Dragonmaw Chronicles: Campaign Guide Races

by Chia_Pet7

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Dragonmaw Chronicles

Notes

Currently this is a Work in progress that is far from finished.

Table of contents links wont work as they are tied to page numbers and the page count keeps expanding.

To Do List

Current list of "todo" is as follows:

  • Continue adding Races that I feel should be in world for story puposes.
  • Change all Race flavor text to be Dragonmaw specific.
  • Flesh out backstory for Warforged.
  • Flesh out Dragonborn

Ideas, comments, or whatever

As I build this I am open to criticism or Ideas. I could use some help if anyone is willing. This is a large task, and not for profit obviously.

Contact Me

You can contact me via:
Email: outlawphantom@yahoo.com
Reddit: u/Chia_Pet7

Player Races

The races available to players are detailed in the following pages.

Step 1: 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.

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 traits but also provides the cues for building your character’s story. Each race’s description in this section includes information to help you roleplay a character of that race, including personality, physical appearance, and features of society. These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their race. It’s worthwhile to consider why your character is different, as a helpful way to think about your character’s background and personality. View details for each race in the Races list.

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 Score Increases

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.

Alignment

Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells you what your character's creature type is. Here's a list of the game's creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn't work on a Construct or an Undead.

Life Span

The typical lifespan of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If the typical members of a race in this guide can live longer than a century, That fact is mentioned in the race's description.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. Your background might give you access to one or more additional languages of your choice. A List of Standard and Exotic languages can be found below.

Standard Languages
Language Typical Speakers Script
Common Humans Common
Dwarvish Dwarves Dwarvish
Elvish Elves Elvish
Feline Catfolk Elvish
Giant Ogres, giants Dwarvish
Gnollish Gnolls Dwarvish
Goblin Goblinoids Dwarvish
Halfling Halflings Common
Orc Orcs Dwarvish
Squeak Speak Mouse Folk Elvish

Exotic Languages
Language Typical Speakers Script
Abyssal Demons Infernal
Celestial Celestials Celestial
Draconic Dragons Draconic
Deep Speech Mind Flayers, beholders Alien
Infernal Devils Infernal
Primordial Elementals Dwarvish
Sylvan Fey creatures Elvish
Undercommon Underdark traders Elvish

Size

Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in the Equipment section.

Speed

Your speed determines how far you can move when traveling (“Adventuring”) and fighting (“Combat”).

Subraces

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

Aasimar

"I SAW HER, WREATHED IN WINGS OF PURE LIGHT, HER eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept once, twice, three times. The devils' heads hit the ground, one after another. And thus we learned that an aasimar traveled in our ragtag band."

— Geldon Parl, Of the Tyranny of Dragons


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 lumi- nous features that reveal their celestial heritage.

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.

Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens.

Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have other features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasimar Celestial Features table has examples you can choose or use as inspiration to create your own.

Aasimar Celestial Features
d6    Celestial Feature
1 A dusting of metallic, white, or charcoal freckles
2 Metallic, luminous, or dark eyes
3 Starkly colored air
4 An unusual hue tinting your shadow
5 A ghostly halo crowning your head
6 Rainbow gleaming on your skin

Aasimar Traits


Your Aasimar has the following racial traits.

Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose the size when you select this race.

Speed. Your base walking speed is 30 feet.

Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

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 Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts fpr 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest:


  • Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

  • Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to you proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or spell. The extra damage equals your proficiency bonus.

  • Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the Transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage is radiant damage and equals your proficiency bonus.

Catfolk

"AHH YES, THE CATFOLK. A RACE THAT CAN BE NOBLE and fierce, dishonorable and cowardly, or anywhere in between. They also, however, have the ability to survive when others cannot, notice things that might go unseen, or even go unseen themselves. To be honest, you really cannot give the whole race any better description other than perhaps individualistic!"

— Chronolaxus, The Dragonmaw Chronicles


Catfolk, are a race of natural explorers who rarely tire of trailblazing, but such trailblazing is not limited merely to the search for new horizons in distant lands. Many catfolk see personal growth and development as equally valid avenues of exploration. While most catfolk are nimble, capable, and often active creatures, there is also a strong tendency among some catfolk to engage in quiet contemplation and study. Such individuals are interested in finding new solutions to age-old problems and questioning even the most steadfast philosophical certainties of the day.

They are curious by nature, and catfolk culture never discourages inquisitiveness, but rather fosters and encourages it. Many are seen as quirky extroverts by members of other races, but within catfolk prides there is no shame attached to minor peculiarities, eccentricities, or foolhardiness. All but the most inwardly focused catfolk enjoy being the center of attention, but not at the expense of their pride, whether it’s the one the catfolk are born into or the pride they choose through the bonds of friendship with other creatures. catfolk tend to be both generous and loyal to their family and friends.

Physically Varied

In general, catfolk are varied in both their physical forms and colors, standing anywhere between halflings and gnolls in stature. While clearly humanoid, their appearance is as varied as their attitudes. Some catfolk have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like that of a house cat. Still others have unique patterns or might style their fur to their preferences or might even be hairless!

They manipulate objects as easily as any other humanoid, and their fingers terminate in small, sharp, retractable claws. These claws are powerful enough to be used as weapons with deadly effect. Feline whiskers are not uncommon, but not universal, and hair and eye color vary greatly.

