The shadows of society
The Madulf have been lurking in the shadows for as long as any remember. They've always been at the fringes of politics, wars, and calamities scavenging whatever they can and manipulating the winners in their favor. This has earned them a reputation as cowardly scavengers who rarely engage in a fair fight.
Where there is light, there must be shadow
Most Madulf make their homes in the large cities of the world, content to lurk in the shadows of the slums of the impoverished or behind the throne of the local royalty. Anywhere there is an advantage to be leveraged, you will find a Madulf working it to their benefit.
Born amongst the shadows
The body of a Madulf is physically different from their human brethren. The easiest way to know if there is a Madulf in your midst is to look for their trademark grey tinted skin or for wisps of shadow in the vicinity. When a Madulf uses their inherent powers, they will emit wispy shadows from their bodies. The skin of a Madulf is always a sickly grey as if tainted by the shadows they hold so dear.
The shadows of fate loom over all
Although reports are rare, the Madulf have been seen changing the fates of those around them. Some people say they caused an arrow to narrowly miss its target or an unskilled blade to pierce the armor of a knight. Many attribute it to some sort of magical illusions, but in reality, these changes in fate are the fortunes stolen from the dead and dying. A Madulf can take the fortune or misfortune from a dead being and weave it into the threads of fate that control another. The Madulf are highly secretive about where these changes in fate come from and will only reveal the secret to their most trusted of allies.
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Madulf Traits
Ability Score Increase
Your Intelligence score increases by 1, and your Dexterity score increases by 2.
Age
A Madulf ages slower than a human but still succumbs to time before dwarves or elves would and is considered mature at around 20 years of age. The average Madulf lives to around 150 years.
Alignment
Madulf are most often chaotic. They value themselves above all else, persevering regardless of situation. They demonstrate no love of leaders but feel responsible for those under their command and protection. Any who befriend a Madulf have an ally to the death.
Size
Madulf 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.
Darkvision
Due to the nature of your existence, you have superior vision in dark and dim light. 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 and one extra language of your choice. Madulf typically learn languages based upon their social status. While a court advisor will learn the language of a neighboring kingdom, a smuggler will learn the language of the local blackmarkets.
Ward of the Shadows
You have resistance to Necrotic damage so long as you are in dim light or darkness.
Plunderer of Fate
You may steal the fate of any dead being and store it. You can store the up to three fates.
When another creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend any number of stored fates to influence that roll. Add or subtract 1d4 for each expended fate.
Names
The Madulf carry two names. Their primary name, given out to associates, employers, and the general public, is chosen by the Madulf when they mature. Their second name, shared only with family and close friends, is bestowed upon a Madulf at birth by their mother and holds great meaning to them. The names themselves vary wildly and are usually influenced by surrounding races.
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The Ranton
Children of the desert
The Ranton are a savage race known for their ferocity in combat and ability to survive in the harsh deserts that they have called home for time immemorial. Nomadic in nature, the Ranton rarely settle in a location for more than a week before moving on. This serves the dual purpose of hiding them from those who would seek revenge as well as giving them new prospects for raids.
Wayfaring Warriors
The Ranton thrive as a society centered around combat. The status of a Ranton is measured purely upon their martial ability. Academics, crafts and literature are seen as useless novelties by the Ranton and as such are rarely studied. The only exception to this is smithing. A skilled smith is treated with the same respect as a warrior of equal skill. The Ranton also know no trade, taking what they need in lightning fast raids against any settlements they find in their nomadic wanderings. Because of this, it is rare to see a Ranton in any form of acceptable society unless they are a captured slave.
Spirits of the sand
The Ranton are descendants of sand elementals and are distant cousins to the Genasi. All Ranton share dark skin, marred with black lines that run in erratic patterns from their eyes. The eyes themselves burn like the desert sun.
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Ranton Traits
Ability Score Increase
Your Constitution score increases by 2, and your Dexterity score increases by 1.
Age
A Ranton lives only a short while longer than the average human but mature faster. A Ranton is considered mature at 14 years of age and live to around 120 years.
Alignment
Placing significant value only in their own lives and material goods, Ranton tend towards more chaotic alignments.
