Races (Core, Expanded, UA, Homebrew)
In this compilation of races I will be collating all the races from the core books, the expanded collections (excluding Plane Shift), Unearthered Arcana and selected homebrews from around the internet.
It will mostly consist of the stats for each race with a little bit of lore.
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. Dragonborn, gnomes, half-elves, halforcs, and tieflings are less common as adventurers. Drow, a subrace of elves, are also uncommon.
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 m akes a tough warrior, and an elf can be a master of arcane magic. Your character race not only affects your ability scores and traits but also provides the cues for building your character’s story. Each race’s description in this chapter includes inform ation to help you roleplay a character of that race, including personality, physical appearance, features of society, and racial alignment tendencies. 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.
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 Increase
Every race increases one or more of a character’s ability scores.
Age
The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom .
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.
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 chapter 5, "Equipment".
Speed
Your speed determines how far you can move when traveling (chapter 8, "Adventuring") and fighting (chapter 9, "Combat").
Languages
By virtue of your race, your character can speak, read, and write certain languages. Chapter 4 lists the most common languages of the D&D multiverse.
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. In the Dragonlance campaign setting, for example, mountain dwarves and hill dwarves live together as different clans of the same people, but in the Forgotten Realms, they live far apart in separate kingdoms and call themselves shield dwarves and gold dwarves, respectively.
Ability Score Summary
Strength |
Measures: Natural athletieism, bodily power Important for: Barbarian, fighter, paladin Racial Increases: Mountain dwarf (+2) Half-orc (+2) Dragonborn (+2) Human (+1) Duergar (+1) Grugach (+1) Zariel Tiefling (+1) Fallen Aasimar (+1) Firbolg (+1) Goliath (+2) Triton (+1) Bugbear (+2) Kobold (-2) Orc (+2) Githyanki (+2) Tortle (+2) Longtooth Shifter (+2) Juggernaut Warforged (+2) Centaur (+2) Minotaur (+2) |
Dexterity |
Measures: Physical agility, reflexes, balance, poise Important for: Monk, ranger, rogue Racial Increases: Elf (+2) Forest gnome (+1) Halfling (+2) Human (+1) Deep Gnome (+1) Dispater Tiefling (+1) Glasya Tiefling (+1) Feral Tiefling (+1) Kenku (+1) Tabaxi (+2) Goblin (+2) Bugbear (+1) Kobold (+2) Grung (+2) Changeling (+1) Shifter (+2) Swiftstride Shifter (+2) Skirmisher Warforged (+2) |
Constitution |
Measures: HeaJth, stamina, vital force Important for: Everyone Racial Increases: Dwarf (+2) Half-orc (+1) Stout halfling (+1) Human (+1) Rock Gnome (+1) Sea-Elf (+1) Abyssal Tiefling (+1) Levistus Tiefling (+1) Scourge Aasimar (+1) Goliath (+2) Lizardfolk (+2) Triton (+1) Hobgoblin (+2) Goblin (+1) Orc (+1) Grung (+1) Beasthide Shifter (+2) Warforged (+1) Minotaur (+1) |
Intelligence |
Measures: Mental acuity, information reeall, analytical skill Important for: Wizard Racial Increases: High-elf (+1) Gnome (+2) Human (+1) Infernal Tiefling (+1) Baalzebul Tiefling (+1) Mammon Tiefling (+1) Naiad Nymph (+1) Feral Tiefling (+1) Hobgoblin (+1) Orc (-2) Githyanki (+1) Githzerai (+1) Changeling (+1) Mephistopheles Tiefling (+1) |
Wisdom |
Measures: Awareness, intuition, insight Important for: Cleric, druid Racial Increases: Wood elf (+1) Hill dwarf (+2) Human (+1) Ghostwise Halfling (+1) Fierna Tiefling (+1) Protector Aasimar (+1) Firbolg (+2) Kenku (+1) Lizardfolk (+1) Githzerai (+2) Tortle (+1) Kalashtar (+1) Centaur (+1) |
Charisma |
Measures: Confidence, eloquence, leadership Important for: Bard, sorcerer, warlock Racial Increases: Half-elf (+2) Dragonborn (+1) Human (+1) Drow (+1) Lightfoot halfling (+1) Eladrin (+1) Aasimar (+2) Tabaxi (+1) Triton (+1) Yuan-ti Pureblood (+2) Changeling (+2) Kalashtar (+1) Swiftstride Shifter (+1) |
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 graystreaked 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!"
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 com m on shades are light brown or deep tan, like certain tones of earth. Their hair, w orn 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 weapon smiths, 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.
Slow to Trust
Dwarves get along passably well with most other races. “The difference between an acquaintance and a friend is about a hundred years,” is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf’s trust.
Elves. “ It’s not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf’s good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.”
Halflings. “Sure, they’re pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?”
Humans. “You take the time to get to know a human, and by then the human’s on her deathbed. If you’re lucky, she’s got kin — a daughter or granddaughter, maybe — who’s got hands and heart as good as hers. That’s when you can make a human friend. And watch them go! They set their hearts on something, they’ll get it, whether it’s a dragon’s hoard or an empire’s throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.”
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 assortm ent of inborn abilities, part and parcel of dwarven nature.
Ability Score Increase. Your Constitution score increases by 2.
Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9, "Combat").
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing 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.
Subrace. Three subraces of dwarves populate the worlds of D&D: Hill Dwarves, Mountain Dwarves and Duergar. Choose one of these subraces.
Hill Dwarf
As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerun in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.
Ability Score Increase. Your Wisdom score increases by 1.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Mountain Dwarf
As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerun, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves.
Ability Score Increase. Your Strength score increases by 2.
Dwarven Armor Training. You have proficiency with light and medium armor.
Duergar (MToF)
Duergar see themselves as the true manifestation of dwarven ideals, clever enough not to be taken in by the treacherous deceptions of Morad in and his false promises. Their period of enslavement and the revolt against the mind flayers led by their god, Laduguer, purged the influence of the other dwarven gods from their souls and thus made them into the superior race.
Ability Score Increase. Your Strength score increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Extra Language. You can speak, read, and write Undercommon.
Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.
Duergar Magic. When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Dwarf Tables
This section provides a number of tables useful for players and DMs who want to choose or randomly generate details about dwarf characters or settlements.
Dwarves in the Clan
The following tables can be used to create basic information About a clan of dwarves: the group's current status, a trait or a fact that sets that clan apart from others, and the vocation of a given clan member.
Clan's Status
d6 | Status |
---|---|
1 | Prosperous. Clan occupies original stronghold, currently flourishing |
2 | Growing. Stronghold expanding; glory days lie ahead |
3 | Declining. Clan population stagnant or decreasing |
4 | Beleaguered. Victimized by goblinoid and dragon attacks, intact but severely weakened |
5 | Scattered. Stronghold recently lost, many folk slain, survivors scattered |
6 | Refugees. Stronghold lost, survivors occupy a neighborhood or ward in human city |
Clan's Notable Trait
d10 | Trait |
---|---|
1 | Founder was one of the greatest artisans in history |
2 | Clan owns a powerful artifact, such as an Axe of the warvish Lords |
3 | Clan noted for expertise in a specific craft, such as brewing or armorsmithing |
4 | Clan has a sinister reputation, history plagued by scandal and mark of Abbathor |
5 | Militaristic clan, known for excellent fighting skills |
6 | Unusual stronghold, such as an undersea castle, a former cloud giant fortress, or an aboveground city |
7 | Prophecies indicate clan is destined to play a pivotal role in history |
8 | Heretical clan has rejected dwarf teachings in favor of human deities |
9 | Unique marker or curse, such as all clan members are hairless |
10 | Clan is known for its evil ways or a particularly sinister, notable member |
Clan Vocations
d10 | Vocation | d10 | Vocation |
---|---|---|---|
1 | Armorer | 11 | Merchant |
2 | Blacksmith | 12 | Messenger |
3 | Brewer | 13 | Miner |
4 | Carpenter | 14 | Potter |
5 | Cook | 15 | Scout |
6 | Envoy | 16 | Sculptor |
7 | Farmer | 17 | Shepherd |
8 | Hunter | 18 | Warrior |
9 | Jeweler | 19 | Weaponsmith |
10 | Mason | 20 | Weaver |
Dwarf Adventurer Story Hooks
d6 | Hook |
---|---|
1 | You were accused of stealing a fellow artisan's item and claiming it as your work. Innocent or guilty, you were made an outcast. |
2 | Your wanderlust prompted you to shirk your duties as a crafter in favor of wandering the world. Your clan isn't pleased with this choice. |
3 | You became separated from your clan due to an earthquake, a drow slave raid, or similar event and hope to return home. |
4 | You were assigned to become a merchant by the priests of Morad in and have yet to forgive them for their mistake. You should be working a forge, not wandering the outside world! |
5 | You are a spy, traveling incognito to gather information for the clan elders. |
6 | You struggle to resist the lure of Abbathor, but can't hold it at bay. Better to walk the world and sate your greed on non-dwarves. |
Dwarf Quirks
d8 | Quirks |
---|---|
1 | Water from the sky! It always surprises you. |
2 | You have a fascination with the ocean and its chaos. |
3 | Any creature larger than a human makes you nervous. |
4 | You prefer to travel with a parasol or similar item that puts a comforting shelter over your head. |
5 | You prefer to sleep during the day. |
6 | You speak Common or any other non-dwarf language only if you must. |
7 | For you, relaxation is putting in a day at the forge. |
8 | You avoid contact with other dwarves, since you mistrust those who would leave their strongholds. |
Duergar Tables
Most of the tables in this section are duergar-themed versions of the information for dwarves that's presented above and in the Player's Handbook.
Duergar in the Clan
The following tables can be used to create basic information about a clan of duergar somewhere in the world: the group's current status, and a trait or a fact that setsthat clan apart from others.
d12 | Surname | d12 | Surname |
---|---|---|---|
1 | Ashlord | 7 | Mindeater |
2 | Battlegore | 8 | Necksnapper |
3 | Doomfist | 9 | Orehammer |
4 | Earthlord | 10 | Runehammer |
5 | Firetamer | 11 | Thundermaster |
6 | Knifemind | 12 | Underearth |
Clan's Status
d6 | Status |
---|---|
1 | Mighty. Conquered several dwarven strongholds, dominates Underdark region |
2 | Crowing. Stronghold expanding; glory days lie ahead |
3 | Declining. Clan growing stale, population falling |
4 | Beleaguered. Surrounded by drow and illithid foes |
5 | Scattered. Torn apart by slave rebellion or civil war |
6 | Refugees. Defeated by enemies, few survivors |
Clan's Notable Trait
d12 | Trait |
---|---|
1 | Stole a mighty dwarven artifact |
2 | Has bound many devils to service |
3 | Experts in building mechanical devices |
4 | Conducts trade with the City of Brass |
5 | Notable for defeating many dwarves |
6 | Conquered and occupied a drow enclave |
7 | Is secretly controlled by mind flayers |
8 | Has enslaved a colony of troglodytes |
9 | Have interbred with devils |
10 | Known for its extensive spy network on surface |
11 | Masters of psionics |
12 | Dominated by a coven of warlocks |
Duergar in the World
The tables below are designed to add depth to a duergar character by offering possible reasons why the character left the clan for the life of an adventurer and a choice of personality quirks that are tailored for duergar.
Duergar Adventurer Story Hooks
d6 | Hook |
---|---|
1 | You are a heretic, drawn to worship of Morad in. |
2 | Caught stealing, you escaped imprisonment but not before torture left you with a scar or lasting injury. |
3 | You were enslaved by drow or mind flayers but escaped to the surface. |
4 | You seek only to test yourself in battle with monsters. |
5 | Profit is all that matters to you. |
6 | The best way to defeat the folk of the surface is to study them firsthand. |
Duergar Quirks
d6 | Quirks |
---|---|
1 | A separate personality in your mind provides advice and guidance to you. |
2 | Your gear must be perfectly arranged, otherwise someone must bleed. |
3 | When there isn't a roof over your head, you keep your eyes on the ground. |
4 | You don't talk unless you absolutely must. |
5 | The outside world is a giant cave, and nothing will convince you otherwise. |
6 | Humans fascinate you, and you collect odd trinkets of their culture. |
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. These glistening arches were the city’s only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness.
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 m em bers 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 shorterlived 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 com promise 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.
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 prow ess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might becom e cham pions of moral causes.
Elf Names
Elves are considered children until they declare themselves adults, som e 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 w ho 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 nam es o f respected individuals or other family m em bers. Little distinction exists between male nam es and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a com bination 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, Kafk
Laucian, Mindartis, Paelias, Peren, Quarion, Riardon,
Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
Female Adult Names: Adrie, Althaea, Anastrianna,
Andraste, Antinua, Bethrynna, Birel, Caelynn,
Drusilia, Eiltriss, 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), Nai'lo (Nightbreeze), Siannodel
(Moonbrook), Xiloscient (Goldpetal)
Haughty but Gracious
Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations—which is most non-elves. Still, they can find good in just about anyone.
Dwarves. "Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.”
Halflings. “ Halflings are people of simple pleasures, and that is not a quality to scorn. They’re good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises."
Humans. “All that haste, their ambition and drive to accomplish something before their brief lives pass away— human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.”
Elf Traits
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment. Elves love freedom , variety, and self expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied,and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Subrace. Ancient divides among the elven people resulted in three main subraces: high elves, wood elves,and dark elves, who are com m only called drow. Choose one of these subraces. In some worlds, these subraces are divided still further (such as the sun elves and moon elves of the Forgotten Realms), so if you wish, you can choose a narrower subrace.
High Elf
As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk. the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races.
The sun elves of Faerun (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometim es tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.
Ability Score Increase. Your Int score increases by 1.
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. This category includes the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.
Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
Ability Score Increase. Your Wis 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 Elf (Drow)
Descended from an earlier subrace of dark-skinned elves, the drow were banished from the surface world for following the goddess Lolth down the path to evil and corruption. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.
Drow adventurers are rare, and the race does not exist in all worlds. Check with your Dungeon Master to see if you can play a drow character.
Ability Score Increase. Your Cha score increases by 1.
Superior Darkvision. Your darkvision has a 120ft radius.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Avariel (UA)
The avariel are winged elves. These rare creatures were more common when the worlds of the multiverse were young, but frequent conflicts with dragons much reduced the winged elves’ number. Still, a few colonies persist here and there in the Material Plane and on the Plane of Air.
Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
Languages. You can speak, read, and write Auran.
Eladrin (MToF)
Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated witb one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:
Autumn is the season of peace and goodwill, when summer's harvest is shared with all.
Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.
Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.
Summer is the season of boldness and aggression. a time of unfettered energy.
Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season.
When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state.
The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own.
Autumn
d4 | Autumn Personality Trait |
---|---|
1 | If someone is in need, you never withhold aid. |
2 | You share what you have, with little regard for your own needs. |
3 | There are no simple meals, only lavish feasts. |
4 | You stock up on fine food and drink. You hate going without such comforts. |
d4 | Autumn Flaw |
---|---|
1 | You trust others without a second thought. |
2 | You give to others, to the point that you leave yourself without necessary supplies. |
3 | Everyone is your friend, or a potential friend. |
4 | You spend excessively on creature comforts. |
Winter
d4 | Winter Personality Trait |
---|---|
1 | The worst case is the most likely to occur. |
2 | You preserve what you have. Better to be hungry today and have food for tomorrow. |
3 | Life is full of dangers, but you are ready for them. |
4 | A penny s pent is a penny lost forever. |
d4 | Winter Flaw |
---|---|
1 | Everything dies eventually. Why bother building anything that is supposedly meant to last? |
2 | Nothing matters to you, and you allow others to guide your actions. |
3 | Your needs come first. In winter, all must watch out for themselves. |
4 | You speak only to point out the flaws in others' plans. |
Spring
d4 | Spring Personality Trait |
---|---|
1 | Every day is the greatest day of your life. |
2 | You approach everything with enthusiasm, even the most mundane chores. |
3 | You love music and song. You supply a tune yourself if no one else can. |
4 | You can't stay still. |
d4 | Spring Flaw |
---|---|
1 | You overdrink. |
2 | Toil is for drudges. Yours should be a life of leisure. |
3 | A pretty face infatuates you in an instant, but your fancy passes with equal speed. |
4 | Anything worth doing is worth doing again and again. |
Summer
d4 | Summer Personality Trait |
---|---|
1 | You believe that direct confrontation is the best way to solve problems. |
2 | Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply. |
3 | You stand tall and strong so that others can lean on you. |
4 | You maintain an intimidating front. It's better to prevent fights with a show of force than to harm others. |
d4 | Summer Flaw |
---|---|
1 | You are stubborn. Let others change. |
2 | The best option is one that is swift, unexpected, and overwhelming. |
3 | Punch first. Talk later. |
4 | Your fury can carry you through anything. |
Ability Score Increase. Your Charisma score increases by 1.
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 +your proficiency bonus + your Charisma modifier:
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).
Sea Elf (MToF)
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.
Ability Score Increase. Your Constitution score increases by 1.
Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.
Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.
Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
Languages. You can speak, read, and write Aquan.
Grugach (UA)
The grugach of the world of Greyhawk shun contact with other folk, preferring the solace of the deepest forests and the companionship of wild animals. Even other elves draw their suspicion.
The grugach tend toward chaos and neutrality. They feel no special duty to anyone beyond their own folk and the forest that is their home. Troubles beyond their borders are best kept there. At the same time, they harbor little ambition beyond a peaceful coexistence with nature.
If anyone is fool enough to disturb a grugach realm, these elves take to arms and fight in earnest. Grugach master the basic weapons needed to hunt and forage in the wood. Every copse of trees becomes a sniper’s nest, and each forest meadow is an ambush point. The grugach set pits filled with stakes, snares that leave an intruder helpless to grugach arrows, and other snares designed to kill rather than capture. The grugach fight to the death to preserve their realms.
Ability Score Increase. Your Strength score increases by 1.
Grugach Weapon Training. You have proficiency with the spear, shortbow, longbow, and net.
Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
Languages. Unlike other elves, you don’t speak, read, or write Common. You instead speak, read, and write Sylvan.
Shadar-Kai (MToF)
Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.
Ability Score Increase. Your Constitution score increases by 1.
Necrotic Resistance. You have resistance to necrotic damage.
Blessing of the Raven Queen. 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 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 that time, you appear ghostly and translucent.
Elf Tables
This section provides tables for players and DMs who want to choose or randomly generate details about elves.
Elven Trinkets
d8 | Trinket |
---|---|
1 | A small notebook that causes anything written in it to disappear after l hour |
2 | A crystal lens made of ivory and gold that causes anything observed through it to appear to be surrounded by motes of multicolored light |
3 | A small golden pyramid inscribed with elven symbols and about the size of a walnut |
4 | A cloak pin made from enamel in the shape of a butterfly when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again |
5 | A golden compass that points toward the nearest portal to the Feywild within 10 miles |
6 | A small silver spinning top that, when spun, endlessly spins until interrupted |
7 | A small songbird made of enamel, gold wire, and precious stone; uttering the songbird's name in Elvish causes the trinket to emit that bird's birdsong |
8 | A small enamel flower that, when put in one's hair, animates, tying back the wearer's hair with a living vine with flowers; plucking a single flower from this vine returns it to its inanimate form |
Drow House Speciality
d10 | Specialty |
---|---|
1 | Adamantine weapons |
2 | Assassinations |
3 | Giant spiders subject to magical control |
4 | Hallucinogenic substances |
5 | High-status slaves and sacrificial victims |
6 | Items taken from surface world in raids |
7 | Low-cost, humanoid slaves |
8 | Maps of the Underdark |
9 | Poisons |
10 | Reptilian beasts of burden |
Elf (Non Drow) Adventurer Story Hooks
d8 | Hook |
---|---|
1 | You believe the key to reuniting the elves with CorelIon lies somewhere in the wider world, not within elven society, and you're determined to find it. |
2 | Your sibling was killed by a rampaging monster. You won't rest until you track it down and slay it. |
3 | A raven brought you a cryptic message from an old friend who needs your help, but the message was vague about the friend's location. You're trying to follow a years-old trail and save your friend. |
4 | A beautiful elf won your heart, then broke it. If you earn enough gold and glory by adventuring, perhaps you can win back your love. |
5 | Your father thought you too weak to survive as an adventurer, but he's wrong, and you'll prove it. |
6 | Only those who perform great deeds are remembered long after their death. Bards will honor your exploits for generations to come. |
7 | You're secretly in love with one of the other members of your adventuring group, and you can't bear the thought of any harm befalling that person. |
8 | When you were born, your grandmother prophesied you would one day rule a human kingdom. You've gone in search of that destiny. |
Drow Adventurer Story Hooks
d6 | Hook |
---|---|
1 | You overheard members of your own house plotting to poison you, so you fled from the Underdark. You won't return until you've amassed enough fortune to surround yourself with loyal bodyguards. |
2 | You were enslaved as punishment for trying to poison an influential rival, but you escaped and fled to the surface. If you return to the Underdark, you'll be re-enslaved. |
3 | You were the lover of a high-ranking priestess of Lolth as a means of enhancing your status. When she tired of you, the loss of status was humiliating, so you left. |
4 | You killed a drow from a more powerful house in a duel over a public insult. The slain drow's house vowed to destroy your house unless you were handed over. Your kin urged you to leave the Underdark. You wonder what became of them. |
5 | A close friend of yours was revealed to be a worshiper of Eilistraee. Suspicion fell on everyone in her circle. Running was a tacit admission of guilt, even though you knew nothing about it, but you'd have been sacrificed to Lolth if you stayed. |
6 | You were among a group of surface raiders that was ambushed, and you were captured. During years of captivity, you learned that most of what Lolth's priestesses taught about the outer world was lies. Now you're experiencing the truth for yourself. |
Halfling
"Reg is 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 o f 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 o f Maer Dualdon.
