5e Introduction Packet

by RoySauce

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The World of Alyria

Table of Contents

Introduction

Introduction

PART 0

An Introduction

An Introduction

W

elcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation. elcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation.

Chapter 1: A Tale of Creation

W

Welcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation. elcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation.

A Timeless Pantheon

The Gods of Creation

In order to best understand this story, perhaps it is best that we start at the beginning. Not the beginning of this world, but far far before; the beginning of creation itself.

Before the petty squabbles of man, before the failures of the gods, before anything at all, there was Chaos. An infinite expanse of elemental energy and endless potentiality. Reality itself existed for eons and eons before ever bearing the fruit of life, for life was not easy to create within a thoughtless expanse such as this. No, life needed one thing above all else. Time.

Thus, time passed. For eons and eons, this endless elemental chaos simply sat in a state of ever-evolving primordial energy, a sea of boundless potential awaiting the absolute perfect conditions to give birth to life itself. This is the story of the Children of Creation; five deities formed from the nothingness of Creation with the capability of rewriting everything that never was into all that now is.

The Children of Creation, also known as the Creation Gods, have long since passed, leaving them to be nothing more than whispered fables of the modern age. Their stories are nothing more than myth and legend with only a few studied mortals left who still know the truth of their plights.

There are no churches raised in their names and no prayers whispered into the night sky asking for their protection, though the right degree of respect is often paid towards their efforts within the churches of their children.

Annam, The Great Creator

The Great Creator was once the god of the giants and all of the elements to which they held dominion. Born from an endless sea of elemental chaos at the beginning of creation itself, Annam is said to have had such fine control over the elements that he could spawn entire worlds within his sleep.

It is believed that Annam came to eventually take this endless sea of creation that spawned him and tamed it to his will, forging it into what is now known as the elemental planes while leaving a pocket within the center of all creation to hold his most prized work, The Material Plane. This would eventually become the foundation of the Inner Planes when revisited by the Prime Deities after Annam’s unfortunate fall from grace.

Annam was once a close ally and great friend of Asgorath, The Worldshaper, with whom he crafted entire worlds from the vastness of Creation. However, according to many interpretations of the myth, Annam grew jealous of the beauty behind the dragon god’s creations.

This jealousy turned to a stubborn rage, which simmered before eventually leading to the primeval War of The Firsts that awoke the Primordial spirits said to predate the gods themselves.

In order to save what they could of their precious creations, it is said that Annam came together with his oldest friend one last time, putting each of their faults behind them to ensure their children may learn from their mistakes.

As the divine progenitor of the giants, Annam’s tale is a harrowing tragedy that forewarns his descendants from falling to the same hubris and madness that once consumed him. In his wake, Annam leaves behind his three sons: Pholtus The Skyfather, Tharizdun The Chained Oblivion, and Torog The Crawling King.

Asgorath, The Worldshaper

The Worldshaper was once the god of dragonkind and an ever-curious explorer of the cosmos itself. It is said that Asgorath’s spirit began wandering the primordial sea of Creation before their physical form had fully even manifested, for their mind yearned so badly to see all that was, and perhaps more importantly, all that could be.

In their endless wandering, Asgorath learned to manipulate the elemental energies around them, forming the elemental creations to accompany them through the cosmos. These elemental spirits would eventually come to be known as the dragon gods Bahamut, Tiamat, and Sardior.

Far before the founding of Alyria, Asgorath is said to have formed a world of his own, a beautiful home for those he would soon call his children, the first dragons of this realm. Hiding away within his newfound home, Asgorath created a world of bountiful life, sprawling with lush forests and mountains as high as the world has ever seen since.

Asgorath died long ago within the days of the Prime War, sacrificing themselves to stop the likes of The Great Creator, known as Annam, in order to save the world that the two had once built together. Asgorath is the creator of Bahamut, Tiamat, and Sardior.

Lendor, The Sovereign Scholar

The god of all time, knowledge, prophecy, fate, and sight. Lendor was the creator of Ioun, Astara, and the original Raven Queen. The blind seer and divine patron of prophecy, Lendor’s place within the cosmos was one of infinite knowledge and unending sight.

His death during the Great Fall remains a mystery, though it is known that his death forever damaged the weave itself, causing the art of foresight and prophecy to be rendered near impossible.

The temples of Ioun often believe that Tharizdun killed off the late god of prophecy to prevent the gods from knowing how his plans for the utter annihilation of existence would end. Lloth, known to most as the Matron, would gain his oversight of fate while his favored student Sardior would take domain over prophecy and sight, forever guarding the lost art of fatewalking. Meanwhile, the portfolio of time would be split between many of the gods, particularly Pelor and the seasonal deities.

Selune, The Silverstar

The Elven goddes

Shar, The Voidwalker

The Elven godde

The Prime Deities

Astara, The Farwanderer

The Goddess of the stars, mourning, and the unknown, Astara

The goddess of stars, dreams, mourning, mercy, and widows. Astara encourages her followers to wander far from home in order to find themselves, just as the stars do. Astrology is as much a part of her faith as astronomy is, and her worshippers are encouraged to discover the secrets within the patterns of the stars and other celestial bodies. Astara is the Queen of the Heavens and Pholtus was her husband before his fated demise. Fearing the eruption of war between the gods spurred by the death of Pholtus, Astara soon found herself betrothed to the dragon god Bahamut, who became the new Sovereign of the Heavens. She is the mother of Zehir, Pelor, Sehanine, and Raei with Pholtus.

Depiction

Faith of the Farwanderer

Hello

An Oral Creed
The Day of Renewel
Commandments of the Changebringer
  • Luck favors the bold. Your fate is your own to grasp, and to do so is to have the Changebringer behind you.

  • Change is inevitable. The righteous can ensure that such change is for the better.

  • Rise against tyranny. Fight for the freedom of yourself and others when you can, and inspire others to fight when you cannot.

Avandra, The Changebringer

The halfling goddess of luck, trade,travel, and freedom. Avandra is the daughter of Melora and Moradin, sister to Kord, and half-sister to Gruumsh. She inherited a sense of wanderlust from her mother, though her penchant for trade stems from her father. Her will heralds open frontiers, and her call beckons her followers to discover that which awaits them beyond the known. There are few urban temples dedicated to the Changebringer, but her shrines are often found along well-traveled roads and off the beaten path. Her worship is common among merchants, free spirits, and adventurers, and tavern cheers celebrate her as a bringer of luck and fortune. It is said that Avandra’s boundless luck and love for the Hearth Maiden, Yondolla, was once the spark that founded the Halfling race.

Depiction

Faith of the Changebringer

Hello

An Oral Creed
The Day of Renewel
Commandments of the Changebringer
  • Luck favors the bold. Your fate is your own to grasp, and to do so is to have the Changebringer behind you.

  • Change is inevitable. The righteous can ensure that such change is for the better.

  • Rise against tyranny. Fight for the freedom of yourself and others when you can, and inspire others to fight when you cannot.

Bahamut, The Platinum Dragon

The draconic god of the Astral Sea, nobility, rulership, and justice. As the Sovereign of the High Heavens, the Guardian of the Astral Sea, and Liege of the Gods, Bahamut is known by many names and reverent titles.

Believed to represent the ideals of Asgorath, Bahamut is a beacon to paladins of order and good and is revered by most metallic dragons as the first of their kind.

The crest of the Platinum Dragon adorns many halls of high leadership and justice, invoking his will in all matters of justice. To follow him is to look after those who cannot look after themselves.

Bahamut is the father of Melora with Tiamat. After the death of Pholtus, Bahamut was given many of his ideological domains as a result of his newfound betrothal to Astara.

Corellon, The Archeart.

The Elven god of arcane magic, beauty, the arts, and spring. Corellon is the muse of the arts and patron of arcane magic.

The Founding inspired them to wander the twisted lands, seeding them with the first arcane magics and raising the most ancient of forests. It was by the Archeart's hand that the first elves wandered to the material plane from the Feywild, and for this reason, they are considered the divine patron of all elves.

Those who seek art in all their work, whether magical or mundane, often worship at the altar of Corellon. They are the spouse of Sehanine, with whom they sired Lloth, once known as The Matron Above And Below, and Garl, The Everlasting Perplexity.

Erathis, The Lawbringer.

The human goddess of civilization, cities, law, and invention. The inspiration behind many great inventions, the creation of vast cities, and law and order within society, Erathis claims dominion over civilization.

Judges and rulers pay respect to her temples, which are central structures in many cities across Alyria. Peace and order through structure and law guide the will of her devout followers. The Law Bearer has a tempestuous romance with Pelor that has bound the sun god to the favors of civilization.

She is the daughter of Ioun and Tharizdun and the sister of Bane and Moradin, alongside whom she represents the three founding aspects of man.

Garl, The Everlasting Perplexity.

The gnomish god of revelry, humor, wine, community, and doorways. A joker and a prankster, Garl reminds his worshippers that life is to be taken lightly and that a good laugh will serve them better than a grim attitude.

When Garl cavorts with mischief on his mind, Moradin's beard might end up woven with giggling flowers, and Gruumsh's axe could sprout braying donkey heads at the most inopportune time.

Though a god of mirth and festivity, Garl is also responsible for guardian and maintaining the Divine Gate which guards this realm against foreign invaders. People make dedications to him in the doors of their homes and the city gates.

Garl is the son of Corellon and Sehanine, which makes him the brother of Lloth. Though the goddess of winter was long ago forsaken by the divine pantheon, it is said that Garl has never shown anything but reverence and love for his sister.

Ioun, The Knowing Mistress.

The goddess of knowledge, skill, education, and divination. Revered by seers, sages, and teachers of all walks of life, Ioun has guided the growth of civilization throughout all of history like sunlight guides the branches of a tree.

Grievously wounded by her once betrothed, Tharizdun, followers of Ioun are now hunted by agents of her ancient foes as she recovers. Her devout now worship in private, spreading knowledge, philosophy, and lore anonymously through traceless channels. As the eldest daughter of Lendor, Ioun is the sister of Astara and the original Raven Queen.

Kelemvor, Arbiter of the Damned.

The god of the dead, harbinger of lost souls, and the light at the end of the tunnel. As the first son of the Raven Queen, Kelemvor acts to preserve the thin veil between life and death from those that wish to defy it.

The death of the first mortal within the realms of Alyria opened up the cosmos to the incredible potency of a mortal soul, leaving The Raven Queen to summon her firstborn son to ensure its safe passage into the afterlife.

With the death of The Raven Queen, the eternal goddess’ betrothed soon took over her mantle, though her grief produced hesitation. In the time, there was no goddess of death to control the planes of the afterlife, allowing an incursion of lost, mournful souls to seize the opportunity to take the material plane as their own.

To this day, many of these souls remain, wandering the realms of Alyria, awaiting the day of their retribution by the hand of the Kelemvor’s disciples

Kord, The Stormlord.

The God of strength, storms, athleticism, and battle. Where thunder booms and conflict rises, prayers to the Stormlord are shouted into the maelstrom.

Reveling in all tests of strength, Kord blesses those who prove themselves on the battlefield. As the mightiest and bravest warrior of the High Heavens, people commonly regard Kord as the favored champion of the gods, with his only true rival being Bane, The Strife Emporer.

Worshiped by athletes and warriors all across Alyria, he exalts those whose force of spirit and desire for victory call his attention. He brings tumultuous storms over land and sea, and those who wish for clearer skies offer their praises and prayers to appease him. Kord is the son of Moradin and Melora, brother to Avandra, and half-brother to Gruumsh.

Melora, The Wildmother.

The Goddess of the earth and sea, wilderness, and nature. The realm of Melora extends to wherever the seas shift and the land grows wild. As the keeper of the wilderness, Melora represents the wild creatures of nature, the rush of the angry rapids, and the heat-heavy stillness of the desert.

As the patron of all that the natural world may touch, Melora holds worshippers across every corner of Alyria, be it the elves of Errezai or the nomadic tribes of The Northern Vale, or whoever else may find solace in her name. Melora is the daughter of Bahamut and Tiamat and, as their beloved daughter, is the only being able to quell the rage they hold for one another.

She is the mother of Kord and Avandra by Moradin and the mother of Gruumsh and Maglubiyet by Bane. Though Melora is said to love Moradin, she resists his desire for marriage. As a token of their love, however, Melora gifted Moradin with a glowing ember of her heart, which he safeguards as the hearth of their community.

Moradin, The Allhammer.

The Dwarven god of creation, artifice, masonry, metalworking, labor, and fatherhood. Moradin is worshiped by smiths, artisans, and miners alike, granting inspiration in exchange for respect and prayer. He shaped the mountains from the chaos of creation and stands as the patron protector of home and family.

Devotion to the All-Hammer is strongest in Dwarven communities, and many temples to Moradin mark the center of a mighty Dwarven stronghold. Moradin is the true lover of Melora in stories, siring both Kord and Avandra with her, though she resists ever becoming his wife. Moradin is the brother of Bane and Erathis. He is responsible for crafting the arms of the gods and erecting the defenses of cities.

Moradin is worshiped by smiths, artisans, and miners alike, granting inspiration in exchange for respect and prayer. He shaped the mountains from the chaos of the Founding, and stands as the patron protector of home and family.

Depiction.

Many guild halls and workshops contain images of Moradin, a faceless, stout Dwarven being of immense strength, hunched over a flaming heart clasped within his massive hands.

Holy Day.

Moradin's holy day is Deep Solace, which is celebrated on the eighteenth day of the fifth month. Especially devout followers of the All-Hammer spend the day in isolation, meditating on the meaning of family and how they may be better mothers, fathers, siblings, and children. The Dwarven community in Grimgolir celebrates with a full day of feasting and drinking.