Size
Ranton typically weigh around 300 pounds and stand 6-7 feet tall. 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. Ranton typically learn the languages of surrounding races so as to better communicate their demands during raids but religious Ranton have been known to learn less common languages such as Primordial.
Living Mirage
You know the Sand Blast cantrip. You can cast Blur as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. Whenever a creature misses you during the effects of Blur you can use your reaction to make a melee weapon attack against that creature. Constitution is your Spellcasting ability for these Spells.
Sand Strider
You ignore non-magical difficult terrain, are immune to the effects of the first level of Exhaustion, and require only half the water per day of a normal adventurer.
Names
The Ranton carry three names. The first is chosen by the highest ranking member of the clan , the second is chosen by the parents and the third is shared by all members of the clan they are born into. As the Ranton care little for things other than fighting, the individual names are almost always short and easy to yell in combat.
Sand Blast
Evocation cantrip
Casting Time: 1 action
Range: 20 feet
Components: V, S
Duration: Instantaneous
You cause a blast of sand or dust to erupt from the ground in a 5 foot space. Any creatures caught within the eruption must make a Dexterity saving throw. On a failure, they take 1d6 Bludgeoning damage and are knocked prone.
The damage increases by 1d6 when you reach 5th level, 11th level and 17th level.
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The Gauld
Born to build
The Gauld are a race descended from Earth Elementals, are naturally gifted in the arts of craftmanship and possess the ability to mold stone as if it were clay. A Gauld craftsman is said to be unrivaled by any in his field, whether it be woodworking, stone-carving or blacksmithing. The Gauld favor deep swamps as their living conditions, finding the humid air and temperate climate desirable for testing the quality of their creations.
Of stone and moss
All Gauld share stone-like skin, with the color of this skin varying from a dark grey to a marble white. Their facial structure varies almost as much as humans. Due to the conditions they favor, moss and small plants often grow on the Gauld. Most Gauld treat the plants growing on them as pets and become enraged if someone harms them, showing their natural strength in a destructive rage.
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Live for the Guild
The Gauld value skilled craftsmen above all else and base their social ranks around their skills. Within every settlement of Gauld there will be several guilds that each specialize in different trades. It is not unusual for a Gauld to belong to many guilds, and as such an average Gauld is skilled in many crafts. Despite this, most Gauld would lay down their lives for any of the guilds within which they hold rank. Within each of these guilds, a members rank is based solely upon their skill with the craft practiced by the guild. Membership to these guilds is not exclusive to the Gauld, as they welcome any craftsmen skilled enough to represent their craft admirably.
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Gauld Traits
Ability Score Increase
Your Intelligence score increases by 2, and your Strength score increases by 1.
Age
The Gauld are a unusually long-lived race and are considered mature at around 55 years of age and can live up to 800 years.
Alignment
The Gauld value organization above all else, insisting that an un-organized society is doomed to fall like a poorly built house, and tend towards lawful alignments.
Size
Gauld rarely exceed 6 feet in height but often weigh upwards of 250 pounds due to their physiology. 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. The Gauld rarely learn languages used by chaotic races such as Orcs, Goblins or Demons and trend more towards languages such as Elven or Dwarvish.
Swamp Survivalist
You have advantage on saving throws against being poisoned and have resistance to poison damage. You are familiar with flora and fauna that inhabit a swamp.
Natural Craftsman
Pick a set of Artisan’s tools when you create your character. You are proficient with those tools and double your proficiency bonus when using them. You know the Mold Earth and Mending cantrips.
Stone Roots
You can use your reaction to extend spikes of stone from your feat and anchor yourself to the ground, making you immune to effects that would push you or knock you prone until the end of your next turn. You may gain these benefits against the triggering effect. After you use this trait, you can’t use it again until you finish a short or long rest.
Names
A Gauld is born with a "primary" name given to them by their parents. This name is usually an amalgam of the parents primary crafts. As a Gauld joins guilds, the guildmaster of each guild will assign "secondary" names. These names always directly relate to the craft of the guild assigning it and are only used on formal occasions such as promotions within a guild, weddings and retirements.