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 an dirt road or a raft floating downriver.
Small and Practical
The diminutive halflings survive in a w orld full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harm less and so have managed to survive for centuries in the shadow of em pires and on the edges o f 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 brow n or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare am ong them and mustaches even m ore so. They like to wear simple, com fortable, 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 com forts of hearth and home, harboring few dream s of gold or glory. Even adventurers am ong 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 m oved 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.
Affable and Positive
Halflings try to get along with everyone else and are loath to make sweeping generalizations— especially negative ones.
Dwarves. “Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?”
Elves. "They’re so beautiful! Their faces, their music, their grace and all. It’s like they stepped out of a wonderful dream. But there’s no telling what’s going on behind their smiling faces— surely more than they ever let on.”
Humans. “ Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you’ll find good, solid folk. Not that there’s anything wrong with the barons and soldiers—you have to admire their conviction. And by protecting their own lands, they protect us as well.”
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.
Ability Score Increase. Your Dexterity score
increases by 2.
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
Subrace. The two main kinds of halfling, lightfoot and stout, are more like closely related families than true subraces. There is a third subrace, the Ghostwise, they are incredibly rare and come from the Storm Coast. Choose one of these subraces.
Lightfoot
As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows.
Ability Score Increase. Your Charisma score
increases by 1.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Stout
As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they’re most common in the south.
Ability Score Increase. Your Constitution score
increases by 1.
Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Ghostwise (SCAG)
Ghostwise halflings trace their ancestry back to a war among halfling tribes that sent their ancestors into flight from Luiren. Ghostwise halflings are the rarest of the hin, found only in the Chondalwood and a few other isolated forests, clustered in tight-knit clans. Many ghostwise clans select a natural landmark as the center of their territory, and members carry a piece of that landmark with them at all times. Clan warriors known as nightgliders bond with and ride giant owls as mounts. Because these folk are clannish and mistrustful of outsiders, ghostwise halfling adventurers are rare. Ask your DM if you can play a member of this subrace, which has the halfling traits in the Player's Handbook, plus the subrace traits below.
Ability Score Increase. Your Wisdom score increases by l.
Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Halfling Tables
This section provides a number of tables useful for players and DMs who want to choose or randomly generate details about halfling characters or villages.
Halfling Personality Traits
d6 | Personality Trait |
---|---|
1 | You try to start every day with a smile. |
2 | Why walk when you can skip? |
3 | You make up songs about your friends that praise them for their bravery and intelligence. |
4 | You are extremely cautious, always on the lookout for monsters and other dangers. |
5 | You always see the bright side of a situation. |
6 | You like to collect mementos of your travels. |
Halfling Ideals
d6 | Ideal |
---|---|
1 | Courage. You seek to prove that the bravest heart can be contained within the smallest of packages. |
2 | Companionship. You're pretty sure you can be friends with anyone or anything. |
3 | Hopeful. You will live a life of adventure and have many stories to tell. |
4 | Protective. You make sure to shelter the innocent. |
5 | Honest. Your mother told you to always tell the truth. |
6 | Excitement. Can you steal the sleeping giant's pouch? Of course you can! |
Halfling Bonds
d6 | Bond |
---|---|
l | The safety of your village is worth any sacrifice. |
2 | Nothing is more valuable than friendship and family. |
3 | You are following your own path through life. No one can tell you what to do. |
4 | You have a special heirloom that you never part with. |
5 | You won't rob or hurt those who are weaker or less fortunate than you. |
6 | No matter how small you may be, you won't back down from a bully. |
Halfling Flaws
d6 | Flaw |
---|---|
1 | You can't resist poking your nose where it doesn't belong. |
2 | You are very fidgety. Sitting still is a major challenge. |
3 | You can't pass up a good time. |
4 | You hate to miss a meal, and become grumpy and ill-tempered when you must. |
5 | You are fascinated by shiny things and can't help "borrowing" them. |
6 | You never settle for just one slice when you can have the whole cake. |
Reasons For Adventuring
d6 | Reasons |
---|---|
1 | Peeling taters and herding goats all the time wasn't your cup of tea. |
2 | You fell asleep on a raft one day and woke up near a human city. You were so thrilled with the strange sights and tasty food that you never turned back. |
3 | What started off as simple pumpkin pillaging from nearby farms turned into your becoming a wande ring rogue for hire. |
4 | You talked to a nice faerie in the woods, and all of a sudden you were a thousand miles from home. |
5 | Your village elder told you so many stories about being a rogue in an adventuring party that you couldn't resist the urge to try doing it yourself. |
6 | A friend dared you to jump on the back of a sleeping horse, which turned out to be a pegasus, and your life hasn't slowed down since. |
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 Uriel 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.
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 com parison 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 som ething 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.
Everyone’s Second - Best Friends
Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves. “They’re stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.”
Elves. “It’s best not to wander into elven woods. They don't like intruders, and you’ll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.”
Halflings. "It’s hard to beat a meal in a halfling home, as long as you don’t crack your head on the ceiling— good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”
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 w ho seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be rem em bered 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 w ho live in nonhuman lands.
Exemplars of Ambition
Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.
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. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant Turmish or Impiltur to the east—and even more distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features.
In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in m ore localized areas of Faerun. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in.
Calishite
Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerun.
Calishite Names: (Male) Aseir, Bardeid, Haseid,
Khemed, Mehmen, Sudeiman, Zasheir; (female)
Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira,
Zasheida; (surnames) Basha, Dumein, Jassan, Khalid,
Mostana, Pashar, Rein
Chondathan
Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea.
Chondathan Names: (Male) Darvin, Dorn, Evendur,
Gorstag, Grim, Helm, Malark, Morn, Randal,
Stedd; (female) Arveene, Esvele, Jhessail, Kerri,
Lureene, Miri, Rowan, Shandri, Tessele; (surnames)
Amblecrown, Buckman, Dundragon, Evenwood,
Greycastle, Tallstag
Damaran
Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.
Damaran Names: (Male) Bor, Fodel, Glar, Grigor,
Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female)
Alethra, Kara, Katernin, Mara, Natali, Olma, Tana,
Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov,
Marsk, Nemetsk, Shemov, Starag
Illuskan
Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or
light brown hair.
Illuskan Names: (Male) Ander, Blath, Bran, Frath,
Geth, Lander, Luth, Malcer, Stor, Taman, Urth;
(female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga,
Silifrey, Westra; (surnames) Brightwood, Helder,
Hornraven, Lackman, Stormwind, Windrivver
Mulan
Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.
Mulan Names: (Male) Aoth, Bareris, Ehput-Ki,
Kethoth, Mumed, Ram as, So-Kehur, Thazar-De,
Urhur; (female) Arizima, Chathi, Nephis, Nulara,
Murithi, Sefris, Thola, Umara, Zolis; (surnames)
Ankhalab, Anskuld, Fezim, Hahpet, Nathandem,
Sepret, Uuthrakt
Rashemi
Most often found east of the Inner Sea and often intermingled with the Mulan, Rashem is tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.
Rashemi Names:
(Male) Borivik, Faurgar, Jandar,
Kanithar, Madislak, Ralmevik, Shaumar, Vladislak;
(female) Fyevarra, Hulmarra, Immith, Imzel,
Navarra, Shevarra, Tammith. Yuldra; (surnames)
Chergoba, Dyernina, Iltazyara, Murnyethara,
Stayanoga, Ulmokina
Shou
The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name.
Shou Names: (Male) An, Chen, Chi, Fai, Jiang, Jun,
Lian, Long, Meng, On, Shan, Shui, Wen; (female)
Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames)
Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin,
Sum, Tan, Wan
Tethyrian
Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names.
Turami
Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.
Turami Names: (Male) Anton, Diero, M arcon, Pieron,
Rimardo, Rom ero, Salazar, Umbero; (female) Balama,
Dona, Faila, Jalana, Luisa, Marta, Quara, Selise,
Vonda; (surnames) Agosto, Astorio, Calabra, Domine,
Falone, Marivaldi, Pisacar, Ram ondo
Human Traits
It’s hard to make generalizations about humans, but your human character has these traits.
Ability Score Increase. Your ability scores each increase by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
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.
Variant Human Traits
If your campaign uses the optional feat rules from chapter 5, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.
Ability Score Increase. Two different ability scores of your choice increase by 1.
Skills. You gain proficiency in one skill of your choice.
Feat. You gain one feat of your choice.
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.
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 6 1/2 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 m ore 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 know s 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 them selves 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,
Flavilar, 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, Kepeshkm olik,
Kerrhylon, Kimbatuul, Linxakasendalor, Myastan,
Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin,
Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
Uncommon Races
The dragonborn and the rest of the races in this chapter are uncommon. They don’t exist in every world of D&D, and even where they are found, they are less widespread than dwarves, elves, halflings, and humans.
In the cosmopolitan cities of the D&D multiverse, most people hardly look twice at members of even the most exotic races. But the small towns and villages that dot the countryside are different. The common folk aren’t accustomed to seeing members of these races, and they react accordingly.
Dragonborn. It’s easy to assume that a dragonborn is a monster, especially if his or her scales betray a chromatic heritage. Unless the dragonborn starts breathing fire and causing destruction, though, people are likely to respond with caution rather than outright fear.
Gnome. Gnomes don’t look like a threat and can quickly disarm suspicion with good humor. The common folk are often curious about gnomes, likely never having seen one before, but they are rarely hostile or fearful.
Half-Elf. Although many people have never seen a half-elf, virtually everyone knows they exist. A half-elf stranger’s arrival is followed by gossip behind the half-elf's back and stolen glances across the common room, rather than any confrontation or open curiosity.
Half-Orc. It’s usually safe to assume that a half-orc is belligerent and quick to anger, so people watch themselves around an unfamiliar half-orc. Shopkeepers might surreptitiously hide valuable or fragile goods when a half-orc comes in, and people slowly clear out of a tavern, assuming a fight will break out soon.
Tiefling. Half-orcs are greeted with a practical caution, but tieflings are the subject of supernatural fear. The evil of their heritage is plainly visible in their features, and as far as most people are concerned, a tiefling could very well be a devil straight from the Nine Hells. People might make warding signs as a tiefling approaches, cross the street to avoid passing near, or bar shop doors before a tiefling can enter
Dragonborn Traits
Your draconic heritage manifests in a variety of traits you share with other dragonborn.
Ability Score Increase. Your Strength score
increases by 2, and your Charisma score increases by 1.
Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table.
Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Con mod + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases by 1d6 6th, 11th, and at 16th level.
After you use your breath weapon, you can’t use it again until you com plete a short or long rest.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic.
Draconic Ancestry
Dragon | Damage Type | Breath Weapon |
---|---|---|
Black | Acid | 5 by 30 ft. line (Dex. save) |
Blue | Lightning | 5 by 30 ft. line (Dex. save) |
Brass | Fire | 5 by 30 ft. line (Dex. save) |
Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Copper | Acid | 5 by 30 ft. line (Dex. save) |
Cold | Fire | 15 ft. cone (Dex. save) |
Green | Poison | 15 ft. cone (Con. save) |
Red | Fire | 15 ft. cone (Dex. save) |
Silver | Cold | 15 ft. cone (Con. save) |
White | Cold | 15 ft. cone (Con. save) |
Dragonborn Tables
This section provides several tables useful for players and DMs who want to create gnome characters.
Flaws
d6 | Flaws |
---|---|
1 | I have a deep dread of the gods, because they are punishing tieflings for ancient sins. |
2 | Call me a freak one more time, and you’ll finally learn who you’re dealing with. |
3 | I’ve never met a vice I wouldn’t try at least… oh, eight or nine times. |
4 | You say “overweening ambition” like it’s a bad thing. |
5 | My mistrust for authority figures gets in the way even when they are on my side. |
6 | Wherever I go, bad luck and trouble seek me out, like a hound on a trail. |
Personality Traits
d8 | Personality Traits |
---|---|
1 | Since I can’t fit in, I might as well enjoy making humans uncomfortable with the way I dress. |
2 | I know the common name of my fiendish progenitor, and invoke it casually in oaths. |
3 | I usually give a fake name if I don’t know someone well. |
4 | Life is short and death is around every corner. Why plan ahead? |
5 | Never back me into a corner. When I have nothing left to lose, I am at my most dangerous. |
6 | In times of stress, I curse in the tongues of fiends. This may have unintended consequences. |
7 | I don’t worry about insults, but if you break a deal with me, the gods themselves couldn’t save you. |
8 | I approach even hated enemies with honeyed words, if only to see what they’ll do. |
Ideals
d6 | Ideals |
---|---|
1 | Honor: I will get my hands dirty to protect innocents from what must be done. (Evil) |
2 | Greed: I grew up in deprivation, so now I never part with a copper piece unnecessarily. (Neutral) |
3 | Hope: By showing my valor and virtue, I will change how the world sees tieflings. (Good) |
4 | Fairness: I reserve my wrath for when wrongdoing can be conclusively proven, because I know the price of false accusation. (Lawful) |
5 | Independence: I’ve already rebelled against the will of the Nine. Why would I listen to you? (Chaotic) |
6 | Transcendence: The world’s harshest trials only strip away my impurities and bring me to greatness. (Any) |
Bonds
d6 | Bonds |
---|---|
1 | I collect bits and pieces of ancient prophecy, to learn the destiny of my people. |
2 | I will build an empire on the ashes of those who have wronged me and my people. |
3 | My people have one safe haven in all the world, and I would die to protect it. |
4 | I would do anything for the religious order that took me when I was an orphaned outcast. |
5 | I’ve been accused of a lot of things, but I actually didn’t do this one, so I must clear my name. |
6 | I pursue wealth and status to give my loved ones the comfort that I never had as a child. |
Gnome
Skinny and flaxen - haired, his skin walnut brown and his eyes a startling turquoise, Burgell stood half as tall as Aeron climb up on a stool to look out the peephole. Like most habitations in Oeble, that particular tenement had been built for humans, and smaller residents coped with the resulting awkwardness as best they could.
But at least the relative largeness of the apartment gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses, jeweler's loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mage’s familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow stare, then appeared to go back to sleep.
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their closeknit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a m inor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every mom ent of invention, exploration, investigation, creation, and play.
Vibrant Expression
A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around.
A gnome’s personality is writ large in his or her appearance. A male gnome’s beard, in contrast to his wild hair, is kept carefully trim med but often styled into curious forks or neat points. A gnome’s clothing, though usually m ade in m odest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.
Delighted Dedication
As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to w orry that even with all that time, they can’t get in enough of the things they want to do and see.
Gnomes speak as if they can’t get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.
Though gnomes love jokes of all kinds, particularly puns and pranks, they’re just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They’re willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.
Bright Burrows
Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.
Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life.
Gnome Names
Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that’s the most fun to say.
Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell,
Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble,
Glim, Jebeddo, Kellen, Nam foodle, Orryn, Roondar,
Seebo, Sindri, Warryn, Wrenn, Z ook
Female Names: Bimpnottin, Breena, Caramip, Carlin,
Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli,
Loopm ottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla,
Roywyn, Shamil, Tana, W aywocket, Zanna
Clan Names: Beren, Daergel, Folkor, Garrick, Nackle,
Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen
Nicknames: Aleslosh, Ashhearth, Badger, Cloak,
Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe,
Pock, Sparklegem , Stumbleduck
Seeing the World
Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.
Gnome Traits
Your gnome character has certain characteristics in common with all other gnomes.
Ability Score Increase. Your Intelligence score
increases by 2.
Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
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 w ere bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Subrace. Three subraces of gnomes are found among the worlds of D&D: forest gnomes, rock gnomes and deep gnomes (or svirfneblin). Choose one of these subraces.
Forest Gnome
As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might
prowl their lands.
Ability Score Increase. Your Dexterity score
increases by 1.
Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Rock Gnome
As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.
Ability Score Increase. Your Constitution score
increases by 1.
Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Deep Gnome - Svirfneblin (SCAG + MToF)
Deep gnomes have the gnome traits in the Player's Handbook, plus the subrace traits below. Unlike other gnomes, svirfneblin tend to weigh 80 to 120 pounds. Short-lived compared to other gnomes, deep gnomes mature at the same rate humans do and are considered full-grown adults by age 25. They live 200 to 250 years, although toil and the dangers of the Underdark often claim them before their time.
Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others, except those dearest to them.
Ability Score Increase. Your Dexterity score
increases by 1.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain and underground.
Extra Language. You can speak, read, and write Undercommon.
Gnome Tables
This section provides several tables useful for players and DMs who want to create gnome characters.
Gnome Personality Traits
|d6|| Personality Trait| |:----||:----||:-------------| |1|| Once you develop a liking for something, you quickly become obsessed with it.| |2|| You live life like a leaf on the breeze, letting it take you where it will.| |3|| The world is a miraculous place, and you are fascinated by everything in it.| |4|| You study your friends and take notes about how they act, jotting down things they say that interest you.| |5|| Your curiosity is so wide-ranging that you sometimes have trouble concentrating on any one thing.| |6|| You like to make little objects and creatures out of twigs or bits of metal and give them to friends.|
Gnome Ideals
d6 | Ideal | |
---|---|---|
1 | Love. You love little (and big) critters and go out of your way to help them. | |
2 | Curiosity. You can't stand an unsolved mystery or an unopened door. | |
3 | Knowledge. You are interested in everything. You never know when what you learn will come in handy. | |
4 | Compassion. You never turn down a plea for help. | |
5 | Helpfulness. Whether you see a broken contraption or a broken heart, you have to try to fix it. | |
6 | Excellence. You strive to be and do the best you can. |
Gnome Bonds
d6 | Bond | |
---|---|---|
1 | You pledge to bring something of immense value back to your burrow. | |
2 | Anything of great quality and artisanship is to be protected, respected, and cared for. | |
3 | Kobolds have caused you and your people nothing but trouble. You will avenge those wrongs. | |
4 | You are searching for your lost love. | |
5 | You will recover a keepsake stolen from your clan. | |
6 | You are willing to take risks to learn about the world. |
Gnome Flaws
d4 | Flaw | |
---|---|---|
1 | You embody the typical absent-minded professor. If you could forget where you put your head, you would. | |
2 | You prefer to hide during a fight. | |
3 | There is no difference between what you think and what you say. | |
4 | You can't keep a secret. |
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.
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 o f 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 som ewhere 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 am ong humans are often given elven names, and those raised am ong elves often take human names.
Half-Elf Traits
Your half-elf character has some qualities in common with elves and some that are unique to half-elves.
Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Age. Half-elves mature at the sam e rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
Alignment. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.
Size. 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 Ancestry. You have advantage on saving throws against being charm ed, and m agic 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.
Half-Elf Variants
Some half-elves in Faeron have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take one of the following based on your parentage
Greater Elven Parentage
Keen Senses. You have proficiency in the Perception skill.
Wood Elf Parentage
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.
Moon or Sun Elf Parentage
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.
Drow Parentage
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Sea Elf Parentage
Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.
Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.
Eladrin Parentage
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. You do not gain the added abilities of the seasons however.
Half-Orc
The war chief Mhurren roused himself from his sleeping-furs and his women and pulled a short hauberk of heavy steel rings over his thick, well-muscled torso. He usually rose before most of his warriors, since he had a strong streak of human blood in him, and he found the daylight less bothersome than most of his tribe did. Among the Bloody Skulls, a warrior was judged by his strength, his fierceness, and his wits. Human ancestry was no blemish against a warrior—provided he was every bit as strong, enduring, and bloodthirsty as his full-blooded kin. Half-orcs who were weaker than their orc comrades didn't last long among the Bloody Skulls or any other orc tribe for that matter. But it was often true that a bit of human blood gave a warrior just the right mix of cunning, ambition, and self-discipline to go far indeed, as Mhurren had. He was master of a tribe that could muster two thousand spears, and the strongest chief in Thar.
Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. W hen these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth am ong humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.
Scarred and Strong
Half-orcs’ grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds.
Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living am ong humans might display these scars proudly or hide them in shame.
The Mark of Gruumsh
The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can’t fully escape his influence. The same is true of half-orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh’s exultation when they join in melee combat—and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they em brace it or rebel against it.
Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength.
But they laugh loudly and
heartily, and simple bodily
pleasures—feasting, drinking,
wrestling, drumming, and wild dancing—
fill their hearts with joy. They tend to be short-
tempered and sometimes sullen, more inclined
to action than contemplation and to fighting than
arguing. The most accomplished half-orcs are those with enough self control to get by in a civilized land.
Tribes and Slums
Half-orcs most often live among orcs. Of the other races, hum ans are m ost likely to accept half-orcs, and half-orcs almost always live in human lands when not living among orc tribes. Whether proving themselves among rough barbarian tribes or scrabbling to survive in the slums of larger cities, half-orcs get by on their physical might, their endurance, and the sheer determination they inherit from their human ancestry.
Half-Orc Names
Half-orcs usually have nam es appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.
Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh,
Keth, Krusk, Mhurren, Ront, Shump, Thokk
Female Orc Names: Baggi, Emen, Engong, Kansif,
Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola,
Volen, Yevelda
Half-Orc Traits
Your half-orc character has certain traits deriving from your orc ancestry.
Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.
Age: Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Grudging Acceptance
Each half-orc finds a way to gain acceptance from those who hate orcs. Some are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them.
Size: Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: Thanks to your orc 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.
Menacing: You gain proficiency in the Intimidation skill.
