The World of Eldoria

Contents
Creator Notes
Attributes
- Attributes
- Attribute Scaling
- Prime Modifier
Skills, Trades, Languages
- Skills
- Trades
- Languages
Mastery Points
- Types of Mastery
- Skill Mastery
- Trade Mastery
- Combat Mastery
Checks and Saves
- Checks
- Saves
- Dynamic Attack Saves
- Advantage and Disadvantage
- Multiple Check Penalty
- Check and Save Outcomes
Defense
- Physical Defense
- Mental Defense
Health Points and Dying
- Health Points
- Dying
Damage
- Degrees of Damage
- Damage Types
- Damage Reduction
- Immunity, Resistance, Vulnerability
- Damage Modifications
- Dealing Multiple Damage Types
- Bonus Damage Against Multiple Targets
- Shared Damage
Combat Resources
- Action Points
- Mana Points
- Stamina Points
- Stamina and Mana Sidebar
Actions and Reactions
- Actions
- Types of Actions
- Advanced Actions
- Reactions
Maneuvers
- Control Maneuvers
- Defensive Maneuvers
- Offensive Maneuvers
- Weapon Maneuvers
Techniques
- Learning Techniques
- Techniques List
- Technique Attack Checks
- Technique Enhancements
- Techniques
Spellcasting
- Spellcasting Requirements
- Casting a Spell
- Spell Characteristics
- Categorizing Spells
- Advanced Spellcasting
Starting Combat
- Combat Encounters
- Initiative
- Environment
- Spaces & Distance
- Jumping
- Falling
- Climbing
- Swimming
- Holding Your Breath
Vision
- Line of Sight
- Illumination
- Vision
Creatures & Combat
- Creatures
Equipment
- Weapons
- Armor
- Shields
- Adventuring Supplies
Conditions
- Condition X Values
Resting
- Rest Terms
- Types of Rest
DCs in WoE
- Difficulty Class (DC)
Game Master Guide
- Variable Attribute Skill Checks
Player Character Creation Outline
- How to Create a Player Character
- Further Player Character Progression
- Additional Options
Talents
Multiclass & Prestige Systems
- Multiclass Characters
- Prestige Paths
- Racial System
- Races
Classes
- Barbarian
- Barbarian Class Features
- Cleric
- Cleric Class Features
- Fighter
- Fighter Class Features
- Monk
- Monk Class Table
- Monk Class Features
- Paladin
- Paladin Class Features
- Psion
- Psion Class Features
- Ranger
- Ranger Class Features
- Rogue
- Rogue Class Features
- Sorcerer
- Sorcerer Class Features
- Warlord
- Warlord Class Features
- Wizard
- Wizard Class Features
Premade Spell Lists
- Alpha Spellcasting Premade Spell Lists
- Fire & Flames List
- Ice & Illusions List
- Lightning & Teleportation List
- Psychic & Enchantment List
- Holy & Restoration List
- Special Class-Specific Spells
Changelog
- Changes go here.
Creator Notes
Put some info here.
Overview Video
Support Us
Kickstarter
Stats
There are 6 main stats in WoE that represent your physical (Strength, Agility, and Constitution) and mental (Intelligence, Wisdom, and Charisma) aspects. Each stat has a value that ranges from -2 to +3.
Introduction and Set-up
Welcome to the World of Eldoria Tabletop Roleplaying Game otherwise known as WoE TTRPG. In this game, you'll use your imagination, a little bit of math, and some luck to guide you and your friends through telling some of the best stories you can come up with. One of your friends will be in charge of maintaining the continuity of the game and the difficulty of the challenges and encounter that you and your friends will face, referred to as the Game Master (GM).
Step 0 - The Tools You'll Need
At a minimum you'll need:
-
A Copy of this Book
-
A Pencil
-
A Character Sheet or Two Sheets of Paper each
-
Dice or a Dice Dolling App
-
Alternatively, you can also use a virtual table top.
More tools can be found at the end of the setup section to enhance your game sessions.
Step 0.1 - Select a Game Master
If you haven't already, go ahead and select your Game Master, they don't have to have experience running a TTRPG, but if they do that's great, they'll probably have some of the tools you will need and be familiar enough to decide if you and your friends should run a virtual table top game or in-person style of game. Remember if things start to not work out, and if there is disagreement with how things are going, you can always let someone else try running the game, it can be a lot of work and can be hard to appreciate the work that they do until you are the one sitting in their chair around the game table.
Step 0.2 - Select a Game World
Now everyone should decide the game world you would like to play in. The easiest option would be to select Eldoria and use what's in this book, but if you would like to play in another fantasy setting you are familiar with, or come up with one of your own that's fine too.
- World Encyclopedia:
https://www.worldanvil.com/w/eldoria-justinlewis195
- World Map:
On World Anvil there is also a download link to where you can get the map file for Azgaar's Fantasy Map Generator as well in order to get more detailed views and maps of the world.
Step 0.3 - Decide on your style of Game Mastering
Now that you've selected a world.
Select one of the Following:
-
GM Toolbelt:
-
This book
-
The Tools or virtual table top you've picked out.
-
World Anvil Encyclopedia and Maps
-
GM Toolbox:
-
GM Toolbelt + Azgaar's Fantasy Map Generator, making sure you get the map file from World Anvil.
-
GM Creation-Kit:
-
GM Toolbox: + The Homebrewery or GM Binder in order to create your own content, and make sure you make accounts for either or log-in with an existing account.
Step 0.4 - Pen and Paper vs Virtual
Finally you'll want to go ahead an decide on if you want to use a virtual tabletop or the living room table, both have their strengths and weaknesses, while virtual tabletops can provide a lot of helpful tools, it can also increase the amount of time it will take you to properly prepare for a game session. That being said, it gives you the ability to represent a lot of what would otherwise need to be imagined. There are free virtual tabletops and paid ones, go ahead and select what's right for you, or break out your supplies for the in-person game session. If you lack supplies to play, don't worry their are plenty of ways to get around the cost of buying the initial tools, free dice rolling apps, and pen and paper is always a good way to start if this is something you are still new to.
Is that all?
Look I know it's a lot to ask, and that probably has you wanting to select Easy Game Mastering and that's ok, it's the reason we've combined all of the books into one huge document and provided a website where everything can easily be found, so that you don't have to worry about all of that if you don't want to, and if you did, great in that case you'll want to take some time browsing the tools to get familiar with each of them. Once you are ready, you can go ahead and move on to the next section.
Step 0.5 - Roles and Session Set-up
Now that you each have your roles, Game Master and a few players. You each have a few things you'll need to do to get started. We'll go ahead and start with the players. You'll want to being by thinking of what kind of character you will want to play as in this fantasy world that your group has agreed to play in. Keep in mind if you haven't selected Eldoria you can "Reflavor" any of the content we've provided by simply saying "XYZ" pre-written content is now "ABC"" and just use the template we've provided for the game mechanics. As for the Game Master start thinking of the main set of problems that the player's characters (PCs) will face, or begin browsing some of the pre-written: One-shots, Quests, or Campaigns in this book. GM your "character" is going to be all of the other characters that your players are not going to be playing as, and you'll likely have one main character working against the group, this is often referred to as the Big Bad Evil Guy (BBEG). In some cases a one-shot or quest may not have a BBEG, but most campaigns will have one or more Big Bad Evil Guys as you continue to play. With that said, please remember that not everyone that your party comes across is going to be out to get them, and players that also means that you don't need to kill every traveling merchant that you see, you might just be killing off someone you'll need later, or perhaps get yourself into more trouble than you can deal with and end up with a dead character and have to create a new one. One thing that you should also talk about is what concepts and limitations you and your friends have with roleplaying. Not everyone is comfortable with the same things and it's easier to talk about this now before someone makes another member at the group or yourself uncomfortable, remember we're all here to have fun.
Step 1 - Coming Up With Your Character Concept
Ok, now that we've covered all of the possible ways you could set-up your game table, the players should start fleshing out their character design, you'll want to think about your character's looks and strengths and weaknesses. All of the playable races will naturally have advantages at certain things, and disadvantages in others. We've provided a set of stats for each of them. Feel free to use them, or one of the other stat deciding methods once you've got your concept figured out.
