kin

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings. The first Dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance, though usually there are one primary color to their scales.

Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike 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 gold, silver, brass, copper, or bronze.

Self-Sufficient Clans

To any Dragonborn, the clan is more important than life itself. 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. Each Dragonborn knows his or her 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 a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a Dragonborn.

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 clan 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

Your draconic heritage manifests in a variety of traits you share with other Dragonborn, as well as unique aspects based on your color.

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. 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.

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.

Draconic Ancestry. You have an ancient, draconic ancestry, granting you a special magical affinity. 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 given choice.

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

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 your Breath Weapon 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 languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Subrace. The three subraces of the Dragonborn follow that of the three forms of dragon, each with their own set of scales and colors: Metallic, Chromatic, and Gem.

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.

Honored Disposition. You have proficiency in your choice of one of the following skills: Deception, History, Performance, Persuasion, or Religion.

Metallic Scales. You have a tough exterior formed of hardened, metallic scales, granting you a +1 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, you gain the unique ability of releasing a pulse of magnetic energy from the heart of your metallic form.

When 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 metal are pushed or pulled (your choice) up 15 feet from you. This effect also targets all metallic objects within range, which automatically fail their saving throws.

Metallic Ancestries
Draconic Color Damage Type
Copper Poison
Iron Acid
Cobalt Lightning or Thunder
Silver Cold
Gold Fire

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, 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 embolden your naturally oxidized metallic form, causing you to gain a number of temporary hit points equal to twice your Proficiency Bonus.

Iron

Curious beyond all else, Iron Dragonborn are an innovative kind, always seeking to further understand the world around them, breaking it apart to it's core pieces functions so that they can then rebuild it bigger and better. This form of thought runs rampent through Iron Dragonborn 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.

Iron Artisan. You have proficiency in your choice of one of the following artisan’s tools: Alchemist’s Supplies, Glassblower’s Tools, Smith’s Tools, Mason'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.

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 contacting your naturally metallic 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 metallic scales with a wave of defensive energy. The next time you take damage from a creature within 15 feet of you, you can force the creature to take your choice of lightning or thunder 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 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 a shield of ice and snow. 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, they takes cold damage equal to your Proficiency Bonus.

Gold

Leaders at heart, the Gold Dragonborn set the, ahem, golden standard for their draconic kin. Beacons of truth and justice, they stand to create a world of peace and order. Known to command great armies, Gold Dragonborn seek to unite the clans of their metallic kin in order to forge a path forward as one 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 superheat your exterior scales and 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 your Proficiency Bonus.

Chromatic Dragonborn

Dragonborn with a chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of green, black, blue, white, and red dragons gleam in their scaled skin and in the deadly energy of their breath weapons.

Unlike their metallic counterparts, Chromatic Dragonborn have always been at their best when far from the walls and hearths of the civilized world. Living instead within sprawling nomadic clans, they brave the natural environments of this world and endure the harshness of its raw elements.

Ability Score Increase. Your Constitution score increases by 2. Additionally, your Breath Weapon DC scales off of your Constitution modifier.

Intimidating Presence. You have proficiency in your choice of one of the following skills: Animal Handling, Athletics, Intimidation, Nature, or Survival.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier. Additionally, when a creature fails its save against your Breath Weapon attack, you have advantage on the first attack roll using your Claws against that creature until the end of your next turn.

Draconic Fear. Starting at 3rd level, you gain an innate connection to the primal ferocity of your draconic kin.

When 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 energy in a 15-foot cone (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 Color Damage Type
Green Poison
Black Acid
Blue Lightning or Thunder
White Cold
Red Fire
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 against being poisoned. Additionally, 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. If this target fails its saving throw, 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 in the form of hazing, infighting, and an overall sense of bravado that spawns from their people's 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 you can hold your breath for a number of hours equal to your Proficiency Bonus. Additionally, when swimming through heavily obscured waters, you can move through nonmagical difficult terrain without expending extra movement.

Acidic 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. If this target fails its saving throw, they take half the damage rolled as acid damage at the start of their next turn.

Blue

Children of the great depths of the seas, Blue Dragonborn live incredible lives amongst the strange, monstrous creatures of the ocean that they call family. An adventurous people with a love for this worlds many indulgences, they are a hearty folk that firmly believe that, in a world of monsters and men, there is never a reason to not fight, drink, and party the night away.

Ability Score Increase. Your Charisma score increases by 1.

Ocean Swimmer. You have a swimming speed equal to your walking speed and can breathe both air and water. Additionally, you’re acclimated to high wind and heavy precipitation. You suffer no disadvantage to Wisdom (Perception) checks under those conditions, 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. If this target fails its saving throw, you can choose to knock it prone or push it 15 feet away from you.