Family Oriented or... Independent

While self-expression is an important aspect of catfolk culture, it is usually mitigated by a strong sense of community and group effort. In the wild, catfolk are a hunter-gatherer tribal people (called prides). The pursuit of personal power seldom comes before the health and well-being of the pride. More than one race has underestimated this seemingly gentle people only to discover much too late that their cohesion also provides them great strength.

Catfolk prefer to be led by their most competent members, usually a council of sub-chieftains chosen by their peers, either though consensus or election. The sub-chiefs then choose a chieftain to lead in times of danger and to mediate disputes among the sub-chiefs. The chieftain is the most capable member of the pride.

Catfolk who settle in more urban and civilized areas still cling to a similar tribal structure, but often see friends outside the pride, even those from other races, as part of their extended pride. Within adventuring groups, catfolk who do not consider themselves the obvious choice as chieftain often defer to the person who most resembles their cultural ideal of a chieftain.

Sometimes Relatable...

Adaptable and curious, catfolk get can along with almost any race that extends reciprocal goodwill... or not. They acclimate easily to halflings, humans, and especially elves when they are inclined too.

Catfolk and elves share a passion for nature, as well as a love of music, dance, and storytelling; elven communities often gently mentor catfolk prides, though such elves are careful not to act in a patronizing manner toward their feline friends.

Curiosity Killed The...

Natural born trackers, the hunter-gatherer aspect of their prides pushes many catfolk toward occupations as rangers and druids by default, but such roles don’t always speak to their love of performance art, be it song, dance, or storytelling. Catfolk legends also speak of a rich tradition of great sorcerer heroes. Those catfolk who internalize their wanderlust often become wizards and monks.

Catfolk understand that exploration and self-knowledge can lead down many roads and are accepting of nearly all professions and ways of life.

Male Names: Carruth, Drewan, Ferus, Gerran, Nyktan, Rouqar, Zithembe.

Female Names: Alyara, Duline, Hoya, Jilyana, Milah, Miniri, Siphelele, Tiyeri.

Catfolk Traits

As a Catfolk, you have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose the size when you select this race. Typically the Leonin subrace is larger and the tabaxi subrace smaller.

Cat's Claws. You can use your claws 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.

Cat's Talent. You have proficiency in the Perception and Stealth skills.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Subrace. Choose between either the Leonin or Tabaxi subraces. Leonin tend to hail from the wild plains, forests or jungles while the Tabaxi tend to inhabit urban areas or areas close to civilization.

Leonin

Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold to black. While their hands prove as nimble as those of other humanoids, leonin have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, gives most leonin an air that readily shifts between regal and fearsome.

Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can also suggest defiance in the face of what they perceive as imposed authority or unworthy experts.

Your Leonin character has the following additional racial traits.

Speed. Your walking speed is 35 feet.

Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation or Survival.

Daunting Roar. As a bonus action, you can let out an
especially menacing roar. Creatures of your choice within
10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end
of your next turn. The DC of the save equals
8 + your proficiency bonus + your Constitution
modifier. After you use this trait, you cant
use it again until you finish a short or
long rest.

Tabaxi

Your Tabaxi character has the following additional racial traits.

Speed. Your walking speed is 30 feet.

Land On Their Feet. Tabaxi's have a knack for always landing on their feet and suffer no damage from great distances. You suffer no damage when you fall 20 feet or less, and take only half damage for anything farther.

Alert. Tabaxi have heightened senses, you can see, hear, and smell better. You have expertise in the Perception skill.

Excellent Climbers. You have a climbing speed equal to your walking speed.

Dragonborn

"HER FATHER STOOD ON THE FIRST OF THE THREE stairs that led down from the portal, unmoving. The scales of his face had grown paler around the edges, but Clanless Mehen still looked as if he could wrestle down a dire bear himself. His familiar well-worn armor was gone, replaced by violet-tinted scale armor with bright silvery tracings. There was a blazon on his arm as well, the mark of some foreign house. The sword at his back was the same, though, the one he had carried since even before he had found the twins left in swaddling at the gates of Arush Vayem.

For all her life, Farideh had known that reading her father’s face was a skill she’d been fortunate to learn. A human who couldn’t spot the shift of her eyes or Havilar’s would certainly see only the indifference of a dragon in Clanless Mehen’s face. But the shift of scales, the arch of a ridge, the set of his eyes, the gape of his teeth—her father’s face spoke volumes.

But every scale of it, this time, seemed completely still—the indifference of a dragon, even to Farideh.

— Erin M. Evans, The Adversary


Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

Proud Dragon Kin

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. 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. 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 or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.

Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, 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 Dragonborn character has an assortment of abilities based on your race and ancestry.

Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

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

Draconic Ancestry. You trace your ancestry to either a Chromatic, Metallic, or Gem dragon, granting you a special magical affinity. Choose one type of dragon from either the Chromatic, Metallic or Gem Ancestry tables. This will determine the damage type, breath weapon shape, and any special abilities.

Languages. You can speak, read, and write Common, Draconic, and one other language that you and your DM agree is appropriate for the character.