Example. Think about if you want to play as a bloodthirsty barbarian with plenty of strength, think about how quickly he needs to be able to react to new situations that may arise and how healthy he will need to be to remain in the fight, and how this may lead to him not being the sharpest member of the group when it comes to investigating an area, sneaking in the shadows, or social interactions with other non-player characters (NPCs) you come across.
Step 2 - Selecting a Race and Subrace
Once you have your character concept, go ahead and navigate to the list of Races and Subraces provided just after the Introduction, go ahead and write down which race you've selected on your character sheet. Remember your character sheet doesn't have to look fancy and can literally be a blank sheet of paper.
- I'm going to go ahead and build a character along with you so that you can reference it in case you have any questions.
- I'm going to go ahead and select: Human as my Race.
- As a Human I gain a couple of benefits referred to a Racial Features and Racial Actions.
Classes and Subclasses
Familiar Classes have also been added. However they may now be found under a new name to provide clarity to new players. We really wanted to focus on making the game more easily understood, streamlining the balancing of the game and making it easier to branch off of so that we as the developers and the players would have an easier time making additional content, whether official or homebrewed. Some of the new classes include: The Alchemist, Arcane Blacksmith, and Inventor (Previously known in other games as the Artificer). But if those newer classes aren't your preference be rest assured that we still have Barbarians, Bards, Clerics, Druids and more.
One of the key things about Eldoria is that you get your Subclass at your 1st level, no more waiting until your 3rd session for your Game Master to speed level you there for you to finally start defining yourself in your class, and you'll have a distinguished character from the start of the very first session.
Hometowns and Professions
Every character is from somewhere in Eldoria, when choosing this location try out the tables we've created for the different races and subraces and where they may be found, occasionally a character may not fit into that table, or you'll want to try out something new, just make sure to check with your Game Master on any restrictions that they may have in the campaign that they are running for you and you should be all good to go. Try to make sure that you've taken the time to select where your character is from before the start of the first session, as this could drag out the length of the first session or take away from valuable game time if you or your other players may have a more strict schedule that may interfere with their ability to play. If the player does not select the town or city and instead opts to only select the country, the Game Master may select this for the player.
Starting Equipment - Rough
Each section will give you options on what you may get for starting equipment. As a human, you may get a family heirloom. As an Arcane Blacksmith, perhaps you have a particular forge hammer, as an Armorer or Weaponsmith you may still have one of your favorite creations, and if this was your profession perhaps you still have some gold laying around. Each section will list out further details on exactly what bonuses you can get, and you can always talk to your Game Master (GM), for anything not clarified in the guidebook.
Skills - Rough
One thing that can be really annoying when you play other TTRPGs is the rigidity of skills, that can cause a character to be getting better at a skill they don't use, unable to select a new one because of a decision they made much earlier in the game. It's unrealistic to expect that a character could not improve upon a skill, or become rusty in unused skills. While this can be a challenge for game developers, we've put a lot of thought into how this system might work, in order to maintain realism but also not bog down play or require so much time that time-skips are required in order to fulfill the requirements needed in order to preform this necessary changes to ones character. Skill training gained at level 1, can always be forgotten, and the time can be spent to retrain another.
Last Looks
It appears you are ready to write your character's backstory, and begin this new adventure. Good luck, and have fun!

Magic - Rough
Balance around spells has been at the top of the list in terms of what we want to see this game do differently than others. Many games like dungeons and dragons start to lose balance between levels 10 through 15. We took a numerical approach to this by evaluating how different we would like each character to be by the time they reach the maximum level. For answers we looked to the dice, as each number increases on a d20, you have a 5 percent increase of the total, all the way up to the maximum of 20, we wanted to take the same approach to leveling. You'll get a flat amount stronger at each level, gaining a fixed number of bonuses that are carefully given out as choices when compared to the rest of the classes. No more 9th level spells like wish when the best a fighter can do is attack a few more times. Our spells are classified by the spell's level rather than an arbitrary system, a spell increasing in level reflects that it has higher strength.
Combat Mechanics
We have taken a look at what makes each class special, and how each subclass manages to accomplish the similar goals that someone sharing that class would like to fulfill and for that reason have tweaked some of the gameplay you may be used to in other games, by attempting to reward players who are playing their characters to their strengths and weaknesses. One of the highlights of this section are how Alchemist's, that's right they have their own class now, can brew potions and make noxious traps, but placing these around before a fight, can allow the Alchemist to be more effective in the fight, as they can utilize these traps to take out large foes without fear of running out of supplies and needing to craft more mid-fight. Similarly we've taken a more relaxed approach when it comes to things like ritual casting.

Tally Points
What are They:
In Eldoria, characters progress through the acquisition of Tally Points (TPs), which are experience points. Game masters reward Tally Points for actions contributing to character development, like defeating quest monsters, skill training, and engaging in impactful roleplay.
How Players Earn Tally Points
To "level-up," characters need Tally Points equal to their current level. Acquiring Tally Points becomes progressively challenging, with the game master possibly adjusting criteria for point-worthy actions. For instance, killing a giant toad for a quest may yield multiple Tally Points, and additional points can be earned by turning in the quest or overcoming extra challenges.
How Game Masters May Distribute Tally Points:
Game masters can reward Tally Points spontaneously for commendable play. Alternatively, they may involve players in the decision-making process. At the end of a section, players can suggest who deserves Tally Points, excluding themselves. This democratic approach promotes player involvement in character progression.
Losing Tally Points:
Characters may lose progress if they have no Tally Points. Losing a level temporarily deprives characters of acquired features. This consequence is reserved for instances of "Bad Play." It should be used judiciously to avoid imbalance but serves as a tool to encourage more thoughtful decision-making. Players can catch up to the group naturally over time.
Tally Points
| Current Level | Tallies to Level |
|---|---|
| 1 | 1 |
| 2 | 2 |
| ... | ... |
| 19 | 19 |
Tools You May Want
- A Copy of this guidebook for each person.
- A Set of Dice (d4, d6, d8, d10s, d12, d20) for each person, although more is prefered.
- A Map of the Game World
- Quests or Campaigns
- Props
- Dice Trays / Roll Towers (They like to run away)
- Miniatures
- Character Sheets or Blank Paper
- Pencils / Pens
- Plenty of Paper for Notes
- Condition Rings
- Battle Maps
- Map Tiles
- Background Music / Sound Effects

Chapter 1 - Character Creation
Choosing a Race
Deciding on your character's race is a great first step when making your character. To make this decision you'll want to think about what makes each race unique in their fantasy tropes. Hulking Giantkin are going to be more naturally equipped for carrying large equipment sets, and Dwarves are going to have an advantage as soon as the party makes their way beneath the earth. Think about where you might expect your party to go and when and where you may want to stand out for your group, because both race and subrace can have a huge impact on your ability to do so. Think about what the goal of your character is and then choose one of the following. Alternatively feel free to roll for a non-human character by rolling 2d8 and adding them together.