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Languages: You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
Half-Orc Tables
This section provides several tables useful for players and DMs who want to create half-orc characters.
Tables created by Brandes Stobbard
Personality Traits
d8 | Personality Traits |
---|---|
1 | As much as possible, I express myself without speaking, through looks, gestures, and actions. |
2 | When I make a new friend or ally, I challenge them to some sort of contest. |
3 | I tell stories about each and every one of my scars. |
4 | Once I’ve made a friend, I’m there for them no matter how bad things get. |
5 | I never shy away from hard work – it’s nothing compared to what I’ve been through before. |
6 | I don’t judge others’ views or traditions – they’re no worse than Gruumsh. |
7 | My dining habits are disturbing to civilized folk and always make a mess. |
8 | “Orcs only know one language: blood. I’m the fucking alphabet.” – lifted from Rat Queens, Vol 1. |
Ideals
d6 | Ideals |
---|---|
1 | Truth: I shatter the illusions and falsehoods that others build their lives on. (Chaotic) |
2 | Power: For the good of the tribe, all must obey the hierarchy – even at the end of a spear. (Lawful) |
3 | Tribalism: One who takes sides against her own tribe is lower than kobold dung. (Neutral) |
4 | Change: Dragons, elves, dwarves, and humans each had their golden ages. Behold the age of the orc. (Chaotic) |
5 | Justice: I repay kindness with greater kindness, and cruelty with swift revenge. (Neutral) |
6 | Mastery: Live hard, die young, dance on the corpses of as many enemies as possible. (Evil) |
Bonds
d6 | Bonds |
---|---|
1 | I will discover, and teach others, the true history of orc-kind. |
2 | I will always provide a weapon to those with the will to fight. |
3 | I must demonstrate the dignity and strength of my ancestors to our traditional foes. |
4 | I must slay in single combat the chieftain who cast me out and shamed me. |
5 | I will recover the battle-standard of my tribe, that I may seize command over them. |
6 | My one true love is not of my own kind, but I will find a way to be with him/her. |
Flaws
d6 | Flaws |
---|---|
1 | Calling me a coward can goad me into anything. |
2 | I feel helpless and confused in big cities, and that makes me dangerous. |
3 | Whenever I have a little money I spend it immediately, on the first thing to catch my eye. |
4 | When I argue, I want to force my opponent to back down more than I want to be right. |
5 | I’ve been cheated before, and I’m quick to accuse others of trying to cheat me. |
6 | I evaded sacrifice at the hands of a powerful warlock, and he’ll never forgive me for fouling his ritual. |
Tiefling
“But you do see the way people look at you, devil’s child."
Those black eyes, cold as a winter storm, were staring right into her heart and the sudden seriousness in his voice jolted her.
“What is it they say?" he asked. “One’s a curiosity, two’s a conspiracy—”
“Three's a curse,” she finished. “You think I haven’t heard that rubbish before?”
“I know you have.” When she glared at him, he added, “It’s not as if I’m plumbing the depths of your mind, dear girl. That is the burden of every tiefling. Some break under it, some make it the millstone around their neck, some revel in it.” He tilted his head again, scrutinizing her, with that wicked glint in his eyes. “You fight it, don’t you? Like a little wildcat, I wager. Every little jab and comment just sharpens your claws.”
To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.
Infernal Bloodline
Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: som e have curling horns like a ram, others have straight and tall horns like a gazelle’s, and som e spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading dow n from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Self-Reliant and Suspicious
Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.
Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.
Tiefling Names
Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then
try to em body that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.
Male Infernal Names: Akm enos, Amnon, Barakas,
Damakos, Ekemon, Iados, Kairon, Leucis, Melech,
Mordai, Morthos, Pelaios, Skamos, Therai
Female Infernal Names: Akta, Anakis, Bryseis, Criella,
Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia,
Orianna, Phelaia, Rieta
“Virtue” Names: Art, Carrion, Chant, Creed, Despair,
Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere,
Open, Poetry, Quest, Random, Reverence, Sorrow,
Temerity, Torment, Weary
Mutual Mistrust
People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings.
The reality, though, is that a tiefling’s bloodline doesn’t affect his or her personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation
Tiefling Traits
Just as there are many types of demons, there are many different types of tieflings. All share some common traits however:
Age. Tieflings mature at the same rate as humans but live a few years longer.
Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hellish Resistance. All Tieflings except Abyssal Tieflings have resistance to fire damage.
Languages. All Tieflings can speak and write Common and Infernal except Abyssal Tieflings who can speak and write Common and Abyssal
Subrace All tieflings gain different aspects of their constitution and abilities based on their legacy. Pick one of the following for your subrace:
Infernal Tieflings
The more standard infernal based Teiflings share certain racial traits as a result of their infernal descent.
Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.
Infernal Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Abyssal Tiefling (UA)
Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2.
Abyssal Fortitude. Your hit point maximum increases by half your level (minimum 1).
Abyssal Arcana. Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell. You can cast a spell gained from this trait only once until you complete your next long rest.
You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot.
At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.
Abyssal Arcana Spells
d6 | 1st Level | 3rd Level | 5th Level |
---|---|---|---|
1 | Dancing lights | Burning hands | Alter self |
2 | True strike | Charm person | Darkness |
3 | Light | Magic missile | Invisibility |
4 | Message | Cure wounds | Levitate |
5 | Spare the dying | Tasha’s hideous laughter | Mirror image |
6 | Prestidigitation | Thunderwave | Spider climb |
Some Tieflings have a stronger connection to one of the Lords of the Nine Hells. These Tieflings gain specific ability score increases and a Legacy of spells.
Baalzebul (MToF)
The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.
Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
Legacy of Maladomini: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Ray of Sickness spell as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Crown of Madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Dispater (MToF)
The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.
Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.
Legacy of Dis: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Disguise Self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Fierna (MToF)
A master manipulator, Fierna grants tieftings tied to her forceful personalities.
Ability Score Increase: Your Charisma score increases by 2, and your Wisdom score increases by 1.
Legacy of Phlegethos: You know the Friends cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Glasya (MToF)
Glasya, Hell's criminal mastermind, grants her tiefiings magic that is useful for committing heists.
Ability Score Increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.
Legacy of Malbolge: You know the Minor Illusion
cantrip. When you reach 3rd level, you can cast the
Disguise Self spell once with this trait and regain the
ability to do so when you finish a long rest. When you
reach 5th level, you can cast the Invisibility spell
once with this trait and regain the ability to do
so when you finish a long rest. Charisma is
your spellcasting ability for these spells.
Levistus (MToF)
Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
Ability Score Increase: Your Charisma score increases by 2, and your Constitution score increases by 1.
Legacy of Stygia: You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Mammon (MToF)
The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.
Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
Legacy of Minauros: You know the Mage Hand cantrip. When you reach 3rd level, you can cast the Tenser's Floating Disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the Arcane Lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Mephistopheles (MToF)
In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.
Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
Legacy of Cania: You know the Mage Hand cantrip. When you reach 3rd level, you can cast the Burning Hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Flame Blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Zariel (MToF)
Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.
Ability Score Increase: Your Charisma score increases by 2, and your Strength score increases by 1.
Legacy of Avernus: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Searing Smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Branding Smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Feral Tiefling (SCAG)
Some Tieflings vary from standard Infernal Tieflings. If you have some variance but don't wish to have a blood tie to one of the Demon Lords then you could be more Feral.
Feral: Your Intelligence score increases by 1, and your Dexterity score increases by 2.
Feral Variants As part of your feral and variance compared to other Infernal Tieflings part of you has changed. You gain one of the following traits:
Devil's Tongue: You know the Vicious Mockery cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the Enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them.
Hellfire: You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Winged: You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor.
Tiefling Variance
Tieflings as a race have many similarities but due to their demon heritage, some have very different physical appearances. You can use these table to find some of the variances you may have.
d100 Table built by the r/d100 on Reddit, all individual users are credited in each result.
Personality tables created by Brandes Stobbard
d100 | Result |
---|---|
1 | Patches of red scales along the Tiefling's arms. (u/dndspeak) |
2 | Tiefling's eye color is inverted in their reflections (u/Eshmatarel) |
3 | Sheds skin once every 66 days, in the 6 days up to the molting the skin becomes gray and flakey, until it can be peeled off. (u/Eshmatarel) |
4 | Horns grow forever, and must be filed weekly before becoming heavy and hindering. (u/Eshmatarel) |
5 | Organs are reversed, pulse on right side etc. (I know that IRL the heart is in the center and only leaning left, suspend the disbelief please). (u/Eshmatarel) |
6 | No nose, rather holes that expand and shrink like a snakes. (u/Eshmatarel) |
7 | Smell with their (possibly forked) tongue. (u/Eshmatarel) |
8 | Can't grow facial hair other than an ominous-looking goatee. (u/Eshmatarel) |
9 | Can't lie while at least 25% submerged in a natural body of water. (u/Eshmatarel) |
10 | Sweat turns to steam immediately, although not boiling or even hot. (u/Eshmatarel) |
11 | Voice is a natural harmony, due to three sets of vocal chords. (u/Eshmatarel) |
12 | One hand has fingers with five sections each, the other has fingers with two sections each. (u/Eshmatarel) |
13 | Their horns grow like the branches of a tree and split at the ends that need to be trimmed like a bonsai. (u/tvtango) |
14 | An insatiable lust for spicy foods. (u/tvtango) |
15 | Sleep with eyes open and rolled back, snoring in ancient incantations. (u/tvtango) |
16 | When sneezing, you briefly change appearance as if to polymorph into a demon or aberration of some sort. (u/tvtango) |
17 | Your tail acts in the same manner a cat's would. (u/tvtango) |
18 | When inebriated instead of tripping over yourself or slurring your words, you gaze into nothing and whisper infernal phrases. (u/tvtango) |
d100 | Result |
---|---|
19 | Tiefling's facial hair is constantly smoldering. (u/ThePragmaticPimp) |
20 | Tiefling's shadow is 3 times bigger than it should be. (u/ThePragmaticPimp) |
21 | Tiefling has multiple pupils and/or no irises. (u/ThePragmaticPimp) |
22 | Tiefling sees images of the Hells when looking through opaque transclusent materials. (u/ThePragmaticPimp) |
23 | Tiefling has a strong inclination towards formal speech, documentation, and formatting agreements/relationships as contracts. (u/ThePragmaticPimp) |
24 | Tiefling causes recently picked small vegetation to wilt immediately upon skin contact. (u/ThePragmaticPimp) |
25 | Tiefling is nearly/completely identical to parent of the same sex. (u/ThePragmaticPimp) |
26 | Tiefling derives a sense of comfort when faced with noticeable tension between two present parties. (u/ThePragmaticPimp) |
27 | Tiefling cannot blink or shed tears. (u/ThePragmaticPimp) |
28 | Tiefling has innate dislike of precise and/or complex geometric symbols. (u/ThePragmaticPimp) |
29 | The Tiefling has two large horns, each of which has a red crystal carved/implanted into them. (u/Frank) |
30 | The tiefling's tongue is that of a serpent, giving their voice a hissing sound. (u/SheogorathGaming) |
31 | The tiefling's eyes burn with the fires of their demonic ancestry. (u/SheogorathGaming) |
32 | The tiefling is devilishly handsome. (u/SheogorathGaming) |
33 | An Abyssal Rune is scarred into their back. (u/jgrnt) |
34 | Tiefling can smell any holy water within 20 feet, it is mildly irritating to them. (u/Patergia) |
35 | Tiefling's hands are backwards, their palms are where the backs of their hands should be. (u/Patergia) |
36 | Tiefling has spines like a porcupine's instead of head hair and facial hair. (u/Patergia) |
37 | Teeth are regenerative. (u/theOGkl0wn) |
38 | Sleeps hanging by tail like an opossum. (u/theOGkl0wn) |
39 | Only has 8 fingers (including thumbs). (u/theOGkl0wn) |
40 | Has two sets of eyelids. (u/theOGkl0wn) |
41 | Can control body temperature (dropping or increasing at will by several degrees). (u/theOGkl0wn) |
42 | Has a spellscar where sorcerers/wizards/warlocks can draw magical power from. (u/Irythil) |
d100 | Result |
---|---|
43 | Is disgusted by anything not humanoid. (u/Irythil) |
44 | Breath smells like brimstone. (u/ParameciaAntic) |
45 | Covered with birthmarks shaped like infernal symbols. (u/ParameciaAntic) |
46 | Face always obscured in shadow. (u/ParameciaAntic) |
47 | Flames flicker across the back of the hands. (u/ParameciaAntic) |
48 | Each day a new tally mark scar appears on the skin. (u/ParameciaAntic) |
49 | Tiefling is blue and cold to the touch. (u/Patergia) |
50 | The tiefling's preferred sleeping spot is a burning coffin. (u/Patergia) |
51 | Tiefling has tusks instead of fangs, almost like an orc's. (u/Patergia) |
52 | Makes domesticated animals nervous--disturbs messenger pigeons in their roosts, sends cats yowling from the room, etc. (u/greenwavegal) |
53 | Has two little nubs on the shoulder blades where wings would ordinarily be. (u/greenwavegal) |
54 | Infernal Shadow: this Tiefling's shadow has its own weight, even though slight, is noticable by other creatures when it rests upon them. (u/Oyster_Stu) |
55 | Antlers that grow like a wreath starting 2" behind the ears moving forward. (u/Oyster_Stu) |
56 | The tiefling has pearly black skin with gold marble veins. (u/Oyster_Stu) |
57 | Vertebrae are raised slightly, like pointed peaks. (u/Oyster_Stu) |
58 | Secondary set of eyes set below a typical pair, one set for normal light, the second for darkvision. (u/Oyster_Stu) |
59 | Only sleeps standing up. (u/Oyster_Stu) |
60 | Leaves behind brimstone soot on surfaces, especially in it's bed. (u/Oyster_Stu) |
61 | Spilled fresh blood is dark and gets brighter as it ages out of the body. (u/Oyster_Stu) |
62 | Hair flows and floats as if underwater. (u/Oyster_Stu) |
63 | Reflections are tripled. (u/Oyster_Stu) |
64 | Bones feel creaky under a full moon. (u/Oyster_Stu) |
65 | Four extra canine teeth on the top and bottom jaws. (u/Oyster_Stu) |
66 | Each step made on earth bare-footed leaves a charred footprint. (u/GothNek0) |
67 | Hundreds of healed gashes cover your back, Though you've never been whipped. (u/Moctopus115) |
d100 | Result |
---|---|
68 | You carve tiny apocryphal sigils into your skin with fingernails as you sleep. If someone with a mind for puzzles and a knowledge of infernal can decode the script, it will reveal a minor demon's true name. (u/Moctopus115) |
69 | Your tail, if somehow detached from your body, will grow back in a month and a half, as the old one turns to a jagged obsidian, too brittle to work. (u/Moctopus115) |
70 | The Tiefling's shadow shivers visibly, and sometimes twitches and jerks in an unnatural manner. (u/A_Blessed_Feline) |
71 | The Tiefling attracts their own blood gravitationally, with the blood being otherwise unaffected by gravity. (u/A_Blessed_Feline) |
72 | The Tiefling's tongue is covered in sharp teeth. (u/A_Blessed_Feline) |
73 | Small clouds of soot appear as the Tiefling exhales. (u/A_Blessed_Feline) |
74 | The Tiefling's teeth can be folded backwards like those of an anglerfish. (u/A_Blessed_Feline) |
75 | The echo of your voice returns in Infernal. (u/Oyster_Stu) |
76 | Followed by a loyal servant that no one else can see, hear or feel. (u/ApertureJunkieZA) |
77 | When laughing nearby fires sputter, spark and release sulphuric smoke. (u/ApertureJunkieZA) |
78 | In the presence of priests, monks or clerics can only speak in sing-song rhymes. (u/ApertureJunkieZA) |
79 | The slightest touch on their skin leaves a black imprint that fades a few seconds after the pressure stops. (u/insert_title_here) |
80 | Their blood glows like magma, and turns into solid glass/obsidian soon after leaving the body. (u/insert_title_here) |
81 | Pupils/irises look like a highly reflective metal and act as mirrors. (u/insert_title_here) |
82 | A ring of long, soft fur grows around the tiefling's neck. (u/insert_title_here) |
83 | Long, black claws in place of nails that cannot be cut, only filed. (u/insert_title_here) |
84 | Candles are snuffed as if by wind in their presence. (u/insert_title_here) |
85 | Short, bobbed tail where a long, pointed one ought to be. (u/insert_title_here) |
86 | All bodily fluids (blood, spit, etc) are pitch black and shine like oil. (u/insert_title_here) |
87 | Grass dies wherever they stand, sit or lay for an extended period of time. (u/insert_title_here) |
88 | With every beat of the tiefling's heart there is a surge of heat through it's body. (u/Patergia) |
89 | You are inexplicably drawn to music, but you can never understand how to create it. (u/Tesnivy) |
d100 | Result |
---|---|
90 | Small, heatless flames flicker across your skin when you're angry. (u/Tesnivy) |
91 | You understand the thoughts of reptiles. (u/Tesnivy) |
92 | Any fire within 5 feet of the tiefling burns dimmer, but hotter. (u/Patergia) |
93 | All bodily fluids are replaced with blood. You will cry, urinate, vomit, and sweat blood. (u/SheogorathGaming) |
94 | Their breath is icy cold and fogs in all temperatures but the coldest of winter. (u/GreenUnlogic) |
95 | Their only otherworldly feature is their horns, which they constantly file close to their scalp to attempt to look more human. (u/hongan_os) |
96 | Has an extra set of teeth on their lips, outside of their mouth. (u/Gllithid) |
97 | The tiefling doesn’t open its mouth to speak. It’s voice seems to emanate from some source deep within the bowels of the creature. (u/SkrewtapeSecertary) |
98 | Shadow effects physical objects by touching their shadows and is darker than normal. (u/awkward_silence9284) |
99 | Naturally black bones. (u/Gllithid) |
100 | Hair grows in different colours randomly. (u/Gllithid) |
Personality Traits
d8 | Personality Traits |
---|---|
1 | Since I can’t fit in, I might as well enjoy making humans uncomfortable with the way I dress. |
2 | I know the common name of my fiendish progenitor, and invoke it casually in oaths. |
3 | I usually give a fake name if I don’t know someone well. |
4 | Life is short and death is around every corner. Why plan ahead? |
5 | Never back me into a corner. When I have nothing left to lose, I am at my most dangerous. |
6 | In times of stress, I curse in the tongues of fiends. This may have unintended consequences. |
7 | I don’t worry about insults, but if you break a deal with me, the gods themselves couldn’t save you. |
8 | I approach even hated enemies with honeyed words, if only to see what they’ll do. |
Ideals
d6 | Ideals |
---|---|
1 | Honor: I will get my hands dirty to protect innocents from what must be done. (Evil) |
2 | Greed: I grew up in deprivation, so now I never part with a copper piece unnecessarily. (Neutral) |
3 | Hope: By showing my valor and virtue, I will change how the world sees tieflings. (Good) |
4 | Fairness: I reserve my wrath for when wrongdoing can be conclusively proven, because I know the price of false accusation. (Lawful) |
5 | Independence: I’ve already rebelled against the will of the Nine. Why would I listen to you? (Chaotic) |
6 | Transcendence: The world’s harshest trials only strip away my impurities and bring me to greatness. (Any) |
Bonds
d6 | Bonds |
---|---|
1 | I collect bits and pieces of ancient prophecy, to learn the destiny of my people. |
2 | I will build an empire on the ashes of those who have wronged me and my people. |
3 | My people have one safe haven in all the world, and I would die to protect it. |
4 | I would do anything for the religious order that took me when I was an orphaned outcast. |
5 | I’ve been accused of a lot of things, but I actually didn’t do this one, so I must clear my name. |
6 | I pursue wealth and status to give my loved ones the comfort that I never had as a child. |
Flaws
d6 | Flaws |
---|---|
1 | I have a deep dread of the gods, because they are punishing tieflings for ancient sins. |
2 | Call me a freak one more time, and you’ll finally learn who you’re dealing with. |
3 | I’ve never met a vice I wouldn’t try at least… oh, eight or nine times. |
4 | You say “overweening ambition” like it’s a bad thing. |
5 | My mistrust for authority figures gets in the way even when they are on my side. |
6 | Wherever I go, bad luck and trouble seek me out, like a hound on a trail. |
Volo's Guide to Monsters
Heroes come in many shapes and sizes. This chapter presents character races that are some of the more distinctive race options in the D&D multiverse. They supplement the options in the Player's Handbook and are more rare in the worlds of D&D than the races in that book are.
If you're a player, consult with your DM before using any of the races here. Many DMs like to consider the imtfications for their world before adding a new race. Your DM may say yes or no to you using a race or may modifiy in someway.
The following races are detailed in this chapter:
Aasimar are humanoids with an angelic spark in their souls, which grants them supernatural power.
Firbolgs are forest guardians who prefer peaceful methods to protect their homes but take up arms they must.
Goliaths are hulking wanderers who dwell at the highest mountain reaches.
Kenku are cursed bird folk, who still pay the price for an ancient betrayal. Dwelling in human cities, they have a sinister reputation for working as criminals.
Lizardfolk sometimes venture from their swamp homes in search of treasure and glory. Inscrutable to their mammalian companions, they prove to be stout allies.
Tabaxi are curious cat folk, who have journeyed from their distant homeland in search of interesting treasures and lore.
Tritons are guardians of the ocean depths, who sometimes join people on land in the battle against evil.
The chapter also includes a section of monstrous character options that a DM can add to a campaign: bugbear, goblin, hobgoblin, kobold, ogre, and yuan-ti pureblood, the stories of which are explored in chapter 1.