Breath Weapon. You have the ability to use a breath weapon determined by your ancestry. The save DC for your breath weapon is determined using the formula below:

Breath Weapon save DC = 8 + your Constitution modifier
+ your proficiency bonus.

Use this anytime you use any type of Breath Weapon.

Chromatic Ancestry.

You trace your ancestry to a chromatic dragon, granting you a special magical affinity. Choose one type of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits as shown in the table. Chromatic Ancestry

Chromatic Ancestry
Dragon      Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold

Breath Weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 30-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against your Breath Weapon save DC.

A creature takes 2d8 damage of the type associated with your Chromatic Ancestry on a failed save, and half as much damage on a successful one.

This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). 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.

Chromatic Warding. Starting at 3rd level, as an action, you can channel your draconic energies to protect yourself. For 10 minutes, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.

Metallic Ancestry

You trace your ancestry to a metallic dragon, granting you a special magical affinity. Choose one type of dragon from the Metallic Ancestry table. This determines the damage type for your other traits as shown in the table. Metallic Ancestry

Metallic Ancestry
Dragon      Damage Type
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold

Breath Weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your Breath Weapon save DC.

A creature takes 2d8 damage of the type associated with your Metallic Ancestry on a failed save, and half as much damage on a successful one.

This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). 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.

Metallic Breath Weapon. At 3rd level you gain a second breath weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical gas in a 15-foot cone. Use your Breath Weapon save DC. for this. When you use this ability, choose one:

  • Each creature in the area must succeed on a Strength
    saving throw or be pushed 20 feet away from you
    and be knocked prone.
  • Each creature in the area must succeed on
    a Constitution saving throw or become
    incapacitated until the start of your
    next turn.

Once you use your Metallic Breath
Weapon, you can’t do so again until
you finish a long rest.

Gem Ancestry

You trace your ancestry to a Gem
dragon, granting you a special
magical affinity. Choose one
type of dragon from the Gem
Ancestry table. This determines
the damage type for your other
traits as shown in the table.

Gem Ancestry
Dragon      Damage Type
Amethyst Force
Crystal Radiant
Emerald Psychic
Sapphire Thunder
Topaz Necrotic

Breath Weapon. When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your Breath Weapon save DC.

A creature takes 2d8 damage of the type associated with your Gem Ancestry on a failed save, and half as much damage on a successful one.

This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). 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.

Psionic Mind. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. Your communication doesn’t give the creature the ability to respond to you telepathically.

Gem Flight. Starting at 3rd level, you can use your bonus action to temporarily summon an array of spectral gems that match your Gem Ancestry in the shape of wings that last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.

Dwarf

“YER LATE, ELF!” CAME THE ROUGH EDGE OF A familiar voice. bruenor battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven friend. in spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and gray-streaked though still-fiery red beard came as a welcome sight to drizzt. “knew i’d find ye in trouble if i came out an’ looked for ye!”

— R. A. Salvatore, The Crystal Shard


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 citadel felbarr (in the world of the forgotten realms) 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 off limits even to them.

the chief unit of dwarven society is the clan, and dwarves highly value social standing. even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. to be clanless is the worst fate that can befall a dwarf.

dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

gods, gold, and clan

dwarves who take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods.

clan and ancestry are also important motivators. a dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.

dwarf names

A dwarf’s name is granted by a clan elder, in accordance with tradition. every proper dwarven name has been used
and reused down through the generations. A dwarf’s
name belongs to the clan, not to the individual. A dwarf
who misuses or brings shame to a clan name is stripped
of the name and forbidden by law to use any dwarven name
in its place.

Male names: adrik, alberich, baern, barendd, brottor, bruenor, dain, darrak, delg, eberk, einkil, fargrim, flint, gardain, harbek, kildrak, morgran, orsik, oskar, rangrim, rurik, taklinn, thoradin, thorin, tordek, traubon, travok, ulfgar, veit, vondal

Female names: amber, artin, audhild, bardryn, dagnal, diesa, eldeth, falkrunn, finellen, gunnloda, gurdis, helja, hlin, kathra, kristryd, ilde, liftrasa, mardred, riswynn, sannl, torbera, torgga, vistra

Clan names: balderk, battlehammer, brawnanvil, dankil, fireforge, frostbeard, gorunn, holderhek, ironfist, loderr, lutgehr, rumnaheim, strakeln, 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 350 years.

Creature Type. You are a Humanoid. You are also considered
a dwarf for any prerequisite or effect that requires you to be
a dwarf.

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

Speed. Your base walking speed is 30 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.

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

Dwarven combat training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. And you have proficiency with light and medium armor.

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

Tool proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning. Whenever you make an intelligence (history) check related to the origin of stonework, you are considered proficient in the history skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Elf

"I HAVE NEVER IMAGINED SUCH BEAUTY EXISTED,”  Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams.The companions stood on a high cliff over the fabled city of Qualinost. Four slender spires rose from the city’s corners like glistening spindles, their brilliant white stone marbled with shining silver. Graceful arches, swooping from spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold the weight of an army, yet they appeared so delicate that a bird lighting on them might overthrow the balance. was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness.

— Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

Slender and Graceful

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.

Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

A Timeless Perspective

Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived
races more deeply. They are more often amused than
excited, and more likely to be curious than greedy.
They tend to remain aloof and unfazed by petty
happenstance. When pursuing a goal, however,
whether adventuring on a mission or learning a new
skill or art, elves can be focused and relentless.
They are slow to make friends and enemies, and even
slower to forget them. They reply to petty insults with
disdain and to serious insults with vengeance.

Like the branches of a young tree, elves are flexible
in the face of danger. They trust in diplomacy and
compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions
into their woodland homes, confident that they can
simply wait the invaders out. But when the need arises,
elves reveal a stern martial side, demonstrating skill
with sword, bow, and strategy.

Hidden Woodland Realms

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 art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining). Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.

Exploration and Adventure

Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might joinwith 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, but others retain the Elvish version.

Child Names:

Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall

Male Adult Names:

Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis

Female Adult Names:

Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia,
Jelenneth, Keyleth, Leshanna, Lia, Meriele,
Mialee, Naivara, Quelenna, Quillathe, Sariel,
Shanairra, Shava, Silaqui, Theirastra, Thia,
Vadania, Valanthe, Xanaphia

Family Names

(Common Translations): Amakiir (Gemflower),
Amastacia (Starflower), Galanodel (Moonwhisper),
Holimion (Diamonddew), Ilphelkiir (Gemblossom),
Liadon (Silverfrond), Meliamne (Oakenheel),
Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

Elf Traits

Your elf character has a variety of natural abilities, the
result of thousands of years of elven refinement.

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.

Creature Type. You are a Humanoid. You are
also considered an elf for any prerequisite or effect
that requires you to be an elf.

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.

Darkvision. Accustomed to twilit forests and the
night sky, 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.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. 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 consciousness.

Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Subrace. The elves of Dragonmaw are split between multiple subraces. High elves and Wood elves, were born in this world. Eladrin were born in the Faewild, and the Shadow Fey were born in the Shadowfell.

High Elf

As a high elf, you have a keen mind and a mastery of at least the basics of magic. High Elves tend to be haughty and reclusive, believing themselves to be superior to non-elves and even other elves. As a High Elf, you have the following racial traits.

Elf Weapon Training. You have proficiency with the
longsword, shortsword, shortbow, and longbow.

Cantrip. You know one cantrip of your choice from the
wizard spell list. Intelligence is your spellcasting ability for it.

Extra Language. You can speak, read, and write one
extra language of your choice.

Wood Elf

As a wood elf, you have keen senses and
intuition, and your fleet feet carry you quickly
and stealthily through your native forests.
Wood elves’ skin tends to be copperish in hue,
sometimes with traces of green. Their hair
tends toward browns and blacks, but it is
occasionally blond or copper-colored. Their
eyes are green, brown, or hazel. As a Wood Elf,
you have the following racial traits.

Elf Weapon Training. You have proficiency
with the longsword, shortsword,
shortbow, and longbow.

Fleet of Foot. Your base walking speed
increases to 35 feet.

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.

Eladrin

Eladrin are elves of the Faewild, 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 Faewild in the form of seasons-affinities that affect the eladrin's mood and appearance. An Eladrin's season can change, though some remain in one season forever.

As an Eladrin, you have the following racial traits. Choose your season or roll on the Eladrin Seasons table.

Eladrin Seasons

d4      Season
1 Autumn: Peace and goodwill, when summer's harvest is shared by all
2 Winter: Contemplation and dolor, when the vibrant energy of the world slumbers
3 Spring: Cheerfulness and celebration, marked by merriment and hope as winter's sorrow passes
4 Summer: Boldness and aggression, a time of unfettered energy and calls to action

Your Trance trait lets you change your season after a long rest.

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.

When you reach 3rd level, your Fey Step gains 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(choose when you select this race):


  • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.

  • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

  • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

  • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

Shadow Fey (Shadar-Kai)

Shadow Fey are elves of the Shadowfell, originally drawn to that realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the material Plane to forge their own destinies.

Once Shadow Fey were Fey like the rest of their elven kin: now they exist in a state between life and death, thanks to being transformed by the Shadowfell's grim energy.

Shadow Fey have ashen skin tones, and while they're in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.

As a Shadow Fey you have the following racial traits.


  • Blessing of the Raven Queen. As a bonus action,
    you magically teleport up to 30 feet to an
    unoccupied space you can see. You can use
    this trait a number of times equal to your
    proficiency bonus, and you regain all
    expended uses when you finish a long rest.
    Starting at 3rd level, you also gain
    resistance to all damage when you
    teleport using this trait. The resistance
    lasts until the start of your next turn.
    During this time, you appear ghostly
    and translucent.

Necrotic Resistance. You have
resistance to necrotic damage.

Firbolg

"WE SPENT THREE MONTHS TRACKING THE GREEN dragon before locating the forest in which it sought refuge. On our second day in that place, we woke to find the dragon's head placed in the center of our camp. Soveliss told me that firbolgs must have claimed the forest, and they wanted to show us we had no further business there. If we lingered, he assured me, our heads would be next."

-Gimble, Notes from a Treasure Hunter


Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs' souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest.

A firbolg's magic is an obscuring sort, which allowed their ancestors to pass through a forest without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.

Firbolgs can live up to 500 years.

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

Hidden Shepherds

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

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

Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs' presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.