White

The most primal 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. With their clans centered upon this base, primal knowledge, their people live amongst a system that, above all else, honors raw strength, fortitude, and survivability amongst the frozen wastes that they call home.

Ability Score Increase. Your Dexterity score increases by 1.

Frozen Wanderer. 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. Additionally, you're naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

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. If this target fails its saving throw, their movement speed is halved until the end of their next turn.

Red

Ruthless in battle and commanding in presence, Red Dragonborn are the epitome of what it means to be a dragon. Ruling through strength and fear alike, within the hierarchy of their chromatic kin, there is no question as to who is in charge, for should such a question ever be raised, it would be met with fire and steel.

Ability Score Increase. Your Strength score increases by 1.

Desert Caravan. You have 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— mastery over the ancient magic once thought to be lost to time known as psionics.

Gem Dragonborn are of the heritage of Gem Dragons, those who claim to the heirs of Sardior— the Primordial Dragon. The prismatic display of Emerald, Amethyst, Sapphire, Diamond, and Ruby gems gleam within their respective scales as the mysterious powers of their ancestral kin course through their veins.

Ability Score Increase. Your Intelligence score increases by 2. Additionally, your Breath Weapon DC scales off of your Intelligence modifier.

Insightful Eye. You have proficiency in your choice of one of the following skills: Arcana, Insight, Investigation, Medicine, or Perception.

Psionic Mind. You have awakened the true potential of your mind, allowing you to manipulate the world around you in ways unheard of to most. To see how these powers have manifested for yourself, choose one of the following traits:

  • 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.
  • Telepathy. You can telepathically communicate with any creature you can see within 30 feet. You don’t need to share a language, but the target must speak at least one language to respond, which it may do as a reaction. You can only communicate with one creature at a time.
  • Telekinesis. You learn 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 it can lift a number of pounds equal to 10 times your Intelligence modifier (minimum of 10).

Ethereal Breath. Starting at 3rd level, you learn to channel your Breath Weapon attack not through the physical embodiment of the elements, but rather the conceptual understanding of them, forming an ethereal representation of the effects these elements withhold. When using your Breath Weapon, creatures caught in the area of your cone attack must make a Wisdom saving throw, whereas those caught in your line attack must make an Intelligence saving throw.

Gem Ancestries
Draconic Color Damage Type
Emerald Poison
Amethyst Acid
Sapphire Lightning or Thunder
Diamond Cold
Ruby Fire
Emerald

Born with the psionic capabilities of an empath, Emerald Dragonborn are a people of spirituality and peace. They are known to telepathically communicate through an open exchange of not only thought, but emotion, allowing their clans to act in a sense of pure, communal understanding and overall harmony that would be unheard of in most cultures.

Ability Score Increase. Your Wisdom score increases by 1.

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. Once you use this trait, you can't do so again until you finish a long rest.

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 your Proficiency Bonus.

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.

Ethereal Sight. As an action, you can open your mind’s eye, relying on a supernatural awareness rather than that of your normal sight. Until the end of your next turn, you have blindsight out to a range of 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.

Riftwalker. Starting at 5rd level, each time you use your Breath Weapon, you may choose to empower your translocative psionic abilities, allowing you to teleport 10 feet to an unoccupied space that you can see.

Dragonborn Sorcerers

The Draconic Sorcerer Origin overlaps the base Dragonborn's abilities. Due to this, as a Draconic Sorcerer, if you chose the same Ancestry for both Dragonborn and Sorcerer, your breath weapon damage deals an additional dice of damage.

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.

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.

Sapphire’s Celerity. Starting at 5rd level, each time you use your Breath Weapon, you may choose to empower your own movements, giving enemies disadvantage on opportunity attacks against you until the start of your next turn.

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. You have advantage on saving throws against being charmed.

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.

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 with the natural 20 recorded.

Flames of Foresight. Starting at 5rd level, each time you use your Breath Weapon, you may choose to peer into your most immediate future, giving disadvantage to the next attack roll made against you before the start of your next turn.

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

Your Eladrin character has a variety of natural abilities, the result of thousands of years of Elven refinement.

Ability Score Increase. Your Dexterity score increases by 2.

Age. 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 advantage on saving throws you make to avoid or end the charmed condition on yourself.

Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain semi-consciousness.

Whenever you finish this trance, you may choose to commune with the mystic powers of the fey realm, granting you advantage on your choice of Intelligence, Wisdom, or Charisma saving throws made against magic until your next long rest.

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.

Your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Intelligence, Wisdom, or Charisma modifier.

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 on your turn, 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 Increases and 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).