At the end of the chapter is a section that you can use to determine the height and weight of a character who is a member of one of the races in this chapter.
If you're the DM, including any of these races in your campaign is a storytelling opportunity, a chance for you to decide the roles that different peoples play in the tales you weave. You might decide that a race in this chapter is common in your world, that only a few members of it still live, or that it doesn't exist at all. Whatever you decide about the races, consider how they can enhance your stories.
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.
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
Celestial Champions
Aasimar are placed in the world to serve as guardians f law and good. Their patrons expect them to strike at vil, lead by example, and further the cause of justice.
Fom an early age, an aasimar receives visions and uidance from celestial entities via dreams. These reams help shape an aasimar, granting a sense of destiny nd a desire for righteousness.
Each aasimar can count a specific celestial agent of he gods as a guide. This entity is typically a deva, an ngel who acts as a messenger to the mortal world.
Aasimar Guides
An aasimar, except for one who has turned to evil, has a link to an angelic being. That being- usually a devaprovides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.
The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.
As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.
Note to the DM: Playing an angelic guide
As DM, you take on the role of an aasimar's angelic guide and decide what kind of advice or omens to send in dreams.
The deva, or other celestial being, is your chance to add special roleplaying opportunities to the game. Remember, a deva lives in a realm of absolute law and good. The deva might not understand the compromises and hard choices that mortals must grapple with in the world. To the deva, an aasimar is a prized student who must live up to high, sometimes inflexible standards.
Angelic Guide
d6 | Name |
---|---|
1 | Tadriel |
2 | Myllandra |
3 | Seraphina |
4 | Galladia |
5 | Mykiel |
6 | Valandras |
d6 | Nature |
---|---|
1 | Bookish and lecturing |
2 | Compassionate and hopeful |
3 | Practical and lighthearted |
4 | Fierce and vengeful |
5 | Stern and judgmental |
6 | Kind and parental |
Conflicted Souls
Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away frorri the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.
Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible.
Aasimar Names
Most aasimar are born from human parents, and they use the same naming conventions as their native culture.
Aasimar Traits
Your aasimar character has the following racial traits.
Ability Score Increase. Your Charisma score
increases by 2.
Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.
Size. Aasimar have the same range of height and weight as humans.
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 cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
Languages. You can speak, read, and write Common and Celestial.
Subrace. Three subraces of aasimar exist: protector aasimar, scourge aasimar, and fallen aasimar. Choose one of them for your character.
Protector Aasimar
Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wher,ever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.
Ability Score Increase: Your Wisdom score
increases by 1.
Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Scourge Aasimar
Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil-a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.
Ability Score Increase: Your Constitution score
increases by 1.
Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Fallen Aasimar
An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.
Ability Score Increase: Your Strength score increases by 1.
Necrotic Shroud: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Falling from Grace or Rising to it
With your DM's consent, you can change your character's subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability score increase, with those of a fallen aasimar.
Similarly, if your faJlen aasimar turns to good, your DM might allow you to become a protector or scourge aasimar.
Aasimar Tables
This section provides several tables useful for players and DMs who want to create Aasimar characters.
Tables created by Brandes Stobbard
Personality Traits
d8 | Personality Traits |
---|---|
1 | Pleasure is a good thing in moderation, though the line of “moderation” gets blurry when I drink… |
2 | I know the common name of my angelic progenitor, and invoke it casually. |
3 | I prefer the company of the scum of the earth, who need me more than the wealthy do. |
4 | I’m always working like I’m running out of time. |
5 | My archaic speech patterns imitate holy scriptures. |
6 | In times of stress, I curse in the Supernal tongue, which gets me in trouble with the Powers that Be. |
7 | I let my parentage define me, and I assume that everyone else does the same. |
8 | I forgive a first offense against me, but a second affront receives no mercy. |
Ideals
d6 | Ideals |
---|---|
1 | Purity: I reject worldly and materialistic corruption, violently if necessary. (Evil) |
2 | Vitality: The gods put a lot of interesting things into the world, and I want to experience them all. (Neutral) |
3 | Freedom: What is the will of a mortal ruler compared to the will of Heaven? (Chaotic) |
4 | Fairness: Law is only just when it protects everyone equally – even from my wrath. (Lawful) |
5 | Charity: The purpose of my life is to give my life away. (Good) |
6 | Harmony: Good and evil are outmoded perspectives – I go where chance takes me. (Neutral) |
Bonds
d6 | Bonds |
---|---|
1 | I seek to redeem the Fall of my angelic progenitor. |
2 | I will bring down the corrupt and usher in a new age of justice. |
3 | I must establish an enclave for my people in the world, so that we won’t be alone anymore. |
4 | I will sacrifice my own innocence to protect the innocence of others. |
5 | I will cleanse the world of every foul thing, to make way for the manifestation of the gods in the world. |
6 | If wealth and status are all that the world understands, I will accrue them and turn them to better ends. |
Flaws
d6 | Flaws |
---|---|
1 | I’m terrible at keeping secrets about myself, especially when it matters. |
2 | I have a wit so dry and biting that it causes conflicts I could have avoided with some tact. |
3 | Desire to protect my allies from harm causes me to risk myself too much and jeopardize the whole group. |
4 | Planning for long-term goals often gets in the way of short-term decisive action. |
5 | My mistrust for authority figures gets in my way, even when they are on my side. |
6 | My health and safety are my angelic progenitor’s great vulnerability. |
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.
Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.
Humble Guardians
Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life.
In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime.
In a firbolg's eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?
Natural Druids
Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic.
Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only the group's needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.
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 l;>y their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible.
The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.
FIRBOLG ADVENTURERS
d8 | Reason for Adventuring |
---|---|
1 | Outcast for murder |
2 | Outcast for severely damaging home territory |
3 | Clan slain by invading humanoids |
4 | Clan slain by a dragon or demon |
5 | Separted from the tribe and lost |
6 | Homeland destroyed by natural disaster |
7 | Personal quest ordained by omens |
8 | Dispatched on a quest by tribe leaders |
Firbolg Names
Firbolg adopt elven names when they must deal withoutsiders, although the concept of names strikes themas strange. They know the animals and plants of the forestwithout formal names, and instead identify the forest'schildren by their deeds, habits, and other actions.By the same token, their tribe names merely refer totheir homes. When dealing with other races, firbolgs referto their lands by whatever name the surrounding folkuse, as a matter of tact and hospitality, but among theirown kind they simply call it "home."Sometimes firbolgs adopt the nicknames or titles outsidersgive them under the assumption that those whoneed names can call them whatever they wish.
Firbolg Traits
Your firbolg character has the following racial traits.
Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.
Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years. Size: Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Firbolg Magic. You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of Disguise Self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
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. Once you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Languages. You can speak, read, and write Common, Elvish, and Giant.
Firbolg Classes
Most firbolgs are druids, rangers, or fighters. Among their kind, these vocations are passed down from one generation to the next. The firbolgs' magical heritage also expresses itself in other ways; those who become bards preserve the clan's lore, and firbolg sorcerers defend their communities. Firbolg wizards arise when a clan becomes friendly with elves.
Firbolg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements.
Firbolg barbarians are rare except among dans that face constant threats from evil humanoids and other invaders. Firbolg clerics and paladins are usually dedicated to nature gods and are seen as enforcers of that god's will. Firbolg warlocks are rare, but some clans forge alliances and arcane pacts with powerful fey beings. Firboig monks are almost entirely unheard of, though a monastery might take in the young survivors of a devastated firbolg clan.
Goliath
Goliaths can prove useful allies, but never turn to them in weakness. They are as hard and unforgiving as the mountain stone, as cold and pitiless as its bitter, cold winds. If you approach them in strength, they might consider you worthy of an alliance.
At the highest mountain peaks-far above the slopes where trees grow and where the air is thin and the frigid winds howl-dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with one. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.
Driven Competitors
Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual's heroic effort can ensure the entire group's survival.
Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.
This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.
Fair Play
For goliaths, competition exists only when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains.
This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society's structures or rules to maintain power.
Survival of the Fittest
Among goliaths, any adult who can't contribute to the tribe is expelled. A lone goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can't take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play.
A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate. In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay.
Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by longterm leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age.
Goliath Names
Every goliath has three names: a birth name assigned by the newborn's mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.
Birth names are rarely linked to gender. Goliaths see females and males as equal in all things, and they find societies with roles divided by gender to be puzzling or worthy of mockery. To a goliath, the person who is best at a job should be the one tasked with doing it.
A goliath's nickname is a description that can change on the whim of a chieftain or tribal elder. It refers to a notable deed, either a success or failure, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual's notable deeds.
Goliaths present all three names when identifying themselves, in the order of birth name, nickname, and clan name. In casual conversation, they use their nickname.
Birth Names: Aukan, Eglath, Gae-Al, Gauthak, Ilikan,
Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla,
Orilo, Paavu, Pethani, Thalai, Thotham, Uthal,
Vaunea, Vimak
Nicknames: Bearkiller, Dawncaller, Fearless, Flintfinder,
Horncarver, Keeneye, Lonehunter, Longleaper,
Rootsmasher, Skywatcher, Steadyhand,
Threadtwister, Twice-Orphaned, Twistedlimb,
Wordpainter
Clan Names: Anakalathai, Elanithino, Gathakanathi,
Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu,
Thuliaga, Thunukalathi, Vaimei-Laga
Goliath Traits
Goliaths share a number of traits in common with each other.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Athlete. You have proficiency in the Athletics skill.
Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates.
Languages. You can speak, read, and write Common and Giant.
Kenku
The map we found showed the entrance to the Priest King's treasure cache right in the middle of the ruined section of the city. We approached our destination,without issue, but as we arrived at the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city's safer avenues. Onry when we were back within the area patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that area, and that to trespass would be to court death.
Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.
An Ancient Curse
The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz't, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane.
Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane. Since then, the kenku have wandered the world.
They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
Dreams of Flight
Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves.
Despite their lack of wings, kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an ore.
Some thieves' guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below.
Hopeless Plagiarists
As, a result of their lack of creativity, kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting longterm schemes.
Although unable to speak in,their own voices, kenku can perfectly mimic any sound they hear, from a halfling's voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts.
By the same token, kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine.
Ideal Minions
Kenku gather in groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can't create new things, they have a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other creatures can put them to use. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.
For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves' guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.
Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.
Kenku Adventurers
Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.
Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion.
Kenku Names
Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.
Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals.
Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.
Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
Kenku Traits
Your kenku character has the following racial traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Languages. You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
Lizardfolk
If you're considering taking a scaled one along on an adventure, remember this important fact. The strange, inhuman glint in its eyes as it looks you over is the same look you might give a freshly grilled steak.
Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.
Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.
Alien Minds
The lizardfolk's reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.
Lizardfolk experience most feelings as detached descriptions of creatures and situations. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations.
A lizardfolk doesn't think, "I'm scared." Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren't scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.
Lizardfolk never become angry in the way others do, but they act with aggression toward creatures that they could defeat in a fight and that can't be dealt with in some other manner. They are aggressive toward prey they want to eat, creatures that want to harm them, and so on.
Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk's own safety. The most pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome.
Cold and Calculating
Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk.
Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don't mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants.
Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have once been a warrior or hunter, but now the body is just freshly killed meat.
A lizard folk who lives among other humanoids can, over time, learn to respect other creatures' emotions. The lizardfolk doesn't share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle.
Utility and Survival
The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The swamps they inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, without sentiment.
Lizardfolk assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone.
Lizardfolk see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simpie existence as hunters and gatherers.
Hapless Soft Ones
At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it's a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.
Still, if other creatures prove useful to lizardfolk, those creatures can trigger a prote,ctive response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.
Lizardfolk Personality
You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism.
Lizardfolk Quirks
|d8|| Quirk| |:----:||:-| |l|| You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable!| |2|| You sleep best while mostly submerged in water.| |3|| Money is meaningless to you.| |4|| You think there are only two species of humanoid: lizardfolk and meat.| |5|| You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades.| |6|| You still don't understand how metaphors work. That doesn't stop you from using them at every opportunity.| |7|| You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.| |8|| You enjoy eating your food while it's still wriggling. |
Lizardfolk Names
Lizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as "axe," a name given to a lizardfolk warrior who defeated an ore and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means "green" to describe how she blends into the foliage.
Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.
Lizardfolk Names: Achuak (green), Aryte (war), Baeshra
(animal), Darastrix (dragon), Garurt (axe), Irhtos
(secret), Jhank (hammer), Kepesk (storm), Kethend
(gem), Korth (danger), Kosj (small), Kothar (demon), Litrix
(armor), Mirik (song), Othokent (smart), Sauriv (eye),
Throden (many), Thurkear (night), Usk (iron), Valignat
(burn), Vargach (battle), Verthica (mountain), Vutha
(black), Vyth (steel)
Lizardfolk Traits
Your lizardfolk character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
Languages: You can speak, read, and write Common and Draconic.
Tabaxi
We had a Tabaxi come through once, a few winters back. She kept the taproom packed each night with her stories and spent most days napping in a chair in front of the fireplace. We thought she was lazy, but when Linene came around looking for a missing broach, she was out the door before I could blink an eye.
-Toblen Stonehill, innkeeper
Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.
However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.
Barterers of Lore
Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it's not intrinsically interesting.
In the tabaxi's eyes, gathering wealth is like packing rations for a long trip. It's important to survive in the world, but not worth fussing over.
Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.
Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.
Fleeting Fancies
Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi's desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.
A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.
Tinkers and Minstrels
Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.
These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.
These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren't above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it.
Tabaxi Names
Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.
Clan names are usually based on a geographical feature located in or near the clan's territory.
The following list of sample tabaxi names includes nicknames in parenthesis.
Tabaxi Names: Cloud on the Mountaintop (Cloud),
Five Timber (Timber), Jade Shoe Qade), Left-Handed
Hummingbird (Bird), Seven Thundercloud (Thunder),
Skirt of Snakes (Snake), Smoking Mirror (Smoke)
Tabaxi Clans: Bright Cliffs, Distant Rain, Mountain
Tree, Rumbling River, Snoring Mountain
Tabaxi Personality
A tabaxi might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.
The Tabaxi Obsession table can help hone your character's goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.
Tabaxi Obsessions
d8 | My curiosity is currently fixed on ... |
---|---|
1 | A god or planar entity |
2 | A monster |
3 | A lost civilization |
4 | A wizard's secrets |
5 | A mundane item |
6 | A magic item |
7 | A location |
8 | A legend or tale |
Tabaxi Quirks
d1O | Quirk |
---|---|
1 | You miss your tropical home and complain endlessly about the freezing, weather, even in summer. |
2 | You never wear the same outfit twice, unless you absolutely must. |
3 | You have a phobia of water and hate getting wet. |
4 | Your tail always betrays your inner thoughts. |
5 | You purr loudly when you are happy. |
6 | You keep a small ball of yarn in your hand, which you constantly fidget with. |
7 | You are always in debt, since you spend your gold on lavish parties and gifts for friends. |
8 | When talking about something you're obsessed with, you speak quickly and never pause. |
9 | You are a font of random trivia from the lore and stories you have discovered. |
10 | You can't help but pocket interesting objects you come across. |
Tabaxi Traits
Your tabaxi character has the following racial traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Tabaxi have lifespans equivalent to humans.
Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Feline Agility. 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.
Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Talent. You have proficiency in the Perception and Stealth skills.
Languages. You can speak, read, and write Common and one other language of your choice.
Triton
Ah, the Tritons. Imagine if the elves spent a few centuries far beneath the sea, where their arrogance and pretension could grow undisturbed. At least the tritons spent that time fighting sahuagin and worse, so you know you can count on them in a fight.
-Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above.
Aquatic Crusaders
Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane.
The tritons, driven by a sense of duty and responsibility, would not allow their foes to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies.
Those tritons spread across the world's oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found them and drove the rest into hiding.
With their foes banished to the deepest reaches of the sea, tritons settled in to watch for any sign of their return. Over time, the tritons extended their stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them.
Haughty Nobles
As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and arrogant. They see themselves as caretakers of the sea, and they expect other creatures to pay them deep respect, if not complete deference.
This attitude might grate on others, but it arises from a seed of truth. Few know of the tritons' great victories over dreadful undersea threats. The tritons make little allowance for such ignorance and are delighted to expound upon the great debt others owe them.
Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude. The tritons' limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons' role as the world's true protectors.
Staunch Champions
Despite their off-putting manners, tritons are benevolent creatures at heart, convinced that other civilized races deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a kraken awakens from its slumber, they are among the first to take up arms to protect others.
Tritons readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other creatures, but they also endure a sense of guilt over allowing the evils of the Plane of Water to enter the Material Plane and threaten its inhabitants. The tritons believe they owe a debt of honor to the world, and they will fight and die to pay it.
At times their fervor and ignorance of the world can lead them astray. Tritons encountering other creatures for the first time can underestimate them, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight.
Strangers to the Surface
Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can't easily move up and down out of water, and the changing of the seasons mystifies them.
Tritons also find the variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The typical triton protectorate is tightly regimented, organized, and unified around a common cause. A triton on the surface becomes easily confused by the bewildering array of alliances, rivalries, and petty grievances that prevent the surface folk from truly unifying.
At its worst, a triton's arrogance compounds the tendency for the triton. not to understand the ways of the surface world. It's easy for a triton to blame baffling social practices on what the triton perceives as the barbarism, weakness, or cowardice of surface folk.
Triton Personality
Far from flawless, these champions of good mean well, but they are easily frustrated by others. You can select, roll, or adapt a triton-specific quirk from the Triton Quirks table. Use the quirk to inform how you portray your character.
Triton Quirks
|d6|| Quirk| |:----:||:-| |1|| You phrase requests as orders that you expect to be obeyed.| |2|| You are quick to boast of the gre,atness of your civilization.| |3|| You learned an antiquated version of Common and drop "thee" and "thou" into your speech.| |4|| You assume that people are telling you the truth about local customs and expectations.| |5|| The surface world is a wondrous place, and you catalog all its details in a journal.| |6|| You mistakenly assume that surface folk know about and are impressed by your people's history.|
Triton Names
Most triton names have two or three syllables. Male names typically end with a vowel and the letter s, and female names traditionally end with an n. Tritons use their home protectorate as a surname, with the name formed by adding a vowel followed by a "th" to the end of the protectorate's name.
Female Triton Names: Aryn, Belthyn, Duthyn, Feloren,
Otanyn, Shalryn, Vlaryn, Wolyn
Male Triton Names: Corus, Delnis, Jhimas, Keros, Molos,
Nalos, Vodos, Zunis
Triton Surnames: Ahlorsath, Pumanath, Vuuvaxath
Triton Traits
Your triton character has the following racial traits.
Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.
Age. Tritons reach maturity around age 15 and can live up to 200 years.
Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Control Air and Water. As a child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
Languages. You can speak, read, and write Common and Primordial.
Monstrous Adventurers
In some campaigns, humanoids normally regarded as sinister threats can emerge to adventure alongside humans and the other standard races. This section is aimed at DMs who wish to expand the race selections for their campaigns beyond the typical folk of D&D.
Why a Monstrous Character?
Creating characters as creatures normally cast as villains offers up some interesting roleplaying possibilities. Whether played for comedy, as a tragic story of betrayal and loss, or as an antihero, a monstrous character gives a player a chance to take on an unusual challenge in the campaign. Before allowing monstrous characters in your campaign, consider the following three questions.
Rare or Mundane?
Consider how common ore, goblin, and similar adventurers are in your setting. Are they regarded as no stranger than elves or dwarves? Are they met with suspicion? The role these races play in your setting should determine the kinds of reactions that such characters meet.
Don't be afraid to push things to an extreme. An ore character might have to venture into town in disguise or remain in the wilderness, for fear of imprisonment or mob violence. Be sure to talk to the group about how such characters can expect the world to treat them. Some players like the challenge of taking on an outcast, but don't set up one expectation and deliver another.
You can establish a monstrous creature as just another culture in your campaign, one that has alliances and rivalries with humans, elves, and dwarves. A hobgoblin kingdom might serve as a buffer between a human kingdom and a blighted region overrun by the spawn of Kyuss. Kobolds might be city builders, the architects of grand, heavily fortified edifices, which other folk dwell in for a price. The cultural notes in chapter 1 are the standard D&D depiction of these creatures, but by no means do they define them for your campaign. Use them as a starting point for your own ideas.
Outcast or Ambassador?
Consider how a monstrous character's native culture views the character. Is the character an outcast, a spy, an ambassador, or something else? Work with the player to determine how the character ended up as an adventurer.
The character's bond is a great starting point to consider for this question. How did the bond drive the character to adventure? The character's trait, flaw, and ideal can also play a role in fleshing out the story.
Friends or Enemies?
Figure out what special ties the character has to other members of the adventuring party. An ore warlock might be the dwarf ranger's sworn enemy, but the two are forced to work together to defeat a mutual foe. Perhaps the kobold sorcerer was the tiefiing wizard's familiar, transformed by an irate archmage in return for some petty insult. The hobgoblin paladin might have been human once, but crossed the wrong hag and was cursed to take on an evil guise. A creative tie betw:een a monstrous character and the rest of the party helps make for a memorable campaign.
The Monstrous Origin table gives a number of ideas for adding a monstrous character to the campaign.