Common Races
Humans
- Aridonian
- Crimson Islanders
- Drakonian
- Elderguardians
- Nesselbanian
Beastfolk
- Badgerfolk
- Catkin
- Centaur
- Hippofolk
- Rabbitfolk
- Ursine
- Wolfkin
Dwarves
- Ice Dwarves
- Iron Forgers
- Hammerholders
- Thunderians
Elves
- Aetherians
- Vaelorians
Giantkin
- Ice Giants
- Iron Giants
- Copper Giants
- Thunder Giants
Gnomes
- Ice Gnomes
- Iron Gnomes
- Copper Gnomes
- Thunder Gnomes
Goblins
- Elderguardian
- Green Islander
- Nesselbanian
- Verdantian
Orcs
- Aetherian
- Kragnasher
- Green Islander
Uncommon Races
Aquarids
- Fishfolk
- Merfolk
Avians
- Falconian
- TBD
- TBD
Golems
- Iron Golem
- Copper Golem
- Thunder Golem
Insecterids
- Rhino Beetlers
Plantfolk
- Budding Plantfolk
Reptilians
- Alligonians
- Crocodonians
- Serpentkin
- Turtlefolk
Smallfolk
- Core: Lightfoot / Stout
Rough
Racial Roll Table
| 2 | Beastfolk |
| 3 | Dwarf |
| 4 | Elf |
| 5 | Giant |
| 6 | Gnome |
| 7 | Goblin |
| 8 | Orc |
| 9 | Ratfolk |
| 10 | Aquarids |
| 11 | Avians |
| 12 | Golems |
| 13 | Plantfolk |
| 14 | Serpentkin |
| 15 | Smallfolk |
| 16 | Turtlefolk |
Subraces
| Beastfolk | Badgerfolk, Catkin, Centaur, Hippofolk, Rabbitfolk, Ratfolk, Ursine, Wolfkin |
| Dwarf | Iron Forger, Hammerholder, Thunderian |
| Elf | Solerian, Vaelorian, Eldergardian, Thunderian |
| Giant | Ironforger, Hammerholder, Thunderian |
| Gnome | Ironforger, Hammerholder, Thunderian |
| Goblin | Verdantian, Nesselbanian, Eldergardian |
| Orc | Mistwood, Island, Aetherian |
| Ratfolk | Sewer, Village, Slums |
| Aquarid | Fishfolk, Merfolk |
| Avian | Ironwing, Hammerbeak, Thunderlings |
| Golem | Iron Forger, Hammerholder, Thunderian |
| Plantfolk | Ent, Myconid, Spriggan |
| Serpentkin | Aquatic, Desert, Woodland |
| Smallfolk | Haven Forest, Lostling |
| Turtlefolk | Aquatic, Desert, Woodland |
Humans
Humans are good at adapting to their environment, often able to overcome many of the issues imposed on them by other groups and environments. Humans often overcome these challenges by either developing technological solutions much like the Dwarves and Gnomes, or by magical means like the elves. While they thrive at perservering against outside threats the biggest threat to the human settlements is often each other. Occasionally they will set out to attempt to solve problems diplomatically but you can be rest assured that if things do not go their way or at least improve that they will be ready to take up arms.
Maturity and Aging
Humans reach adulthood around 20 years old, and live about a century, with the oldest humans naturally living no longer than 125 years old.
Size
Human heights vary but most are approximately 5 to 6 feet tall. They do not get above 9ft tall. Your size is Medium or Small.
Settlements
Humans have a wide array of settlements, from the Kingdom of Arindor to the Frost Nomads in the Northern Ice Lands, to the Pirates of the Crimson Isles, it seems like they can live anywhere in Eldoria.
Personality Traits
Humans can have any personality but most often share personality traits common to the culture of the region that they are from.
Suggested Classes
Any
Humans
Humanoid
Base Stats
- Armor 0
- Evasion 11
- Movement Speed 30 ft.
- Climb Speed 15 ft.
- Crawl Speed 15 ft.
- Swim Speed 15ft.
STR DEX CON INT WIS CHA 0 0 0 0 0 0
- Languages | Common
Default Traits
(0) Well Adapted
You gain +1 to 3 different stats of your choice.(0) Apprentice
You gain a mastery point towards a:
Weapon, Armor, Skill, Tool, or Language
Expanded Traits
(-1) Small
Your movement speed decreases to 25 ft.
Subraces
(1) Aetherian
You gain innate spellcasting.
Learn both a 0th-level and a 1st-level spell.(1) Aridonian
You gain a mastery point towards a:
Skill, Tool, or Language(1) Drakonian
You gain a mastery point towards a:
Weapon or Armor.(1) Nesselbanian
You gain a mastery point towards a:
Skill, Tool, or Language

Humans
Human Description
Maturity and Death
Humans reach adulthood around age 20 and have been known to live as long as 125.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium, or Small.
Humans
Humanoid
Base Stats
- Evasion 10
- Movement Speed 30 ft.
STR DEX CON INT WIS CHA 0 0 0 0 0 0
- Senses
- Languages | Common
Adventuring Proficiency: Choose 1. - rough
Tribesfolk
Increase Dexterity by 1.
Nomadic Expertise. You gain an initial skill rank in Survival and Animal Handling.
Nomadic Agility. Your movespeed is 35 feet.
Wanderer's Resilience. You have advantage on saving throws against exhaustion.
Seafarer
Increase Constitution by 1.
Seafarer's Expertise. You gain an initial skill rank in Athletics and Navigation Tools.
Aquatic Affinity. You can hold your breath for twice as long as other races, and you gain advantage on Athletics checks made in water.
Sea Legs. Your have advantage on Dexterity saving throws to keep your balance. Additionally, you ignore difficult terrain created by shallow water.
Arcane Bloodline
Increase Intelligence by 1.
Arcane Aptitude. You gain an initial skill rank in Arcana and one wizard cantrip of your choice.
Ancestral Connection. You have advantage on saving throws against being charmed, and you can't be put to sleep by magic.
Arcane Insight. You have advantage on Investigation checks to decipher magical symbols or runes.
Example Half Elves - Rough (Seperate Section Needed for Half Races)
Half-Elf Versatility. Choose one of the following traits: Skill Versatility (General). You gain proficiency in two skills of your choice. Elf Weapon Training (High or Wood Elf Heritage). You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip (High Elf Heritage). You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Fleet of Foot (Wood Elf Heritage). Your base walking speed increases to 35 feet. Mask of the Wild (Wood Elf Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Drow Magic (Dark Elf Heritage). You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells. Swim Speed (Aquatic Elf Heritage). You have a swimming speed of 30 feet.
Beastfolk
Beastfolk are a category of humanoid creatures mixed between their various different beasts and humans, mostly native to The Great Savannah just south of Aetheria and Vaeloria, This vast savannah is by far the largest country of Eldoria. However, some settlements of Beastfolk have sprung up in other countries, most choose to create their settlements here choosing to settle by many of the geographical areas that provide each of them with their preferred habitat. Only allowing a few outsider settlements into the area, their numbers grow to extreme proportions when faced with an outside force. In 701 ED they struggled to fight back against the Vaelorian Elves, as the Elves attacked at night with their magic. However, despite losing some of their land in the North they were able to repel the Vaelorian forces. With the help of many of the various settlements they were able to quickly gather their forces and create weapons and armor for themselves on their frontline and have held their force their to block the Vaelorians from trying again ever since.
Subraces of Beastfolk
Badgerfolk
Catkin
Centaur
Hippofolk
Rabbitfolk
Ursine
Wolfkin
Badgerfolk
Badgerfolk, are a robust and secluded subrace of beastfolk, they have sturdy frames and distinctive markings. They are recognized for their tight-knit communities, often residing in underground burrows reminiscent of their badger heritage. Emphasizing communal living, cooperation, and burrow protection. Badgerfolk excel in digging intricate tunnels for safety and defense. Valuing self-sufficiency, hard work, and loyalty, they have a deep connection to the earth and adapt well to subterranean environments. While initially cautious of outsiders, Badgerfolk form unwavering bonds within their communities once trust is established.
Maturity and Aging
Badgerfolk reach adulthood around the age 20, and live about a century, with the oldest badgerfolk have been known to live to around 125 years old.
Size
Badgerfolk are approximately 5 to 6 feet long and when on four legs, stand 2 to 3 feet above the ground. Your size is Medium or Small.
Culture
Badgerfolk put one thing above all else and that is themselves, even when it comes to the security of their burrows they have been known to flee, leaving even their families to their demise. Although fleeing their burrow is uncommon, it typically only occurs just before a burrow collapses, if a threat enters the burrow, each badgerfolk unless physically unable to engage the enemy, will. For this reason an angered burrow of badgerfolk can be one of the most dangerous places to find yourself.
Personality Traits
Badgerfolk can be called many things. Stubborn, Arrogant, Tenacious, Loyal, Selfish, Prideful, you name it. A badgerfolk's reputation is often associated with the events associated with their relationships and how others have viewed them during those events rather than any innate characteristics that they may have.
Suggested Classes
Barbarian, Fighter, Monk, Paladin, Ranger, Rogue
Badgerfolk
Humanoid, Beastfolk
Base Stats
- Natural Armor 2
- Evasion 11
- Movement Speed 30 ft.