Commandments of The Allhammer

  • Remain stoic and tenacious in the face of catastrophe.
  • Uphold and promote loyalty to your family, loyalty to your clan, and loyalty to your people.
  • Legacy is paramount. To create something that lasts is to change the world for the better.

Pelor, The Dawnfather.

The human god of the sun, agriculture, summer, and vitality. Pelor rules over sun and summer, his vigil encircling the ages as the keeper of time.

As lord of agriculture and harbinger of the harvest, he is worshiped by farmers and most common folk, and his priests are welcomed in many lands. Supporter of the needy and destroyer of evil, the Dawn Father is often the patron of paladins and rangers who follow a similar creed.

He is also known for his defeat of the Chained Oblivion and is revered by those who hunt aberrations. Pelor is the child of Pholtus and Astara, as well as the sibling of Zehir, Sehanine, and Raei. He is the spouse of Erathis, whom mortals refer to as the “King and Queen of Light.” He is also a close ally of Ioun.

Raei, The Everlight.

The Goddess of atonement, compassion, and light. Raei spreads the message of understanding and optimism in even the darkest of places.

She believes that the corrupt can be redeemed, a mindset that once led to a betrayal by the Lord of the Nine Hells, who decimated her followers long ago. This misplaced trust caused many priests to strike her name from historical records, leaving her title and faith scattered to obscurity for much of the recent age.

It is said that Raei was once the original goddess of spring, a title she was urged to give up to the Elven god Corellon after the near end of her faith. Only recently has her faith been rediscovered and her temples returned to prominence.

Sardior, The Great Seer.

The draconic god of divination, knowledge, psionics, and foresight. Sardior is the divine patron of the often elusive Gem Dragons and their strange, otherworldly magics, known as psionics.

After the end of the Prime War, Sardior and his beloved ally Ioun became students of Lendor, the original god of knowledge and prophecies, before his unfortunate end at the hands of the Chained Oblivion. In this time, Sardior learned of the darkest secrets of this realm, the ancient primordial whispers that only Lendor himself was privy to. As his students, both Ioun and Sardior were blessed with an arcane eye,

Followers of Sardior aim to perfect the minds, bodies, and souls, unlocking and safeguarding the secrets of this world through their sheer force of will. Clerics of Sardior are sought out as sources of lost, archaic knowledge.

Sehanine, The Moonweaver.

The Elven goddess of the moon, love, trickery, illusions, and autumn. Sehanine is the god of moonlight and the autumn season, as well as the patron of illusions and misdirection.

Widely worshiped in halfling and Elven cultures, she is considered to be the deity of love, protecting the trysts of lovers with shadows of her own making. Those who work in darkness and trickery often ask for her blessing.

As a lunar deity, her gentle light watches over mortals from Zehir’s darkness while Pelor rests from his watch. Sehanine is the daughter of Pholtus and Astara, and the sister of Pelor, Zehir, and Raei. Corellon is her spouse, with whom she mothered Lloth and Garl.

Yondolla, The Hearth Maiden.

The halfing goddess of the hearth, home, and family. Yondolla is said to have been born infertile, unable to sire children or even create life of her own through her divine spark.

Again and again she would try to create a family of her own, only to watch her attempts fall to mud and gravel once more. It was only once Yondolla moved on from her dreams of a family that she fell in love with Avandra, the Changebringer. It is said that their love sparked something unforeseen within Yondolla and thus, the Halfling race was born. She is the daughter of Pelor and Erathis.

As a token of marriage, Pelor bequeathed to Erathis a portion of his flames to warm the homes of her cities. When Yondalla was born, she became the custodian and guardian of the sacred hearth that is maintained in every home and city. Her clergy usually serve within the temples of Erathis.

The Voiceless Gods

Asmodeus, The Lord of the Nine Hells

The devil god of the Hells is the ruler of tyranny and domination. His words are honeyed and carefully crafted, soothing and corrupting the mortal heart. Asmodeus was once an archangel of the high heavens and trusted advisor of the Skyfather. After having murdered his divine patron long ago, the archdevil now rules a domain of his own with an iron fist, holding on to punishments that await those that cross him. Evil entities pay him tribute alongside his devils, and many warlocks are drawn to his power. Asmodeus once held the favor of The Everlight, though this was lost long ago after a great betrayal that nearly caused the end of her church.

Bane, The Strife Emperor

The god of conquest, war, strategy, and victory. Bane once led the armies of heaven in battle against their various foes. Bane is single-minded in his desire to bring the triumph of order, civilization, and law over a chaotic universe. To serve his will is to accept the call to conflict, seeking lesser people to break and subjugate. Warmongering nations and goblinoid tribes worship the Strife Emperor as they strike out at the world to bend it beneath them. Bane twists all living things to his iron will, forcing even nature itself to bow to his whims. Bane is the son of Tharizdun and Ioun and brother to Moradin and Erathis.

Depiction

Bane is often depicted as a brutish, ogre-like man clad from head to toe in jagged black armor. Heads dangle from his belt, and the shadows that obscure his helmeted face do not hide his yellow eyes.

Enemies

The Strife Emperor's greatest enemy is Melora, who defeated him at Rifenmist during the Calamity. The Strife Emperor grew his armies by corrupting noble creatures into monsters and destroying the wilds to fuel his terrible engines of conflict, and the two deities clashed many times during the war before his defeat at Beynsfal Plateau.

Commandments of Bane

  • Fear is your ally. Conquer your fear and inspire it in your foes.
  • Disorder and rebellion are to be punished severely.
  • Combat is the greatest gift, and perf

Beshaba, The Maiden of Misfortune.

The goddess of bad luck, misfortune, suffering, and curses. Beshaba is often revered more out of fear than out of religious faith as the few who do worship her believe that bad luck is inevitable and her worship is the only way to truly avoid it. As the daughter of Lloth and the Raven Queen, Beshaba is the sister of Kelemvor and twin sister to Vecna. When The Raven Queen was to give birth to Beshaba and her twin brother, Vecna, it is said that the once-beloved goddess of death was cursed, causing her to fall gravely ill. The effect of this curse is believed to have seeped into her soon-to-be children. Upon their birth, Beshaba came out to the world as a scrawny little girl covered in blackened blood.

Cyric, The Lord of Lies

The Elven god of deception and trickery.

Gruumsh, The Ruiner.

The orcish god of slaughter, destruction, fury, and bloodshed. Gruumsh commands hordes of barbaric marauders to destroy, pillage, and slaughter for the sheer joy of it. Orderless and without honor, the creeds of the evil horde master urge savage creatures to devour the world around them, giving in to the chaotic and selfish nature of the predator. A number of violent clans of humanoids and beasts across Xhorhas pay homage to Gruumsh, asking him to bless their hunts and gift them with spoils worth ruining.

Lolth, The Matron Above & Below.

The Elven goddess of death, fate, rebirth, and winter.

Maglubiyet, The Crimson King.

The goblin god of mischief, treachery, blood, slaughter, and survival.

Mask, The Prince of Shadows.

The Elven god of lies, deception, trickery, shadows, and thieves. The Church of Mask is one of ill repute and poor reputation. As a divine patron of thieves and scoundrels, there are many that perform a passing prayer to his masked persona that his shadows may protect them in their nights of less than legal activity. There are others, however, that believe the servants of Mask are meant for a more chilling cause. As the youngest son of the twin dieties Selune and Shar, Mask is brother to Corellon.

Tiamat, The Mother of Monsters.

The draconic goddess of elemental chaos, natural disasters, and truth. Many regard Tiamat as the "mother of monsters," many of whom were once unleashed with impunity by the Celestial forces against the giants, titans, and primordials during the Dawn War. Natural disasters are thought to be Tiamat’s attempts to exert her chaotic influence over her daughter, Melora. Tiamat was once the lover of Bahamut, the Lord of Heaven, with whom she birthed Melora.

Tharizdun, The Chained Oblivion.

The deceased god of madness and the utter destruction of all existence. Tharizdun was once a god of peace, tranquility, and knowledge. He was the brother to Torog and Pholtus and a close friend to Pelor. It is said, that whatever he saw when he starred past the Living Gate into the Far Realms forever changed him. Depressed from eons of conflict in the Dawn War, Tharizdun became convinced that the only way for there to be peace is the obliteration of both sides of the conflict before destroying himself at the churning heart of the Elemental Chaos. His death created the Abyss and demonkind. Some cultists, however, say that Tharizdun is not dead, but, rather, he slumbers or is chained at the bottom of the Abyss.

Torog, The Crawling King.

The god of the Underdark, which is said to have been formed from Torog trying to escape his own imprisonment. He is the brother of Haramathur. The other gods cursed Torog for his perceived cowardice in fleeing to the Underdark amidst the Dawn War. Denizens of the Underdark, however, believe that Torog has been unjustly punished, recounting the story that Torog was tasked by his brother Haramathur to protect the peoples beneath the surface. Since Haramathur died, Torog’s side of the story cannot be verified. Nevertheless, Torog’s punishment has filled him with bitterness about the gods of the surface.

Zehir, The Cloaked Serpent.

The God of darkness, fear, nightmares, and poison. A wanderer in the shadows and the creator of snakes and serpentkin, Zehir is the vile patron of poisons, assassins, and darkness. The ancient serpentkin worship him over all other deities, dragging screaming offerings to their temples in his honor. Most of the Cloaked Serpent's worshipers were annihilated long ago, and the rest are either suspended in self-induced stasis or hunted for sport by the servants of Pelor and Erathis. Son of Pholtus and Astara, Zehir is the brother of Pelor, Sehanine, and Raei. Zehir opposes his brother Pelor, seeking undisputed control over the skies.

The Fallen Gods

Pholtus, The Skyfather.

The God of the skies, kingship, goodness, justice, and wisdom. Sometimes referred to as The One Who Was, Pholtus, the Skyfather, was the undisputed god of the skies before the now ancient betrayal of his archangel Asmodeus and his darkened legion during the Prime War. In his dying breath, Pholtus is said to have cursed Asmodeus and his followers, creating the first devils and forming the nine hells to act as their eternal, hellish prison. He was the father of Zehir, Pelor, Sehanine, and Raei and the husband of Astara.

The Raven Queen.

The Elven goddess

Vecna, The Whispered One.

The fallen god of undeath

A Tale of Creation

Before creation itself, a sleeping Annam was formed within an endless sea of elemental chaos. In his endless slumber, Annam dreamt of a land to call his own, a world of endless sprawling mountains and sparkling oceans, a world where all of the elements were in perfect balance with one another.

Soon enough, Annam’s dreams began to Said to have once been a great ally of the dragon god Asgorath, the two spent eons together forging worlds out of the endless cosmos of potential energy around them until finally, Annam grew jealous of his companion's creativity and passion for his craft.

Where Annam was an engineer, Asgorath was an artist able to forge worlds of endless beauty and life. Annam’s jealousy was the cause for the mythic Prime War between worlds. The two gods waged war against one another for eons.

All of their various creations and worlds, their children fought and fought until finally, Annam’s three sons saw the hypocrisy and cruelty of their father, choosing to step away from their lives of battle at a crucial moment, spelling the defeat of the giants.

Asgorath’s wandering finally came to an end the moment they stumbled upon an endless mass of rocken earth brimming with the most potent elemental energy the draconic spirit had ever experienced. Traversing the massive ravines and soaring past the jagged, untamed mountain tops, Asgorath was enraptured with this strange amalgamation of elemental prowess.

Diving into the depths of the deepest gash within the surface of this rocky mass, Asgorath soared to the heart of this strange, new world.

The Dawn of A New Age

The Formation of the Planes

Chapter 2: The Story of Alyria

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elcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation. elcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation.

Chapter 3: To Travel the Realms

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elcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation. elcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation.

The Known Lands

The Seven Shields of Savari

The Kairosi Legion

The Blackbriar Woods
The Vestirian Fields
The Crossing
The Ruins of the Virian Empire
The Brightshore Reserve
The Divide
The Glooming Valley

The Ghorazi Wildlands

The Golden Fields
The Heartlands

The Vermillion Shores

The Northern Vale

The Scorched Fields

The Falls of Draconus

The Chromatic Coast
The Platinum Ridge
The Floating Isles of Shor’Kan
The Caves of Crystallis

The Isles of Providence

The High Kingdoms of Vall’Khoran

The Mountains

The Dunes of Sekaris

The Ishari Beastlands

The Lost Lands of Zerrai

The Midnight Suns of Valoria

The Frozen Tundras of Izora

The Thousand Isles of Remnant

The Oceans

The Veridi Ocean

The Cerulean Ocean

The Thasallian Ocean

The Kindred Sea

The Starlight Sea

The Seas of Sunder

The Waves of Rimewarden

Chapter 4: To Traverse the Planes

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elcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation. elcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation.

Chapter 5: A World of Many Face

W

elcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation. elcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation.

Common Races
Description
Dragonborn Born of dragons, as their name proclaims, the Dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, Dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids.
Dwarves Bold and hardy, Dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, Dwarves are so broad and compact that they can weigh as much as a Human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Elves Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze.
Gnomes Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. A Gnome's energy and enthusiasm for living shines through every inch of his or her tiny body.
Goliaths Few folk can claim to have seen a Goliath, and fewer still can claim friendship with one. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power.
Half-Dwarves Walking between the ambitious world of the Human and the traditional world of the Dwarf, Half-Dwarves are constantly torn by their dual heritage. Half-Dwarves are rare, both due to the unlikeliness of a Human and Dwarf coupling and the fact that such couplings rarely produce offspring.
Half-Elves Walking in two worlds but truly belonging to neither, Half-Elves combine what some say are the best qualities of their Elf and Human parents: Human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the Elves.
Half-Orcs Some Half-Orcs rise to become proud chiefs of Orc tribes, their Human blood giving them an edge over their full-blooded Orc rivals. Some venture into the world to prove their worth among Humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.
Halflings The diminutive Halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife.
Humans Humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to Dwarves, Elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why thy build they mighty empires on the foundations of conquest and trade. Whatever drives them, Humans are the innovators, the achievers, and the pioneers of the worlds.
Tieflings Tieflings are derived from Human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the Tiefling.
Triton Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble Tritons have become increasingly active in the world above.