If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack.

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 and requests usually they wish only to complete their turn home as quickly as possible.

The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.

Firbolg Adventurers
d8      Reason for Adventuring
1 Outcast for murder.
2 Outcast for severely damaging home territory.
3 Clan slain by invading humanoids.
4 Clan slain by a dragon or demon.
5 Separated from the tribe and lost.
6 Homeland destroyed by natural disaster.
7 Personal quest ordained by omens.
8 Dispatched on a quest by tribe leaders.

Firbolg Traits

As a firbolg, you have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Firbolg Magic. You can cast the detect magic and disguise self spells 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 long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, 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.

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

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, 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 Charisma checks you make to influence them.

Gnoll

"I LOVE MY JOB", GNAWBONE THOUGHT, AS HE LOPPED across the plain with the wind blowing past his face, the wonderful smells constantly in the air, he was a happy gnoll. Scouting for the caravan who hired him, Gnawbone enjoyed his job. Besides being able to run free, he was never yelled at or beaten by his employers. Instead, they really seemed to enjoy having him around. The kids liked to play with him and the food was absolutely delicious! A smell pulled Gnawbone back to the present, something smelled off...

-Chronicle of Gnawbone the Gnoll.


The average gnoll views the virtues of work and self-sufficiency with distaste. Gnolls with leadership skills or who tire of sharing the fruits of their labors frequently break off from the pack alone or in small groups to fend for themselves. Sometimes a male gnoll foolishly announces that he believes males are more fit to lead, and necessarily sets out on his own until he can find a new pack or the controversy is forgotten.

Gnolls who possess the will to face danger make excellent adventurers.

Bred for the Hunt

Moreso than many other humanoid races, primal instinct remains a strong part of the gnoll psyche. Gnolls are natural predators and savor the thrills of the hunt. Almost all gnolls prefer 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.

Many other races find the gnoll psyche feral and aggressive, male and female equally, and the behavioral tendencies of the race can certainly give this impression. Gnolls start fighting amongst one another at a very early age and as soon as they can walk many crawl into places, away from the eyes of adults, where they engage in vicious, often lethal battles. A gnoll is more likely to demand answers than it is to actually ask a question. Gnolls, however, do not see this as an act of hostility, but rather a basic demonstration of strength.

Other gnoll practices might seem equally strange, such as the gnoll propensity for scavenging. At its most basic level this tendency leads many gnolls to collect trophies that remind them of past victories, items sometimes grisly though just as often simple and mundane,[3] Gnoll trackers sometimes use this to their benefit, keeping scraps of clothing or other objects with the scent of their prey on them, which they use to point them in the direction of their quarry

Loyalty to the Pack

In spite of the savage nature of the gnolls there are some aspects to their culture that are not inherently repulsive. Gnolls place a very strong value on family for instance, respecting blood ties perhaps more than any other aspect of a relationship. Though gnolls within a pack commonly fight amongst one another for dominance, these battles are quickly forgotten after their resolution and in most situations gnolls of the same bloodline are loyal friends and allies to one another. These bloodlines are almost always traced matrilineal, through the female line.

This loyalty to family is particularly obvious during combat, either with rival gnoll packs or other races. Gnolls who fight side by side regularly throw away personal glory in order to help their brethren.

Perhaps most surprisingly, when a gnoll is separated from clan and family their instinctive need for such blood ties may lead them to form a surrogate "pack" from those whom they choose to befriend. To these unlikely allies the gnoll is as loyal and faithful as they would their own brothers or sisters, embracing the outsiders as if they were family.

Another common trait of gnolls, that of scavenging, is taken to new levels by gnolls who live in the wild. While all gnolls have an innate tendency for collecting souvenirs and trophies, nomadic packs, particularly the savage ones who have little contact with other races except during wartime, often find little other ways to acquire technology, having crafted few tools of their own. The result of this is that most gnolls rely on the other races as their source of wealth and technology. This extends to arms and weaponry, giving gnoll armor a unique aesthetic where each suit is typically made kitbashed together from scavenged pieces of armor found either on victims or abandoned.

Gnoll Names

Gnoll names are typically simplistic, based many times onwhat they do or like. There's no difference between the names of males and females.

Gnoll Names. Barker, Bloodbone, Bloodymaw, Bonebreaker, Brokenleg, Gnawbone, Giggler, Howl, Slasher.

Gnoll traits

Your gnoll character has several special traits, the result of a wild nature and growing in a harsh environment.

Age. Gnolls reach adulthood at age 12, and they live short and brutal lives. The rare examples that die of old age experience only around 70 summers.

Creature Type. You are a Humanoid. You are also considered an gnoll for any prerequisite or effect that requires you to be an gnoll.

Size. Gnoll females are taller and more powerfully built than their male counterparts. The former range from 7 to 8 feet and usually weight more than 250 pounds, while the latter average 6 inches and 30 pounds less. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.

Scent. You have advantage on Wisdom (Perception) checks that rely on smell.

Bully. Although gnolls are cowardly at heart, they like to disguise their fears by abusing others. You have disadvantage on saving throws against being frightened. On the other hand, whenever you make a Charisma (Intimidation) check for dealing with obviously smaller or weaker targets, you are considered proficient in the Intimidation skill and add double your proficiency bonus to the check, instead of your normal
proficiency bonus.