- Burrow Speed 15ft.
STR DEX CON INT WIS CHA +1 +1 +2 0 +1 0
- Senses Darkvision 60 ft.
- Languages Common, Beast Speech
Features
Poison Resistance. You have advantage on saving throws against non-magical poisons and reduce poison damage taken by half.
Hide Armor.
Your Base Armor increases to 2.Lesser Darkvision. You can see in black and white in the dark for up to 60ft.
Actions
Digging Implements. Your claws can be used to dig through the dirt, clay or similar ground.
Teeth and Claws. When you make an unarmed attack against an enemy within 5 ft of you, you can choose to bite or claw your target utilizing either your Strength or Dexterity for the attack and damage rolls. On a hit deal, 1d4 piercing or 1d6+1 slashing damage.
Subterranean Adaptation. Badgerfolk are adept at navigating underground environments. They have advantage on Survival checks made below the surface.
Catkin
Catkin are a nimble and elusive subrace of beastfolk, their physical traits resemble that of cats, boasting agile frames and distinctive markings. Recognized for their independent nature, Catkin often inhabit secluded spots, displaying a preference for lofty perches reminiscent of their feline heritage. Prioritizing autonomy, agility, and den protection, Catkin excel in navigating complex terrain for both safety and stealth. Valuing flexibility, curiosity, and loyalty, they maintain a keen connection to their surroundings, adapting seamlessly to diverse environments. Initially reserved around newcomers, Catkin form enduring bonds within their communities once trust is established.
Maturity and Aging
Catkin reach adulthood around the age 20, and live about a century, with the oldest catkin have been known to live to around 125 years old.
Size
Catkin are approximately 4 to 5 feet long and when on four legs, stand 1 to 2 feet above the ground. Your size is Medium or Small.
Culture
Catkin .
Personality Traits
Catkin .
Suggested Classes
Barbarian, Fighter, Monk, Paladin, Ranger, Rogue
Catkin
Humanoid, Beastfolk
Base Stats
- Armor 10
- Evasion 12
- Movement Speed 35 ft.
- Climbing Speed 15ft.
STR DEX CON INT WIS CHA -1 +2 0 0 +1 +1
- Senses Darkvision 60 ft.
- Languages Common, Beast Speech
Traits
Natural Climbers. Your claws allow you to find handholds and often claw into softer material such as tree bark, you gain a climbing speed of 15 ft.
Superior Darkvision. You can see in black and white in the dark for up to 120 ft in a cone in front of you, additionally as an action you can focus on a target that you can see and discern its color.
Cat's Talent. You gain an initial skill ranks in one of the following that you choose: Acrobatics, Sleight of Hand, Stealth, Nature, Perception, or Survival.
Actions
Feline Instinct. When falling, as a reaction, you can spend one action point to turn yourself around in the air, if you do so and fall 40 ft or less you take no fall damage. When falling more than 40 ft, you take the fall damage as normal, regardless of if you spend the action point to turn yourself around or not.
Teeth and Claws. When you make an unarmed attack against an enemy within 5 ft of you, you can choose to bite or claw your target utilizing either your Strength or Dexterity for the attack and damage rolls. On a hit deal, 1d4 piercing or 1d6+1 slashing damage.

Centaur
Centaurs are a majestic and robust subrace of beastfolk and they exhibit a hybrid form combining horse-like and humanoid features. Known for their nomadic lifestyle, Centaurs roam vast landscapes, embodying a connection to nature reminiscent of their equine heritage. Emphasizing freedom, cooperation, and herd protection. Centaurs excel in both speed and strength, serving as agile warriors and skilled archers. Valuing harmony, endurance, and loyalty, they have a deep affinity for the outdoors and adapt seamlessly to diverse terrains. While initially cautious around unfamiliar faces, Centaurs form strong bonds within their herds once trust is established.
Maturity and Aging
Centaurs reach adulthood around the age 20, and live about a century, with the oldest centaurs have been known to live to around 125 years old.
Size
Centaurs range in size from approximately 4 to 6 feet long and tall. Your size is Large.
Culture
Centaur .
Personality Traits
Centaur .
Suggested Classes
Barbarian, Druid, Fighter, Monk, Paladin, Ranger
Changes
- Disadvantage on climbing
- Base Jump Distance, Increased
Centaur
Fey, Beastfolk
Base Stats
- Armor 10
- Evasion 11
- Movement Speed 40 ft.
STR DEX CON INT WIS CHA +2 0 +1 0 +1 -1
- Senses | Detect Forbidden 60 ft.
- Languages Common, Beast Speech
Traits
Detect Forbidden
While in a Forest, Taiga, Savannah or Foothills that you are familiar with, you can connect to the innate magic around you sensing any Abominations or Fiends within 60 ft of you. You can also sense if they are greater or lesser beings.Gallop.
Your movement speed increases to 40.Strong Back.
You can carry and pull more than most. Your carry capacity is doubled.Actions
Charge.
When you move at least 10 ft before moving through the same space as another creature at least 1 size smaller than you, the creature must make a dexterity saving throw, DC 12, if it fails it is knocked prone, if the creature is more than 1 size smaller that you it automatically fails this saving throw.Trample.
When you move through the same space as another creature that is knocked prone, you deal damage to that creature equal to 1d6 + your Strength Modifier as blundeoning damage to that creature.

Hippofolk
Hippos.
Maturity and Aging
Hippofolk reach adulthood around the age 20, and live about a century, with the oldest Hippofolk have been known to live to around 125 years old.
Size
Hippofolk range in size from approximately 5 to 6 feet long and tall. Your size is Large.
Culture
Hippofolk .
Personality Traits
Hippofolk .
Suggested Classes
Barbarian, Druid, Fighter, Monk, Ranger, Rogue
Changes
- Add increase to movement speed for charge
Hippofolk
Humanoid, Beastfolk
Base Stats
- Armor 11
- Evasion 8
- Movement Speed 30 ft.
- Swim Speed 35ft.
STR DEX CON INT WIS CHA +2 -1 +2 0 +1 -1
- Senses| Aquatic Detection 60 ft.
- Languages Common, Beast Speech
Traits
Aqautic Detection.
While in a still body of water such as a lake or pond or slow moving stream, you can sense disturbances in the water, within 60 ft. you know the size and direction of any creature entering or exiting the water, and can sense their movement within the water.Strong Back.
You can carry and pull more than most. Your carry capacity is doubled.Tough Skin.
Your Armor increases by 1.Actions
Charge.
When you move at least 10 ft before moving through the same space as another creature at least 1 size smaller than you, the creature must make a dexterity saving throw, DC 12, if it fails it is knocked prone, if the creature is more than 1 size smaller that you it automatically fails this saving throw.Trample.
When you move through the same space as another creature that is knocked prone, you deal damage to that creature equal to 1d6 + your Strength Modifier as blundeoning damage to that creature.Powerful Bite.
When you make an unarmed attack against a creature and hit, you can choose to bite your opponent for 1d8 + Strength as piercing damage.

Rabbitfolk
Maturity and Aging
Rabbitfolk reach adulthood around the age 20, and live about a century, with the oldest Rabbitfolk have been known to live to around 125 years old.
Size
Rabbitfolk range in size, approximately 4 to 5 feet tall. Your size is Small.
Culture
Rabbitfolk.
Personality Traits
Rabbitfolk.
Suggested Classes
Bard, Druid, Fighter, Monk, Ranger, Rogue, Warlock
Rabbitfolk
Humanoid, Beastfolk
Base Stats
- Armor 8
- Evasion 12
- Movement Speed 35 ft.
STR DEX CON INT WIS CHA -1 +2 -1 0 +1 +2
- Senses| Predator Detection 60 ft.
- Languages Common, Beast Speech
Traits
Cute and Cuddly.
You gain advantage on Persuasion checks against Humans.Scury.
You have gain a mastery point toward Dexterity Saving Throws.Sniff. You smell the air around you, gaining a mastery point in Perception.
Flee. You can jump a five feet times your dexterity, without provoking opportunity attacks. You can use it a number of times equal to your dexterity, and you regain all expended uses when you finish a short rest.