Dragonborn

Born of dragons, as their name proclaims, the Dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, Dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids.

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

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

Proud Dragon Kin

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

Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.

The blood of a particular type of dragon runs very strong through some Dragonborn clans. These Dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

Self-Sufficient Clans

To any Dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods.

Each Dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each Dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A Dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a Dragonborn.

Though all Dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another Dragonborn clan before seeking aid from other races—or even from the gods.

Dragonborn Names

Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name is often used as a descriptive term or a term of endearment.


Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh,

Hesken, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin,

Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar,

Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora,

Surina, Thava, Uadjit
Childhood Names: Climber, Earbender, Leaper, Pious,

Shieldbiter, Zealous
Clan Names: Clethtinthiallor, Daardendrian, Delmirev,

Drachedandion, Fenkenkabradon, Kepeshkmolik,

Kerrhylon, Kimbatuul, Linxakasendalor, Myastan,

Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin,

Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

Dragonborn Traits

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

Ability Score Increase. Your ability score increases are determined by your choice of Draconic Ancestry.

Age. Young Dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old Human child by the age of 5, and reach Adulthood by 15. They live well over 400 years.

Size. Dragonborn are taller and heavier than Humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

Draconic Ancestry. You have an ancient, draconic ancestry, granting you a special magical affinity. Choose one type of dragon from the three Draconic Ancestry tables in the sections below. This determines the damage type for your other traits, as shown in the table, while also giving you a variety of additional traits depending on your given choice.

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

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in your choice of a 15-foot cone or a 5-foot wide 30-foot line. Creatures caught in your cone attack must make a Constitution saving throw, whereas those caught in your line attack must make a Dexterity saving throw (DC 8 + the modifier associated with your Draconic Ancestry + your Proficiency Bonus), taking 1d8 damage of the type associated with your Draconic Ancestry on a failed save, or half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

You can use your Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

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

Metallic Dragonborn

Dragonborn with a metallic ancestry lay claim to the tenacity of metallic dragons whose hues glint in their scales of copper, iron, cobalt, silver, and gold.

Akin to the metal that shapes their scales, Metallic Dragons are beacons of innovation and advancement within society. Having long left behind the nomadic warrior's culture that once exemplified their ways, these Dragonborn are bringers of order, beacons of justice, and heralds or honor.

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

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

Metallic Scales. You have a tough exterior formed of hardened, metallic scales, granting you a +1 to your AC. Alternatively, you may choose to forgo this bonus to your AC in order to don heavy armor without reducing your speed.

Magnetic Breath. Starting at 3rd level, you gain the unique ability of releasing a pulse of magnetic energy from the heart of your metallic form.

When you take the Attack action on your turn, you may expend one use of your Breath Weapon to replace one of your attacks with an exhalation of magical energy in a 15-foot cone (DC 8 + your Charisma modifier + your Proficiency Bonus). On a failed save, any creatures wearing or wielding metal are pushed or pulled (your choice) up 15 feet from you. This effect also targets all metallic objects within range, which automatically fail their saving throws.

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

Copper

Lively to a fault, Copper Dragonborn are a boisterous people with an affinity for song, dance, and all things entertaining. As bringers of joyous revelry, clans of Copper Dragonborn are known as places of endless festivities from drink and music to jousts and duels to everything in between.

Ability Score Increase. Your Dexterity score increases by 1.

Life of the Clan. You have proficiency in one tool, one gaming set, and one musical instrument of your choice.

Oxidized Defense. Starting at 5rd level, each time you use your Breath Weapon, you may embolden your naturally oxidized metallic form, causing you to gain a number of temporary hit points equal to twice your Proficiency Bonus.

Iron

Curious beyond all else, Iron Dragonborn are an innovative kind, always seeking to further understand the world around them, breaking it apart to it's core pieces functions so that they can then rebuild it bigger and better. This form of thought runs rampent through Iron Dragonborn clans, making them beacons of innovation and a great resource for the metallic clans that choose to band together.

Ability Score Increase. Your Intelligence score increases by 1.

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

Additionally, whenever you make an Intelligence check relating to the origin of an item, concoction, or structure made with your chosen artisan’s tools, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

Acidic Reaction. Starting at 5rd level, each time you use your Breath Weapon, you may send a wave of acid across your body, causing a chemical reaction to spark upon contacting your naturally metallic scales, forcing all creatures within 5 feet of you to make a Dexterity Saving throw as though they were caught in your Breath Weapon attack.

Cobalt

Born with a spark of magic within their blood, Cobalt Dragonborn are masterful practitioners of the ancient runic magics of their draconic kin. Within their clans, control of the arcane is a way of life and is present within everyday tasks as they prepare great feasts over conjured flames and scale tall towers upon levitating platforms.

Ability Score Increase. Your Constitution score increases by 1.

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

Static Defense. Starting at 5rd level, each time you use your Breath Weapon, you may charge your metallic scales with a wave of defensive energy. The next time you take damage from a creature within 15 feet of you, you can force the creature to take your choice of lightning or thunder damage equal to twice your Proficiency Bonus.

Silver

Silver Dragonborn are endlessly fascinated with the inner workings of this world and all those who reside within it. They are known to leave the likes of their clan at a young age to travel the world and experience new cultures and peoples in order to bring back their deepest understandings of the outside world to bolster the clan's collective histories.

Ability Score Increase. Your Wisdom score increases by 1.

Natural Linguist. You have proficiency in two additional languages of your choice.

Frosted Defense. Starting at 5rd level, each time you use your Breath Weapon, you may choose to cover yourself in a shield of ice and snow. You gain a number of temporary hit points equal to your Proficiency Bonus. If a creature hits you with a Melee Attack while you have these temporary hit points, they takes cold damage equal to your Proficiency Bonus.

Gold

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

Ability Score Increase. Your Strength score increases by 1.

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

Searing Charge. Starting at 5rd level, each time you use your Breath Weapon, you may superheat your exterior scales and channel that heat into a metallic weapon you are wielding, causing the next melee attack that you hit with that weapon to deal additional fire damage equal to your Proficiency Bonus.

Chromatic Dragonborn

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

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

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

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

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

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

When you take the Attack action on your turn, you may expend one use of your Breath Weapon to replace one of your attacks with an exhalation of primal energy in a 15-foot cone (DC 8 + your Constitution modifier + your Proficiency Bonus). On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Chromatic Ancestries
Draconic Color Damage Type
Green Poison
Black Acid
Blue Lightning or Thunder
White Cold
Red Fire
Green

Green Dragonborn are the smallest of their chromatic kin, though what they lack in size, they often make up for in cunning. With an affinity for strategy, Green Dragonborn walk into each and every new fight doing what must be done to win them not the battle itself, but the war that backs it.

Ability Score Increase. Your Intelligence score increases by 1.

Forest Resilience. You have advantage on saving throws against being poisoned. Additionally, when traveling through heavily forested or jungled environments, you can move across nonmagical difficult terrain without expending extra movement.

Debilitating Breath. Starting at 5rd level, each time you use your Breath Weapon, you may choose to focus your elemental breath towards the creature closest to you within the targeted area. If this target fails its saving throw, they are poisoned until the end of their next turn.

Black

Black Dragonborn are savage warriors with brutish frames and a destructive nature. Known to stalk the murky waters of swamps and wetlands, they are an apex predator with a short fuse and a cruel brutality expressed in the form of hazing, infighting, and an overall sense of bravado that spawns from their people's belief that strength equates to power.

Ability Score Increase. Your Wisdom score increases by 1.

Swamp Swimmer. You have a swimming speed equal to your walking speed and and you can hold your breath for a number of hours equal to your Proficiency Bonus. Additionally, when swimming through heavily obscured waters, you can move through nonmagical difficult terrain without expending extra movement.

Acidic Breath. Starting at 5rd level, each time you use your Breath Weapon, you may choose to focus your elemental breath towards the creature closest to you within the targeted area. If this target fails its saving throw, they take half the damage rolled as acid damage at the start of their next turn.

Blue

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

Ability Score Increase. Your Charisma score increases by 1.

Ocean Swimmer. You have a swimming speed equal to your walking speed and can breathe both air and water. Additionally, you’re acclimated to high wind and heavy precipitation. You suffer no disadvantage to Wisdom (Perception) checks under those conditions, as described in chapter 5 of the Dungeon Master’s Guide.

Thunderous Breath. Starting at 5rd level, each time you use your Breath Weapon, you may choose to focus your elemental breath towards the creature closest to you within the targeted area. If this target fails its saving throw, you can choose to knock it prone or push it 15 feet away from you.

White

The most primal of the chromatics, White Dragonborn hold no need for strategy nor planning of any kind in a world where there is only predator and prey. With their clans centered upon this base, primal knowledge, their people live amongst a system that, above all else, honors raw strength, fortitude, and survivability amongst the frozen wastes that they call home.

Ability Score Increase. Your Dexterity score increases by 1.

Frozen Wanderer. You can move across and climb icy surfaces without needing to make an ability check and when traveling through frozen or heavily snowed environments, you can move across nonmagical difficult terrain without expending extra movement. Additionally, you're naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Frigid Breath. Starting at 5rd level, each time you use your Breath Weapon, you may choose to focus your elemental breath towards the target closest to you within the targeted area. If this target fails its saving throw, their movement speed is halved until the end of their next turn.

Red

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

Ability Score Increase. Your Strength score increases by 1.

Desert Caravan. You have adapted to hot environments as described in chapter 5 of the Dungeon Master’s Guide and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Intensive Flames. Starting at 5rd level, the damage die of your breath weapon is increased to d10s and once per long rest, you can use your Draconic Fear trait without expending a use of your Breath Weapon.

Gem Dragonborn

Gem Dragonborn have devoted themselves to their ancestral birthright— mastery over the ancient magic once thought to be lost to time known as psionics.

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

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

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

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

  • Psychic Shield. You have resistance to psychic damage and advantage on saving throws against magic that would allow others to read your thoughts or emotions.
  • Telepathy. You can telepathically communicate with any creature you can see within 30 feet. You don’t need to share a language, but the target must speak at least one language to respond, which it may do as a reaction. You can only communicate with one creature at a time.
  • Telekinesis. You learn the mage hand cantrip, and when you manifest it you don't need to provide the verbal or somatic components. Your mage hand is invisible, and it can lift a number of pounds equal to 10 times your Intelligence modifier (minimum of 10).

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

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

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

Ability Score Increase. Your Wisdom score increases by 1.

Empathic Mind. As an action, you can attempt to decipher the emotional aura of a creature that you can see, making a Wisdom (Insight) check contested by the target's Charisma (Deception) check, which the target can choose to fail.

On a success, you learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. Once you use this trait, you can't do so again until you finish a long rest.

Psionic Restoration. Starting at 5rd level, each time you use your Breath Weapon, you may choose to empower the restorative powers of your psionic mind, healing yourself for a number of hit points equal to your Proficiency Bonus.

Amethyst

It is said that the hearts of the Amethyst Dragonborn lie deep within the Ethereal Plane, giving them their unique abilities to both peer past and move between the restraints of this material realm. Despite being masters of planar sight, they must act with caution, for their kind has been known to lose their sense of self to the alluring magics of the outer planes.

Ability Score Increase. Your Charisma score increases by 1.

Ethereal Sight. As an action, you can open your mind’s eye, relying on a supernatural awareness rather than that of your normal sight. Until the end of your next turn, you have blindsight out to a range of 15 feet. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

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

Dragonborn Sorcerers

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

Sapphire

With a quickness in both mind and body alike, Sapphire Dragonborn are a people with a seemingly endless supply of energy. Somewhat erratic, they are known to be distracted quite easily, but when they are able to genuinely focus on a task at hand, whether it be their studies or an evening snack or whatever else, nothing may stand in their way.

Ability Score Increase. Your Dexterity score increases by 1.

Quick Thinking. When you make a Wisdom (Insight) or Intelligence (Investigation) check, you can make the check with advantage. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

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

Diamond

Born beneath the protection of their gleaming scales, Diamond Dragonborn are known for their immense fortitude in both mind and body. For this reason, their kind make for incredible warriors and confidants to their people's greatest secrets and oldest traditions— all in hopes that, should the world they now know ever fall, their ways may live on.

Ability Score Increase. Your Constitution score increases by 1.

Unyielding Mind. You have advantage on saving throws against being charmed.

Diamond Durability. Starting at 5rd level, each time you use your Breath Weapon, you may choose to empower your own physical defenses, giving yourself a +2 to your AC until the start of your next turn.

Ruby

Through the fine control over their psionic abilities, Ruby Dragonborn have learned to look beyond the present and into the vast expanse of potentiality that is the near future— a gift believed to have been given to them by Sardior himself. It is with this sacred gift that the Ruby Dragonborn quite literally lead their people towards a better tomorrow.

Ability Score Increase. Your Strength score increases by 1.

Fatewalker. Your mastery over psionics has given you the ability to peer past fate itself and make slight shifts to the flow of time. At the end of each long rest, roll a d20 and record the roll. Once before the end of your next long rest, when you roll that number on a d20, you may choose to treat the roll as a natural 20. If the recorded roll is a natural 20, you may instead choose to replace a single roll with the natural 20 recorded.