Monstrous Origin
|d8|| Origin| |:----:||:-| |l|| You are a spy sent to undermine your enemies from within.| |2|| You are the victim of a curse or polymorph spelll.| |3|| You were raised by humans, elves, or dwarves and have adopted their culture.| |4|| At a young age, you adopted a human religion and now serve it faithfully.| |5|| You received divine insight that sent you on your path, and occasionally receive new visions that guide you| |6|| Your sworn enemy is an ally of your people, forcing you to leave your tribe to gain vengeance.| |7|| An evil entity corrupted your people's society.| |8|| An injury or strange event caused you to lose all memory of your past, but occasional flashes of it return to you.|
Racial Traits
The game traits of the monstrous races are given here. Some of these races are unusual in that they have a reduction to an ability score, and some are more or less powerful than the typical D&D races-additional reasons for the monstrous races to be used in a campaign with care.
Bugbear
Your bugbear character has the following racial traits.
Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
Age. Bugbears reach adulthood at age 16 and live up to 80 years.
Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Sneaky. You are proficient in the Stealth skill.
Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Languages. You can speak, read, and write Common and Goblin.
Goblin
Your goblin character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Goblins reach adulthood at age 8 and live up to 60 years.
Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. You can speak, read, and write Common and Goblin.
Hobgoblin
Your hobgoblin character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Martial Training. You are proficient with two martial weapons of your choice and with light armor.
Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Languages. You can speak, read, and write Common and Goblin.
Kobold
Your kobold character has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Strength score is reduced by 2.
Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Languages. You can speak, read, and write Common and Draconic.
Orc
Ability Score Increase. Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 2.
Age. Orcs reach adulthood at age 12 and live up to 50 years.
Size. Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Menacing. You are trained in the Intimidation skill.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Common and Orc.
Yuan-ti Pureblood
Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.
Age. Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
Size. Purebloods match humans in average size and weight. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Innate Spellcasting. You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Poison Immunity. You are immune to poison damage and the poisoned condition.
Languages. You can speak, read, and write Common, Abyssal, and Draconic.
Height and Weight
You may roll for your character's height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character's base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.
Random Height and Weight
Race | Base Height | Base Weight | Height Modifier | Weight Modifier |
---|---|---|---|---|
Aasimar | 4'8" | 110 lb. | +2dl0 | X (2d4) lb; |
Bugbear | 6'0" | 200 lb. | +2d12 | X (2d6) lb. |
Firbolg | 6'2" | 175 lb. | +2dl2 | X (2d~) lb, |
Goblin | 3'5" | 35 lb. | +2d4 | X l lb. |
Goliath | 6'2" | 200 lb. | +2d10 | X (2d6) lb. |
Hobgoblin | 4'8" | 110 lb. | +2dl0 | X (2d4) lb. |
Kenku | 4'4" | 50 lb. | +2d8 | X (ld6) lb. |
Kobold | 2'1" | 25 lb. | +2d4 | X l lb. |
Lizardfolk | 4'9" | 120 lb. | +2dl0 | X (2d6) lb. |
Ore | 5'4" | 175 lb. | +2d8 | X (2d6) lb. |
Tabaxi | 4'10" | 90 lb. | +2dl0 | X (2d4) lb. |
Triton | 4'6" | 90 lb. | +2dl0 | X (2d4) lb. |
Yuan-ti | 4'8" | 110 lb. | +2dl0 | X (2d4) lb. |
Other Core Releases - Mordenkainen's Tomb of Foes
Gith
The story of the Gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.
The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city ofTu'narath on the Astral Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them.
The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of order is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are pacifists by nature, they share the githyanki's racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts.
If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other's throats, their goal of ultimate victory over their original common enemy will likely remain unachieved.
Githyanki
Since winning their freedom from the mind flayers, the githyanki have become corrupt raiders and destroyers under the rulership of their dread lich-queen, Vlaakith.
They dwell on the Astral Plane in the city of Tu'narath, a metropolis built on and in the corpse of a deity. Vlaakith commands the loyalty of the githyanki from her personal stronghold, Susurrus, also called the Palace of Whispers, which is located deep inside the floating city. She sits on her Throne of Bones, a mighty artifact fueled by the intellects of mind flayers and elder brains that were defeated by her minions. It is crafted from mind flayer skulls and extremities, and the cushion she sits on is made of leather produced from the cured remains of an elder brain. A grand statue of Gith, an obsidian monument over 100 feet tall, stands beside the palace.
Knights: A Breed Apart
I AM HER WILL MADE MANIFEST.
I am her unsheathed sword.
I am a master of dragons.
I am thefate of all worlds.
I am a knight of Vlaakith.
Ever may she reign.
Githyanki knights are warriors, spellcasters, and scouts of exceptional ability devoted to the unflagging service of Vlaakith. Knights report directly to the queen and aren't part of the military hierarchy. The personnel for any important mission includes at least one knight, and every githyanki fortress or outpost across the multiverse is administered by at least one knight in residence. Knights are selected for their roles based on their martial and psionic potential, and young githyanki who pass muster are inducted into service soon after they enter Tu'narath for the first time.
Knights are always involved in important decisions, and it is forbidden to keep secrets from them. They act as commissars and enforcers ofVlaakith's will. They are the rough equivalent of religious figures in githyanki culture, although the githyanki have no priests or clerics of normal sort.
Two aspects of their nature set knights apart from other githyanki. Each knight wields a cherished silver greatsword that imparts special powers to its owner, and the knights are among the few githyanki who can not only travel psionically between planes, but can also take allies along with them. Knights often emerge from planar travel astride the backs of red dragons, which have been serving the githyanki as allies ever since their time of enslavement under the mind flayers.
Silver Swords
The first silver swords were created eons ago, when the gith were still a single race, by those who would become the first githyanki knights. A silver sword, which functions as a +3 greatsword, is a conduit through which its wielder can assail a foe both physically and psychically. The weapon is particularly effective on the Astral Plane against any travelers who are connected to their physical bodies by a silver cord- a strike against such an enemy has a chance of severing the silver cord, causing instant death.
Knights and their silver swords arc inseparable, and a knight will fight to the death to prevent the loss of its weapon. If a silver sword falls into the possession of someone other than a githyanki, Vlaakith sends a squad of knights out from Tu'narath to destroy the malefactor and recover the weapon.
Dragon Steeds
The relationship between githyanki and red dragons has remained basically unchanged since ancient times. Under the terms of the alliance with Tia mat, a small cadre of dragons serve as cohorts and mounts for knights . and other high-ranking githyanki. The dragons remain above githyanki politics. They obey the orders of their riders and fulfill their terms of service without offering opinions or advice.
Red dragons typically serve the githyanki during their younger years. Once a dragon reaches adulthood, it is dismissed and replaced with a younger dragon, taking with it the loot it has accumulated on raids.
Since dragons don't age while on the Astral Plane, they don't grow in size or capability. In order to become both stronger and richer, they prefer to spend as much time as possible engaged in raids on the Material Plane or other realms. The best duty of all for a dragon is being tasked to guard a githyanki creche on the Material Plane, a posting that could last for years. Not only does it receive treasure as compensation, the dragon ages normally while completing its service, so that it reaches adulthood sooner than the dragon cohorts that are stationed in Tu'narath.
The dragons that are bound to serve githyanki consider their assignment an irritant but aren't hostile. They resent their masters, but the promise of loot makes them eager to participate in raids. As part of the compact with Tiamat, the githyanki are forbidden from using psionics or magic to compel their dragon allies' actions or read their minds. A dragon remains a loyal ally as long as its riders and handlers treat it with respect and it gets plenty of opportunities to pillage.
Githyanki Traits
The brutal githyanki are trained from birth as warriors. Your character shares the following traits with other gith.
Ability Score Increase. Your Intelligence score increases by 1, and your Strength score increases by 2.
Age. Gith reach adulthood in their late teens and live for about a century.
Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice.
Martial Prodigy. You are proficient with light and medium armor, and with shortswords, longswords, and greatswords.
Githyanki Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast Jump once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components.
Languages. You can speak, read, and write Common and Gith.
Githzerai
The githzerai were born as a race at the end of the gith's bloody, genocidal uprising against the mind flayers. A gith named Zerthimon, who had gained a significant following during the conflict, challenged Gith's plans and her leadership. Gith was evil, the newcomer proclaimed, and she would lead the people into darkness and tyranny not unlike the one imposed by the illithids.
Thus, no sooner had the gith defeated their sworn enemies than they were plunged into a bitter civil war. In the ensuing conflict, Zerthimon was killed and his followers, naming themselves githzerai, relocated their civilization to the plane of Limbo.
Today, under the leadership of the Great Githzerai, Zaerith Menyar-Ag-Gith, the githzerai continue to stand fast against the githyanki, as well as taking their revenge on the mind flayers. Through forays into the Material Plane and other realms, they provide stiff opposition to their enemies' plans for world domination.
Order in a sea of chaos
We Githzerai crave a challenge, so that when Zerthimon returns he shall.find us ready. Thus we traueled to howling Limbo to make our new home.
Strong-minded philosophers and austere ascetics, the githzerai pursue lives of rigid order. Their society focuses on enhancing the potential of the mind through meditation, education, and physical tests. The most accomplished among them stand as exemplars of the githzerai's monastic principles, but even those who perform mundane duties in a community have a significant measure of the same mental fortitude.
Living in the ever-turbulent churn of Limbo requires all githzerai to harness the power of thought to counteract and hold at bay the chaos-stuff of the plane. If they were not relentless in this effort, the tides of Limbo would overwhelm and destroy them.
The githzerai have a unity of purpose that comes from their reverence for their great heroes and their desire to emulate the virtues of those figures in their everyday lives.
Githzerai in the world
Zerthimon does not expect us to wait in patience for his return. instead, we must pave the way for his efforts, so that we can hasten the coming of our golden age.
It's natural for githzerai to prefer to remain in Limbo. They have carved out a well-ordered civilization in an environment that they can freely manipulate with their minds. When they visit other realms, particularly the Material Plane, githzerai feel sluggish and aren't comfortable functioning in a landscape that they see as being locked in immutability. Despite their disinclination toward travel, the
githzerai send groups away from Limbo on a
regular basis to keep from giving ground in their
battles against the githyanki and the mind flayers.
Fortress Cities
The monasteries of the githzerai are massive outposts of stability that sail through the chaos of Limbo. Githzerai anarchs keep the fortresses stable and control their interior design, opening portals to the outside only as needed. Most fortresses drift through Limbo at random, but none of them are ever isolated. When Menyar-Ag sends out a call to them, the anarchs of the other communities can instantly communicate with him.
Aside from its inhabitants, the most well-defended element of a githzerai fortress is its food supply. Because Limbo provides no sustenance, the githzerai rely on crops and livestock they appropriate from elsewhere. Plants are grown in hydroponic chambers, and livestock are raised in pens where light, temperature, and other conditions are tailored to their needs.
A community's activity is overseen by monks who assign duties to each occupant. Everyone participates in mock combats and ongoing academic instruction, and each fortress allocates personnel and resources as needed. Every fortress is designed to be self-sufficient, even though no two of them are ever out of psychic contact.
Going on the attack
The githzerai know full well that they can't make progress in the war against their enemies by staying inside their fortresses on Limbo. To check the advances of the illithids and the githyanki and keep their foes' numbers down, squads of githzerai often travel to other planes with the express intent of destroying the objects of their hatred.
Githyanki. Githzerai rarely confront githyanki on their home turf in the Astral Plane, but on other planes they maintain steady surveillance, always on the lookout for githyanki plots to foil and creches to exterminate. During a mission of this sort, the githzerai don't intentionally endanger the natural denizens of the plane, but they never compromise a planned attack on the githyanki just to protect innocent bystanders. In battling githyanki, the end justifies the means.
Githzerai sometimes employ mercenaries on the Material Plane to aid them in battling the githyanki, primarily to keep their enemies off-balance or to provide reinforcements. For those who need such enticement, they offer the promise of sharing the bounty of great treasures held by the githyanki.
Mind Flayers. Though they devote most of their military efforts to the constant campaign against the githyanki, the githzerai's enmity for the illithids is even older. On one thing the githyanki and the githzerai can agree: the mind flayers must pay for what they did to the gith eons ago.
As their means of vengeance against the mind flayers, the githzerai send bands of warriors called rrakkmas - illithid hunting parties - to other planes to do battle with any mind flayers they come across. It is in these circumstances that the natives of the plane most often encounter githzerai away from their monastery. With their attention focused only on their mission, the githzerai pay little heed to those around as long as they don't interfere with the hunt.
Githzerai Traits
Ability Score Increase. Your Intelligence score increases by 1, and your Wisdom score increases by 2.
Age. Gith reach adulthood in their late teens and live for about a century.
Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Mental Discipline. You have advantage on saving throws against the charmed and frightened conditions.
Githzerai Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast Shield once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components.
Languages: You can speak, read, and write Common and Gith.
The Tortle Package
Tortle
I caught a big fish.
Now I search for a good friend
To share my lunch with.
What many tortles considder a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.
Life of a Tortle
A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and survive on its own.
A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch fish and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some point, a tortle feels an overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads inot the wilderness, returning months or years later with stories of its exploits and new skills.
When a tortle nears the end of its natural lifespan, it seeks out a mate and procreates. Tortles lay their eggs (numbering as few as one or as many as a dozen) in a fortified compound enclosed by store walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a lifetime of knowledge before they die. when the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own.
Beliefs
Tortles don't have their own pantheon of gods, but they often worship the gods of other races. Its not unusual for a tortle to hear stories or legends related to a god and chooser to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they gravitate toward Celestian, Fharlanghn, Pelor, Pholtus, and St. Cuthbert. Tortles are often drawn to the Gods of Good in Dragonlance and the Sovereign Host in Eberron. Among the nonhuman deities, Moradin and Yondalla relate to tortles most of all.
Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the equally vigilant eye of day. Tortles feel most at peace when one or both of these "eyes" are looking down on them. They become nervous and uneasy when neither orb is visible in the sky. Tortles tend to be most uncomfortable underground, where neither the sun not the moon is visible to them.
Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.
Adventurers at Heart
Tortles have a saying: "We wear our homes on our backs." The shells they carry around provide all the shelter they require. Consequently, tortles don't feel the need to root themselves in one place for too long. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles don't regard these settlements as places worth defending with their lives, and they will abandon a settlemennt when it no longer serves their needs.
Most tortles like to see how other creatures live and discover new customs and new ways of doing things. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native land without feeling homesick.
Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.
Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and fortifications. They marvel at the works of other civillized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and learning skills they can put to use when building forts to contain their offspring.
Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful friendships. They have no inbred animus towards people of other races. In fact, a tortle will often seek out friendships with non-tortles to learn new customs and new points of view.
Tortle Names
Tortles perfer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn't like its name for whatever reason, it can change it. A tortle might change its name a dozen times in its life. Tortles don't have surnames or family names.
Male and Female Names: Baka, Damu, Gar, Gura, Ini,
Jappa, John, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo,
Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok,
Wabu, Xelbuk, Xopa, Yog
Tortle Traits
Your tortle character gains traits that enable it to cope with the perils of a savage world.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.
Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one third of their weight. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Survival Instinct. You gain proficiency in the Survival skill.
Tortles have finely honed survival instincts.
Languages. You can speak, read, and write Aquan and Common.
One Grung Above
Grungs
"Sentient, poisonous frogs that live in trees. Truly, the gods hate us."
Grungs were poisonous frog-like amphibious humanoids that lived in trees. Their society was organized in castes determined by each grung's color.
Grungs preferred to live in shady areas, and needed to remain in constant proximity to water. Their tadpoles developed in ground pools, already separated by caste. All grungs continuously secreted a poisonous substance that was harmless to them.
In addition to their naturally poisonous nature, grungs also poisoned their weapons. Each color of grung poison caused a different ailment in their victims.
Grung Society
Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. Each grung's place was determined by its color:
Green Warriors, hunters, and general laborers.
Blue Artisans and domestic workers.
Purple Supervisors of the green and blue grungs.
Red Scholars and magic users. Also known as grung wildlings, they were superior to purple, green and blue castes, and respected even by higher castes.
Orange Elite warriors, with authority over all lesser grungs.
Gold Also elite warriors, with the highest leadership positions. Every tribe leader was a gold grung.
Some mobility was possible between the castes, in cases of valuable contributions and great deeds, by the use of ritual magic and herbal compounds.
Grung tribes also made extensive use of slavery, and were always looking for new creatures to enslave. They kept their slaves at bay by poisoning their food in order to inflict lethargy on them. Over extended periods of time, the effects of such poisoning could only be removed by magic.
Grung Names
To non-grungs, names sound just like any other frogesque noise. However in Grung language these are gender neutral identifiers for each member of the tribe
Male and Female Names: Koko, Le'Pad, B'loop, B'leep, B'lop, B'Ang'r'Ang, B'Lip, D'Ahten'Khan, C'Ahbulos, B'Lahp
Grung Traits
Your grung character has an assortment of inborn abilities, part and parcel of grung nature
Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
Age. Grungs mature to adulthood in a single year, but have been known to live up to 50 years.
Alignment. Most grungs are lawful, having been raised in a strict caste system. They tend toward evil as well, coming from a culture where social advancement
occurs rarely, and most often because another member of your army has died and there is no one else of that caste to fill the vacancy. Arboreal Alertness. You have proficiency in the Perception skill.
Size. Grungs stand between 2 ½ and 3 ½ feet tall and average about 30 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet, and you have a climbing speed of 25 feet.
Amphibious. You can breathe air and water. Poison Immunity. You’re immune to poison damage and the poisoned condition.
Poisonous Skin. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
Languages. You can speak, read, and write Common and Grung.
Elemental Evil Players Companion
In the adventure Princes of the Apocalypse, the cosmic threat of Elemental Evil reaches the Forgotten Realms. This supplement provides new options for player characters in that epic campaign. If your Dungeon Master allows, these options can be used in other campaigns as well.
Aarakocra
Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world beyond—from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.
Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.
Sky Wardens
Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.
Once airborne, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground.
Avian Mannerisms
The resemblance of aarakocra to birds isn’t limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.
Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra’s threat might be taken as a jest and vice versa.
The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes. They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.
Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight.
Homelands
Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes’ designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.
Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become
scarce.
A typical colony consists of one large,
open-roofed nest made of woven
vines. The eldest acts as leader
with the support of a shaman.
Aarakocra in the Forgotten Realms
Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts within the High Forest, in the Storm Horns in Cormyr, in the Cloven Mountains on the Vilhon Reach, and in the Mistcliffs in Chult.
Those colonies established in the Star Mounts, closest to the Dessarin Valley, were ever a secretive and guarded people, only spotted during their flights over the High Forest. A cruel and rapacious green dragon nearly wiped out the population and scattered the survivors. These aarakocra and their descendants have sworn vengeance against the dragon and may be seen scouring the lands of the North and Cormyr for signs of their foe.
Their only remaining settlement lies on the slopes of the Star Mounts’ southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer’s chosen path.
Two other circumstances might call an aarakocra to adventure. First, aarakocra have historical ties to the Wind Dukes of Aqaa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos’s monstrous champion, Miska the Wolf-Spider. When plunged into Miska’s body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of elemental evil.
Second, aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogrémoch, the Prince of Earth. The Aarakocra word for gargoyle is loosely translated as “flying rock,” and battles between aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts.
Aarakocra Names
As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.
An aarakocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.
Aarakocra Traits
As an aarakocra, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an aarakocra requires special consideration by your DM.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
Alignment. Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Language. You can speak, read, and write Common, Aarakocra, and Auran.
Aarakocra Backgrounds
Backgrounds that are most appropriate for aarakocra include the outlander, the hermit, and the sage.
The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more than a few dozen aarakocra live away from the nests of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats.
Genasi
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.
The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit—whether of their own volition orcompelled by magic. Some genies can adopt mortal guise and travel incognito.
During these visits, a mortal might catch a genie’s eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations.
Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.
Heirs to Elemental Power
Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.
Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).
Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortaloffspring, seeing them as accidents. Many feel nothing for their genasi children at all.
Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.
Wild and Confident
Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.
Too much failure can chip away at even a genasi’s sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.
Genasi Lands
As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.
Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground
Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.
In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.
The distant land of Zakhara is known only in legends to most inhabitants of Faerûn. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.
Genasi Names
Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.
Genasi Traits
Your genasi character has certain characteristics in common with all other genasi.
Ability Score Increase. Your Constitution score increases by 2.
Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.
Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Subraces. Four major subraces of genasi are found among the worlds of D&D: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces.
Air Genasi
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long.
Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
Ability Score Increase. Your Dexterity score increases by 1.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Earth Genasi
As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action.
Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
Ability Score Increase. Your Strength score increases by 1.
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Fire Genasi
As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.
Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coalblack, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
Ability Score Increase. Your Intelligence score increases by 1.
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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Fire Resistance. You have resistance to fire damage.
Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Water Genasi
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish. Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams
Ability Score Increase. Your Wisdom score increases by 1.
Acid Resistance. You have resistance to acid damage.
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 30 feet.
Call to the Wave. You know the shape water cantrip (see chapter 2). When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Wayfinder's Guide to Eberron
Eberron can be home to any of the creatures found across the multiverse of Dungeons & Dragons. Humans, gnomes, elves, and orcs have all made their marks on the continent of Khorvaire. However, the creatures of Eberron can be quite different from their counterparts on other worlds. The orcs of Eberron include druids and paladins who fight to defend the world from demons and aberrations. The Valenar elves are fierce warriors, and the Talenta halflings are brave nomads who cross the plains on dinosaur mounts.
This chapter presents four new races that were originally developed for the Eberron campaign setting.