Prey. You are used to hiding from threats. You gain a mastery point in Stealth.
Small Paws. Your paws make it easy for you to make small adjustments. You gain a mastery point in one of the following: Sleight of Hand, Thieve's Tools, or Tinker's Tools.
Actions
Precision Bite.
When you make an unarmed attack against a creature and hit, you can choose to bite your opponent for 1d4 + Dexterity as piercing damage.

Ratfolk
Maturity and Aging
Ratfolk reach adulthood around the age 20, and live about a century, with the oldest Ratfolk have been known to live to around 125 years old.
Size
Ratfolk range in size, approximately 4 to 5 feet tall.
Your size is Small.
Settlements
Ratfolk tend to build their settlements underground, either in naturally occuring caves or more commonly near urban areas such as towns as cities. Nearly every capital city has at least one group of these Ratfolk living somewhere beneath their town.
Personality Traits
Ratfolk.
Suggested Classes
Artificer, Alchemist, Fighter, Monk, Ranger, Rogue
Ratfolk
Humanoid, Beastfolk
Base Stats
- Armor 8
- Evasion 12
- Movement Speed 35 ft.
STR DEX CON INT WIS CHA -1 +2 +1 +1 +1 -1
- Senses| Predator Detection 60 ft.
- Languages Common, Beast Speech
Traits
Scury.
You have gain a mastery point in Dexterity Saving Throws.Sniff.
You gain a mastery point in Perception.Flee. You can flee, increasing your movement speed by five feet times your dexterity, without provoking opportunity attacks. You can use it a number of times equal to your dexterity, and you regain all expended uses when you finish a short rest.
Prey. You are used to hiding from threats. You gain a mastery point in Stealth.
Small Paws. Your paws make it easy for you to make small adjustments. You gain a mastery point in one of the following: Sleight of Hand, Thieve's Tools, or Tinker's Tools.
Actions
Precision Bite.
When you make an unarmed attack against a creature and hit, you can choose to bite your opponent for 1d4 + Dexterity as piercing damage.Short Claws.
When you make an unarmed attack against a creature and hit, you can choose to bite your opponent for 1d6 + Dexterity as piercing damage. Additionally if you spend an additional action point you may make an attack with both claws dealing 2d6 + Dexterity as slashing damage.

Ursine
Maturity and Aging
Ursine reach adulthood around the age 20, and live about a century, with the oldest Ursine have been known to live to around 125 years old.
Size
Ursine range in size, approximately 5 to 6 feet tall. Your size is Large or Medium.
Culture
Ursine tend to live in forested areas, they make their homes in these forests or in the caves below them and occasionally turn their cave networks into vast underground cities.
Personality Traits
Ursine are strong willed individuals, as such once they've put their mind to something it is usually very difficult to persuade them otherwise.
Suggested Classes
Bard, Druid, Fighter, Monk, Ranger, Rogue, Warlock
Ursine
Humanoid, Beastfolk
Base Stats
- Armor 12
- Evasion 8
- Movement Speed 35 ft.
STR DEX CON INT WIS CHA +3 -2 +3 0 +1 -2
- Senses| Blood Scent
- Languages Common, Beast Speech
Traits
Blood Scent.
As a predator, you have a knack for the smell of blood, when a creature is bleeding near you, you gain double your movement speed when moving toward them, additionally all attack rolls made against them add double your strength and deal an additional weapon damage die worth of damage.Durable.
You are very durable, as such your hit point maximum increases by 2, and it increases by 2 every time you gain a level.Ferocious Prescence.
You gain a mastery point in Intimidation.Thick Hide.
Your Base Armor increases to 12.Strong Back.
You can carry twice as much.Actions
Strong Bite.
When you make an unarmed attack against a creature and hit, you can choose to bite your opponent for 1d6 + Strength as piercing damage.Strong Claws.
When you make an unarmed attack against a creature and hit, you can choose to swipe at your opponent for 1d6 + Strength as slashing damage. Additionally if you spend an additional action point you may make an attack with both claws dealing 2d6 + Strength as slashing damage.

Wolfkin
Maturity and Aging
Wolfkin reach adulthood around the age 20, and live about a century, with the oldest Wolfkin have been known to live to around 125 years old.
Size
Wolfkin range in size, approximately 5 to 6 feet tall. Your size is Large or Medium.
Culture
Wolfkin tend to live in most of the different biomes found across Eldoria, with some having developed specific traits to allow them to thrive in those environments.
Personality
Wolfkin devote their entire lives to their pack, adventuring Wolfkin consider their party their pack and will do everything they can to ensure the safety of the pack.
Suggested Classes
Bard, Druid, Fighter, Monk, Ranger, Rogue, Warlock
Wolfkin
Humanoid, Beastfolk
Base Stats
- Armor 10
- Evasion 13
- Movement Speed 35 ft.
STR DEX CON INT WIS CHA 0 +3 +1 0 +1 -2
- Senses | Blood Scent, Dark Vision
- Languages | Common, Beast Speech
Traits
Blood Scent.
As a predator, you have a knack for the smell of blood, when a creature is bleeding near you, you gain double your movement speed when moving toward them, additionally all attack rolls made against them add double your dexterity and deal an additional weapon damage die worth of damage.Ferocious Prescence.
You gain a mastery point in Intimidation.Naturally Stealthy
You gain a mastery point in Stealth.Natural Tracker.
You gain a mastery point in Investigation.Quickend.
Your Base Evasion increases to 12.Strike First.
You gain a mastery point in Initiative.Actions
Precision Bite.
When you make an unarmed attack against a creature and hit, you can choose to bite your opponent for 1d4 + Dexterity as piercing damage.Short Claws.
When you make an unarmed attack against a creature and hit, you can choose to swipe at your opponent for 1d4 + Dexterity as slashing damage. Additionally if you spend an additional action point you may make an attack with both claws dealing 2d6 + Dexterity as slashing damage.

Dwarves
- Ability Score Increase. Your Constitution score increases by 2.
- Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
- Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
- Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
- Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
- Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
- Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
- Tool 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.
- Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Iron Forgers
- Ability Score Increase. Your Wisdom score increases by 1.
- Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Hammerholders
Thunderians
Deep Dwarves
Ability Score Increase. Add 1 to your Wisdom score.
Superior Darkvision. Your darkvision reaches 120 feet.
Heart of Stone. You have advantage on saving throws against being frightened.
Underdwellers. You can speak, read and write Undercommon and Dwarvish.
Stone Camouflage. You have advantage on Stealth checks to hide while in rocky terrain.
Elves
(Individualize Subraces)
General Racial Features. Go Here.
Languages. Dwarves are known for their linguistic prowess. They commonly speak Dwarvish, a language rich in tradition and precision. Many also learn Common and the languages of their neighbors, adapting to the diverse world around them.
Format. Something here.
Light Elves
Ability Score Increase. Your Dexterity score increases by 2.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Magical Senses. You have proficiency in the Arcana skill.
Languages. You can speak, read, and write Common and Elvish.
Wood Elves
Ability Score Increase. Your Wisdom score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
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.
Dark Elves
Ability Score Increase. Your Charisma score increases by 1.
Superior Darkvision. Your darkvision allows you to see up to a range of 120 feet, additionally your darkvision also allows you to discern colors of an object by focusing on it, in order to do so you must spend an action to discern the color.
Sunlight Sensitivity. You have disadvantage on Awareness checks that rely on sight while you or your target are in direct sunlight, additionally all attacks made at you have advantage, and all attacks you make against them have disadvantage.
Drow Magic. - Rough You learn the Darkness spell at 5th level, you can cast the Darkness spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Giantkin
Gnomes
Goblins
Orcs
Uncommon Races
List out Rare Races Here.
Aquarids
Another List Here.
Axolotl
Maturity, Aging, and Death
As an Axolotl you reach maturity within the first year of your life. Axolotls have not been witnessed to die of old age, alone. Although their regenerative abilities have been known to slow to the point where they may die of an injury before they are able to completely heal from it.
Size
Axolotl range in size, approximately 3 to 4 feet long in the water, and can stand up on their hind legs when walking on land. Your size is Small.