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

Dwarves

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of Goblins and Orcs — these common threads unite all Dwarves.

Short and Stout

Bold and hardy, Dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, Dwarves are so broad and compact that they can weigh as much as a Human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.

Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.

Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler Dwarves often have red hair. Male Dwarves value their beards highly and groom them carefully.

Long Memory, Long Grudges

Dwarves can live to be more than 400 years old, so the oldest living Dwarves often remember a very different world.

For example, some of the oldest Dwarves living in Bal-Bofgal can recall the day, more than three centuries ago, when Orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as Humans and Halflings lack.

Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly.

Part of those traditions is devotion to the gods of the Dwarves, who uphold the Dwarven ideals of industrious labor, skill in battle, and devotion to the forge.

Individual Dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many Dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered.

A wrong done to one Dwarf is a wrong done to the Dwarf's entire clan, so what begins as one Dwarf's hunt for vengeance can become a full-blown clan feud.

Clans and Kingdoms

Dwarven kingdoms stretch deep beneath the mountains where the Dwarves mine gems and precious metals and forge items of wonder.

They love the beauty and artistry of precious metals and fine jewelry, and in some Dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade.

They dislike boats, so enterprising Humans and Halflings frequently handle trade in Dwarven goods along water routes. Trustworthy members of other races are welcome in Dwarf settlements, though some areas are often off limits.


Slow to Trust

Dwarves get along passably well with most other races. "The difference between an acquaintance and a friend is about a hundred years," is a Dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like Humans to earn a Dwarf's trust.

Elves. "It's not wise to depend on the Elves. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when Orcs or Goblins come streaming down out of the mountains, an Elf's good to have at your back. Not as good as a Dwarf, maybe, but no doubt they hate the Orcs as much as we do."

Halflings. "Sure, they're pleasant folk. But show me a Halfling hero. An empire, a triumphant army. Even a treasure for the ages made by Halfling hands. Nothing. How can you take them seriously?"

Humans. "You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin — a daughter or granddaughter, maybe — who's got hands and heart as good as hers. That's when you can make a Human friend. And watch them go! They set their hearts on something, they'll get it, whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not."

Gods, Gold, and Clan

Dwarves who take up the adventuring life might be motivated by a desire for treasure — for its own sake, for a specific purpose, or even out of an altruistic desire to help others.

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

Dwarf Names

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


Male Names: Adrik, Alberich, Baern, Barendd, Brottor,

Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim,

Flint, Gardain, Harbek, Kildrak, Morgran, Orsik,

Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin
Female Names: Amber, Artin, Audhild, Bardryn, Dagnal,

Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis,

Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred,

Riswynn, Sannl, Torbera, Torgga, Vistra
Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil,

Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr,

Lutgehr, Rumnaheim, Strakein, Torunn, Ungart

Dwarf Traits

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

Ability Score Increase. Your Constitution score increases by 2.

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

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

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

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

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

Dwarven Combat Training. You have proficiency with battleaxes, handaxes, light hammers, and warhammers. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Cunning Artisan. You have proficiency in your choice of one of the following artisan’s tools: Brewer’s Supplies, Mason’s Tools, Jeweler's Tools, or Smith’s Tools.

Additionally, whenever you make an Intelligence check relating to the origin of an item, concoction, or structure made with your chosen artisan’s tools, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a Dwarf might speak.

Subrace. Five main subraces of Dwarves populate the world: Mountain Dwarves, Hill Dwarves, Coastal Dwarves, Stone Dwarves, and Forge Dwarves.

Mountain Dwarves

Mountain Dwarves are accustomed to a life in the ancient mountain citadels of their kin. These strongholds have stood against the test of time for thousands of years, forever preserving their vast histories and storied traditions within the runic stonework of their ancestors.

Life within the citadel has always been one of order and discipline, where every Dwarf had his place and duty, holding at bay the many enemies from above and below that strive to take or destroy the treasures and achievements of their Dwarven ancestors.

Ability Score Increase. Your Strength score increases by 2.

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

Of Many Trades. When selecting a type of artisan’s tool to benefit from your Cunning Artisan trait, you may choose an additional tool from the provided list.

Hill Dwarves

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

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

Ability Score Increase. Your Charisma score increases by 1.

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

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

Cunning Traveler. When selecting a type of artisan's tool to benefit from your Cunning Artisan trait, you may choose an additional tool from the following list: Cobbler’s Tools, Cook’s Utensils, or Weaver’s Tools.

Coastal Dwarves

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

With a mastery of the ocean and its many bounties, Coastal Dwarves have always found a sense of solace within the heavy winds and rough waves of an oceanic life. Few Coastal Dwarves spend their entire lives in any one place. The sea is their mistress and she calls them to her as sailors, fishermen, and traders alike.

Ability Score Increase. Your Dexterity score increases by 1.

Skilled Sailor. You have proficiency in the Athletics skill and Water Vehicles.

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

Cunning Shiphand. When selecting a type of artisan's tool to benefit from your Cunning Artisan trait, you may choose an additional tool from the following list: Carpenter’s Tools, Cartographer’s Tools, or Navigator’s Tools.

Stone Dwarves

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

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

Ability Score Increase. Your Intelligence score increases by 1.

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Psionic Fortitude. You have advantage on all ability checks made to reveal the true nature of an illusion and to avoid or end the charmed or petrified conditions on yourself.

Crazed Artisan. When selecting a type of artisan's tool to benefit from your Cunning Artisan trait, you may choose an additional tool from the following list: Alchemist's Supplies, Tinker's Tools, or Poisoner's Kit.

Duergar Magic. You know the thaumaturgy cantrip. Starting at 3rd level, you learn the enlarge/reduce spell and can cast it once, on yourself, with this trait. Starting at 5th level, you also learn the invisibility spell and can cast it once, on yourself, with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

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

Additionally, you can only spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 30 minutes), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 8 + Number of hours in the sun) or take a level of exhaustion.

Forge Dwarves

Forge Dwarves are one with the flame. Touched by the Elemental Plane of Fire, their very souls are imbued with the heat of the furnaces wherein Dwarves work their steel.

Like fire, Forge Dwarves are wild, intense and passionate. Like their ancestral, elemental kin, The Azer, they choose to live, laugh, and love with an utter wildness and endless ferocity, for the heat of the moment never lasts and, if you wait too long, your flame may soon begin to dim.

Ability Score Increase. Your Wisdom score increases by 1.

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

Fine Artisan. When selecting a type of artisan's tool to benefit from your Cunning Artisan trait, you may choose an additional tool from the following list: Glassblower’s tools, Potter's Tools, or Woodcarver's Tools.

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

Elves

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it.

They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

Slender and Graceful

With their unearthly grace and fine features, Elves appear hauntingly beautiful to Humans and members of many other races. They are slightly shorter than Humans on average, ranging from well under 5 feet tall to just over 6 feet.

They are more slender than Humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.

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

A Timeless Perspective

Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter lived races more deeply, They are more often amused than excited, and more likely to be curious than greedy.

They tend to remain aloof and unfazed by happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, Elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.


Like the branches of a young tree, Elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence.

They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, Elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.

Hidden Woodland Elves

Most Elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land.

They are talented artisans, crafting finely worked clothes and works of art. Their contact with outsiders is usually limited, though some make a good living by trading crafted items for metals (which they have no interest in mining).

Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of Elf instructors to teach swordplay or magic to their children.

Exploration and Adventure

Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of Human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace.

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


Elf Names

Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.

On declaring adulthood, an Elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each Elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members.

Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every Elf bears a family name, typically a combination of other Elvish words. Some Elves traveling among Humans translate their family names into Common.


Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella,

Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
Male Adult Names: Adran, Aramil, Aust, Beiro, Carric,

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

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

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

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

Meliamne (Oakenheel), Xiloscient (Goldpetal)

Elf Traits

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

Ability Score Increase. Your Dexterity score increases by 2.

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

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Low-Light Vision. Accustomed to twilit forests and the night sky, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

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

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

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

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language to add Elvish ballads to their repertoires.

Subrace. Ancient divides among the Elven people resulted in five main subraces: High Elves, Wood Elves, Dark Elves, Pallid Elves, and Sea Elves.

High Elves

From a young age, High Elves learn the endless utility and masterful craft that is arcane magic, which they often practice in reverence to Corellon, the Elven god of magic.

Commonly referred to as Sun Elves due to the beautifully golden sheen of their skin, High Elves represent the epitome of grace and elegance, choosing to live within the illustrious cities of their own design over the twilight forests of their kin.

Ability Score Increase. Your Intelligence score increases by 1.

High Education. You have proficiency in your choice of two of the following skills: Acrobatics, Arcana, History, Insight, Nature, or Religion.

High Elven Training. You can speak, read, and write two additional languages of your choice and you have proficiency with shortswords and longswords. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

High Magic. You know one cantrip from the wizard spell list. Starting at 3rd level, you learn the detect magic spell and can cast it once with this trait. Starting at 5th level, you also learn the suggestion spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Wood Elves

Often referred to as Wild Elves, the Wood Elves stand a step closer to the world of the fey than their kin, giving them more primal features and a wild look within their eyes.

Finding a home within the ancient trees once planted by their ancestors, Wood Elves are considered to be much more isolated than the other Elven races, having no true desire to explore the likes of mankind's newfound role in this world.

Ability Score Increase. Your Constitution score increases by 1.

Wood Elf Training. You can speak, read, and write Sylvan and you have proficiency with shortbows and longbows. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Fleet of Foot. Your have proficiency in the Stealth skill and your base walking speed is increased to 35 feet. Additionally, when traveling for an extended period of time, you can move stealthily at a normal pace (See chapter 8 of the Player's Handbook for information about travel pace).

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Additionally, when traveling through heavily forested or jungled environments, you can move across nonmagical difficult terrain without expending extra movement and you may ignore half cover created by the natural environment.


Haughty but Gracious

Although they can be haughty, Elves are generally gracious even to those who fall short of their high expectations which is most non-Elves. Still, they can find good in just about anyone.

Dwarves. "Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches Elven quality."

Halflings. "Halflings are people of simple pleasures, and that is not a quality to scorn. they're good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises."

Humans. "All that haste, their ambitions and drive to accomplish something before their brief lives pass away - Human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement."

Dark Elves

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

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

Ability Score Increase. Your Charisma score increases by 1.

Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Drow Weapon Training. You can speak, read, and write Undercommon and you have proficiency with rapiers, shortswords, and hand crossbows. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Inquisitive Eye. You have proficiency in the Investigation skill and you can take the Search action as a bonus action. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Drow Magic. You know the dancing lights cantrip. Starting at 3rd level, you learn the faerie fire spell and can cast it once with this trait. Starting at 5th level, you also learn the darkness spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

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

Additionally, you can only spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 30 minutes), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 8 + Number of hours in the sun) or take a level of exhaustion.

The Darkness of the Drow

To most, they are a race of demon-worshipping marauders dwelling in the subterranean depths of the Underdark, emerging only on the blackest nights to pillage and slaughter the surface dwellers they despise.

Drow grow up believing that surface-dwelling races are inferior, worthless except as slaves. Drow who develop a conscience or find it necessary to cooperate with members of other races find it hard to overcome that prejudice, especially when they are so often on the receiving end of hatred.

Pallid Elves

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

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

Ability Score Increase. Your Wisdom score increases by 1.

Pallid Training. You can speak, read, and write Celestial and you have proficiency with shortspears, longspears, and quarterstaffs. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

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

Incisive Sense. When you make an Wisdom (Perception) or Wisdom (Insight) check, you can make the check with advantage. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Blessing of the Moonweaver. You know the minor illusion cantrip. Starting at 3rd level, you learn the sleep spell and can cast it once with this trait. Starting at 5th level, you also learn the invisibility spell and can cast it once, targeting yourself, with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Sea Elves

Many years ago, the ancient Elven tribes now known as the Sea Elves fell in love with the vast beauty of the ocean.

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

Ability Score Increase. Your Strength score increases by 1.

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

Sea Elf Training. You can speak, read, and write Aquan you have proficiency with shortpears, longspears, and tridents. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

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

Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. Through sounds and gestures, you can communicate simple ideas with any beast that has an innate swimming speed. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Wisdom and Charisma checks you make to influence them.

Gnomes

A constant hum of busy activity pervades the warrens and neighborhoods where Gnomes form their closely knit communities.

Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in all that life has to offer, enjoying every moment of invention, exploration, investigation, creation, and play.

Vibrant Expression

A Gnome's energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds.

Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the Gnome's insatiable interest in everything around.

Delighted Dedication

As far as Gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life.

Humans might wonder about getting bored over the course of such a long life, and Elves take plenty of time to savor the beauties of the world in their long years, but Gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.

Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.

Though Gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many Gnomes are skilled engineers, alchemists, tinkers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.

Bright Burrows

Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than Dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions.

Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.

Gnomes who settle in Human lands are commonly gemcutters, engineers, sages, or tinkers. Some Human families retain Gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A Gnome might tutor severaI generations of a single Human family over the course of his or her long life.

Seeing the World

Curious and impulsive, Gnomes might take up adventuring as a way to see the world or for the love of exploring.

As lovers of gems and other fine items, some Gnomes take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, Gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.

Gnome Names

Gnomes love names, and most have half a dozen or so. A Gnome's mother, father, clan elder, aunts, and uncles each give the Gnome a name, and various nicknames from just about everyone else might or might not stick over time.


Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell,

Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble,

Glim,Jebeddo, Kellen, Namfoodle, Orryn, Roondar,

Seebo, Sindri, Warryn, Wrenn, Zook
Female Names: Bimpnollin, Breena, Caramip, Carlin,

Donella, Duvamil, ElIa, ElIyjobell, ElIywick, Lilli,

Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla,

Roywyn, Shamil, Tana, Waywocket, Zanna
Clan Names: Beren, Daergel, Folkor, Garrick, Nackle,

Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen
Nicknames: Ashhearth, Badger, Cloak, Doublelock,

Fnipper, Nim, Oneshoe, Pock, Sparklegem, Stumble

Gnome Traits

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

Ability Score Increase. Your Intelligence score increases by 2.

Age. Gnomes mature at the same rate Humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Low-Light Vision. Accustomed to life underground, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

In Plain Sight. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks to detect hidden compartments or passages.

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

Gnomish Training. You have proficiency with blowguns, daggers, shortspears, and slings. Once per turn, when you hit with an attack using one of these weapons, you can choose to deal additional damage equal to your Proficiency Bonus.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

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

Forest Gnomes

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

Tending to be friendly with other good-spirited woodland folk, Forest Gnomes often regard Elves and good fey as their most important allies. These Gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.

Ability Score Increase. Your Wisdom score increases by 1.

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

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Wisdom and Charisma checks you make to influence them.

Companions For Life. You have proficiency with Herbalism Kits. Using these tools, you can spend 10 GP worth of materials to ritually cast the Find Familiar spell with this trait. Once you cast the spell with this trait, you can't do so again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cast Find Familiar with this trait (choose when you select this race).

Rock Gnomes

Of the Gnomish races, the Rock Gnomes have the greatest connection to the civilized world and therefore are often the first thing people think of when speaking of the Gnomes in the first place.

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

Ability Score Increase. Your Constitution score increases by 1

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

Artificer’s Lore. Whenever you make an Intelligence (Arcana or History) check related to magic items, alchemical objects, or technological devices, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

Tinker’s Craft. You have proficiency with Tinker’s Tools. Using these tools, you can spend 10 minutes and 10 GP worth of materials to construct a tiny device (AC 5, 1 hp).

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

You can maintain a number of these devices at a time equal to your Proficiency Bonus, and a device stops functioning after 24 hours away from you. You can dismantle any device to reclaim the materials used to create it.

Salt Gnomes

A seafaring people with a love of the stars, Salt Gnomes are said to have long left the sandy shores of their past in favor of a life led by the endless adventures of the sea and stars alike.

Intimately connected to the night sky, Salt Gnomes are masters of divination and are known to chart stars and the various celestial bodies within the night sky in order to peer beyond the veils of the material realm and foretell the course of the strings of fate.

Ability Score Increase. Your Charisma score increases by 1.

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

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

Star Gazer You have proficiency with Navigator's Tools and Water Vehicles. Additionally, you have learned to use these tools for a unique form of astrological divination.

If you have a clear view of the night sky, you can use these tools to study the movements of the celestial bodies over the course of a long rest. By charting their paths and performing a ritual of divination, you may predict the course of fate itself. Roll a d20 and record the roll. Once before the end of your next long rest, when you roll that number on a d20, you may choose to treat the roll as a natural 20. If the recorded roll is a natural 20, you may instead choose to replace a single roll with the natural 20 recorded.

Sand Gnomes

Born to the course sands and scorching heat of the seemingly endless desert wastes, Sand Gnomes persist the harsh environments of their home in hopes of uncovering the lost worlds and ancient civilizations of the past.

Unlike their often whimsical kin, Sand Gnomes are an incredibly practical people and are known to make use of their natural intellect to explore archaeological sites and explore ancient ruins as they attempt to further piece together the lost histories of this world.

Ability Score Increase. Your Strength score increases by 1.

Sand Shifter. You know the mold earth cantrip. You can use Intelligence, Wisdom, or Charisma (your choice) as your spellcasting ability when casting this spell.

Inquisitive Eye. You have proficiency in the Investigation skill and you can take the Search action as a bonus action. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Ancient Explorer's. You have proficiency with Mason's Tools, which you have learned to use for your archaeological endeavors. Using these tools, you can ritually cast your choice of the alarm or comprehend languages spells over the course of 10 minutes.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Deep Gnomes

Known as the Deep Gnomes to most, the Svirfneblin are a race of tricksters and thieves living deep within the many dangers of the Underdark.

Unlike the Duergar and the Drow, Svirfneblin are just as good as their surface cousins, if a little bit more chaotic at heart. Despite the intense hostility of their surroundings, they have maintained a genuine love for this world, choosing to fill it with humor and levity where others would not.

Ability Score Increase. Your Dexterity score increases by 1.

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Svirfneblin Camouflage. When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

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

Svirfneblin Magic. You know the magic stone cantrip. Starting at 3rd level, you learn the disguise self spell and can cast it once with this trait. Starting at 5th level, you also learn the magic aura spell and can cast it once with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

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

Additionally, you can only spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 30 minutes), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 8 + Number of hours in the sun) or take a level of exhaustion.

Goliaths

At the highest mountain peaks—far above the slopes where trees grow and where the air is thin and the frigid winds howl—dwell the reclusive Goliaths. Few folk can claim to have seen a Goliath, and fewer still can claim friendship with one.

Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak.

Driven Competitors

Every day brings a new challenge to a Goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual's heroic effort can ensure the group's survival.

Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.

This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a Goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few Goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.

Fair Play

For Goliaths, competition exists only when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other.


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

This trait manifests most strongly when Goliaths interact with other folk. The relationship between peasants and nobles puzzles Goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place.

Goliaths rarely keep such opinions to themselves, and mock folk who rely on society's structures or rules to maintain power.

Survival of the Fittest

Among Goliaths, any adult who can't contribute to the tribe is expelled. A lone Goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can't take care of themselves, though a sick or injured individual is treated, as a result of the Goliath concept of fair play.

A permanently injured Goliath is still expected to pull his or her weight in the tribe. Typically, such a Goliath dies attempting to keep up, or the Goliath slips away in the night to seek the cold will of fate.

In some ways, the Goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A Goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age.

Few folk have ever meet an elderly Goliath, and even those Goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay.

Because of their risk-taking, Goliath tribes suffer from a chronic lack of the experience offered by longterm leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age.

Goliath Names

Every Goliath has three names: a birth name assigned by the newborn's mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.

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


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

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

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

Horncarver, Keeneye, Lonehunter, Longleaper,

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

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

Thuliaga, Thunukalathi, Vaimei-Laga

Goliath Traits

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

Ability Score Increase. Your Constitution score increases by 2.

Age. Goliaths have lifespans comparable to Humans. They enter adulthood in their late teens and usually live less than a century.

Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

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

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

Oral Historians. Although your people are not always the most learned, your oral histories are vast and ever-expanding. When making an Intelligence (History) check, you may instead make a Wisdom (History) check. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

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

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

Flameborn

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

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

Ability Score Increase. Your Strength score increases by 1.

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

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

Fire's Light. You can call upon the searing heat of the flame to scorch those that dare defy you. When you take damage, you can use your reaction to force all creatures within 5 feet of you to make a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Constitution Modifier). A creature takes fire damage equal to 1d4 + your Constitution modifier on a failed save, or half as much damage on a successful one. This fire ignites any flammable objects in the area that aren't being worn or carried.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Frostborn

The blood of the Frostborn runs as cold as the frozen tundras they call home. Ancient descendants of the Frost Giants, they've learned not to survive, but rather to thrive within the frozen wastes that others would consider uninhabitable. Their people have found beauty and life where once there was none, binding them and their tribes together forever.

Ability Score Increase. Your Dexterity score increases by 1.

Nomadic Justice

The system of punishment for Goliaths is less structured than it is in many other societies. Because Goliaths are nomadic, imprisonment isn’t an option, and fines rarely work in a society where many goods are owned jointly by the tribe.

Goliaths who disobey the chieftain or are caught stealing, cheating, or committing other crimes are often simply beaten. Goliaths have a healthy respect for pain as a motivator. Their other primary punishment is social: To a greater or lesser degree, the rest of the tribe shuns the criminal.

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

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

Rime's Ward. You can supernaturally draw on the chilling cold to ward you from harm. When you are hit by a weapon attack, you can use your reaction to increase your AC by your Constitution modifier until the end of the attacker's turn.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Stoneborn

The Stoneborn's stoic presence and thick skin stems from the earthen exterior of the Stone Giants. Perhaps the most civilized of their Giantkin, they have their place within the civilized world of humanity rather than the far off wilds and ancient wastelands of their kin.

Ability Score Increase. Your Charisma score increases by 1.

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

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

Stone's Endurance. You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to reduce the damage by 1d12 + your Constitution modifier.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Stormborn

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

Ability Score Increase. Your Wisdom score increases by 1.

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

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

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

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Half-Dwarf

Walking between the ambitious world of the Human and the traditional world of the Dwarf, Half-Dwarves are constantly torn by their dual heritage. Half-Dwarves are rare, both due to the unlikeliness of a Human and Dwarf coupling and the fact that such couplings rarely produce offspring. Despite their rarity, most cities with a blended Human and Dwarven population will contain at least a handful of Half-Dwarves.

Squats, Half-Bred, Muls

Depending on who you talk to, a Half-Dwarf may look like a short stocky hairless Human or a tall, beardless Dwarf. In Human communities, Half-Dwarves are often called "Squats", in reference to their stout builds and mixed heritage. Among Dwarves, they are called "Muls" or, more derogatorily, "Half-Breeds". In either case, the life of a Half-Dwarf is often filled with ridicule, disdain, or worst of all, pity. As a result, Half-Dwarves tend to be loners and are focused on proving themselves through quiet deed rather than word.

By Hammer, Axe, or Blade

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

Half-Dwarf Names

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

Half-Dwarf Traits

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

Ability Score Increases. Your Constitution score increases by 2 and two other ability scores of your choice increase by 1.

Age. Half-Dwarves mature the same as Humans, reach adulthood around the age of 20, and often live over 200 years.

Size. A Half-Dwarf is taller than a Dwarf, and bulkier than a Human, standing at 5 to 6 feet tall and weighing between 240-300 pounds. Your size is Medium.

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

Low-Light Vision. Accustomed to life underground, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

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

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

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

Subrace. Like their Dwarven kin, there exist five subraces of Half-Dwarves, one for each of the Dwarven races.

Half Mountain Dwarves

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

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

Half Hill Dwarves

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

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

Half Coastal Dwarves

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

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

Half Stone Dwarves

Psionic Fortitude. You have advantage on all ability checks made to reveal the true nature of an illusion and to avoid or end the charmed or petrified conditions on yourself.

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

Half Forge Dwarves

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

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

Half-Elf

Walking in two worlds but truly belonging to neither, Half-Elves combine what some say are the best qualities of their Elf and Human parents: Human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the Elves.

Some Half-Elves live among Humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the Elves, growing to adulthood while their peers continue to live as children, growing restless in the timeless Elven realms.

Many Half-Elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

Of Two Worlds

To Humans, Half-Elves look like Elves, and to Elves, they look human. In height, they're on par with both parents, though they're neither as slender as Elves nor as broad as Humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women.

Half-Elf men do have facial hair, and sometimes grow beards to mask their Elven ancestry. Half-Elven coloration and features lie, somewhere between their Human and Elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their Elven parents.


Diplomats or Wanderers

Half-Elves have no lands of their own, though they are welcome in Human cities and somewhat less welcome in Elven forests. In large cities in regions where Elves and Humans interact often, Half-Elves are sometimes numerous enough to form small communities of their own.

They enjoy the company of other Half-Elves, the only people who truly understand what it is to live between these two worlds. In most parts of the world, though, Half-Elves are uncommon enough that one might live for years without meeting another.

Some prefer to avoid company altogether, wandering the wilds as foresters, hunters, or adventurers and rarely visiting civilization. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.

Half-Elf Names

Half-Elves use either Human or Elven naming conventions. As if to emphasize that they don't really fit in to either society, Half-Elves raised among Humans are often given Elven names, and those raised among Elves often take Human names.

Excellent Ambassadors

Many Half-Elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have Elven grace without Elven aloofness and Human energy without Human boorishness.

Half-Elf Traits

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

Ability Score Increases. Your Dexterity score increases by 2 and two other ability scores of your choice increase by 1.

Age. Half-Elves mature at the same rate Humans do and reach adulthood around the age of 20. They live much longer than Humans, however, often exceeding 180 years.

Size. Half-Elves are about the same size as Humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Low-Light Vision. Thanks to your Elven blood, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

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

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

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

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

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

Subrace. Spawning from their fey kin, there exist five subraces of Half-Elves, one for each of the Elven races.

Half High Elves

High Magic. You know one cantrip from the wizard spell list. Starting at 3rd level, you learn the detect magic spell and can cast it once with this trait. Starting at 5th level, you also learn the suggestion spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Half Wood Elves

Fleet of Foot. Your have proficiency in the Stealth skill and your base walking speed is increased to 35 feet. Additionally, when traveling for an extended period of time, you can move stealthily at a normal pace (See chapter 8 of the Player's Handbook for information about travel pace).

Half Dark Elves

Drow Magic. You know the dancing lights cantrip. Starting at 3rd level, you learn the faerie fire spell and can cast it once with this trait. Starting at 5th level, you also learn the darkness spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Half Pallid Elves

Blessing of the Moonweaver. You know the minor illusion cantrip. Starting at 3rd level, you learn the sleep spell and can cast it once with this trait. Starting at 5th level, you also learn the invisibility spell and can cast it once, targeting yourself, with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Half Sea Elves

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

Half-Orc

Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, Orc and Human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby.