Changelings
Long ago there was a woman named Jes, and she had one hundred children Her rivals conspired against her and swore to kill her children. Jes begged the Sovereigns for help, but their only answer was the wind and rain In the depths of her despair, a lonely traveler took her hand “I will protect your children if they follow my path. Let them wander the world They may be shunned and feared, but they will never be destroyed ” Jes agreed, and the traveler gave her his cloak. When she draped it over her children their old faces melted away, and they could be whoever they wanted to be. And so it remains. Though the Children are shunned by all, the gift of the Traveler protects them still.
A changeling can shift its face and form with a thought. Many changelings use this gift as a form of artistic and emotional expression, but it is an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat known changelings with fear and suspicion.
Masks and Personas
In their natural form, changelings are slender and pale with colorless eyes and silver-white hair. A changeling can alter its physical appearance with a thought. While this can be used to deceive others, it is a natural form of expression for the changeling. A changeling shifts shapes the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A changeling mask can be used to express a mood or to serve a specific purpose and then never used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona, with history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat. Personas can be shared by multiple changelings; there might be three healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by previous users of the persona.
Changeling Names
A changeling might use a different name for each mask and persona, adopting new names as easily as they develop new faces. The true name of a changeling tends to be monosyllabic; however, there are often accents to a changeling’s name that are expressed through shapeshifting, something single-skins will likely miss. For instance, two changelings might have the name Jin, but one is Jin-with-vivid-blue-eyes and one is Jin-with-golden-cheeks.
Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many others.
Changeling Names: Bin, Cas, Dox, Fie, Hars, Jin,
Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug
Changeling Traits
Ability Score Increase. Your Charisma score increases by 2, and either your Dexterity or your Intelligence increases by 1 (your choice).
Age. Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can shapeshift to conceal their age, the effects of aging still catch up to them.
Alignment. Changelings hate to be bound in any way, and those who follow the path of the Traveler believe that chaos and change are important aspects of life. Most tend toward pragmatic neutrality as opposed to being concerned with lofty ideals. Few changelings embrace evil.
Size. In their natural forms, changelings average between 5 and 6 feet in height, with a slender build. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Change Appearance. As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.
You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance.Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.
Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, or Persuasion.
Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.
Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.
Divergent Persona. You gain proficiency with one tool of your choice. Define a persona associated with that proficiency: establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.
Languages. You can speak, read, and write Common and two other languages of your choice.
Kalashtar
I am kalashtar, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the spirit Kashtai, and I am a child of that union. Kashtai moves within me. Her memories come to me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Kashtai will survive—and as long as she lives, she will fight il-Lashtavar.
The kalashtar are a compound race created from the union of humanity with renegade spirits from the plane of dreams—spirits called the quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. But there is an unmistakable alien quality to the kalashtar, and they are haunted by the conflicts of their otherworldly spirits.
Bound to Spirits
Every kalashtar has a connection to a spirit of light, shared by other members of their bloodline. Physically, kalashtar appear human, but the spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features. Their movements and body language are different from those of humans; most beings find it graceful, but to some it feels unnerving. The eyes of a kalashtar often glow when it is focused on a task or feeling strong emotions.
The kalashtar can’t directly communicate with their quori spirits. A kalashtar might experience the relationship as a sense of instinct and inspiration, drawing on the memories of the spirit when they dream. This connection grants the kalashtar minor psionic abilities, as well as protection from psychic attacks. All of these dream-spirits are virtuous, but some are warriors, while others are more contemplative or kind; a kalashtar player and DM can work together to determine the nature of the linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but some—for instance, an orphan kalashtar raised among outsiders— might know nothing of their spirit or the source of their psychic gifts.
The bond to the spirit can cause some kalashtar to display unusual quirks of behavior. A kalashtar player can roll or select a trait from the following table.
Kalashtar Quirks
|d10|| Quirk| |:-:||:-----| |1 || You try to understand the motives and feelings of your enemies.| |2 || You prefer using telepathy over speaking aloud.| |3 || You feel a strong drive to protect the innocent.| |4 || You apply dream logic to mundane situations.| |5 || You discuss things out loud with your quori spirit.| |6 || You suppress your emotions and rely on logic.| |7 || You are strongly influenced by the emotions of those around you.| |8 || You prefer to find nonviolent solutions to problems whenever possible.| |9 || You are driven by a warrior spirit and will fight for any noble cause.| |10 || You are obsessed with Dreaming Dark conspiracies|
Hunted by Nightmares
The virtuous spirits tied to the kalashtar fled from the dream realm of Dal Quor to escape the evil spirits that dominate the realm. The rebel quori believe that through meditation and devotion, they can eventually change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Thus, most kalashtar communities focus on acts of devotion to the faith known as the Path of Light. But the dark powers of Dal Quor have their own plans on Eberron. Through the force known as the Dreaming Dark, these monsters are manipulating the people of Khorvaire and eliminating kalashtar whenever possible.
Many kalashtar defend themselves from the Dreaming Dark by living in close-knit communities, focusing on devotion to the Path of Light. But some among the kalashtar feel obliged to seek out the agents of the Dreaming Dark and oppose their plans, or simply to protect the innocent however they can. There are some kalashtar who have grown up isolated from their kind, who know nothing about Dal Quor or the Dreaming Dark. Such orphans may use their abilities for personal gain or otherwise act against the virtuous instincts of their quori spirits; this can often cause internal conflicts and violent mood swings.
Kalashtar Names
A kalashtar name is formed by the blend of a personal prefix tied to the name of the quori spirit within the kalashtar. Each spirit has a gender identity, but this may or may not match the gender identity of the kalashtar host. Thus, a female kalashtar might have what others would consider a masculine name, because she’s tied to a spirit with a masculine identity. Kalashtar orphans are unlikely to know the names of their spirits and instead take names from the cultures they’re raised in.
Male Quori Names: Hareth, Khad, Kosh, Melk,
Tash, Ulad, Vash
Female Quori Names: Ashana, Ashtai, Ishara, Nari, Tana,
Tari, Vakri
Kalashtar Names: Coratash, Dalavash, Dolishara,
Halakosh, Khoratari, Koratana, Lanhareth, Molavakri,
Nevitash, Sorashana, Torashtai, Valakhad, Vishara
Kalashtar Traits
Your kalashtar character has the following traits
Ability Score Increase. Your Wisdom, Charisma, and one ability score of your choice increase by 1.
Age. Kalashtar develop physically at the same rate as humans do and have similar lifespans.
Size. Kalashtar are similar in build to humans, though they are a few inches taller. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Dual Mind. When you make a Wisdom save, you can use your reaction to gain advantage on the roll. You can use this trait after you roll, but before any of the roll’s effects occur.
Mental Discipline. You have resistance to psychic damage.
Mind Link. You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand you, but it must be able to understand at least one language or be telepathic itself.
As a bonus action when you’re speaking telepathically to a creature, you can give it the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.
Psychic Glamour. Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.
Severed from Dreams. You are immune to magical spells and effects that require you to dream, but not to spells and effects that put you to sleep.
Languages. You can speak, read, and write Common, Quori, and one other language of your choice.
Shifters
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, massive fangs, astounding speed, or heightened senses. Geth’s gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal’s tough hide. A sense of invincibility spread through him. For the moment, at least, he felt unstoppable!
Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect. While they can’t fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife’s edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization?
The Beast Within
Early in childhood, a shifter forms a bond with a beast within: a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they mightspeak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges over time as the shifter’s personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by the shifter’s personality: a feline shifter might be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit is drawn to find and protect a pack. When a shifter fully embraces this beast within, they physically transform for a short time.
This beast within is reflected by the shifter’s subrace. The following subraces are especially common:
Beasthide often signifies the bear or boar: stoic, stubborn and thick-skinned.
Longtooth shifters typically have lupine traits and are attracted to pack life.
Swiftstride shifters are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows.
Wildhunt shifters are born from any creature that tracks its prey.
While the beast within certainly has a physical impact on a shifter, it also has a spiritual and psychological effect. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they’ll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.
Similar and Diverse
Shifters are similar to humans in height and build but are more naturally lithe and flexible. Their facial features have a bestial cast, with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies.
The traits of the beast within affect a shifter’s appearance as well. A swiftstride shifter might have catlike eyes and delicate build, while a beasthide shifter is likely a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
The Journey Yet to Come
Shifters have a strong presence in the Eldeen Reaches, and they often live among humans and can be found in rural areas across Khorvaire. While they form powerful bonds with friends and kin, shifters place great value on selfrelianceand freedom. It’s a shifter proverb to “always be prepared for the journey yet to come,” and most shifters strive to be ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith.
Shifter Names
Shifters have no language of their own and often live in blended communities. As such, shifter names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use “wandering names” with strangers. These are usually tied to an obvious physical or personality trait.
Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim,
Moon, Rain, Red, Scar, Stripe, Swift, Whiskers, Wolf
Shifter Traits
Your shifter character has the following traits.
Ability Score Increase. Your Dexterity score increases by 1.
Age. Shifters reach adulthood at 10 and rarely live past 70.
Size. Shifters range from 5 to 7 feet tall. 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 can’t discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in Perception.
Shifting. On your turn, you can shift as a bonus action. Shifting lasts for 1 minute, until you die, or until you end it on your turn as a bonus action. While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace. You must finish a short or long rest before you can shift again.
Languages. You can speak, read, and write Common.
Subrace. Several subraces of shifter exist, each with its own animalistic features. Choose one of the options below.
Beasthide
Stoic and solid, a beasthide shifter draws strength and stamina from the beast within. Beasthide shifters are typically tied to the bear or the boar, but any creature known for its toughness could apply.
Ability Score Increase. Your Constitution score increases by 2.
Tough. You have proficiency in Athletics.
Shifting Feature. You gain an additional 1d6 temporary hit points and have a +1 bonus to AC.
Longtooth
Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators.
Ability Score Increase. Your Strength score increases by 2.
Fierce. You have proficiency in Intimidation.
Shifting Feature. You can make a unarmed
strike of a bite as an action. It deals 1d6 +
your Strength modifier of piercing
damage.
Swiftstride
Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially.
Ability Score Increase. Your Dexterity and Charisma scores increases by 1.
Graceful. You have proficiency in Acrobatics.
Swift Stride. Your walking speed increases by 5 feet.
Shifting Feature. Your walking speed increases by 5 feet. Additionally, when an enemy ends its turn within 5 feet of you, you can use your reaction to move up to 10 feet away. This movement doesn't provoke opportunity attacks.
Wildhunt
Wildhunt shifters are sharp and insightful. Some are constantly alert, wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities.
Ability Score Increase. Your Wisdom score increases by 2.
Natural Tracker. You have proficiency in Survival.
Mark the Scent. As a bonus action, you mark one creature within 10 feet that you can see. Until the end of your next long rest, your proficiency bonus is doubled for any check made to track it, and you always know the creature's location if it's within 60 feet of you. You can't use this trait again until you finish a short or long rest.
Shifting Feature. You gain advantage on all Wisdom-based checks and saving throws.
Warforged
“Pierce was built by design, while you were built by accident,” Lakashtai said. “The soul is what matters, not the shape of the vessel.”
“What makes you think he has a soul?” Gerrion said.
“What makes you think you do?”
The warforged were built to fight in the Last War. The first warforged were mindless automatons, but House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged may be 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.
Living Steel and Stone
Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. All warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. A sigil is engraved into the center of the forehead; this is unique to each warforged. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed. A juggernaut warrior is a massive brute sheathed in heavy steel plates, while a skirmisher can be crafted from wood and light mithral to grant it lithe and elegant movement.
While they are formed from stone and steel, warforged are humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids. A warforged can focus its mind on its body as it rests, adjusting its shape and form to assume one of a few defensive postures. A warforged who expects heavy combat might focus on durability, while during a time of peace they might be content to adopt a lighter, less aggressive form.
Warforged Personality
The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many warforged struggle both to find a place in the post-war world and to relate to the creatures that created them.
The typical warforged shows little emotion. Many warforged embrace a concrete purpose— protecting allies, completing a contract, or other pursuits— and devote themselves to this task as they once did to war. However, there are warforged who delight in exploring their feelings and their freedom. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.
The typical warforged has a muscular, sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity in emulation of the creatures around them.
Quirks
Whether due to some flaw in their creation or ignorance of how other creatures operate, warforged often acquire an odd personality trait or two.
Warforged Quirks
d10 | Quirk |
---|---|
1 | You analyze (out loud) the potential threat posed by every creature you meet. |
2 | You don’t understand emotions and often misread emotional cues. |
3 | You are fiercely protective of anyone you consider a friend. |
4 | You often say the things you are thinking aloud without realizing it. |
5 | You try to apply wartime tactics and discipline to every situation. |
6 | You don’t know how to filter your feelings and are prone to dramatic emotional outbursts. |
7 | You don’t understand clothing beyond its utility and assume that what a creature wears denotes its job and status. |
8 | You are obsessed with your appearance, and constantly polish and buff your armor. |
9 | You are deeply concerned with following proper procedures and protocols. |
10 | War is the only thing that makes sense to you, and you’re always looking for a fight. |
Warforged Names
Warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As free individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.
Warforged Names: Anchor, Banner, Bastion, Blade, Blue,
Bow, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive,
Hammer, Iron, Lucky, Mace, Pants, Pierce, Red, Rusty,
Scout, Seven, Shield, Slash, Smith, Spike, Stone, Temple,
Vault, Wall, Wood
Warforged Traits
Your warforged character has the following traits.
Ability Score Increase. Your Constitution score increases by 1.
Age. A typical warforged is between two and thirty years old. The maximum lifespan of the warforged remains a mystery; so far, warforged have shown no signs of deterioration due to age.
Alignment. Most warforged take comfort in order and discipline, tending toward law and neutrality, but some have absorbed the morality—or lack thereof—of the beings they served with.
Size. Your size is Medium. Most warforged stand between 5 and 6½ feet tall. Build is affected by your subrace.
Speed. Your base walking speed is 30 feet.
Warforged 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 are immune to disease.
• You don’t need to eat, drink, or breathe.
• You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Sentry’s Rest. When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.
You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.
Integrated Protection
Mode | Prerequisite | Armor Class |
---|---|---|
Darkwood core (unarmored) | None | 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) |
Composite plating (armor) | Medium armor proficiency | 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus |
Heavy plating (armor) | Heavy armor proficiency | 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks |
Languages. You can speak, read, and write Common.
Subrace. As a warforged, your body was designed for a specific purpose. Choose one of these subraces: envoy, juggernaut, or skirmisher.
Envoy
As an envoy, you were designed with a certain specialized function in mind. You might be an assassin, a healer, or an entertainer, to name a few possibilities. Envoys are the rarest of the warforged subraces, and yours could be a unique design.
Ability Score Increase. Two different ability scores of your choice each increase by 1.
Specialized Design. You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Integrated Tool. Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.
Envoys: Specialized Design
Lute is a bard with the entertainer background; his namesake instrument folds out of his left arm.
Compass Rose is a wizard with the outlander background. A keen explorer, she uses her built-in cartographer’s tools to record the paths she travels.
Juggernaut
You’re an imposing war machine built for close combat and raw might. You tower over your comrades: juggernaut warforged stand between 6 and 7 feet in height and can weigh up to 450 pounds.
Ability Score Increase. Your Str score increases by 2.
Iron Fists. When you hit with an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage, instead of the normal damage for an unarmed strike.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Skirmisher
You were built to scout the edges of battle and outmaneuver your enemies. You are lean and designed for speed.
Ability Score Increase. Your Dex score increases by 2.
Swift. Your walking speed increases by 5 feet.
Light Step. When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player’s Handbook for information about travel pace.)
Guildmaster's Guide to Ravnica
The people of Ravnica include members of many different races. Aside from humans, elves, and a smattering of half-elves, the races from the Player's Handbook are unknown on Ravnica, unless they're visiting from other worlds. This chapter provides information about the following common races of Ravnica, as well as racial traits for all of them but humans and elves:
Centaurs, the quintessential merging of human and horse, savor freedom and champion nature's cause.
Loxodons resemble humanoid elephants with powerful bodies, stoic natures, and serene wisdom.
Minotaurs on Ravnica are sophisticated tacticians as well as strong and fierce warriors.
Simic Hybrids are the results of the Simic Combine's Guardian Project, which magically infuses the adaptive qualities of certain animal species into human, elf, or vedalken volunteers.
Vedalken are tall, blue-skinned, and ingenious, with insatiable curiosity and a penchant for invention.
Centaur
In the sprawling city of Ravnica, where "open road" seems like a contradiction and "open plain" is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the freedom to travel. As much as they can, centaurs run-in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until the next wall looms in their path and brings them to a stop.
Nature's Cavalry
Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration- from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Most centaurs style their hair and their tails in a similar way. Selesnya centaurs favor long, flowing hair. Gruul centaurs cut their hair in rough, spiky styles.
The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors, messengers, outriders, and scouts.
Affinity for Nature
Centaurs have an affinity for the natural world. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and the laboratories of the Simic.
Centaurs celebrate life and growth, and the birth of a foal is a lways cause for festivities. At the same time, they revere the traditions of the past, and among both the Gruul and the Selesnya they are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own horselike bodies, and delight io the feeling of running alongside herds and packs of other beasts.
Clans and Community
Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and community as microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to their individual communities as well as the guild as a whole. Their love of history and tradition also means that centaurs are more likely than most other Ravnicans to join the same guild that their parents did.
Centaur Names
Centaurs' given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping a live the memory- and, the centaurs believe, some shard of the spirit- of the departed. Centaurs don't use family names, but they wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals. printed mottoes. braids and beads worn in the hair and tail. or even specific patterns of woven fabric.
Male Names: Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi, Orval, Radovas, Radom, Rostis, Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog
Female Names: Daiva. Dunja, Elnaya.
Galisnya, lrinya, Kotyali. Lalya. Litisia,
Madya, Mira, Nedja, Nikya, Ostani, Pinya,
Rada, Raisya, Stasolya. Tatna,
Zhendoya, Zoria
Centaur Traits
Your centaur character has the following racial traits. These traits are also suitable for the centaurs of other worlds where there are centaurs of fey origin. These centaurs are smaller than the non-fey centaurs that roam in some realms.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Centaurs mature and age at about the same rate as humans.
Alignment. Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral.
Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Fey. Your creature type is fey, rather than humanoid.
Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of you r equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Survivor. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Languages. You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.
In Unearthed Arcana, there has been a previous version of the centaur, which is based on a larger, non fey Centaur which has the following Racial Traits.
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Centaurs mature and age at about the same rate as humans.
Alignment. Centaurs are inclined toward neutrality.
Size. Your size is Medium, yet you tower over most other humanoids.
Speed. Your base walking speed is 40 feet.
Charge. If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest.
Hooves. Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier.
Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.
Survivor. You have proficiency in the Survival skill.
Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
Languages. You can speak, read, and write Common and Sylvan.
Minotaur
The minotaurs of Ravnica are strong in body. dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops.
Horns and Hooves
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily threetimes that length. They often orname nt their horns with metal rings or sheathe them in metal to protect them from damage.
Manes of shaggy fur extend down minotaurs' necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are born with long, tufted tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Boros legion much more comfortable without a long tail in the way.
Strength and Zeal
Minotaurs are zealous and love battle. They are found among the Gruu l Clans, but the minotaurs of the Ordruun family line, long associated with the Boros Legion, a re much better known and respected. Boros minotaurs choose the precision of the legion over the fury of the pack.
Minotaurs tend to vent their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes.
Family and Guild
Minotaur legends describe a small pantheon of heroesperhaps they were once thought of as gods who established the minotaurs' place in the world. Every minotaur in Ravnica claims descent from one of these heroes. The Ordruun line is the most prominent. with thousands of members descended from an ancient hero who is said to have taught minotaurs the a rts of war. Other important family lines include the Kharran line (primarily associated with the Gruul Scab clan), the Drendaa line (found scattered among the Gruul Clans), and the Tazgral line (divided between the Boros and the Gruul, with a significant number in the Rakdos as well).
Since each family line has so many members, minotaurs don't usually find it helpful to connect the name of the line to their personal names; even though Commander Grozdan of the Boros Legion's Kamen Fortress is a prominent member of the Ordruun line, he would never call himself Grozdan Ordruun the way a human would.
Minotaur Names
The legends that recount the deeds of ancient minotaur heroes are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every minotaur name is drawn from that long list of minor characters of legend, so that those folk are never forgotten.
Male Names: Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Orazhan, Grozdan, Kalazmir, Klattic, MeJislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek, Svarakov, Trovik. Vraslak, Yarvem
Female Names: Akra. Bolsa, Cica, Oakka, Drakisla, Eleska, Enka, lrnaya, jaska, Kalka, Makla, Noraka, Pesha, Raisha. Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka
Minotaur Traits
Your minotaur character has the following racial traits. These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Alignment. Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments.
Size. Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to ld6 + your Strength modifier. instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus+ your Stre ngth modifier, you push it up to 10 feet away from you.
Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
Languages. You can speak, read, and write Common and Minotaur.
Minotaur Bonds
When creating a minotaur character, you can use the following table of bonds to help flesh out your character. Use this table in addition to or in place of your background’s bond or a bond of your creation.
d6 | Bond |
---|---|
1 | My opponent in the Circus for my trial of adulthood was chosen years ago. Though we sparred only once, I fell deeply in love. Rather than fight my beloved to the death, I fled from home and have been branded a coward. |
2 | I’m the last of my clan. If I die without achieving great deeds, the hero who is my clan’s patron will be forgotten. |
3 | I was part of a raiding party that was defeated and enslaved. I’ve escaped and sworn revenge. |
4 | I never shared my people’s love of violence. I’m part of a conspiracy to topple the emperor’s violent regime. |
5 | I claim that I am an exile from my people, but in truth I have been sent to serve as a spy. I’m expected to leave secret messages telling my folk of villages and towns that are ripe targets for conquest. |
6 | I’m the last survivor of a ship wrecked in a storm. Occasionally, the spirits of my shipmates appear in my dreams and ask me to complete tasks they left unfinished in life. |
Loxodon
Humanoid elephants, loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in their sonorous tones and move slowly or sit in perfect stillness. Provoked to action, loxodons are holy terrors—bellowing with rage, trumpeting and flapping their ears. Their still wisdom and their furious strength—as well as their fierce loyalty and unwavering conviction are tremendous assets to their guilds.