Settlements and Lifestyle
Axolotls tend to live solitary lifestyles. However they do not mind the company of their own kin, due to their rarity as a species they tend to have a hard time finding one another. They also tend to have multiple children at one time. If desperate they may be hostile towards Insecterids and small Fishfolk.
Personality
Axolotls tend to have a very whimsical personality. They prefer to live a carefree lifestyle but are sure to avoid predators when necessary. Axolotls tend to have an insatiable curiosity about them, often finding themselves getting into trouble, have having to wait for their regeneration to help them out before moving on.
Suggested Classes
Bard, Druid, Fighter, Monk, Ranger, Rogue, Warlock
Axolotl
Humanoid, Beastfolk
Base Stats
- Armor 0 | Evasion +1
- Movement Speed 20 ft. | Swim Speed 40 ft.
STR DEX CON INT WIS CHA -2 +1 +3 -2 +1 +2
- Senses | Sensory Adaptation, Tremorsense
- Languages | Common, Aquatic
Default Traits
(-1) Short Legs Your movement speed is decreased to 25 ft.
(-3) Soft Skin The first time you take damage from an attack, you take 2 additional damage.
(+2) Axolotl's Regeneration At the start of each of your turns, you heal a number of hit points equal to your Constitution. You do not gain this bonus if you are subject to any kind of damage over time effects, if you are subject to one of these effects such as bleed or poison. Outside of combat you must spend hit dice like normal, but recover a hit dice on a short rest. However when your skin gets dry following an entire day of being out of the water, your skin temporarily loses its regenerative abilities until you can submerge yourself in water.
(+1) Focused Regeneration As an action you can focus on non-magical damage over time effects plaguing you, such as bleed or poison and remove this effect.
(+2) Quick Swimmers. Your gain a swim speed of 40 ft., while in water your base evasion increases to 12.Expanded Traits
(-3) Nearly Blind You have disadvantage on any perception check that relies on sight or ranged attacks you make beyond 10 ft.
(+2) Sensory Adaptation You can sense any creature within 30 ft due to its smell or vibrations caused by moving, these vibrations can also be felt while in the water.

Merfolk
Ability Score Increase. 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. You can't raise any of your scores above 20. 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. You are Medium. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Child of the Sea. You can breathe air and water, and you have resistance to cold damage. 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. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return. Keen Senses. You have proficiency in the Perception skill. 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 selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Fishfolk
Merfolk List 2
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. 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. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Keen Senses. You have proficiency in the Perception skill. Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net. Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water. Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. Languages. You can speak, read, and write Common, Elven, and Aquan.
Avians
Golems
Insecterids
Plantfolk
Reptilians
Bearded-Dragonkin
Chameleons
Crocodilians
Geckofolk
Serpentkin
Turtlefolk
Smallfolk
Chapter 2: Classes and Subclasses
Artificer
Some basic info about the class here.
Alchemist
Some text here.
Armorer
Some text here.
Artillerist
Some text here.
Battle Smith
Some text here.
Barbarian
Some basic info about the class here.
Ancestral Guardian
Battlerager
Beast
Berserker
Giant
Storm Herald
Totem Warrior
Wild Magic
Zealot
Bard
College of Creation
College of Eloquence
College of Glamour
College of Lore
College of Spirits
College of Swords
College of Valor
College of Whispers
Cleric
Arcana Domain
Death Domain
Forge Domain
Grave Domain
Knowledge Domain
Life Domain
Light Domain
Nature Domain
Order Domain
Peace Domain
Tempest Domain
Trickery Domain
Twilight Domain
War Domain
Ambition Domain
Solidarity Domain
Strength Domain
Zeal Domain
Fate Domain
Druid
Circle of Dreams
Circle of the Land
Circle of the Moon
Circle of the Shepherd
Circle of Spores
Circle of Stars
Circle of Wildfire
Circle of the Primeval
Fighter
Arcane Archer
Monk
Way of Mercy
Way of the Ascendant Dragon
Way of the Astral Self
Way of the Drunken Master
Way of the Four Elements
Way of the Kensei
Way of the Long Death
Way of the Open Hand
Way of Shadow
Way of the Sun Soul
Paladin
Oath of the Ancients
Oath of Conquest
Oath of the Crown
Oath of Devotion
Oath of Glory
Oath of Redemption
Oath of Vengeance
Oath of the Watchers
Oathbreaker
Ranger
Beast Master Conclave
Drakewarden
Fey Wanderer
Gloom Stalker Conclave
Horizon Walker Conclave
Hunter Conclave
Monster Slayer Conclave
Swarmkeeper
Rogue
Arcane Trickster
Assassin
Inquisitive
Mastermind
Phantom
Scout
Soulknife
Swashbuckler
Thief
Sorcerer
Aberrant Mind
Clockwork Soul
Draconic Bloodline
Divine Soul
Lunar Sorcery
Shadow Magic
Storm Sorcery
Wild Magic
Warlock
Archfey
Celestial
Fathomless
Fiend
The Genie
Great Old One
Hexblade
Undead
Undying
Wizard
School of Abjuration
School of Bladesinging
School of Chronurgy
School of Conjuration
School of Divination
School of Enchantment
School of Evocation
School of Graviturgy
School of Illusion
School of Necromancy
Order of Scribes
School of Transmutation
School of War Magic
Chapter 3: Capitals, Towns, and Cities - Rough
Countries
The West
Drakonia
Capital City: Riverford
Ar-Roguh
Bogard
Bozgar
Bruck
Buggard
Chuggar
Dag
Doggard
Dord
Ganther
Grambleton
Huk
Kar-Stab
Kor
Kugril
Lotgale
Monurd
Murdock
Nobend
Pickfrede
Riverford
Rud
Skull
Southcast
Staphdale
Uven
Vog
Emerald Glade
Capital City: Farien
Graycott
Hethlasha
Iqualas
Ithond
Kilfond
Kyathse'a
Molehill
Mythra
Stewardville
Teka
Iron Forge
Capital City: Magnetite
Hematite
Limonite
Pyrite
Kragnash
Capital City: Krod
Agran
Belgran
Bo'Grid
Brak
Direton
Geg'Ran
Gler
Krow
Kudror
Legroz
Lorg
Mumbez
Nogrin
Quash
Ra'Nesh
The West - Continued
The Kingdom of Arindor
Capital City: Aridonia
Aleford
Baker
Bellsford Port
Bloodwater Port
Boneburn
Braid
Brambleglow
Cannon
Cattlefield
Cera
Chains
Chinta
Claw Port
Coinfield
Dapperpine
Deadwind
Deep Hole
Dog Paw
Doom
Enashe
Ettlebright
Fish Port
Four Men's Camp
Fractor
Graves
Harleighs
Honey
James
Kellum
Konnelheim
Leach Port
Louderville
Lyndenheim
Mafford
Marsher
Marion
Mithel
Moburk
Nailhead
Nester
Nulkan
Nub
O'standle
Olerime
Oltten
Patch
Rothsdell
Ruins
Sailor
Saltwater
Seluv Port
Shallow Port
Sprinter
Stapleworth
Straddle Line
Thelwen
Therius
Thensvad
Verne
Volen
Weggerbone
Willhail
Withamber
The Green Isles
Capital City: Krod
Gler
Sikbum
Tuy
Verdantia
Capital City: Ancestor
Bido
Coller
Digril
Dorgkah
Driordeek
Earzang
Figdi
Fireraven
Gobton
Hoddersted
Khar
Klurzan
Mocker
Mocodoh
Rag Clap
Rezgrahk
Salt Port
Sleh
Styrzan
Surix
Thelt
Vastbrook
Westermouth
The North
Thunderia
Capital City: Thunder Reach
Basil
Bendtree
Biggle
Brawn
Brighton
Camble
Dawnlook
Gafton
Haybale
Kingdon
Maldon
Middlekind
Portsbury
Rainly
Ravenstein
Redemption
Renneker
Rockman
Saddleman
Stansey
Thunderquake
Treesbeck
Underton
Windwood
Northern Icelands
Capital City: Big Port
Big Town
Frostreach
Iceton
Snowbank
Morhain
Capital City: Tumulora
Ossirion
The East
Aetheria
Capital City: Dawn Break
.