Live to Fight Another Day. When you take the Disengage action, your base walking speed is increased by 10 feet.

Gnoll Weapon Training. You have proficiency with the
spear, shortbow, longbow, light crossbow, and heavy crossbow.

Languages. You can speak, read, and write Common and Gnollish. Gnollish words sounds almost like growls for the uninitiated, and gnolls tend to use scents and small gestures
to convey subtle meanings. Two gnolls speaking can almost
seem like dogs barking at each other to a casual observer.

Subrace. Although not, strictly speaking, different races,
gnolls from the civilized lands live in an environment so
different than their savage brethren that they are
considered separate subraces. Choose one of them.

Civilized Gnolls

As a civilized gnoll, you are well-fed and enjoy the
comforts that your primitive cousins can only dream of.
You were valued as a mercenary, a temple guard, or simply
a thug due to both your inherent toughness and your
desire to please those that are in charge.

Obsequious. Whenever you make a Charisma (Persuasion) check for dealing with obviously bigger or more powerful
targets, you are considered proficient in the Persuasion skill
and add double your proficiency bonus to the check, instead
of your normal proficiency bonus.


Savage Gnolls

As a savage gnoll, you are in touch with your animal
side and understand the ways of nature. Your tribe has
been raiding the desert or the plains for generations, and
you know the land in which you live like the back of your
hand.

Scavenge. Whenever you make a Wisdom (Survival)
check for gathering food or locating water, you are
considered proficient in the Survival skill and add double
your proficiency bonus to the check, instead of your normal proficiency bonus.

Half-Elf

FLINT SQUINTED INTO THE SETTING SUN. HE

thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was marked by an easy grace—an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All the dwarf could see of the man’s face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft leather, carefully tooled in the intricate designs the elves loved. But no elf in the world of Krynn could grow a beard . . . no elf, but . . . “Tanis?” said Flint hesitantly as the man neared. “The same.” The newcomer’s bearded face split in a wide grin. He held open his arms and, before the dwarf could stop him, engulfed Flint in a hug that lifted him off the ground. The dwarf clasped his old friend close for a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elf’s embrace.

— Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them.

Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

Of Two Worlds

To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

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 half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.

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.
They often make excellent
ambassadors and
go-betweens
(except between elves
and humans, since
each side suspects
the half-elf of
favoring the
other).

Half-Elf Traits

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

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.

Darkvision. Thanks to your elf blood, 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.

Fey Ancestr.y You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

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

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

Halfling

REGIS THE HALFLING, THE ONLY ONE OF HIS KIND for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as the opportunities presented themselves. The crooked stick that served as his fishing pole rose up above him, clenched between two of his toes, and hung out over the quiet lake, mirrored perfectly in the glassy surface of Maer Dualdon.

— R. A. Salvatore, The Crystal Shard

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 fire 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 a dirt road or a raft floating downriver.

Small and Practical

The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.

Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.

Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.

Kind and Curious

Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.

Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.

Blend into the Crowd

Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.

Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.

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 their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.

Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.

Exploring Opportunities

Halflings usually set out on the adventurer’s path to defend
their communities, support their friends, or explore a wide
and wonder-filled world. For them, adventuring is less a
career than an opportunity or sometimes a necessity.

Halfling Names

A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.

Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby

Female Names: Andry, Bree, Callie, Cora,
Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla,
Nedda, Paela, Portia, Seraphina, Shaena, Trym,
Vani, Verna

Family Names: Brushgather, Goodbarrel,
Greenbottle, High-hill, Hilltopple, Leagallow,
Tealeaf, Thorngage, Tosscobble, Underbough

Halfling Traits

Your halfling character has a number of traits in common
with all other halflings.

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 30 feet.

Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

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

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

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

Human

THESE WERE THE STORIES OF A RESTLESS PEOPLE who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.

She’d never given much thought to humans, but these stories fascinated her. In these yellowed pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.

— Elaine Cunningham, Daughter of the Drow

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 they build their mighty empires on the foundation 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 range from nearly black to very pale, and hair colors from black to blond (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.

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.

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, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone.

Although 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.

Human Names and Ethnicities

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 can change wildly from region to region.

Human Traits

It’s hard to make generalizations about humans, but your human character has these traits.

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

Size Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed Your base walking speed is 30 feet.

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

Skills. You gain proficiency in three skills/tools of your choice.

Feat. You gain one feat of your choice.

Minotaur

SHARLAN, THE WHITE WITCH, WORKED HER WAY
through the mountainous path. She came to a bend and upon coming around the turn she spied a hulking figure in the distance. Quickly she moved off the road and took shelter behind a large boulder to observe the newcomer. Soon she identified the newcomer as a minotaur, one which walked with purpose. She was suddenely startled by its Booming voice saying, "Come out milady, I can see you just fine, and mean you no harm!"

—Dragonmaw Chronicles, Chronicles of the White Witch

A minotaur combines the features of a human and bull, with the build and musculature of a hulking humanoid, but with cloven hooves, a bovine tail, and, most distinctive of all, a bull's head. Fur covers a minotaur's upper body, coarse and thick on the head and neck, gradually thinning around the shoulders until it becomes humanlike hair over the arms and upper torso. The thick hair turns shaggy once more at the minotaur's waist and thickens around the loins and legs, with tufts at the end of the tail and around the powerful hooves.