When these alliances are sealed by marriages, Half-Orcs are born. Some Half-Orcs rise to become proud chiefs of Orc tribes, their Human blood giving them an edge over their full-blooded Orc rivals.

Some venture into the world to prove their worth among Humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.

Begrudging Acceptance

Each Half-Orc finds a way to gain acceptance from those who hate Orcs. Some are reserved, trying not to draw attention to themselves. A few show piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them.

Scarred and Strong

Half-orcs' brownish, redish, or grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their Orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds.

Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an Orc or Half-Orc as a former slave or a disgraced exile.

Any Half-Orc who has lived among or near Orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a Half-Orc living among Humans might display these scars proudly or hide them in shame.

The Mark of Gruumsh

The one-eyed god Gruumsh created the Orcs, and even those Orcs who turn away from his worship can't fully escape his influence. The same is true of Half-Orcs. Though their Human blood moderates the impact of their Orcish heritage.

Some Half-Orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh's exultation when they join in melee combat—and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether or not they embrace it.

Beyond the rage of Gruumsh, Half-Orcs feel emotion powerfully. Rage doesn't just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy.

Half-Orcs tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished Half-Orcs are those with enough self-control to get by in a civilized land.

Tribes and Slums

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

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

Some Half-Orcs rise to become proud chiefs of Orc tribes, their Human blood giving them an edge over their full-blooded Orc rivals. Some venture into the world to prove their worth among Humans and other more civilized races.

Half-Orc Names

Half-orcs usually have names appropriate to the culture in which they were raised. A Half-Orc who wants to fit in among Humans might trade an Orc name for a Human name. Some Half-Orcs with Human names decide to adopt a guttural Orc name because they think it makes them more intimidating.

Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh,

Kelh, Krusk, Mhurren, Ront, Shump, Thokk

Female Ore Names: Baggi, Emen, Engong, Kansif.

Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola,

Half-Orc Traits

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

Ability Score Increases. Your Strength score increases by 2 and two other ability scores of your choice increase by 1.

Age. Half-orcs mature faster than Humans, reaching adulthood around age 14, though they rarely live past 75.

Size. Larger and bulkier than Humans, Half-Orcs range from 5 to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Low-Light Vision. Thanks to your Orc blood, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

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

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

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.

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

Subrace. Spawning from their Orcish kin, there exist four subraces of Half-Orcs, one for each of the Orcish races.

Half Green Orcs

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

Half Gray Orcs

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

Additionally, whenever you make a Strength (Athletics) check related to climbing or jumping, you are considered proficient in the given check. If you are already proficient in the Athletics skill, you may instead add double your Proficiency Bonus to the check.

Half Red Orcs

Adrenaline Rush. You can take the Dash action as a bonus action. Whenever you use this trait, you gain a number of temporary hit points equal to your Proficiency Bonus.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Half Deep Orcs

Deep Magic. You know the resistance cantrip. Starting at 3rd level, you learn the compelled duel spell and can cast it once with this trait. Starting at 5th level, you also learn the silence spell and can cast it once with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Halfling

The comforts of home are the goals of most Halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing tire and a generous meal; fine drink and fine conversation.

Though some Halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver.

Small and Practical

The diminutive Halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense.

Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.

Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes.

Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.

Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation.

Even the wealthiest of Halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.

Kind and Curious

Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory.

Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.

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

Blend into the Crowd

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

Exploring Opportunities

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

Pastoral Pleasantries

Most Halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond the rolling hills and quiet shires they call home.

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

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

Halfling Names

A Halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down from generation to generation.


Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich,

Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn,

Perrin, Reed, Roscoe, Wellby
Female Names: Andry, Bree, Callie, Cora, Euphemia,

Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela,

Portia, Seraphina, Shaena, Trym, Vani, Verna
Family Names: Brushgather, Goodbarrel, Greenbottle,

High-hill, Leagallow, Thorngage, Tosscobble, Underbough

Halfling Traits

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

Ability Score Increase. Your Dexterity score increases by 2.

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

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

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

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

Halfling Nimbleness. You can move through the space of any creature that is of a larger size than you. While obscured by such a creature, you may attempt to hide behind them.

Languages. You can speak, read, and write Common, Halfling, and one additional language of your choice. Halflings write very little, so they don't have a rich body of literature, but their oral tradition is very strong.

Subrace. The four subraces of Halflings are more akin to a closely-tied family than true subraces.

Lightfoot Halflings

Lightfoot Halflings are a widespread peoples, making them the most common variety of Halfling. They are naturally inclined to be affable, get along well with others, and are often known to be the life of any party they attend.

Ability Score Increase. Your Charisma score increases by 2.

Night Life. You can speak, read, and write two additional languages and you have proficiency one musical instrument of your choice. Additionally, creatures of a size larger than yours have disadvantage on opportunity attacks against you.

Fleet of Foot. Your have proficiency in the Stealth skill and your base walking speed is increased to 30 feet. Additionally, when traveling for an extended period of time, you can move stealthily at a normal pace (See chapter 8 of the Player's Handbook for information about travel pace).

Stoutheart Halflings

With a short stature and natural durability, many believe that Stoutheart Halflings have Dwarven blood running through their veins. Although no one can tell for sure, their affinity for rough-housing and love of drinking more than backs this up.

Ability Score Increase. Your Constitution score increases by 1.

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

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

Stout Build. When a creature of a size larger than you attempts to knock you prone or move you against your will, you have advantage on the ability check or saving throw made to resist it. Additionally, you are considered one size larger for the purposes of wielding heavy weapons.

Lotusden Halflings

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

Ability Score Increase. Your Wisdom score increases by 1.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Wisdom and Charisma checks you make to influence them.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Additionally, when traveling through heavily forested or jungled environments, you can move across nonmagical difficult terrain without expending extra movement and you may ignore half cover created by the natural environment.

Child of the Wood. You know the druidcraft cantrip. Starting at 3rd level, you learn the entangle spell and can cast it once with this trait. Starting at 5th level, you also learn the spike growth spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Ghostwise Halflings

Ghostwise Halflings descend from a peoples that have long since left a life of passivity behind in favor of supernal intrigue, occult exploration, and spiritual understanding.

Ability Score Increase. Your Intelligence score increases by 1.

Occult Education. You have proficiency in your choice of two of the following skills: Arcana, History, Insight, Nature, or Religion.

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

Ghostwise Magics. You know the thaumaturgy cantrip. Starting at 3rd level, you learn the command spell and can cast it once with this trait. Starting at 5th level, you also learn the silence spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).


Affable and Positive

Halflings try to get along with everyone else and are loath to make sweeping generalizations—especially negative ones.

Dwarves. "Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?"

Elves. "They're so beauliful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces— surely more than they ever let on."

Humans. "Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well."

Human

In the reckonings of most worlds, Humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to Dwarves, Elves, and dragons.

Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why thy build they mighty empires on the foundations of conquest and trade. Whatever drives them, Humans are the innovators, the achievers, and the pioneers of the worlds.

A Broad Spectrum

With their penchant for migration and conquest, Humans are more physically diverse than other common races. There is no typical Human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds.

Human skin shades rage from nearly black to very pale, and hair colors from black to bond (curly, kinky, or straight); males might sport facial hair that is sparse or thick.

A lot of Humans have a dash of nonhuman blood, revealing hints of Elf, Orc or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

Variety in all Things

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


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

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

Lasting Institutions

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

While Dwarf clans and Halfling elders pass on the ancient traditions to each new generation, Human temples, libraries, governments and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.

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

Exemplars of Ambition

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

Humans Names

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

The material culture and physical characteristics of Humans change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northern lands of the Silver Marches than in 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.

Human Traits

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

Ability Score Increases. One ability score of your score increases by 2 and two other ability scores of your choice increase by 1.

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

Size. Humans vary from barely 5 to well over 6 feet tall. Regardless of your place in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

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

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

Human Determination. When you make an attack roll, ability check, or saving throw, you can choose to reroll the die. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Natural Combatant. Once per turn, when you make a weapon or spell attack, you can choose to deal additional damage equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

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

Everyone's Second-best Friends

Just as readily as they mix with each other, Humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.

Dwarves. "They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though."

Elves. "It's best not to wander into Elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an Elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them."

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

Orc

Stuck between honor and savagery, Orcs are a complicated and mostly misunderstood race that always lingers on the edge between noble barbarians and wild savages. Orc society is tribal by nature, rich with traditions, honorable, yet wild and untamed.

They see the world for what it is: dangerous and wild, where only the strongest can survive. As such, Orcs are focused on strength and survival, not to destroy, but to survive as an individual and as a race. They have seen civilizations rise and fall, but the Orcs remain.

Orc ethics may still vary greatly from tribe to tribe. Some are roaming the lands, taking what they need from whoever has it, others live by a strong code of honor and only fight worthy opponents, and even others tend to isolate themselves from other races by living in the harshest of lands as a test of their will and endurance.

Omens and Superstitions

Orcs believe that any seemingly unimportant discovery or event— a bear's claw marks on a tree, a flock of crows, or a sudden gust of wind— might be a a sign of communication from the gods.

If the tribe has encountered a similar omen before, the priests understand how to interpret it, but if a sign from the gods has no clear explanation, the priests might have to meditate for hours or days to get a vision of its meaning.

Every group of Orcs has particular superstitions and recognizes certain omens. These tenets vary from tribe to tribe, and are often based in events that the tribe has experienced.


Colors of Conquest

Three colors have special meaning to all Orcs, and they adorn their bodies, possessions, and lairs with pigments that produce those hues.

Red ochre is used to represent blood, grayish-white ash to represent death, and charcoal to represent darkness.

The unwritten laws that govern the status of individual Orcs within a tribe are manifested to a degree in how each Orc uses these colors on itself and its personal items.

For instance, the chief of one tribe might be the only one that has the right to stain its tusks with red ochre, while the warriors of another tribe rub streaks of ash into their garments to signify their safe return from a raid.

Special Enemies

When Orcs attack a settlement of Humans or Halflings, they will kill anyone who presents a threat, but they are more interested in grabbing plunder and food rather than in wanton slaughter.

When Orcs fight Elves, all of that changes. The enmity between the two races cuts to the core, and no Orc will leave an Elf alive. Orcs become so frenzied in combat against Elves that they forget all about taking loot and valuables back to the tribe- the only trophies of any worth from such a bloody display are the heads of their enemies.

Orcs treat Dwarves somewhat differently from other foes, because they covet the homes that Dwarves fashion for themselves. If a tribe succeeds in fighting its way into a Dwarfhold, the Orcs will butcher any Dwarf that stands against them, but it's really all about the property—they would be just as happy if all the Dwarves ran away.

Orc Names

Orcish names don't always have meaning in their language and most noteworthy Orcs are given epithets by their tribe.


Male Names: Abzug, Bajok, Grutok, Jahrukk, Lortar, Mobad,

Mugrub, Rhorog, Ruhk, Shamog, Shugog, Urzul
Female Names: Baggi, Emen, Engong, Myev, Neega,

Ovak, Ownka, Shautha, Sutha, Vola, Volen
Epithet: Bone Crusher, The Brutal, Death Spear, Doom

Hammer, Elf Butcher, Eye Gouger, The Filthy, Flesh Ripper,

Iron Tusk, Skin Flayer, Skull Cleaver, Spine Snapper

Orc Traits

Your Orc character has the following racial traits.

Ability Score Increase. Your Strength score increases by 2.

Age. Orcs reach adulthood at age 12 and live up to 80 years old.

Size. Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Low-Light Vision. You have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light.

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

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

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.

Languages. You can speak, read, and write Common and Orcish. Orcish is a harsh language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Subrace. The various Orcish subraces usually form separated tribes, but several tribes have been known to co-exist: Gray Orcs, Green Orcs, Red Orcs, and Deep Orcs.

Green Orcs

The large frame and verdant skin of the Green Orcs, also known as Grishari, is the first thing most think of when word of their Orcish kin is brought to the more civilized world. The quintessential form of the Orc, the Grishari live in massive tribal clans that roam the wilds.

Living within the woods and plains of this world, Green Orcs are natural hunters. Despite the common depiction of their kin as savages, these Orcs uphold a more simbiotic relationship with the world that often gives them so much.

Ability Score Increase. Your Wisdom score increases by 1.

Woodland Hunters. You have advantage on saving throws against poison, and you have resistance against poison damage. Additionally, when traveling through heavily forested or jungled environments, you can move across nonmagical difficult terrain without expending extra movement.

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

Gray Orcs

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

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

Ability Score Increase. Your Dexterity score increases by 1.

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

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

Additionally, whenever you make a Strength (Athletics) check related to climbing or jumping, you are considered proficient in the given check. If you are already proficient in the Athletics skill, you may instead add double your Proficiency Bonus to the check.

Red Orcs

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

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

Ability Score Increase. Your Constitution score increases by 1.

Arid Hunters. You have proficiency in the Intimidation skill and resistance to fire damage. Additionally, you have adapted to hot environments as described in chapter 5 of the Dungeon Master’s Guide.

Adrenaline Rush. You can take the Dash action as a bonus action. Whenever you use this trait, you gain a number of temporary hit points equal to your Proficiency Bonus.

You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Deep Orcs

The Deep Orcs, more commonly known as Orogs, share few similarities with their surface world counterparts. Having spent eons hidden away from the world above, Orogs have learned to temper their blades and live a life of peace.

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

Ability Score Increase. Your Intelligence score increases by 1.