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.

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.

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, both physically and emotionally, 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

Though Fairies vary greatly depending on the Archfey they serve, all Fairies have the following traits in common.

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


Age. Fairies reach adulthood a year and a day after their birth, and do not age further 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 nor don armor unless it is specifically sized to fit a creature of your stature.

Speed. Your base walking speed is 15 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 Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Faerie Flight. Because of your wings, you have a flying speed of 30 feet. You can't use this flying speed if you're wearing medium or heavy armor.

Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain semi-consciousness.

Whenever you finish this trance, you may choose to commune with the mystic powers of the fey realm, granting you advantage on your choice of Intelligence, Wisdom, or Charisma saving throws made against magic until your next 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.

Fey Magic. You know the druidcraft and minor illusion cantrips. 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 either Sylvan or Elvish.

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?

Natural Druids

Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every Firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic.


Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only the group's needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.

Hidden Shepherds

As caretakers of the land, Firbolgs prefer to remain out of sight and out of mind. They don't try to dominate nature, but rather seek to ensure that it prospers and survives according to its own laws.

Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of Elves, Humans, and Orcs. Such events concern the Firbolgs only when the events affect the forest.

Even in the face of an intrusion, Firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost.

The Firbolgs' presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. 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

Outcast Adventurers

As guardians of the wood, few Firbolgs would dream of leaving their homes or attempting to fit into Human society. An exiled Firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring Firbolgs fall into this latter category.

Outcast Firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These Firbolgs are loners who wander the world in hope of finding a new place to call home.

Orphaned Firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world.

A few rare Firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These Firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible.

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

Your Firbolg character has 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.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

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.

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.

Oral Historians. Although your people are not always the most learned, your oral histories are vast and 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.

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.

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.

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. Some genies can adopt mortal guise and travel incognito.

During these visits, a mortal might catch a genie’s eye. Friendship forms, romance blooms, and sometimes children result. These children are Genasi: individuals with ties to two worlds, yet belonging to neither.

Some Genasi are born of mortal-genie unions, others have two Genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations.

Occasionally, Genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as Genasi.

Heirs to Elemental Power

Genasi inherit something from both sides of their dual nature. They resemble Humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each Genasi, often as magical power.


Seen in silhouette, a Genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given Genasi might have some features reminiscent of the mortal parent (pointed ears from an Elf, a stockier frame and thick hair from a Dwarf, small hands and feet from a Halfling, exceedingly large eyes from a Gnome, and so on).

Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their Genasi children at all.

Some Genasi live as outcasts after being driven into exile for their unsettling appearance and strange magic. Others gain positions of great influence within cities thathave 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. Genasi 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.

The more strange their appearance, the harder time they have. Many Genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.

Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best Genasi can hope for, or else they may face ostracism and even violence from people who mistake them for fiends.

Genasi Names

Some Genasi use the naming conventions of the people among whom they were raised. This most often means following the conventions of their mortal parentage. They might later assume distinctive names to capture their elemental heritage, such as Flame, Ember, Wave, or Onyx.

Genasi Traits

Your Genasi character has certain characteristics in common with all other Genasi.

Ability Score Increase. Your 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 Ancestry. You have an ancient ancestry that ties you to the elemental planes beyond our own. 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 Resistance. You have resistance to the damage type associated with your Elemental Ancestry.

Elemental Consumption. When you take damage of the type associated with your Elemental Ancestry, you may use your reaction to consume a portion of that energy, channeling it into your next strike.

The first time before the end of your next turn that you hit with a weapon or spell attack that deals damage of the type consumed, you may choose to deal additional damage equal to 1d8 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 the additional damage 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 your Elemental Consumption 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 is a guttural language, filled with harsh syllables and hard consonants.

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 elemental energy that runs through your veins is as pure as it could ever be. When using your Elemental Consumption trait, you may choose to gain immunity to the triggering elemental damage for the attack. 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 use it in this way again until you finish a short or long rest.

Elemental Ancestries
Elements Damage Type
Air Thunder
Earth Acid
Fire Fire
Water Cold
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.

Unending Breath. You can hold your breath indefinitely while you're not incapacitated. Additionally, when holding your breath, if 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.

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 inherent bias towards villainy. Having inherited some measure of control over earth, they revel in their natural strength and earthen power.

As variable as the Earth itself, the capabilities of an Earth Genasi may manifest in any number of ways. Some stand as tall and smooth as a marble statue, and others may hold a ghoulish figure with skin as course as gravel, while others still may shine like metal with hair like 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 blade ward cantrip and can cast it 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 inherited a volatile mood and keen mind from 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 Fire Genasi are feverishly hot as if burning from the inside out. The more human-passing have fiery red hair or bright orange eyes that writhe and spark under extreme emotion, while more exotic specimens sport actual flames dancing upon their heads.