Lumbering Giants
Loxodons tower above most other humanoids, standing over seven feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking humanoid bodies covered by thick, leathery skin. Their hands have four thick digits, and their feet are the flat, ovalshaped feet of elephants.
Like that of an elephant, a loxodon’s trunk is a useful appendage that supplements the hands. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects, and the two finger-like protrusions at the tip are capable of delicate manipulation. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel.
Gifted Stoneworkers
Loxodons are tireless, patient artisans, with an unrivaled intuition about their craft. While they make nurturing spiritual leaders, their gift at stonework is so natural that they are often at a loss when it comes to imparting their knowledge to others. Among the Selesnya, it primarily falls to them to build the guild’s magnificent cathedral-like arboretum structures.
Relentlessly Loyal
Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some who stress the benefits of order have been known to join the Orzhov Syndicate or the Azorius Senate.
Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, they devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect the same loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed.
The primary difference among loxodons who join different guilds is their sense of the size of the communities they belong to. For loxodons in the Selesnya Conclave, the community is the world and all living beings in it, all valuable, all meant to live in harmony, and all interdependent. For Azorius loxodons, community primarily means the society of sentient races, who need law and order in order to function together. For those in the Orzhov Syndicate, community means the syndicate, with its interests taking priority over those of any other group.
Loxodon Names
A loxodon’s name includes overtones of sound, produced in a loxodon’s resonant nasal chambers, that indicate status, family connection, and community role. Since most members of other races can’t hear or distinguish these tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint.
Male Names: Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool
Female Names: Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja
Loxodon Traits
Your loxodon character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.
Alignment. Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.
Size. Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speed. Your base walking speed is 30 feet.
Loxodon Bravery. You have advantage on saving throws against being frightened.
Natural Armor. You have thick, leathery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Mason’s Proficiency. You gain proficiency with 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 normal proficiency bonus to the check, instead of your normal proficiency bonus.
Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on smell.
Languages. You can speak, read, and write Common.
Simic Hybrid
The Simic Combine uses magic to fuse different life forms together. In recent years, they have extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes call themselves guardians.
Extensive Adaptation
Simic hybrids share many of the characteristics of their original race, including their basic physical form. Human hybrids are the most versatile, filling a variety of roles. Agile elf hybrids retain the ability to see in darkness, making them ideal as spies, scouts, and infiltrators. And vedalken hybrids possess the same calculating intellect as other vedalken, making them superior tacticians, strategists, and spellcasters.
Hybrids’ biological enhancements can change their appearance drastically. All hybrids possess some physical characteristics of animals, mostly aquatic and reptilian creatures. These include crab claws, squid tentacles, wings that look like mays or fins, translucent or camouflaged skin, or sharklike maws filled with sharp teeth.
Hybrids are the product of Simic magic. It’s not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the hybrid a deserter and the new guild might never fully welcome a hybrid who could easily be a Simic spy.
Hybrid Names
A hybrid usually bears the name given by their human, elf, or vedalken parents. But some hybrids assume a new name after their transformation, a name chosen by themselves or by those who transformed them.
Simic Hybrid Traits
Your hybrid character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age. Hybrids begin their lives as adult humans, elves, or vedalken. They exhibit signs of slightly accelerated aging, so their maximum lifespans are probably reduced somewhat, but the Guardian Project has not been operating long enough to observe the full effect of this phenomenon.
Alignment. Most hybrids share the generally neutral outlook of the Simic Combine as a whole. However, those who leave the Combine often do so because their philosophical outlook and alignment are more in line with a different guild’s.
Size. Your size is Medium, within the normal range of your humanoid base race.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Animal Enhancement. Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.
At 1st level, choose one of the following options:
Manta Glide. Your ray-like wings can slow your fall and allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
Nimble Climber. You have a climbing speed equal to your walking speed.
Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed.
At 5th level, choose one of the following options, or choose one of the options you didn’t take at 1st level:
Grappling Appendages. You have two special appendages growing alongside your arms. Choose whether they’re both claws or tentacles. Each of these appendages is a natural weapon, which you can use to make unarmed strikes. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment.
Carapace. Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you’re not wearing heavy armor.
Acid Spit. As an action, you can spray a stream of acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).
Languages. You can speak, read, and write Common and Elvish.
Vedalken
Nothing is perfect vedalken believe this and rejoice in it. Every imperfection is a chance for improvement, whether it’s in law or in science, and progress is an endless march toward a state of perfection that might never be reached. This leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.
Cool Rationality
Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin covers a range of shades of blue, from pale sky blue through bright azure to deep indigo, almost purple. Their eyes are darker shades of blue or violet. They lack external ears, and their noses are broad and flat.
As a rule, vedalken are gregarious in conversation. However, they are private concerning their personal lives, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions focus on their thoughts about those issues rather than their feelings about them. To members of other races, vedalken often appear cold, even emotionless. That assessment isn’t fair—they feel emotion every bit as vividly as other races, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing at all when the ideal outcome relies on inaction.
Reasoning toward Perfection
Their curious intellects and rational minds incline vedalken strongly toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things: laws, procedures, and magical sciences.
Vedalken believe that the path toward the impossible goal of perfection is built with bricks of education, careful deliberation, and controlled experimentation. (Their desire for close control to prevent disastrous mistakes makes them generally less inclined toward the Izzet League, where explosive mistakes are celebrated.) Some vedalken direct their energy toward perfecting themselves, including by means of Simic bioengineering or through extensive study, while others focus on perfecting society through the careful crafting and application of laws.
Vedalken Names
Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names.
Male Names: Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz
Female Names: Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol
Vedalken Traits
Your vedalken character has the following racial traits.
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age. Vedalken mature at the same rate humans do, and most are expected to settle down into an adult life around age 40. Their lifespans are typically 350 to 500 years long.
Alignment. Vedalken are most often lawful and rarely evil.
Size. Vedalken are taller than humans but slenderer. They are 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Vedalken Dispassion. You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
Tireless Precision. You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice.
Whenever you make an ability check with the chosen skill or tool, roll a d4, and add the number rolled to the check’s total.
Languages. You can speak, read, and write Common.
Viashino
While the Viashino are technically still an Unearthed Arcana race, they are a race that stems from Ravnica, as such I have placed them here.
Many reptiles derive their body warmth and energy from the sun, but the humanoid viashino are fueled by an inner fire of zeal. Open with their emotions, viashino can be hot-tempered, but they are also quick to their hissing laughter. And they easily form close bonds of friendship. They are fierce warriors and passionate advocates for their guilds and causes.
Scaled Skin and Tail Blades
Viashino resemble humanoid lizards covered in green, scaled skin and spiky protrusions. Their heads jut forward from their slender necks and bear huge mouths full of sharp teeth. Long, whiplike tails extend from their spines, lashing behind them—faster and faster as they grow more agitated. Their tails are tipped with bony blades they can use as weapons.
Fervent and Fiery
Viashino are fiercely emotional and often violent, and their wizards and sorcerers favor fire spells that reflect their inner fire. They are most common among the Gruul Clans, especially the Slizt clan. Occasionally they put their zealous fire to use in the service of higher ideals, joining the Boros Legion. Other viashino instead pursue careers in the Izzet League, where they find a special role wielding Izzet-designed flamespewing scorchbringers.
Like fire itself, viashino are quick to leap from one situation to another, and they are frequentlydestructive in the process. They enjoy brawlingand often cause more injury than intended,thanks to their teeth and bladed tails.
They’re also easily distracted, jumping from one idea to another in an instant. Likewise, they’re easily bored, and if nothing captures their attention, they’ll do something interesting.
Viashino Names
Viashino accept, collect, and discard names freely, choosing names that fit their current sense of self or whim. Sometimes they’ll string two or more names together, because they like the sound or because all the names feel meaningful and relevant at the time. As a result, members of other races often have a hard time keeping track of a viashino’s name.
Viashino Names: Aun, Bay, Bassisk, Cresh, Din, Essek, Fiksh, Gyan, Hsiska, Illati, Izka, Kyri, Liszik, Maush, Nyoser, Ossanash, Shekess, Skellek, Szil, Tenk, Tzia, Villi, Wyoryn, Yom, Ztash
Viashino Traits
Your viashino character has the following traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.
Age. Viashino mature quickly, reaching adulthood in their early teens. They live violent lives and rarely die of old age, but they would rarely live past 60 anyway.
Alignment. Viashino strongly tend toward chaotic alignments. They have no particular inclination toward good or evil.
Size. Viashino are about as tall as humans, but they have lithe, wiry frames. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Lashing Tail. Your semi-prehensile tail is tipped with a bony blade. Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail. If you hit, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Wiry Frame. You gain proficiency in the Acrobatics or the Stealth skill (your choice).
Languages. You can speak, read, and write Common and Draconic.
Plane Shift: Amonkhet
Towering, gold-encrusted monuments break the unending monotony of a horizon formed of sun-blasted sand. Awe-inspiring, animal-headed gods walk among the people, offering them care and protection from the horrors of the desert. A wide, life-giving river offers its abundant bounty, providing for every physical need. Happy, hopeful people offer sacrifices in grand temples dedicated to their benevolent gods, addressing their spiritual needs.
In this land, there are several races that co-exist, these being Human, Aven, Khenra, Minotaurs and Nagas. Humans use the same traits and are very similar to humans in the rest of the worlds in Dungeons and Dragons.
Aven
Aven have humanlike bodies, arms, and legs, along with birdlike wings and heads. Two distinct varieties of aven are found in Naktamun. One has the head of a hawk or similar bird of prey, with short wings allowing fast flight. The other variety has the head of an ibis atop a long neck, with wide, angular wings better suited to soaring. All aven have lean bodies with feathers extending from their heads down to their shoulders.
Aven delight in flying above their foes, using their superior mobility to confound and outpace their opponents. They love soaring through the sky as well, though the Hekma limits their altitude. Like all people of Naktamun, they are grateful for the Hekma’s protective magic, of course. But they keenly anticipate the hour when the God-Pharaoh will return and dissolve the veil, letting them fly without limit in the afterlife.
Combat Classes
Spellcasters are common among ibis-headed aven drawn to follow the teachings of Kefnet. Their physical resemblance to the god of knowledge is reflected in the metal discipline, focus, and confidence for which aven spellcasters are known. They wield magic of air, wind, and sometimes water to buffet their foes, enhance their own flight, and counter enemy attacks.
Hawk-headed aven who follow the path of the mage are more likely to learn sand-based magic that can cloud the air, blast their foes, or bury enemies in living dunes. Hawk-headed aven are often drawn to master techniques of long-range combat, whether the javelin that is the preferred weapon of many, the bow, or other thrown weapons. Whatever weapon they use, aven hover and swoop in the air above the fray, seeking the opportune moment to strike in exactly the right place. In line with the teachings of the god of solidarity, they often fly in tight formations with other aven in their crops, supporting and protecting each other. Aven take great pride in the precision of their attacks, relying on their keen vision and superior vantage points. They view the sharp tip of a javelin or arrow as a symbol of their love for precision, and some initiates maintain carefully tended collections of spearheads or arrowheads.
A relatively small number of aven of both varieties end up focusing on hand-to-hand combat. Even there, they use their ability to fly to great advantage, often swooping down on their foes from a great height. The speed and power of a blow from a diving aven can be utterly devastating, but such a strike poses a tremendous risk to the aven as well as the target. An aven who fails to pull up from the dive in time can suffer even worse injuries than the target of the attack. Aven often minimize this risk by hurling javelins while they dive, then pulling up early after a successful throw.
Aven Traits
All aven share the following traits.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s. Of course, most find a glorious (or inglorious) death long before that point.
Alignment. Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral.
Size. Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
Speed. Your base walking speed is 25 feet. You have a flying speed of 30 feet. You can’t use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can’t use your flying speed if you are encumbered.)
Languages. You can speak, read, and write Common and Aven.
Subrace. Two varieties of aven inhabit Amonkhet: ibis-headed and hawk-headed. Choose one of these subraces.
Ibis-Headed Aven
A majority of ibis-headed aven, drawn to the teachings of Kefnet, specialize in spellcasting. They take great pride in all the qualities they share with the god of knowledge—not just their avian heads, but their quick wit, self-confidence, cunning, and spellcasting prowess.
Ability Score Increase. Your Intelligence score increases by 1.
Kefnet’s Blessing. You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn’t already include your proficiency bonus.
Hawk-Headed Aven
Following the example of Oketra, hawkheaded aven often focus on the techniques of long-range combat. Most prefer javelins, but some are skilled with bows, spears, and throwing axes.
Ability Score Increase. Your Wisdom score increases by 2.
Hawkeyed. You have proficiency in the Perception skill. In addition, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
Khenra
The khenra of Amonkhet are tall and lean, with graceful bodies and heads that strongly resemble jackals. Their snouts are long and sharp, and their angular ears rise straight above their heads. Their bodies are covered in dark, sleek hair that ranges from the brown of the desert sands to ebony black. Despite their sharp teeth, they consider biting to be an uncouth and unworthy combat tactic.
Nearly every khenra is born a fraternal or identical twin, and a pair of khenra twins forms an extremely close emotional bond unknown to most other residents of Amonkhet. The death of one twin in training or the trials causes a tremendous shock to the survivor, who typically grows more aggressive and foolhardy in battle. The rare khenra who are born without twins are believed to have killed their siblings in the womb, and are thus viewed as natural-born initiates, sure to achieve a glorified death in the Trial of Zeal.
Strength and Zeal
Many khenra believe that they are created in the image of Hazoret, and though they venerate all five gods in the manner of all citizens of Naktamun, they have a special affinity for the teachings and philosophy of the god of zeal. These khenra share a deep love of combat, especially hand-to-hand fighting, and they devote themselves to their training with particular intensity.
The familial bond experienced in the Family Temple of Hazoret’s monument is a part of every khenra’s experience as one of a pair of twins. As such, these khenra sometimes think of themselves as Hazoret’s children even before they finish the fourth trial. For her part, Hazoret seems to favor khenra among her viziers, and some say that she shows particular favor to khenra initiates who survive to reach the Trial of Zeal.
Other khenra choose to distance themselves from Hazoret and the reckless battle frenzy she encourages. They devote themselves instead to honing their physical strength, resilience, and adaptability, inspired and guided by the teachings of Rhonas. These khenra have a great fondness for wrestling (or tussling, as they often call it), and they keep careful track of the matches they in and lose against other initiates. They often seek out matches against minotaurs, enjoying the challenge of pitting their sinewy strength against the brute muscle of larger and heavier opponents.
Combat Classes
Khenra, especially those devoted to Hazoret, are particularly drawn to hand-to-hand combat styles. But the other styles each have their own appeal, and khenra initiates might find themselves specializing in any of the three.
Khenra who focus on hand-to-hand combat often wield the khopesh—a large sickle-bladed sword—as their weapon of choice (treat as a longsword). Khenra wield these blades with devastating accuracy and power, landing one crushing blow after another in a hail of furious attacks. They favor lightweight armor that doesn’t impede their movement, often comparing fighting in organized ranks to wearing a leash that limits their ability to charge, lunge, and roll away from danger. Their natural aggression makes them ideal shock troops, scouts, and skirmishers. And that aggression is even more pronounced in khenra who have already lost their twin, and who sometimes lose any sense of self-preservation as a result.
Khenra who focus on long-range combat prefer hurled weapons—spears and javelins—over bows and slings, and they are known and feared for their deadly accuracy. They carry small cases of javelins into combat, and feel ashamed if they reach the end of a battle with any weapons left unthrown. A khenra might ride on a chariot as a spear thrower, sometimes augmenting attacks with minor spells of fire magic.
Many khenra mages specialize in fire spells, creating blades or hails of flame to sear and scorch their foes. Their strategy emphasizes overwhelming initial assaults, in magical emulation of Hazoret’s battle frenzy. Others prefer magic that augments their natural speed and strength, bolsters their endurance, or drains strength from their enemies. They work to hone their spells alongside their bodies, incorporating elements of hand-to-hand combat into their spellcasting.
Khenra Traits
Your khenra character has the following traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.
Age. Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.
Alignment. Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.
Size. Khenra have similar builds to humans. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Khenra Weapon Training. You have proficiency with the khopesh, spear, and javelin.
Khenra Twins. If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can’t be frightened.
Languages. You can speak, read, and write Common and Khenra.
Naga
Naga resemble enormous snakes with shoulders, arms, and a torso that resembles a humanoid form. They typically hold their heads and torsos off the ground while moving, but they can increase their speed by lowering their bodies and using their hands for extra propulsion. They adorn their torsos with armor, jewelry, and a vague nod toward the clothing worn by other races. Male naga have broad hoods, wider than their shoulders, while females have narrower hoods and longer faces.
Naga believe in a principle called the Sweetest Harmony, which describes a perfect balance between the body and the mind. Finding that balance, as they understand it, is a sure path to glory in the trials, since a combination of physical and mental preparation will ensure success in every trial. For an example of this Sweetest Harmony, they point to the Luxa river and the land it nourishes, which exist in a delicate and life-giving balance. Either one without the other would be diminished and useless. Just so, mental strength supports physical capabilities, and physical fortitude feeds mental tenacity, so neither mind nor body can exist in isolation.
In the same way, the naga believe that Kefnet and Rhonas exist in interdependence, and that their trials are best conceived as two halves of a whole. But in practice, as much as they strive for balance and harmony, most naga identify more strongly with one god than the other.
Combat Classes
To the benefit of those naga who struggle with the ideal of the Sweetest Harmony, the training of acolytes encourages specialization. Thus, naga who follow in the path of the snake-headed god Rhonas can cultivate their physical strength as they specialize in hand-to-hand combat styles, while other naga favor the teachings of Kefnet and other combat styles.
Naga who specialize in hand-to-hand combat rely on axes, daggers, and shortswords—but also on their own fangs and the constricting strength of their serpentine bodies. They make extensive use of poison, coating their weapons with multiple layers of deadly substances—including, but by no means limited to, their own venom. Quick, well-timed, and well-placed blows, followed by an equally nimble retreat, allow many naga to triumph over opponents who might seem stronger. With acknowledgment of the Sweetest Harmony, these naga cultivate an understanding of strategy and tactics that enhances their physical training.
Speed and accuracy are equally important to naga who specialize in long-range combat. Some prefer to analyze a battle from a distance and pick off the strongest opponents with their ranged weapons, including poisoned spears and arrows. Others ride in chariots driven by trusted drivers (usually other naga) and throw their spears from the midst of battle. In any case, they excel at finding and exploiting strategic advantages.
Some naga mages, drawn to the example of Kefnet, make extensive use of illusion magic to trick and mislead their opponents. Others apply Rhonas’s teachings to their studies, wielding poisonous magic that weakens opponents or kills them outright with clouds or darts of deadly toxins. Still others, in service to the ideal of balance, use the magical power of their minds to enhance their physical strength and speed.
Naga Traits
All naga share the following traits.
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age. Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century.
Alignment. Most naga are either neutral or neutral evil in alignment.
Size. Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Speed Burst. By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.
Natural Weapons. Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.
If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.
Poison Immunity. You are immune to poison damage and can’t be poisoned.
Poison Affinity. You gain proficiency with the poisoner’s kit.
Languages. You can speak, read, and write Common and Naga.
Plane Shift: Dominaria
Dominaria is an enormous plane, with numerous landmasses separated by vast oceans which are collectively known as the Domains.
The unique races of this publication are Aven and Keldon Human.
Aven
Following the devastation of the distant continent of Otaria in Karona’s War some two and a half centuries ago, people of many races left that land to find refuge elsewhere. Among them were the birdlike people called aven, who were largely unknown outside of Otaria prior to their exodus. Rather than dispersing around the world and assimilating into local cultures, they wandered in great flocks, forming separate communities in a few hospitable locations. The largest such flock settled in Benalia, where its people submitted themselves to Benalis law in exchange for hospitality. The aven have no representation on the Council of Seven, but many hope to see that change.
Aven have humanlike bodies, arms, and legs, with wings and heads resembling those of eagles. Their lean forms are covered with feathers, and their arms and legs all end in sharp talons. Aven form their own airborne companies, or wings, within the Benalish army. They serve as soldiers, battle priests, and occasionally heroes, but do not become knights except under truly exceptional circumstances. Worship of Serra is all but universal among the aven because of syncretistic fusion with their traditional religious beliefs, and many aven are Serran acolytes.
Aven Traits
As an aven, you share the following traits with all your kind.
Ability Score Increase. Your Dexterity score and your Wisdom score both increase by 2.
Age. Like humans, aven reach adulthood in their late teens and can live into their 80s.
Alignment. Aven are inclined toward the lawful good alignment of the Church of Serra.
Size. Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. Your size is Medium.
Speed. Your base walking speed is 25 feet. You have a flying speed of 30 feet. You can’t use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can’t use your flying speed if you are encumbered.)
Languages. You can speak, read, and write Aven and Common.