Minotaurs take pride in their horns, the sharpness, size, and color of which are related to an individual's place in minotaur society. Fur and skin coloring runs from albino white to coal black, though most minotaurs have red or brown fur and hair.

Noble Competitors

Every day brings a new challenge to a minotaur. A single mistake can bring doom to an entire group or clan, while an individual’s heroic effort can ensure the entire group’s survival. Minotaurs 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.
Minotaurs love to win, but they see
defeat as a prod to improve their skills.

For Minotaurs 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. Minotaurs happily rely on such
benefits, but they are careful to remember that
such an advantage can always be lost. A minotaur
who relies too much on them can grow complacent,
a recipe for disaster.

Honor above All

Minotaurs are bound by a powerful sense of honor. Each victory brings greater honor to both individual minotaurs and their families. Defeat invokes a stain that only death can fully wash away.

Honor demands that minotaurs keep their word once it is offered, and each minotaur remains faithful to friends and
clan above all else. Minotaurs typically strike up friendships
with other creatures that display the minotaurs’ virtues
and love of battle. To such friends, a minotaur becomes
an ally whose support will never waver.

Symbol of the Labyrinth

Labyrinthine patterns are important to minotaurs, and these decorations appear on their clothing, armor, and weapons, and sometimes even on their hides. Each pattern is particular to a clan, and        the pattern's size and complexity help minotaurs identify               family allegiance and caste. The patterns evolve through               the generations, growing more expansive based      on clan             members' deeds and a clan's history.

Minotaur Names

Minotaur clan names originate with a great hero whose descendants take on that name as their own, doing their best to live up to the ideals of their ancestor. On Krynn, clan names are always preceded by the prefix “es‐” for minotaurs from lands controlled by the island of Mithas, or “de‐” for minotaurs from areas under the sway of Kothas.

Male Names: Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Ganthirogani, 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 a number of traits that reflect the power and superiority of your kind.

Age. Minotaurs enter adulthood at around the age of 25 and can live up to 150 years.

Size. Minotaurs typically stand from 6 to 7 feet tall and weigh an average of 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Goring Rush. When you use the Dash action during your turn and move at least 20 feet, you can make a melee attack with your horns as a bonus action.

Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d6 + your strength modifier piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not                 to avoid being shoved yourself.

    Labyrinthine Recall. You can perfectly recall any path you have traveled.

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

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.

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

Subraces. The two kinds of minotaur, Shorthorns and Longhorns, are diferentiated by thier horn structure. Choose one of these Subraces.

Shorthorn

As a Shorthorn Minotaur you use strategy and cunning to overcome challenges. You like to keep the fight close when it is to your advantage, using your strength as an advantage one vs. one.

Impaling Horns. On a successful use of your Goring Rush trait, in addition to dealing 1d6 peircing damage, you can choose to shove an opponent OR impale your opponent causing an additional 1d6 piercing damage.

Longhorn

As a Longhorn Minotuar you take pride in martial prowess. You prefer to trample your enemies before you.

Hammering Horns. On a successful use of your Goring Rush trait, in addition to dealing 1d6 peircing damage, you can choose to shove an opponent OR knock a creature prone.

Mousefolk

OBSCURED IN THE THICK UNDERBRUSH OF THE forest, every muscle in Moira's body was screaming. She had been crouched, completely still, for half a day, waiting for her quarry to emerge from its den. Thick mud clumped and matted her dark fut; insulating her from the high sun. Her large round ears twitched, focusing on a faint scratching coming from the cave. Her prey was awake. Moira drew her bow and deftly nocked an arrow without a sound. She waited. Soon the mighty owlbear lumbered out of the cave. A dry summer had forced it closer to civilization, and it had begun preying on trade caravans. Moira took aim, and let fly her arrow. The Barbed Trail would be safe to travel once more.

The life of the Mousefolk is one spent close to the ground. With no great empires or kingdoms to call home, the Mousefolk spend their lives carving a place for themselves in the cities of the larger races or in the untamed wilds. They form tight-knit communities where every member is expected to contribute to the success of the whole. Some Mousefolk study a trade skill to support their families, while others use their natural agility and intellect for contract services.

Furry and Nimble

Reaching a little over 2 feet tall, the Mousefolk often go unnoticed in their day to day activities. Their diminutive stature and quiet demeanor make the Mousefolk inoffensive to most, granting a certain detachment from the major conflicts and strife of the age. Their fast metabolisms and quick feet give the Mousefolk a slender build, usually weighing between 20-30 pounds.

Mousefolk fur color ranges from white to tan to brown or black, with various patterns passed through heredity. They take care to groom and clean their fur, as it represents their family and community. A Mousefolk's eye color is either red or black. Mousefolk like to wear comfortable dark colored clothes that allow for discretion and a wide range of movement.

The concept of personal wealth or glory doesn't pervade through Mousefolk culture, most actions taken are for the good of the community rather than the self. Any wealth or resources gained are utilized for the betterment of the group. Some Mousefolk, however, use their natural abilities for personal gain. These individuals tend to be outcasts or black sheep of the clans.