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Desecndants of dragons
The Drak'shahar are a draconic race and each tribe can directly trace their bloodlines to specific dragons. Despite this, the adaptions made so that they can survive in the harsh northern deserts has rendered them all similar looking, the draconic blood flowing through the veins diluted and dwindled until nearly nothing is left except for their distinct appearance and healthy constitution. Tribes can often be found gathered around an oasis, small tents offering shade and shelter.
The three-headed sand tribes
The Drak'shahar exist in tribes in the northern deserts, each tribe being led by three different Heads. These Heads each oversee a portion of the tribes' functions, the first Head is in charge of the tribes' hunter and warriors, insuring the young are trained properly, that weapons and armor are in good condition, and that the large sand lizards the tribe uses as mounts are kept healthy. The second Head is in charge of magic, medicine, and research, ensuring that the wounded are treated, mages and healers are trained, and that new methods of magic and medicine are tested and refined. Both the first and second Head are chosen based solely on their competence, and as such often change as prodigies are born or die. The third and final Head is always the eldest of the clan and oversees the politics, trade, and the general welfare of the clan.
The law of the desert.
The Drak'shahar place a significant amount of importance on their tribal laws and assisting whenever, wherever they can. Each member of a tribe is expected to know every law by heart, and to never act outside of this law while dealing with fellow tribesmen. When dealing with outsiders, the Drak'shahar still place a great deal of importance on assistiance, but are less strict about what laws the must follow when rendering assistance.
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Drak'shahar Traits
Ability Score Increase
Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age
Drak'shara are a long lived race. They are considered adult around 17 years of age and commonly live to 200 years of age.
Alignment
The Drak'shahar are an unusual race in that when dealing with their own, they value assistance and adherence to their tribal laws above all else, and are almost exclusively Lawful Good. When dealing with outsiders, they still value assistance but are less strict in the methods of assistance they offer and trend towards Neutral Good.
Size
You stand between 5 and 6 feet tall, but stay hunched over, making them appear smaller. Your size is medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and Draconic.
Claws of the Dune
Because of your claws, you have a burrowing 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.
Regenerative Fortitude
You regenerate 1 Hit Point every 12 seconds so long as you are conscious and in combat, can regenerate small appendages such as your hands, feet or tail at a rate of 1 per month, and have 2 additional Hit Dice to expend.
Desert Endurance
You require half the food and water of a normal adventurer, incur no penalty on the first level of Exhaustion, and suffer no negative effects from extreme heat.
Names
The first names of the Drak'shahar are split by an apostrophe, the father choosing the first half and the mother choosing the second half. The last name is passed down by every member of the tribe, and thus Drak'shahar of the same tribe are easily identified.
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Grand Alchemist
+1 Dagger, Requires Attunement, Unique.
A small flask filled with a nearly invisible, viscous liquid runs from the hilt of the dagger to the tip with small holes that extend out into the blade. A small button on the side of the dagger causes the liquid to flow out of the holes and down the blade. The hilt unscrews, allowing ingredients to be added into the the liquid.
Dormant
Grand Alchemist has 4 charges, and regains 4 charges at dawn or when ingredients are added.
Whenever an attack is made with Grand Alchemist, a charge may be expended to cause the liquid to flow down the blade and deal an additional 1d4 Acid damage.
The additional damage dealt by Grand Alchemist can be changed by mixing ingredients in the flask. Only non-magical, non-volatile ingredients may be mixed safely inside the flask.
Awakened
Whenever a character awakens Grand Alchemist, apply the following effects to Grand Alchemist:
Grand Alchemist becomes a +2 magical Dagger.
Grand Alchemist has 6 charges, and regains 4 charges at dawn or when ingredients are added.
Whenever an attack is made with Grand Alchemist, a charge may be expended to cause the liquid to flow down the blade and deal an additional 2d4 Acid damage. Damage dealt by the liquid incurs a unique effect related to the damage type.
The additional damage dealt by Grand Alchemist can be changed by mixing ingredients in the flask. Magical and non-magical non-volatile ingredients may be mixed safely inside the flask.
Exalted
Whenever a character exalts Grand Alchemist, apply the following effects to Grand Alchemist:
Grand Alchemist becomes a +3 magical Dagger.