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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

Orog Magic. You know the resistance cantrip. Starting at 3rd level, you learn the compelled duel spell and can cast it once with this trait. Starting at 5th level, you also learn the silence spell and can cast it once with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

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

Additionally, you can only spend a limited number of hours in direct sunlight, equal to 1 + your Constitution modifier (minimum of 30 minutes), before having to take a short rest within a shaded area to recover. For every additional hour you spend in direct sunlight, you must make a Constitution saving throw (DC 10 + Number of hours in the sun) or take a level of exhaustion.

Tiefling

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.

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: some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some 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 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 down 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 tiefting learns to extend the same trust to them, And once a tiefting gives someone loyalty, the tiefting is a firm friend or ally for life.

Tiefling Names

Tiefting names fall into three broad categories. Tieftings 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 embody that concept. For some. the chosen name is a noble quest. For others. it's a grim destiny.


Male Infernal Names: Akmenos, 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,

Temerily, Torment, Weary

Tiefling Traits

Tieflings share certain racial traits as a result of their infernal descent.

Ability Score Increase. Your Charisma score increases by 2.

Age. Tieflings mature at the same rate as Humans but live a few years longer.

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.

Devilish Wit. Your connections to the manipulative devils of the Nine Hells has enhanced your infernal charm. You have proficiency in two of the following skills: Deception, Insight, Intimidation, Persuasion, or Performance.

Moreover, when you make an ability check using one of these chosen skills, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

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

Subrace. Spawned of infernal magics, a Tiefling's form is deeply influenced by the layer of the Nine Hells from which their abilities originate, forming into nine subraces, each intimately intertwined with the vices of their infernal origins.

Tieflings of Avernus

These Tieflings are forever bound to the fiery hellscape of Avernus, the first of the nine layers of the Hells. Fueled by the sin of wrath, they are, at their core, warriors born with an endless fixation for the thrills of open combat.

Ability Score Increase. Your Strength score increases by 1.

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

Spawn of Wrath. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.

Legacy of Avernus. You know the fire bolt cantrip. Starting at 3rd level, you learn the hellish rebuke spell and can cast it once with this trait. Starting at 5th level, you also learn the flaming sphere spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Dis

Ancestrally connected to the industrial City of Dis, for which the second layer of the Hells is named, these Tieflings are known to be tactile and cunning above all else. Born with an intrinsic need to take down those that might oppose them, their every move is driven by envy and spite.

Ability Score Increase. Your Intelligence score increases by 1.

Steel Resistances. You have resistance to lightning damage. Additionally, you have advantage on death saving throws and all saving throws that would lower your maximum health.

Spawn of Envy. You have proficiency in your choice of one of the following artisan’s tools: Alchemist’s Supplies, Glassblower’s Tools, Smith’s Tools, or Tinkerer’s Tools.

Additionally, whenever you make a Charisma check to buy, sell, or display an item made with one of your chosen artisan’s tools, you are considered proficient in the given check. If you are already proficient in the given skill, you may instead add double your Proficiency Bonus to the check.

Legacy of Dis. You know the mending cantrip. Starting at 3rd level, you learn the bane spell and can cast it once with this trait. Starting at 5th level, you also learn the crown of madness spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Minauros

Forever bound to the noxious wastes and dense jungles of the plane of Minauros, these Tieflings are defined by their greedy fixation with the material. Often finding a suitable life as scoundrels and thieves, they can, and often do, talk their way out of any situation that their sticky fingers get them in.

Ability Score Increase. Your Dexterity score increases by 1.

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

Spawn of Greed. You have proficiency in your choice of one of the following tools: disguise kits, forgery kits, and thieves' tools. Additionally, you have advantage on any ability checks you make to detect, set up, or disable traps.

Legacy of Minauros. You know the minor illusion cantrip. Starting at 3rd level, you learn the identify spell and can cast it once with this trait. Starting at 5th level, you also learn the locate object spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Phlegethos

Driven by a life of wit and whimsy, Tieflings born to the infernal influence of Phlegethos seek attention and, more importantly, adoration in every aspect of their lives. They are known to hold a mastery of enchanting magics, often able to keep those who are prone to a lust of their own under their spell for years at a time.

Ability Score Increase. Your Wisdom score increases by 1.

Thunder Resistance. You have resistance to thunder damage.

Spawn of Lust. As an action, you may grant yourself and an ally within 15 feet of you a number of temporary hit points equal to your Proficiency Bonus. If the target would only be considered an ally due to being under the effects of the charmed condition, the number of temporary hit points gained is doubled. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Legacy of Phlegethos. You know the friends cantrip. Starting at 3rd level, you learn the disguise self spell and can cast it once with this trait. Starting at 5th level, you also learn the suggestion spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Stygia

Feeding from the cold isolation of the plane of Stygia, these Tieflings are cold, calculated, and cunning. Driven by an inner sense of dread and despair, they seek to embolden their knowledge of this world so that they may better control it and, in turn, their own placement within it.

Ability Score Increase. Your Intelligence score increases by 1.

Cold Resistance. You have resistance to cold damage.

Spawn of Despair. Whenever a creature within 30 feet of you makes an attack roll or ability check, you may use your reaction to inflict a curse of deep despair upon them, rolling a d4 in the process and subtracting it from their roll. When doing so, this curse of despair extends to you as well.

The next time you make an attack roll, ability check, or saving throw within the next minute, you must roll a d4 and subtract the result from your own roll. Once you use this trait, you can't use it again until either you have subtracted the d4 from a roll or one minute has passed.

Legacy of Stygia. You know the encode thoughts cantrip. Starting at 3rd level, you learn the armor of agathys spell and can cast it once with this trait. Starting at 5th level, you also learn the detect thoughts spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Malbolge

Tieflings spawned of Malbolge's alluring influence are driven by deep passion and utter indulgence. Often fixating upon a given desire for weeks at a time, their interests and desires, whether they be food, pleasures, or even a deep sense of adventure, rarely last too long.

Ability Score Increase. Your Constitution score increases by 1.

Acid Resistance. You have resistance to acid damage.

Spawn of Gluttony. You have an innate heartiness to you, granting you a +1 to your AC. Alternatively, you may choose to forgo this bonus to your AC in order to don heavy armor without reducing your speed.

Legacy of Malbolge. You know the resistance cantrip. Starting at 3rd level, you learn the ray of sickness spell and can cast it once with this trait. Starting at 5th level, you also learn the ray of enfeeblement spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Maladomini

A rare sight as far as Tieflings go, those spawned of the rotten magics of Maladomini are perfectionists at heart. Often taking days to weeks at a time to finish a given task, this endless desire to perfect each and every detail will almost always fade into a deep and depressive bout of sloth.

Ability Score Increase. Your Wisdom score increases by 1.

Psychic Shield. You have resistance to psychic damage and advantage on saving throws against magic that would allow others to read your thoughts or emotions.

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

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

Legacy of Maladomini. You know the message cantrip. Starting at 3rd level, you learn the sleep spell and can cast it once with this trait. Starting at 5th level, you also learn the hold person spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Cania

All Tieflings that hail from the infernal plane of Cania hold one thing in common. Driven by a deep sense of pride, these Tieflings believe in themselves more than anyone or anything else. For some, this intensive belief leads to a life of great success and many treasured accomplishments while for others, pride stands just a step from hubris.

Ability Score Increase. Your Strength score increases by 1.

Force Resistance. You have resistance to force damage.

Spawn of Pride. When a creature you can see makes an attack roll against you while you are above half health, you can use your reaction to impose disadvantage on the roll. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Legacy of Cania. You know the vicious mockery cantrip. Starting at 3rd level, you learn the command spell and can cast it once with this trait. Starting at 5th level, you also learn the mind whip spell and can cast it once with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Tieflings of Nessus

Conceived within the deepest depths of the nine hells, Tieflings of Nessus are considered to be direct descendants of the fallen himself— Asmodeus, Lord of the Nine Hells. Gifted with infernal wings from a young age, they are the closest of their mortal kin to the status of a true devil.

Ability Score Increase. Your Constitution score increases by 1.

Infernal Resistance. You have resistance to necrotic damage.

Spawn of the Fallen. You hail from true darkness, you have superior vision in dark and dim conditions. You can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Legacy of Nessus. You have bat-like wings sprouting from your shoulders giving you a flying speed of 30 feet. You can't use this flying speed if you're wearing medium or heavy armor.

Chapter 6 The Stories To Be Told

W

elcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation. elcome to the world of Alyria, an open world of varied cultures and peoples, each with its own fables, myths, and legends. First and foremost, this is a world of stories. Stories to be told, to evolve and change, to rewrite themselves again and again with each passing generation.

Step 1: Race & Origin

Step 2: Class & Kit

Step 3: Background & Skills

Step 4: Equipment

Weapons & Armor

For an adventurer, the availability of armor, weapons, and the necessary equipment is of paramount importance, since proper supplies can mean the difference between life and death in a dungeon or the untamed wilds.

This chapter details the various forms of mundane and exotic merchandise that many adventurer's rely on when facing one of the many threats that the worlds of D&D present.

Armor

The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: Light Armor, Medium Armor, and Heavy Armor. Many warriors also supplement their armor with a Shield.

The Armor table shows the cost, weight, and other properties of the available Armor types.

Armor Class

Your choice in armor has a drastic effect upon the way you approach each fight. The armor you wear determines your base Armor Class.

Armor Proficiency

Anyone can don a suit of armor, but only those proficient in an armor’s use know how to wear it effectively. You may gain proficiency with certain types of armor from various sources. While wearing armor that you lack proficiency with, you have disadvantage on any Ability Check, Saving Throw, or Attack Roll that involves Strength or Dexterity, and you cannot cast Spells that require somatic or material components.

Armor Type

While donning armor, you gain certain benefits based upon the type of armor you've chosen.

Light Armor. If you wear Light Armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. Additionally, while wearing Light Armor, you can take the Dodge Action as a bonus action a number of times equal to your Proficiency Bonus. You regain all expended use when you finish a long rest.

Medium Armor. If you wear Medium Armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. Additionally, while wearing Medium Armor, if the combined totals of your Strength and Dexterity Modifiers is greater than 6, then you gain a +1 to your AC.

Heavy Armor. If you wear Heavy Armor, you do not add your Dexterity modifier to your Armor Class. Additionally, while wearing heavy armor, all non-magical bludgeoning, piercing, and slashing damage you take is reduced by a number equal to your Proficiency Bonus.

Armor Properties

Skill Restrictions. If the Armor table shows a ✓ in the Acrobatics or Stealth columns, the wearer has disadvantage on any attempts it makes with the given check.

Strength Requirements. If the Armor table shows a number in the Strength column, then a creature must meet this Strength Requirement in order to wield the armor effectively. If a creature wearing a set of armor does not meet its Strength Requirement, their speed is reduced by 10 feet.

Armor Table
Armor Cost Armor Class (AC) Strength Acrobatics Stealth Weight
Light Armor
  Padded 5 gp 11 + Dex Modifier --- --- 8 lb.
  Leather 25 gp 12 + Dex Modifier --- --- --- 10 lb.
  Studded Leather 115 gp 13 + Dex Modifier --- --- 13 lb.
  Brigandine 115 gp 13 + Dex Modifier --- --- 18 lb.
Medium Armor
  Hide 10 gp 12 + Dex Modifier (Max 2) --- --- --- 12 lb.
  Chain shirt 50 gp 13 + Dex Modifier (Max 2) Str 11 --- --- 20 lb.
  Scale mail 50 gp 14 + Dex Modifier (Max 2) Str 13 --- 45 lb.
  Breastplate 400 gp 14 + Dex Modifier (Max 2) Str 13 --- 20 lb.
  Half plate 750 gp 15 + Dex Modifier (Max 2) Str 15 40 lb.
Heavy Armor
  Ring Mail 30 gp 14 Str 11 --- 40 lb.
  Chain mail 50 gp 16 Str 13 --- 55 lb.
  Splint 200 gp 17 Str 15 60 lb.
  Plate 1500 gp 18 Str 17 65 lb.

Light Armor

Made from supple and thin materials, Light Armor Favors agile Adventurers since it offers some protection without sacrificing mobility.

Padded. Padded Armor consists of quilted layers of cloth and batting.

Leather. The Breastplate and shoulders of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of more flexible materials.

Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Brigandine. A padded defensive jacket with a slight use of metallic plating within the jacket itself to provide further reinforcement.

Medium Armor

Medium Armor offers more protection than Light Armor, but it also impairs Movement more.

Hid⁠e. This crude armor consists of thick furs and pelts. It is commonly worn by Barbarian tribes and other folk lacking in the knowledge needed to create better armor.

Chain Shirt. Made of interlocking metal rings, a Chain Shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Scale M⁠ail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Breastp⁠late. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.

Half⁠ Plate. Half Plate consists of shaped metal plates that cover most of the body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Heavy Armor

Of all the armor categories, Heavy Armor offers the most protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks, or at the very least, lessen their blows. Only proficient warriors can manage their weight and bulk.

Ring⁠ Mail. This armor is merely Leather Armor with heavy rings sewn into it to help reinforce the armor. Ring Mail is inferior to Chain Mail, and it's usually worn only by those who can’t afford better armor.

Chain⁠ Mail. Made of interlocking metal rings, Chain Mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible Chain Mail protects the joints.

Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor.