Eldergard
Capital City: Elmshire
.
Great Savannah
Capital City: Goldbreach
.
Hammerhold
Capital City: Nargoth
.
Vaeloria
Capital City: Dusk Burrow
.
The South
Crimson Isles
Capital City:
.
Haven Forest
Capital City: Haven
.
Nesselbane
Capital City: Styrt
Steadfast
Chapter 4: Backgrounds & Professions: - Rough
- Apothecary
- Architect
- Armorer
- Arrowsmith
- Assassin
- Astrologer
- Baker
- Barber
- Barrister
- Bellfounder
- Blacksmith
- Bloomer
- Bladesmith
- Bookbinder
- Bowyer
- Brazier
- Brewer
- Bricklayer
- Butcher
- Carpenter
- Carrier
- Carter
- Cartwright
- Carver
- Chandler
- Chapman
- Churl
- Clerk
- Clockmaker
- Cobbler
- Collier
- Coppersmith
- Cook
- Cordwainer
- Crier
- Cutler
- Dragoman
- Draper
- Dyer
- Embroiderer
- Enameler
- Engraver
- Executioner
- Farrier
- Fisherman
- Fishmonger
- Fletcher
- Fuller
- Furrier
- Gardener
- Gem-Cutter
- Gilder
- Girdler
- Glassblower
- Glazier
- Glover
- Goldbeater
- Goldsmith
- Grocer
- Groom
- Governess
- Haberdasher
- Harpmaker
- Hatter
- Herald
- Herbalist
- Hewer
- Horner
- Hosier
- Hostler
- Interpreter
- Ironmonger
- Joiner
- Knifegrinder
- Laundress
- Laborer
- Latoner
- Leech
- Limeburner
- Limner
- Linkboy
- Locksmith
- Lutemaker
- Marbler
- Mason
- Mercer
- Messenger
- Miller
- Miner
- Minstrel
- Minter
- Nailsmith
- Navigator
- Needler
- Organmaker
- Painter
- Parchement-maker
- Paviour
- Pewterer
- Plasterer
- Ploughman
- Porter
- Potter
- Poulterer
- Pursemaker
- Quarrier
- Rat Catcher
- Saddler
- Sage
- Sailmaker
- Sailor
- Saucemaker or Saucier
- Scribe
- Scrivener
- Seamstress
- Shearman
- Sheather
- Shepherd
- Shipwright
- Skinner
- Soapmaker
- Spurrier
- Spy
- Swineherd
- Tailor
- Tanner
- Teamster
- Tilemaker
- Tinker
- Tinkerer
- Tinner
- Trapper
- Vinter
- Waller
- Waterleader
- Weaver
- Wheelwright
- Wiredrawer
- Woodturner
Chapter 5: Items - Rough
- Adventuring Gear
- Armor and Shields
- Trinkets
- Weapons
- Firearms
- Explosives
- Wondrous Items
- Currency
- Poisons
- Tools
- Siege Equipment
Index X: Nonspecific Feats - Rough
- Published
- Aberrant Dragonmark
- Actor
- Alert
- Artificer Initiate
- Athlete
- Cartomancer
- Charger
- Chef
- Crossbow Expert
- Crusher
- Defensive Duelist
- Dual Wielder
- Dungeon Delver
- Durable
- Eldritch Adept
- Elemental Adept
- Ember of the Fire Giant
- Fey Touched
- Fighting Initiate
- Fury of the Frost Giant
- Gift of the Chromatic Dragon
- Gift of the Gem Dragon
- Gift of the Metallic Dragon
- Grappler
- Great Weapon Master
- Guile of the Cloud Giant
- Gunner
- Healer
- Heavily Armored
- Heavy Armor Master
- Inspiring Leader
- Keen Mind
- Keenness of the Stone Giant
- Lightly Armored
- Linguist
- Lucky
- Mage Slayer
- Magic Initiate
- Martial Adept
- Medium Armor Master
- Metamagic Adept
- Mobile
- Moderately Armored
- Mounted Combatant
- Observant
- Piercer
- Poisoner
- Polearm Master
- Resilient
- Ritual Caster
- Rune Shaper
- Savage Attacker
- Sentinel
- Shadow Touched
- Sharpshooter
- Shield Master
- Skill Expert
- Skilled
- Skulker
- Slasher
- Soul of the Storm Giant
- Spell Sniper
- Strike of the Giants
- Tavern Brawler
- Telekinetic
- Telepathic
- Tough
- Vigor of the Hill Giant
- War Caster
- Weapon Master
- Planescape
- Agent of Order
- Baleful Scion
- Cohort of Chaos
- Outlands Envoy
- Planar Wanderer
- Righteous Heritor
- Scion of the Outer Planes
- Strixhaven
- Strixhaven Initiate
- Strixhaven Mascot
- Dragonlance
- Adept of the Black Robes
- Adept of the Red Robes
- Adept of the White Robes
- Divinely Favored
- Initiate of High Sorcery
- Knight of the Crown
- Knight of the Rose
- Knight of the Sword
- Squire of Solamnia
- Plane Shift
- Servo Crafting
- Quicksmithing
- Homebrew
- Cruel
- Flash Recall
- Mystic Conflux
- Remarkable Recovery
- Spelldriver
- Thrown Arms Master
- Vital Sacrifice
Index X: Racial Feats - Rough
-
Published
-
Bountiful Luck
-
Dragon Fear
-
Dragon Hide
-
Dwarven Fortitude
-
Drow High Magic
-
Elven Accuracy
-
Fade Away
-
Fey Teleportation
-
Flames of Phlegethos
-
Infernal Constitution
-
Orcish Fury
-
Prodigy
-
Revenant Blade
-
Second Chance
-
Squat Nimbleness
-
Svirfneblin Magic
-
Wood Elf Magic
-
Unearthed Arcana
-
Barbed Hide
-
Critter Friend
-
Dragon Wings
-
Everybody's Friend
-
Grudge Bearer
-
Human Determination
-
Orcish Aggression
-
Wonder Maker
-
Plane Shift
-
Vampiric Exultation
List to Refine and Add - Rough
-
Sidekicks
-
Expert
-
Spellcaster
-
Warrior
-
Survivors
-
Blessings
-
Charms
-
Dark Gifts
-
Draconic Gifts
-
Epic Boons
-
Mounts & Vehicles
-
Supernatural Gifts
-
Madness
-
Alternate Rules
-
Spell Points
Homebrew Subclass List
Homebrew Subclasses A selection of homebrew subclasses released through unofficial channels by WotC affiliated DM's Artificer
- Forge Adept
- Mastermaker
- Maverick
Barbarian
- Path of the Juggernaut
- Path of the Juggernaut Reborn
- Path of the Depths
Bard
- College of the Dirge Singer
- College of the Maestro
- College of Tragedy
Cleric
- Beauty Domain
- Blood Domain
- Blood Domain Reborn
- Mind Domain
- Moon Domain
Druid
- Circle of the Blighted
- Circle of the Forged
Fighter
- Gunslinger
- Renegade
Monk
- Way of the Cobalt Soul
- Way of the Living Weapon
- Way of the Soul Knife
Paladin
- Oath of the Open Sea
Ranger None Available
Rogue
- Wild Card
Sorcerer
- Runechild
- Runechild Reborn
Warlock
- Kraken
Wizard
- Blood Magic
Unused Unearthed Arcana
Artificer
- Archivist
- Armorer
Barbarian
- Path of the Beast
- Path of the Giant
- Path of the Wild Soul
Bard
- College of Creation
- College of Satire
- College of Spirits
- Mage of Silverquill
Cleric
- City Domain
- Protection Domain
- Twilight Domain
- Unity Domain
Druid
- Circle of Stars
- Circle of Twilight
- Circle of Wildfire
- Mage of Prismari
- Mage of Witherbloom
Fighter
- Arcane Archer
- Arcane Archer Revised
- Brute
- Cavalier
- Knight
- Monster Hunter
- Psi Knight
- Psychic Warrior
- Rune Knight
- Samurai
- Scout
- Sharpshooter
Monk
- Way of the Ascendant Dragon