Grand Alchemist has 8 charges, and regains 4 charges at dawn or when ingredients are added.
Whenever an attack is made with Grand Alchemist, a charge may be expended to cause the liquid to flow down the blade and deal an additional 4d4 Acid damage. Damage dealt by the liquid incurs a unique effect related to the damage type and ignores resistance.
The additional damage dealt by Grand Alchemist can be changed by mixing ingredients in the flask. Both magical and non-magical volatile ingredients may be mixed safely inside the flask.
| Damage | Effect|
|:--------:|:----------------:|
| Acid | Target loses 1 AC until the end of your next turn |
| Cold | Target loses 1 point of DEX until the end of your next turn|
| Fire | Target takes 1d4 fire damage at the start of their turn for 2 turns|
| Force | Targets suffers a -2 modifier to saving throws against spells until the end of your next turn |
| Damage | Effect|
|:--------:|:----------------:|
|Lightning | Target suffers a -2 modifier to attack rolls until the end of your next turn
| Necrotic | Target loses 1 point of STR until the end of your next turn|
| Poison | Target becomes poisoned until the end of your next turn |
| Radiant | Target takes an additional 2d4 damage if Undead or Unholy |
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Spellbind Blade
+1 Longsword, Versatile, Unique.
A oddly shaped blade covered in runes that change color before your eyes. Despite its size, the weight of the sword is surprisingly light. A clear crystal sits in the pommel. The hilt has a worn inscription etched into it, "A spell is merely a force, and any force can be redirected".
Dormant
Spellbind Blade has 10 charges and regains 1d10-4 expended charges daily at dawn.
Whenever a spell targets the wielder, as a reaction they may expend charges equal to the level of the spell and counter that spell. They may also expend charges equal to twice the level of the spell to redirect the spell. Spells that affect the wielder, but are not targeted at the wielder, cannot be countered or redirected.
Awakened
Whenever a character awakens Spellbind Blade, apply the following effects to Spellbind Blade:
Spellbind Blade becomes a +2 magical Longsword.
Spellbind Blade has 12 charges and regains 1d10-2 expended charges daily at dawn.
Countering a spell causes magical backlash to strike the caster, dealing twice the spells level in Force damage. Redirecting a spell now increases the spell level by one.
Exalted
Whenever a character exalts Spellbind Blade, apply the following effects to Spellbind Blade:
Spellbind Blade becomes a +3 magical Longsword.
Spellbind Blade has 15 charges and regains 1d10 expended charges daily at dawn.
Countering or redirecting a spell siphons part of the energy into the blade, increasing the damage of your next attack with Spellbind Blade by 1d8 for every two levels of the spell countered. The type of added damage depends on the type of spell countered.
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Radiant Glory
+1 Staff, Requires Attunement, Unique.
Dormant
Awakened
Exalted
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A collection of wondrous treasure
These collections are sorted into sets that a specific class would find far more useful than any of their fellow adventurers. Some classes will have their items shared with other classes, such as Sorcerers and Wizards sharing a collection as they both function in similar roles.
The Deadmans Gambit
Wondrous Item, Unique
A crudely made gold coin, well worn around the edges from years of flipping. Someone has scratched "win or die" into the back of the coin
Flip a coin: on a result of heads, you may force a creature within your sight to make a DC20 CON saving throw. On a failure, that creature dies. On a result of a tails, you must make a DC20 CON saving throw. On a failure, you die.
Dauntless Survivor
+1 Shortsword, Requires Attunement, Unique.
A curious weapon with one sharp edge and one dull edge. It has been enchanted with magics meant to help the wielder survive should they find themselves stranded in the wilderness.
Once attuned, the wielder always knows which direction is North, where the nearest water source is, and has advantage against Fear and Poison. The wielder may choose whether attacks with Dauntless do Slashing or Bludgeoning damage.
Murdering Mist
+2 Studded Leather, Requires Attunement, Unique
Worn by the famous assassin, Latruc Mistwalker, this piece of armor was often used in his line of work. His victims would only see the glint of cold steel emerging from the mist before their lives were cut short.