Home and Hearth

The Mousefolk are a resourceful and tenacious race. Mousefolk settlements can be found in the most unlikely and inhospitable of places. They tend to build homes in the dark shadows and forgotten corners of the world, such as city slums, deep forests, scorching deserts, arctic tundras, or port cities in exotic lands. The Mousefolk aren't typically farmers, instead preferring hunting, trade, and craft to meet their needs. Mousefolk caravans are not an easy target for bandits, guarded by skilled archers within and a bristling wall of oak and steel without.

Mousefolk families extend beyond blood ties, an individual's entire community is treated as kin. Mousefolk settlers will seek out other colonies, and new warrens will arise within close proximity to each other. These communities will eventually grow and merge, the members of each becoming kin to the other.

Artisans and Adventurers

The Mousefolk have a deep love of art, literature, song, and craft, and will often spend a lifetime perfecting their trade. True masterworks are rarely seen by the outside world, instead they are preserved and passed through the generations. To be a keeper of lore and heritage is among the highest honors and greatest responsibilities in Mousefolk culture.

The Mousefolk who do not end up learning a trade will often put their skills to use pursuing esoteric knowledge, training as defenders, spiritual leaders, rangers, covert agents, or they might even travel the world as an adventurer-for-hire.

Virtuous and Headstrong

Despite their generally flighty appearance, mousefolk are a very honorable people. They believe strongly in personal honor, less so in the idea that the actions of others can impugn that honor. When a mousefolk makes a mistake, especially one that causes harm to others, they will work hard and at long lengths to correct that mistake.

Mousefolk Names

When a Mousefolk is old enough to read, they are taken by an elder to the clan's archives to study the lore and histories of their people. After several years, the individual is allowed to pick their own name, either adopting the name of a past hero, or inventing a new name for themselves.

Male Names: Aengus, Ashwin, Aynselle, Boris, Byrnstan, Celanawe, Colin, Demitri, Elric, Esegar, Finn, Gregory.Joseph, Luke, Martin, Matthias, Mattimeo, Odric, Seyth, Thom, Waldwin

Female Names: Baeylie, Caley, Clove, Daewn, Dalla, Eda, Elis, Gale, Ingrid, Kearra, Mariel, Millicent, Moira, Nola, Rona, Rosalee, Sayble, Serra, Sylvia, Veira

Historical Names: Abershaw, Bluebell, Dalgill, Faolan, Garrow, Gamilon, Grimwold, Hannidy, Larkin, Sloan, Taryn, Tenny, Tinble, Toller, Vidar, Walmond

Mousefolk Traits

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

Age. A Mousefolk reaches adulthood at the age of 5 and lives to be about 40 years old.

Size. Mousefolk grow between 2 and 2 1/2 feet tall and weigh about 25 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Keen Senses. You have proficiency in the Perception skill.

Mousefolk Weapon Training. You have proficiency with the rapier, shortsword, shortbow, and handaxe.

Nimble Dodge. When attacked by an Attack of Opportunity, you may use your reaction to impose disadvantage on that attack.

Languages. You can speak, read, and write Common and Squeak Speak. Mousefolk place great value on the written accounts of their legends and histories, and encourage everyone to keep journals and records of their deeds. Almost all Mousefolk speak Common to converse with the people on whose lands they dwell or through which they are traveling.

Subrace. The two main kinds of Mousefolk, Softpaw and Meadowgard, are more like closely related families than true subraces. Choose one of these subraces.

Softpaw

As a Softpaw Mousefolk, you avoid the dangers of the untamed wilds for the security of civilization. Your bookish nature gives you an edge in the arcane studies and a knack for trade skills and craft. The mark of the Softpaw is a seal of the utmost quality. A Softpaw's natural dexterity and keen intellect make them desirable contract thieves and infiltrators.

Artistry. You gain proficiency with one type of artisan's tools or one musical instrument.

Squirm. You can move through tiny sized spaces as if you were tiny size.

Meadowgard

As a Meadowgard Mousefolk, you make your living in the wilds. You have keen senses, deep intuition, and a connection with nature that few other races can boast. The Meadowgard stand staunchly at the edge of civilization, knowing that their eyes are the first alarm and their body and blade are the last bulwark of countless others. They have an unwavering sense of duty and a lifetime of experience which keeps them sharp against the dangers of the world. With an Eider's blessing some Meadowgard leave the service of their clans to travel the world and record their journeys.

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

Speak With Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Warforged

The warforged were built by the ancients long ago as mechanical golems. The warforged were mindless automatons, but obtained sentience during the great war. A unexpected confluence of Arcane and Divine magic cast on a battlefield imbued the original seven with sentience. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A warforged can be a steadfast ally, a                                     cold-hearted killing machine, or a visionary                                           in search of purpose and meaning.

Warforged Traits

Warforged have certain traits that reflect their constructed and ancient builds.

Age. A typical warforged is ancient, it's date of construction unknown. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

Size. Your size is Medium. Set your height and weight randomly, start with rolling a size modifier.

Speed. Your base walking speed is 30 feet.

Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection. Your body has built-in defensive layers, which can be enchanced with armor.

  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can't be removed from your body against your will.

Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

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

 

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