- Way of the Astral Self
- Way of Mercy
- Way of Tranquility
Mystic
- Avatar
- Awakened
- The Immortal
- Nomad
- Soul Knife
- Wu Jen
Paladin
- Oath of Heroism
- Oath of Treachery
- Oath of Redemption
- Oath of the Watchers
Ranger
- Revised Ranger
- Beast Master
- Hunter
- Deep Stalker
- Ambuscade Ranger
- Guardian
- Seeker
- Stalker
- Ranger No Spells
- Deep Stalker
- Drakewarden
- Fey Wanderer
- Primeval Guardian Conclave
- Swarmkeeper
Rogue
- Phantom
- Revived
- Soulknife (2019)
- Soulknife (2020)
Rune Scribe Sorcerer
- Aberrant Mind
- Clockwork Soul
- Favored Soul
- Favored Soul Revisited
- Giant Soul
- Lunar Magic
- Mage of Prismari
- Mage of Quandrix
- Phoenix Sorcery
- Psionic Soul
- Sea Sorcery
- Shadow
- Stone Sorcery
Warlock
- Celestial
- Genie
- Ghost in the Machine
- Hexblade
- Lurker in the Deep
- Mage of SIlverquill
- Mage of WItherbloom
- Noble Genie
- Raven Queen
- Seeker
- Undead
- Undying Light
Wizard
- Artificer
- School of Invention
- School of Lore Mastery
- Mage of Lorehold
- Mage of Prismari
- Mage of Quandrix
- Mage of Silverquill
- School of Onomancy
- Order of Scribes
- Psionics
- School of Technomancy
- School of Theurgy
Feats
- Acrobat
- Adept of the Black Robes
- Adept of the Red Robes
- Adept of the White Robes
- Agent of Order
- Alchemist
- Animal Handler
- Arcanist
- Baleful Scion
- Blade Mastery
- Brawny
- Burglar
- Cartomancer
- Cohort of Chaos
- Diplomat
- Divine Communications
- Divinely Favored
- Dragonmark
- Elemental Touched
- Ember of the Fire Giant
- Ember of the Fire Giant (Revised)
- Empathic
- Fell Handed
- Flail Mastery
- Fury of the Frost Giant
- Fury of the Frost Giant (Revised)
- Guile of the Cloud Giant
- Guile of the Cloud Giant (Revised)
- Gourmand
- Greater Dragonmark
- Historian
- Initiate of High Sorcery
- Investigator
- Keenness of the Stone Giant
- Keenness of the Stone Giant (Revised)
- Knight of the Crown
- Knight of the Sword
- Knight of the Rose
- Master of Disguise
- Medic
- Menacing
- Metabolic Control
- Naturalist
- Outlands Envoy
- Outsized Might
- Perceptive
- Performer
- Planar Wanderer
- Practiced Expert
- Quick-Fingered
- Righteous Heritor
- Rune Carver Adept
- Rune Carver Adept (Revised)
- Rune Carver Apprentice
- Rune Carver Apprentice (Revised)
- Scion of the Outer Planes
- Scion of Elemental Air
- Scion of Elemental Earth
- Scion of Elemental Fire
- Scion of Elemental Water
- Shield Training
- Silver-Tongued
- Spear Mastery
- Soul of the Storm Giant
- Soul of the Storm Giant (Revised)
- Squire of Solamnia
- Stealthy
- Strike of the Giants
- Survivalist
- Tandem Tactician
- Theologian
- Tower of Iron Will
- Tracker
- Vigor of the Hill Giant
- Vigor of the Hill Giant (Revised)
- Wild Talent
Backgrounds
- Gate Warden
- Giant Foundling
- Knight of Solamnia
- Mage of High Sorcery
- Planar Philosopher
- Rune Carver
Common Backgrounds
Setting Specific
-
Acolyte
-
Anthropologist
-
Archaeologist
-
Athlete
-
Charlatan
-
City Watch
-
Clan Crafter
-
Cloistered Scholar
-
Courtier
-
Criminal
-
Entertainer
-
Faceless
-
Faction Agent
-
Far Traveler
-
Feylost
-
Fisher
-
Folk Hero
-
Giant Foundling
-
Gladiator
-
Guild Artisan
-
Guild Merchant
-
Haunted One
-
Hermit
-
House Agent
-
Inheritor
-
Investigator (SCAG)
-
Investigator (VRGR)
-
Knight
-
Knight of the Order
-
Marine
-
Mercenary Veteran
-
Noble
-
Outlander
-
Pirate
-
Rewarded
-
Ruined
-
Rune Carver
-
Sage
-
Sailor
-
Shipwright
-
Smuggler
-
Soldier
-
Spy
-
Urban Bounty Hunter
-
Urchin
-
Uthgardt Tribe Member
-
Waterdhavian Noble
-
Witchlight Hand
AL: Curse of Strahd
- Black Fist Double Agent
- Dragon Casualty
- Iron Route Bandit
- Phlan Insurgent
- Stojanow Prisoner
- Ticklebelly Nomad
AL: Mulmaster
- Caravan Specialist
- Earthspur Miner
- Harborfolk
- Mulmaster Aristocrat
- Phlan Refugee
AL: Hillsfar
- Cormanthor Refugee
- Gate Urchin
- Hillsfar Merchant
- Hillsfar Smuggler
- Secret Identity
- Shade Fanatic
- Trade Sheriff
Homebrew
- Ashari
Acquisitions inc.
- Celebrity Adventurer's Scion
- Failed Merchant
- Gambler
- Plaintiff
- Rival Intern
Amonkhet
- Dissenter
- Initiate
- Vizier
Dragonlance
- Knight of Solamnia
- Mage of High Sorcery
Innistrad
- Inquisitor
Planescape
- Gate Warden
- Planar Philosopher
Ravnica
- Azorius Functionary
- Boros Legionnaire
- Dimir Operative
- Golgari Agent
- Gruul Anarch
- Izzet Engineer
- Orzhov Representative
- Rakdos Cultist
- Selesnya Initiate
- Simic Scientist
Strixhaven
- Lorehold Student
- Prismari Student
- Quandrix Student
- Silverquill Student
- Witherbloom Student
Wildemount
- Grinner
- Volstrucker Agent
Spelljammer
- Astral Drifter
- Wildspacer
Chapter X: Monsters - Rough
Monster Types:
- Abominations
- Beasts
- Celestials
- Constructs
- Dragons
- Elementals
- Fey
- Fiends
- Giants
- Humanoids
- Monstrosities
- Oozes
- Plants
- Undead
Armor Class and Evasion Class
Speed
Stats
Saving Throws
Vulnerabilities, Resistances, and Immunities
Senses
Blindsight
Darkvision
Tremorsense
Truesight
Languages: Telepathy
Legendary Creatures:
Auras, Lair Actions, and Legendary Actions (Recharge X-Y)
Monsters
Avian
Challenge Rating: 2
| Stats | Amount |
|---|---|
| Armor Class | 12 |
| Health | 20 |
| Strength | -2 |
| Dexterity | +2 |
| Constitution | 0 |
| Intelligence | 0 |
| Wisdom | 1 |
| Charisma | 1 |
| Melee Attack | -2 |
| Ranged Attack | +2 |
| Spell Attack | +1 |
| Spell Save | 9 |
Original Size
Example
Humanoid
Stats
- Armor 1
- Evasion 10
- Hit Points 6 (1d12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 0 0 0 0 0 0
- Senses darkvision 60 ft., passive Perception 8
- Languages Common
Example 1. Some description here.
Actions
Example. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 2 (1d4) piercing damage.
Example Ranged Weapon Attack: +2 to hit, range 30/60 ft., one target. Hit 2 (1d4) bludgeoning damage.
PHB-Coloured HTML Table
| d8 | Loot |
|---|---|
| 1 | 100gp |
| 2 | 200gp |
| 3 | 300gp |
| 4 | 400gp |
| 5 | 500gp |
| 6 | 600gp |
| 7 | 700gp |
| 8 | 1000gp |