Ability Score Increase. Your Intelligence score increases by 1.

Illumination. Your fiery form naturally sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can choose to suppress these flames as a bonus action and may do so for a number of hours equal to your Proficiency Bonus. Additionally, you can light a small fire using any flammable object that you can touch as an object interaction.

Flamedancer. You know the fire bolt 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

The lapping of waves, the spray of sea foam on the wind, the ocean depths— all of these things call to the hearts of Water Genasi. Forever free, they are a people that wander this world, taking pride in their independence.

Most Water Genasi always 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, their skin 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 can breathe both air and water.

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 are resistant 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.

Elemental Ancestries
Elements Damage Type
Crystal Thunder
Ice Cold
Lightning Lightning
Radiant Fire
Crystal

Formed of a prismatic array of crystalline design, Crystal Genasi gleam with an endless, seemingly uncontrollable, refraction of multi-colored light spawning from their own indestructible crystalline make.

As tough as the crystals that seem to consume their form, these Genasi represent the purest of elemental earth. The jagged crystals that jut out from their physical form will, at times, vibrate and ring as they move, creating the lightest, nearly imperceptible harmony for those that may catch it.

Ability Score Increase. Your Strength score increases by 1.

Crystalline Skin. Your skin is comprised of hardened crystals. 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.

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 base 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 purely divine energies, Radiant Genasi are beings of the purest form of creation magics. Despite the radiant origin of their ancestral powers, 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 Constitution score increases by 1.

Healing Hands. As an action, you can touch a creature 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 are resistant 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 is increased by a number equal to twice your Proficiency Bonus, but if you reach the end of your next turn without expelling this energy, you don't gain any temporary hit points and instead take an amount of damage equal to your Proficiency Bonus. This damage may not be reduced in any way.

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 of the hunt— whether it 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. When 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 harsh, grating hearts of salt, Salt Genasi are known for their ability to preserve life on the edge of death. Thought to be lonely and grim, these Genasi are not naturally social and can often come off as blunt, stubborn, or sarcastic to those they are not well acquainted with.

They often appear humanoid, but as if all color has been bleached from their bodies. Their hair, eyes, and skin all tend to be white or gray, and their skin and hair always shed tiny grains of salt which shimmer and twinkle in the sunlight.

Ability Score Increase. Your Strength score increases by 1.

Naturally Preserved. You have advantage on death saving throws and all saving throws that would lower your maximum health. Additionally, you have no need to drink water, though may if you so wish.

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 don't 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 leader for whom the race is named, the Gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the Gith disagreed on what kind of civilization they would forge.

That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.

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 leather produced from the cured remains of an elder brain. A grand statue of Gith, an obsidian monument over 100 feet tall, stands beside the palace.


Githzerai

The Githzerai (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

Your character shares the following traits with other Gith.

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.

Telepathy. You can telepathically communicate with any creature you can see within 30 feet. You don’t need to share a language, but the target must speak at least one language to respond, which it may do as a reaction. You can only communicate with one creature at a time.

Astral Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain semi-consciousness.

Whenever you finish this trance, you may choose to mystically access a reservoir of experiences spawned from those connected to the Astral Plane, granting you advantage on your choice of Intelligence, Wisdom, or Charisma saving throws against magic until your next long rest.

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

Subrace. There are two kinds of Gith: Githyanki and Githzerai.

Githyanki

The brutal, militarized Githyanki are trained from birth to live as masters of the blade.

Ability Score Increase. Your Strength score increases by 1.

Quick Combatant. Your base walking speed is increased to 35 feet and nonmagical difficult terrain doesn’t cost you additional movement in mountainous or rocky terrain.

Training of the Astral Sea. You have proficiency with shortswords, longswords, and greatswords. Once per turn, when you attack with 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 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).

Githzerai

Deep within their ancinet fortresses upon the plane of Limbo, the Githzerai hone their minds to a razor's edge.

Ability Score Increase. Your Wisdom score increases by 2.

Astral Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Githzerai Psionics. You learn 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 it can lift number of pounds equal to 10 times your Intelligence modifier (minimum of 10). 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 detect thoughts spell. 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).

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 a satyr, it is something that they know how to do even before they can speak or walk. 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 picture isn't wrong, but rather incomplete: there's more to a revel 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

Your satyr character has the following 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.

Fey Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Reveler. As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

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.

Ram. Your curved horns are natural melee weapons, with which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

Additionally, 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.

Sure-footed. Your 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.

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