The wearer may shift their form to that of a rolling mist, the wearer is considered Ethereal while in mist form. The mist covers a 15 foot radius and lasts for 1 minute. The wearer may emerge from the mist at any empty space in or adjacent to the mist as a free action. Attacking or performing any combat action dissipates the mist. This ability may be used once per day.
Flawless Execution
+1 Dagger, Unique.
A dagger of peerless make, the blade gleams with murderous potential
Whenever the wielder would land a critical blow with Flawless Execution, triple the damage die rolled instead of doubling them. When the wielder deals damage to a surprised creature with Flawless Execution, they deal maximum damage.
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Savage End
+2 Battleaxe, Requires Attunement, Unique.
A heavy battleaxe worn from extensive use, it as marred with areas of pitted metal and nicks in the blade.
Attacks made with Savage End have advantage against a creature if that creature is missing more than half its Hit Points. Whenever the wielder deals damage with Savage End, they deal 1/8th of their missing Hit Points as additional Slashing damage.
Maraud
+1 Morningstar, Heavy, Unique.
An incredibly heavy, old, and rusted Morningstar. Scratched in between the blades in Orchish is the phrase "One swing to break the shield, one swing to break the man."
Maraud deals Slashing damage. Attacks made with Maraud ignore AC added by shields or the Shield spell and critical hits against non-magical shields will break them.
The wearer increases their Strength score by one and has advantage on all checks made to damage or destroy inanimate objects such as doors, pillars, and thrones.
The wearer may make a unarmed strike to headbutt a target. Proficiency with improvised weapons allows you to add your proficiency bonus to the attack roll. On a successful attack, The target takes 1d6+Strength Bludgeoning damage and must succeed on a DC 14 Constitution saving throw or be Stunned until the end of your next turn.
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Whenever the wielder would roll a 1 on a damage die for a spell they can reroll the die and must use the new roll, even if the new roll is a 1. The spell must deal Fire damage to gain this benefit.
The wearer may cast spells that require Verbal components as if they did not. Whenever a spell the wearer casts would deal Thunder damage, it deals an additional 1d6 Thunder damage.
Twice per day, whenever the wearer casts a spell they may expend any number of lower level spell slots that total the level of the spell instead of expending a spell slot of the same level
Epitaph of the Void has 3 charges, and regains 1 charge per week. As an action, 3 charges may be expended to banish one creature to a demiplane for 1 minute. The target must succeed on a DC 18 Charisma saving throw or be banished. The wielder chooses 2 entities they have previously defeated and summons them to inhabit the demiplane. These entities are hostile to the banished target and vanish when the target is freed.
The 13th Judge can be used as a spellcasting focus. Whenever an entity is killed with The 13th Judge, it raises as an Undead equal to 1/2 the CR of the victim and lives for 24 hours. Whenever an entity is killed by a spell cast with The 13th Judge, it raises as an Undead equal to 1/4 the CR of the victim and lives for 4 hours. Only one Undead may be raised at a time. On each of your turns, you can use a Bonus Action to mentally command the Undead if it is within 60 feet of you, deciding what action it will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the Undead only defends itself against hostile creatures. Once given an order, the Undead continues to follow it until its task is complete.
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Iron Deluge has 2 charges, and regains 1 charge per day. As a Bonus Action, the wielder may expend 1 charge to mark a creature within range for 1 minute. Whenever the wielder makes an attack with Iron Deluge against a marked target, they make 3 attacks instead.
Whenever the wielder makes an attack with Breakout, they make an additional attack that deals half damage and cannot crit. Attacking an enemy within 5 feet of you with Breakout does not impose disadvantage.
Once per day the wearer may cast Pass Without Trace. The wearer has advantage on initiative rolls and is not affected by difficult terrain so long as they are in a forested area.
As a Bonus Action, the user may enchant a piece of stone that they can hold, or recall their currently enchanted piece of stone back to their hand. Only one stone may be enchanted at a time.
As an Action, the wearer may throw their enchanted stone and freeze it at any point within the arc of the stone. The wearer may tether themselves to the stone at any time. The tether can hold a maximum of 600 lbs and be a maximum of 100 feet long. The wearer may use 10 feet of movement to pull themselves to the stone, increase the length of the tether or to swing, using the stone as the pivot point.
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