Hawkeyed. You have proficiency in the Perception skill. In addition, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
Keldon Humans
The people of Keld are human, but they are like no other humans anywhere. Nearly all adults stand over six feet tall, and heights above seven feet are not uncommon. They are massively muscled and have gray skin, ranging from an ashy gray-white to a deeper bluegray. The typical Keldon’s hairline points sharply down in the middle of the forehead and at either temple, but recedes elsewhere — some-times dramatically.
Keldons are remarkably resistant to the cold of their homeland, baring skin even in near-freezing temperatures without discomfort. Keldons value self-reliance, strength, and courage above all else. Anything that is the product of their own labor is a fine thing. Anything else is treated with a healthy dose of skepticism. At best, they are a proud, pragmatic, passionate people, and their loyalty is fierce once earned. At worst, they can be reckless, hot-tempered, and violent—and no small number of Keldons still consider these qualities virtues rather than vices.
Because of their many exploits as both conquerors and mercenaries, Keldons appear in the legends and histories of other peoples across the world. Sometimes these tales are exaggerated—but many that sound exaggerated are not.
Keldon Human Traits
The humans of Keld have the following traits, which replace the standard human traits presented in the Player’s Handbook
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Keldons reach adulthood in their late teens and live less than a century.
Alignment. Keldons tend toward chaotic alignments, and many walk a fine line between good and evil.
Size. Keldons are taller and heavier than the human norms of other cultures, standing almost universally above 6 feet tall and reaching heights above 7 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Keldon.
Natural Athlete. You have proficiency in the Athletics skill.
Keldon Resilience. You have proficiency in Strength saving throws.
Icehaven Born. You are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Plane Shift: Innistrad
On the plane of Innistrad, horrors stalk the shadows and scratch at doors in the night. Humanity is beset on all sides: vampires thirst for human blood, werewolves live for the thrill of the hunt, the restless spirits of the dead haunt the living, and no corpse is safe from reanimation at the hands of cruel necromancers or cunning scientists. Only their grim determination—and their staunch faith in the protection of their patron archangel, Avacyn—has allowed humans to survive in this nightmarish realm.
People of Innistrad
Innistrad’s population is mostly human, and player characters in an Innistrad campaign should be human in most circumstances. However, the humans of Kessig are different in many respects from those of Gavony, and Nephalia’s urban culture is very distinct from the shadow-draped land of Stensia. Diversity among player characters comes not from race, but from each character’s home province.
Human characters on Innistrad have the following traits. If you use these human traits, do not use the variant human traits presented in the Player’s Handbook. As well, in campaigns that use feats, characters should not be allowed to choose feats that duplicate any provincial traits.
Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment.
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.
Provincial Origin. Choose one of the four provinces of Innistrad as the place of origin for your character.
Gavony
Whether safe behind the walls of the High City of Thraben or out in the moors with little more than shuttered windows, barred doors, and grim determination to stand against the horrors of the night, the humans of Gavony are the most well-rounded people of Innistrad.
Ability Score Increase. Your ability scores each increase by 1.
Kessig
For the Kessiger, life is work. Kessigers are farmers, millers, weavers, and stonemasons, living close to the land and working hard for every meal. This makes them self-reliant, pragmatic, and plainspoken.
Ability Score Increase. Your Dexterity and Wisdom scores each increase by 1.
Forest Folk. You have proficiency in the Survival skill.
Fleet of Foot. Your base walking speed is 40 feet.
Sure-Footed. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
Spring Attack. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of your turn, whether you hit or not.
Nephalia
Beneath an ever-present shroud of fog billowing in from the sea, the people of Nephalia maintain a semblance of normalcy, buying and selling goods from across Innistrad in their bustling markets, setting out to sea in tiny fishing boats, or tilling the soggy earth in waterlogged fields.
Ability Score Increase. Your Intelligence and Charisma scores each increase by 1.
Breadth of Knowledge. You gain proficiency in any combination of four skills or with four tools of your choice.
Stensia
Countless generations of hardship and proximity to the vampire strongholds—leading to lost children and neighbors—have taught Stensians to guard their hearts. They are proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces.
Ability Score Increase. Your Strength and Constitution scores each increase by 1.
Daunting. You have proficiency in the Intimidation skill.
Tough. Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.
Plane Shift: Ixalan
Merfolk
The River Heralds are merfolk—a race of amphibious humanoids at home throughout the oceans, rivers, and rain forests of Ixalan. They stand between seven an eight feet tall, with skin that ranges from deep burgundy through many shades of violet and blue, to green, bright orange, and yellow. They are humanlike in shape, but have long fins extending from their shoulders, forearms, middle backs, and calves. Frills of fins also protrude from the backs of their heads. All merfolk can breathe air or filter oxygen from the water, and they can walk on land or swim with equal ease.
Merfolk Traits
Your merfolk character has the following traits
Ability Score Increase. Your Charisma score increases by 1.
Age. Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
Alignment. Most merfolk are neutral, living in close harmony with nature.
Size. Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Languages. You can speak, read, and write Common (if it exists in your campaign), Merfolk and one additional language of your choice.
Subrace. Merfolk are actually two separate subspecies. The green merfolk favor the land, walking among the trees and savoring the sunlight that filters through the leaves, while the blue merfolk are more at home in the waters of the Great River and the Inner Sea.
Green Merfolk
Green merfolk generally have yellow chests and pale green faces, shading to dark blues and purples on their backs and limbs. The patterns on their skin suggest the colors of the tree frogs common in the rain forest, as do their eyes of orange, lime green, or sky blue. Their fins are relatively short and thick. They climb trees with ease, move through undergrowth unhindered, and often wield magic to shape vines and branches to their will.
Ability Score Increase. Your Wisdom score increases by 2.
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.
Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
Blue Merfolk
Blue merfolk often have burgundy or magenta on their faces and chests, with lighter shades of blue and purple elsewhere. Their eyes are red, orange, or blue, and their long, thin, and elegant fins resemble scarves or veils of fine fabric. They swim easily, even upstream, and clamber over rocks and through rapids with ease. They prefer to dwell in shallow waters, but spend a fair amount of time on land as well.
Ability Score Increase. Your Intelligence score increases by 2.
Lore of the Waters. You gain proficiency in History and Nature.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Emeria (Wind) Creed
Merfolk who followed Emeria’s creed seek wisdom and truth in the Wind Realm, exploring the mystical forces—rather than natural causes—behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.
Ability Score Increase. Your Wisdom score increases by 2.
Wind Creed Manipulation. You have proficiency in the Deception and Persuasion skills.
Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
Ula (Water) Creed
Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.
Ability Score Increase. Your Intelligence score increases by 2.
Water Creed Navigation. You have proficiency with navigator’s tools and in the Survival skill.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Cosi Creed
No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.
Ability Score Increase. Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.
Creed of the Trickster. You have proficiency in the Sleight of Hand and Stealth skills.
Cantrip. You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.
Vampire
The Legion of Dusk is dominated by an aristocratic class made up of vampires. They are faster and stronger than most humans, and gifted with supernatural abilities that made them the most formidable force in their homeland. Now, as they push into the depths of Ixalan in search of the Immortal Sun, they bring this strength to bear against all who would resist their advance. For many vampires, the Rite of Redemption that transforms a human into a vampire is an act of personal sacrifice, paving the way for a promised glorious age. These vampires embody Torrezon’s noble tradition in Ixalan. They are often guided by their dual loyalties to church and crown, believing that the monarch acts with righteous purpose. As such, these vampires carry themselves with a self-assurance that is both imposing and imperial. Other societies seem inferior and unclean compared to their own, leading them to feel that they have a right to claim new lands despite the presence of people already inhabiting those lands.
Other vampires view vampirism merely as a means to attain a powerful advantage over others. These vampires are fierce, ruthless, and often cruel, relishing conflict—be it political or armed—as a means of demonstrating their superiority. Many are politically ambitious, invoking Torrezon’s hierarchy when it serves their interests, but ignoring all the rules of church, state, and morality when those rules become a burden. When these vampires come to Ixalan, they are conquerors, motivated by the prospect of personal glory and the accumulation of riches. Those who achieve wealth and power display it ostentatiously.
The core of every vampire’s nature is the Feast of Blood. Though it is forbidden to feed on human citizens of Torrezon, including the human sailors and servants who accompany the vampire conquistadors to Ixalan, vampires are encouraged to feed on outsiders and heretics. The Feast of Blood sends new life essence flowing through the vampire who partakes of it, manifesting as even greater strength and speed.
Vampire Traits
Your vampire character has the following traits.
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age. Vampires don’t mature and age in the same way that other races do.
Alignment. Vampires might not have an innate tendency toward evil, but many of them end up there. Evil or not, their strict hierarchies incline them toward a lawful alignment.
Size. Vampires are the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Vampiric Resistance. You have resistance to necrotic damage.
Languages. You can speak, read, and write Common (if it exists in your campaign) and Vampire.
Bloodthirst. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Feast of Blood. When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
Ixalan Goblin
Goblins are native to Ixalan, and their eager curiosity drew them to the ships of the Brazen Coalition when the pirates first made landfall on the Sun Empire’s shores. Though they still thrive in remote jungle colonies, goblins are most commonly seen swinging on the ropes of sleek pirate ships.
Goblins stand about three feet tall, though they rarely stand upright. They prefer a crouched posture that lets them scramble quickly on all fours, aided by their long prehensile tails. Their hearing and eyesight make them excellent lookouts, and their agility serves them well as crew members on pirate ships. They climb, swing, and jump easily among a ship’s ropes, and can get into tight spaces that humans can’t. For better or worse, many goblins are also incorrigible pranksters, and they often have a hard time determining when a prank is inappropriate, is poorly timed, or has gone too far.
Goblin Traits
Your goblin character has the following traits.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Goblins mature faster than humans, reaching adulthood around age 12. They age noticeably faster, and though few goblins live to old age, the most cautious rarely live longer than 50 years.
Alignment. Most goblins are wildly chaotic, with no particular inclination toward good or evil but a strong tendency toward mischief.
Size. Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Agile Climber. You have a climbing speed of 25 feet. You can’t use your climbing speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can’t use your climbing speed if you are encumbered.)
Darkvision. Accustomed to life in the jungle night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Languages. You can speak, read, and write Common (if it exists in your campaign) and Goblin.
Sirens
Sirens are at home along the waters of the Stormwreck Sea. They settle on rocky coasts and remote islands, and even on floating piles of kelp. Sirens are mercurial creatures who can turn in an instant from lonely to repulsed, from desirous to hateful, from welcoming to irritated, from loving to murderous—and then back again. They are fascinated with ships, and enjoy toying with them. One siren might call out to a passing crew for company, only to capriciously draw the ship into an entangling mass of kelp. Another might lure a vessel onto jagged rocks so as to study the wreckage and learn more about the strange contraption. But as the number of Brazen Coalition ships passing through siren-controlled waters has increased over the years, a growing number of sirens have decided to satisfy their curiosity by taking positions on ship crews—including, in at least one case, the position of captain.
Sirens are humanoid creatures with birdlike features. Their long, slender arms extend into powerful wings that easily carry their light frames into the air. Their fingers bear sharp claws but are nimble enough to wield weapons and perform fine manipulation. Crests of feathery plumage start between their eyes and cover the backs of their heads.
Siren Traits
Your siren character has the following traits.
Ability Score Increase. Your Charisma score increases by 2.
Alignment. Most sirens lean toward chaotic alignment, cherishing the freedom and independence that comes from joining a pirate crew.
Size. Sirens stand about 5 to 6 feet tall, but their bodies are slender and their bones partially hollow to facilitate their flight. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Flight. You have a flying speed of 30 feet. You can’t use your flying speed while you wear medium or heavy armor. (If your campaign uses the variant rule for encumbrance, you can’t use your flying speed if you are encumbered.)
Siren’s Song. You know the friends cantrip and can cast it without material components.
Languages. You can speak, read, and write Common (if it exists in your campaign) and Siren.
Plane Shift Kaladesh
Kaladesh is a living work of art—a vibrant, beautiful plane where anything is possible. Optimism, innovation, and the spirit of creativity fuel an intoxicating renaissance of invention and artifice across Kaladesh. Its inhabitants frequently assert that “anything can be built,” and brilliant inventors seem to prove that saying every day.
Aetherborn
“A day not spent indulging the senses is a day wasted.”
When the events of a lifetime are compressed down to almost nothing, each fleeting moment must be savored—drained of every drop of enjoyment it can offer. This is the philosophy that informs the lives and minds of the aetherborn. Given just a few short years—or sometimes only a few months—to live, each aetherborn views time as exceedingly precious. Each moment spent in a way that does not bring delight is a wasted moment. And though aetherborn differ in their drives and pleasures, nearly all of them share this desire to squeeze the most out of the brief time they are given.
Aetherborn come into being spontaneously as part of the aether refinement process. Their bodies and minds are apparently formed out of some interaction between the volatile elements of aether that are removed during refinement and the psychic impressions created by the people involved in the process. But each aetherborn is a unique individual, not a mere copy of some other person’s mind and shape. This race is little understood, and few aetherborn are willing to waste any of their short lives allowing vedalken scholars to study their biological and psychological characteristics.
Aetherborn and Gender
Aetherborn are a strange living by-product of the process of aether refinement, cast in humanoid form but lacking any of the biological qualities of other races. They don’t eat or sleep, and they don’t reproduce—nor do they have any physical sexual characteristics. Language that categorizes people into male or female categories thus breaks down when it comes to aetherborn. Most aetherborn prefer that others use the pronoun “they” to refer to them, since it doesn’t attribute a gender that they don’t possess. Only a relative few prefer “he” or “she,” having chosen to adopt a gender.
Aetherborn Politics
The relationship between aetherborn and the Consulate is complicated. On the one hand, aetherborn understand that their race wouldn’t exist without the Consulate’s aether refining operations, so they feel at least some motivation to ensure that those operations continue to run smoothly. On the other hand, few aetherborn have any patience for the tedious and cumbersome politics and regulations of the Consulate, which gives them at least a little sympathy with renegade philosophy. Typically, aetherborn are drawn to one side or the other more by the lure of excitement and entertainment than by any serious political beliefs.
Aetherborn Traits
Your aetherborn character has certain traits deriving from your unusual nature.
Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Age. Aetherborn come into being as adults and live no more than a few years.
Alignment. As a rule, aetherborn are driven by hedonism and self-interest, making them neutral at best and thoroughly evil at worst. Neutral aetherborn might devote much of their time (and wealth) to parties and social activity, while evil aetherborn are usually involved in the criminal underworld.
Size. Aetherborn are about the same size as humans, ranging from 5 to 6 feet tall. They are quite light—only about 100 pounds—and their weight diminishes as they age and more and more of their substance returns to the aethersphere. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to the night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Born of Aether. You have resistance to necrotic damage.
Menacing. You gain proficiency in the Intimidation skill.
Languages. You can speak, read, and write Common and two other languages of your choice.
Plane Shift: Zendikar
Zendikar is a dangerous world of lethal risks and priceless rewards. From the perspective of its inhabitants, it is a hostile place that seems to be actively trying to kill any creature that has the audacity to live there. The danger is unrelenting. Precarious terrain, cunning predators, and natural disasters on a massive scale all present a constant challenge to survival— as do the unpredictable ripples of change that wash through the plane, known to its people as the Roil. Even the mana that suffuses the land is wild and hard to tame. It feels almost alive to those who wield it, and sometimes causes the land to manifest magical effects much like spells. Zendikar is a plane of deadly peril, but the denizens of that plane grow up strong and resilient, prepared for the dangers of the only world they know
Kor
Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.
Kor are associated with white mana, and their wizards and clerics employ spells of healing, of banishing the dark, and of rotection. Their personalities and ideals also mesh with the characteristics of white mana in their emphasis on an ordered, harmonious community with strong traditions binding its members together.
Slender and Silent
Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies, suggestive of the shapes and design of the hedrons that appear across Zendikar. Their clothing tends to leave their arms and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists.
The kor have a nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. They also use this sign language among themselves when they wish to avoid being overheard, giving rise to misguided rumors that they are incapable of speech. When they do speak, they typically use as few words as possible to convey their meaning.
Kor Traits
Kor are athletic climbers, known for their use of rope to swing and climb through the dizzying vertical terrain of Zendikar. Your kor character has these traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Kor mature at the same rate as humans and live about as long.
Alignment. Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors.
Size. Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.
Kor Climbing. You have proficiency in the Athletics and Acrobatics skills.
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.
Languages. You can speak, read, and write Common, and communicate in the silent speech of the kor
Zendikar Goblins
Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with. They prize ancient artifacts not for their inherent value, but primarily as a mark of status—for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin.
Goblins are associated with red mana. Their shamans are fond of spells that create or control fire and lightning to smite their foes, and they are quick to follow their impulses and passions into action without much forethought. Life to a goblin is an adventure full of new things to explore and experience.
Long Arms and Stony Skin
A typical goblin stands between three-and-a-half and five feet tall, with a slender, elongated build. Goblins’ arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in color from red-brown to moss green or gray. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.
This distinctive appearance is a direct result of the goblins’ unusual diet. Before the Eldrazi’s rise, goblins supplemented their normal diet with a kind of rock they pounded into bits and called “grit.” The presence of the Eldrazi in Zendikar has poisoned this rock, so the goblins have taken to eating powdered hedrons instead. Eating this magic-infused stone has given the goblins resistance to the maddening psychic emanations of the Eldrazi. As an added benefit, it toughens their skin, protecting them from the elements and from physical dangers.
Goblin Traits
Your goblin character has the following traits in common with all other goblins.
Ability Score Increase. Your Constitution score increases by 2.
Age. Goblins mature faster than humans, reaching adulthood at around age 12. They also age noticeably faster than humans, and even the most cautious goblins rarely live longer than 50 years.
Alignment. Most goblins are wildly chaotic, though they have no particular inclination toward good or evil.
Size. Goblins average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Grit. You have resistance to fire damage and psychic damage. In addition, when you are wearing no armor, your AC is equal to 11 + your Dexterity modifier.
Languages. You can speak, read, and write Common and Goblin.
Tribe. Most goblins on Zendikar belong to one of three tribes: the Grotag, the Lavastep, and the Tuktuk. Choose one of these tribes.
Grotag Tribe
Smaller and weaker than their cousins, and with larger hands and feet, goblins of the Grotag tribe attempt to live by their wits—though seldom with much success. When a Grotag goblin has the bright idea of trying to tame fleshpiercer mites, at least a few others will be willing to follow that goblin into a nest—usually to predictably horrible results. But though the Grotag seem to have a never-ending supply of bad ideas, and a horrible ratio of bad ideas to good, the Grotag likewise seem to have a never-ending supply of Grotag. As such, by trial and error (and more error), these goblins have stumbled across a great deal of knowledge useful for surviving the deep places of Zendikar, and for dealing with the creatures that live there. The Grotag imagine themselves to have a sort of empathy with beasts, and they lose hundreds of goblins each year to ill-advised attempts at monster taming. But, every now and again, one of these efforts is successful.
Grotag Tamer. You have proficiency in the Animal Handling skill.
Lavastep Tribe
The Lavastep tribe is the most industrious of the goblin tribes, and possesses much hard-won knowledge of the geothermal activity in Akoum. More so than members of the other tribes, the Lavastep goblins build surprisingly effective equipment out of the crystal shards and veins of strange metals that occasionally boil up to the surface. The most warlike of their kind, Lavastep goblins frequently harass the kor, elves, and humans of Akoum.
Lavastep Grit. You have advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments.
Tuktuk Tribe
Among the goblins, the Tuktuk are most likely to hire themselves out as ruin guides to other races. Of course, their usual plan is to help find something of value, steal it, trigger a trap intentionally, and then run.
Tuktuk Cunning. You have proficiency with thieves’ tools.
Credits and Thanks
List of artwork used:
GM Binder (2016) Tankard. Available from: https://www.gmbinder.com/images/hMna6G0.png
Art of Jokinen (2012) Dwarven Caverns Concept Art. Available from: https://www.deviantart.com/artofjokinen/art/Dwarven-Caverns-Concept-Art-340137516
Wizards of the Coast (2014) PHB Dwarf. Available from: https://forgottenrealms.fandom.com/wiki/Dwarf
Wizards of the Coast (2014) Monster Manual Duergar. Available from: https://www.dndbeyond.com/monsters/duergar
TylerEdlinArt (2012) Elf City. Available from: https://www.deviantart.com/tyleredlinart/art/Elf-City-2855
Wizards of the Coast (2008) Elves. Available from: https://forgottenrealms.fandom.com/wiki/Elf
Wizards of the Coast (2012) Wood Elf City. Available from: https://wallpaperaccess.com/dungeons-and-dragons
Wizards of the Coast (2012) Skull Lord Fight Available from: https://wallpaperaccess.com/dungeons-and-dragons
Wizards of the Coast (2014-2018) Elf Subrace Collage. Available from: Various 5e Books
Gustavo Vitarelli de Queiroz (2014) Halfling Village. Available from: https://www.behance.net/gallery/16130581/Halfling-Village
Wizards of the Coast (2014) PHB Halfling. Available from: 5e Players Handbook
Wizards of the Coast (2014) PHB Halfling in Tavern. Available from: 5e Players Handbook
Windmaker (2014) Halfling Gambler. Available from: https://www.deviantart.com/windmaker/art/Halfling-Gambler-449115752
Europe 1400 (2009) Tavern Artwork. Available from: https://www.moddb.com/games/europe-1400/images/tavern-artwork
Wizards of the Coast (2014) PHB Human. Available from: 5e Players Handbook
Mangetsu (2014) Weapon Shop. Available from: https://illustratorslounge.com/concept-art/manga-mondays-mangetsu
Will be updated reguarly with more credits.
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