Shields
Armor Cost  AC Bonus  Strength  Properties Weight
Light Shields
  Buckler 5 gp +1 --- Parrying 2 lb.
  Arm Guard 10 gp +1 --- Open-Handed 2 lb.
  Round Shield 15 gp +1 --- Armament: Light, Off-Hand 2 lb.
Medium Shields
  Cavalry Shield 25 gp +2 Str 13 Mounted Defense 6 lb.
  Infantry Shield 45 gp +2 Str 13 Shield Wall 6 lb.
  Thrown Shield 75 gp +2 Str 13 Armament: Thrown (Range 20/60) 6 lb.
Heavy Shields
  Pavise 125 gp +3 Str 17 Bulwark, Deployable 45 lb.
  Spiked Shield 150 gp +3 Str 17 Armament: Cumbersome, Siege, Variable (Piercing); Bulwark 45 lb.
  Tower Shield 175 gp +3 Str 17 Bulwark, Shield Wall 45 lb.

Helmets

When donning armor of a type with which you are proficient, you may choose to don a helmet. The Cost and Weight of a helmet is equal to 1/10th that of a given suit of armor. For example, a helmet for a suit of scale mail would cost 5 gold pieces and weigh 4.5 pounds while one for a set of Plate armor would cost 150 gold pieces and weigh 6.5 pounds.

Wearing a helmet gives you a -2 to perception checks and your Passive Perception score. Additionally, whenever you suffer a critical hit while wearing a helmet, you may use your reaction to turn it into a normal hit. When negating a critical hit in this way, your helmet is damaged or destroyed and must be repaired before you may don it again.

Shields

A Shield is made from wood or metal and is carried in one hand. Wielding a Shield increases your Armor Class (AC) by the number shown on the Shield Table. You can benefit from only one Shield at a time.

Additionally, whenever you are hit with a melee weapon attack while wielding a shield, you may use your reaction to attempt to negate the hit. To do so, you must make a Strength (Athletics) check against the attack roll. On a success, you negate the damage entirely. Whether or not you succeed, your shield is damaged or destroyed and must be repaired before you may don it again.

Shield Proficiency

In order to use a Shield effectively, you must be proficient with Armor of the Shield's type, ie proficiency in Light Armor gives you proficiency in Light Shields, proficiency in Medium Armor gives you proficiency in Medium Shields, etc.

While wielding a Shield that you are not proficient with, you have disadvantage on any Ability Check, Saving Throw, or Attack Roll that involves Strength or Dexterity, and the Shield loses all of its properties while retaining it's AC bonus.

Shield Properties

Armament. While donning this shield, you may attack with it as if it were a simple melee weapon with the listed weapon properties. You may treat proficiency with this shield as being proficient with its weapon attacks and, on a hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Bulwark. While donning this shield, your speed is reduced by 5 feet and you have disadvantage on Initiative rolls. If you are not proficient with this shield, you retain this property while donning it.

Deployable. While donning this shield, you may use an Action to deploy it in an unoccupied space within 5ft of you. While deployed in this way, the shield can provide 1/2 cover to one creature standing behind it. When deployed in this way, the shield can be picked up as a Bonus Action.

Open-Handed. The hand that holds this shield retains a degree of manual precision, allowing you to perform simple tasks with it as if it were open. You may not wield weapons with this hand.

Mounted Defense. While mounted, the AC bonus this shield grants you also effects your mount.

Parrying. When you are hit with a Melee Weapon Attack while donning this shield, you can use your Reaction to add your Proficiency Bonus to your AC against the attack, potentially causing it to miss.

Shield Wall. This shield grants an additional +1 bonus to your AC while an allied creature wielding a shield with the same property is standing directly next to you. When providing this bonus to an ally, you may additionally choose to provide half cover to one other creature standing 5 feet behind you.

Strength Requirements. If the Shield Table shows a number in the Strength column, then a creature must meet this Strength Requirement in order to effectively wield it. If a creature wielding a shield does not meet its Strength Requirement, it reduces the wearer’s speed by 10 feet.

Weapons

Your class grants Proficiency in certain weapons, reflecting both the focus of the class and the tools you are most likely to use. Whether you favor a Longsword or a Longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons Tables show the most common weapons, their price and weight, the damage they deal on a hit, and any special Properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to Attack a target within 5 feet of you, whereas a ranged weapon is used to Attack a target at a distance.

Weapon Proficiency

Your race, class, and feats can grant you Proficiency with certain weapons or categories of weapons. The two categories are Simple and Martial Weapons. Simple weapons are those that most anyone can learn to wield effectively, whereas Martial Weapons are known to be wielded by more experienced combatants.

Proficiency with a weapon allows you to add your Proficiency bonus to the Attack roll for any Attack you make with that weapon.

Damage Type

When dealing damage with a weapon attack, your weapon of choice will deal one of three damage types: Bludgeoning, Piercing, or Slashing. Each of these damage types come with additional properties that will effect your style of play.

Bludgeoning Damage. These weapons crush, shatter, or pierce armor. When you attack a target wearing Heavy Armor or wielding a Shield with an Attack that deals bludgeoning damage, you gain a +2 bonus to the attack roll. You also gain this bonus against creatures with thick shells, metallic skins, and other forms of natural armor, at your DM's discretion.

Slashing Damage. These weapons attack with wide movements. When you reduce an enemy to 0 hit points, you can target another creature within 5 feet of the first that is still in range of your weapon. If the initial attack roll would hit your new target, the remaining damage is dealt to it. You may target an additional creature in this way only once per attack.

Piercing Damage. These weapons especially damage enemies when they hit just right. When rolling the highest possible value on your weapon die, you may roll one additional damage die and add it to the total. You may only apply this bonus once per attack.

Weapon Properties

Many weapons have special Properties related to their use, as shown in the Weapons Tables below.

Agile. When wielding an agile weapon with two hands, you can choose to use either your Strength or Dexterity modifier for both your attack and damage rolls.

Ammunition. You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition, drawing the Ammunition from a Quiver, case, or other container as a part of the Attack (you need a free hand to load a one-handed weapon).

Concealable. You have advantage on ability checks made to hide or conceal a weapon with this property.

Ammunition
Name Cost Weight
Arrows (20) 1 gp 1 lb.
Blowgun Needles (50) 1 gp 1 lb.
Crossbow Bolts (20) 1 gp 1.5 lb.
Sling Bullets (20) 4 cp 1.5 lb.
Simple Weapons Table
Name         Cost  Damage     Properties Weight 
Simple Melee Weapons
  Club 1 sp 1d4 Bludgeoning Finesse, Light, Parrying, Thrown (Range 20/60) 2 lb.
  Dagger 2 gp 1d4 Piercing Finesse, Light, Off-Hand, Thrown (Range 20/60) 1 lb.
  Greatclub 2 sp 2d4 Bludgeoning Cumbersome, Heavy, Two-Handed 10 lb.
  Handaxe 5 gp 1d6 Slashing Light, Thrown (Range 30/90) 2 lb.
  Javelin 5 sp 1d6 Piercing Thrown (Range 40/120), Underwater 2 lb.
  Knuckles 5 gp 1d4 Bludgeoning Concealable, Hand-To-Hand, Light, Open-Handed 1 lb.
  Light Hammer 2 gp 1d4 Bludgeoning Light, Off-Hand, Thrown (Range 20/60), Variable (Piercing) 2 lb.
  Mace 5 gp 1d6 Bludgeoning Siege, Versatile (1d8), Variable (Piercing) 4 lb.
  Quarterstaff 2 sp 1d6 Bludgeoning Agile, Parrying, Versatile (1d8) 4 lb.
  Shortspear 1 gp 1d6 Piercing Agile, Thrown (Range 20/60), Underwater, Versatile (1d8) 3 lb.
  Sickle 5 gp 1d6 Slashing Finesse, Light 3 lb.
Name         Cost  Damage     Properties Weight 
Simple Ranged Weapons
  Dart 5 cp 1d4 Piercing Concealable, Light, Thrown (Range 20/60) 1/4 lb.
  Light Crossbow 25 gp 2d6 Piercing Ammunition (Range 40/120), Loading (1), Two-Handed, Underwater 5 lb.
  Shortbow 25 gp 1d6 Piercing Ammunition (Range 80/240), Two-Handed 2 lb.
  Sling 1 sp 1d4 Piercing Ammunition (Range 30/120), Concealable, Variable (Slashing) 1/4 lb.

Covert. While hidden, missing an Attack with covert weapons does not automatically reveal your location.

Cumbersome. When making an attack with a cumbersome weapon, you must use your Strength modifier for both the attack and damage rolls. Attacks with a cumbersome weapon have a -2 to hit. On a hit, however, you deal additional damage equal to half your Strength Modifier (Rounded Up).

Finesse. When making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.

Hand-To-Hand. When wielding a Hand-To-Hand weapon, attacks count as both weapon attacks and unarmed strikes.

Heavy. In order to properly wield a Heavy weapon, your Strength score must be equal to or greater than 13. If you do not meet this requirement, you have disadvantage on all attack rolls made while wielding a weapon with this property.

Hurled. When wielding this weapon with two hands, you can throw the weapon to make a ranged Attack using the same ability modifier for the Attack and damage rolls that you would use for a Melee Attack. When throwing a weapon in this way, it does not have a longer range.

Light. A light weapon is small and easy to handle, allowing you to easily engage in Two-Weapon Fighting with them.

Loading. Because of the time required to load this weapon, you can fire it a number of times equal to its Loading score before you needing to reload. When taking the Attack action, you may reload a weapon with this trait in place of one of your attacks. Alternatively, at the start of your turn, you may half your movement speed until the end of your turn in order to reload your weapon once for free.

Mounted. You must wield Mounted weapons with two hands when unmounted and, when wielding one, you have disadvantage on all attacks within 5 feet of you.

Off-Hand. You can use this weapon to engage in Two-Weapon Fighting with a weapon that lacks the light property as long as this weapon is in your off-hand.

Open-Handed. When wielding an open-handed weapon, you retain enough manual precision to perform simple tasks such as holding an object, opening or closing a door, grappling a creature, etc. Your DM may allow other simple tasks to be added to this list.

Parrying. When you are hit with a Melee Weapon Attack while wielding a Parrying weapon, you can use your reaction to increase your AC against the attack by a number equal to your Proficiency Bonus, potentially causing it to miss. If you do so while wielding two separate Parrying weapons, you may roll a d4, increasing your AC by an additional amount equal to the roll.

Martial Weapons Table
Name         Cost  Damage     Properties Weight 
Martial Melee Weapons
  Battleaxe 10 gp 1d8 Slashing Hurled (Range 20), Variable (Bludgeoning), Versatile (1d10) 4 lb.
  Flail 10 gp 2d4 Bludgeoning Cumbersome, Heavy, Siege, Variable (Slashing) 2 lb.
  Glaive 20 gp 1d10 Slashing Heavy, Parrying, Reach (10), Two-Handed 6 lb.
  Greataxe 30 gp 1d12 Slashing Heavy, Hurled (Range 15), Two-Handed, Variable (Bludgeoning) 7 lb.
  Greatsword 50 gp 2d6 Slashing Heavy, Parrying, Two-Handed, Variable (Piercing) 6 lb.
  Halberd 20 gp 1d10 Slashing Heavy, Reach (10), Two-Handed, Variable (Piercing) 6 lb.
  Lance 10 gp 1d8 Piercing Heavy, Mounted, Reach (10) 6 lb.
  Longspear 15 gp 1d8 Piercing Agile, Reach (10), Two-Handed, Underwater 9 lb.
  Longsword 15 gp 1d8 Slashing Parrying, Variable (Piercing), Versatile (1d10) 3 lb.
  Maul 25 gp 3d4 Bludgeoning Cumbersome, Heavy, Siege, Two-Handed 10 lb.
  Morningstar 15 gp 1d10 Piercing Heavy, Variable (Bludgeoning), Versatile (1d12) 4 lb.
  Rapier 25 gp 1d8 Piercing Finesse, Parrying, Variable (Slashing) 2 lb.
  Scimitar 25 gp 1d6 Slashing Finesse, Light, Parrying 3 lb.
  Shortsword 10 gp 1d6 Piercing Finesse, Light, Variable (Slashing) 2 lb.
  Trident 25 gp 1d6 Piercing Agile, Thrown (Range 15/60), Underwater, Versatile (1d8) 4 lb.
  War Pick 5 gp 1d8 Piercing Siege, Variable (Bludgeoning), Versatile (1d10) 2 lb.
  Warhammer 15 gp 2d4 Bludgeoning Siege, Variable (Slashing), Versatile (3d4) 2 lb.
  Whip 2 gp 1d4 Slashing Finesse, Light, Reach (15) 3 lb.
Name         Cost  Damage     Properties Weight 
Martial Ranged Weapon
  Blowgun 10 gp 1 Piercing Ammunition (Range 20/80), Concealable, Covert 3 lb.
  Hand Crossbow 35 gp 2d4 Piercing Ammunition (Range 30/120), Light, Loading (1), Underwater 3 lb.
  Heavy Crossbow 85 gp 2d8 Piercing Ammunition (Range 60/240), Heavy, Loading (1), Two-Handed, Underwater 18 lb.
  Longbow 50 gp 1d8 Piercing Ammunition (Range 120/480), Heavy, Two-Handed 2 lb.

Range. A weapon that can make a ranged Attack has two numbers in parentheses after the Ammunition, Hurled, or Thrown property representing the weapon's normal and long ranges respectively. When Attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s Long Range.

Reach. When wielding a Reach weapon, both your melee reach and your range for Opportunity Attacks is increased to the value in parentheses at the end of this property.

Seige. This weapon deals double damage to structures and objects.

Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a Melee Weapon, you make this Ranged attack as though it were a Melee Attack.

Two-Handed. This weapon requires two hands when you Attack with it. If wielding this weapon with one hand, you have disadvantage on all attack rolls.

Underwater. When wielding a weapon with this property, you do not have disadvantage on attack rolls made while submerged in water.

Variable. When wielding a variable weapon to make a Melee Attack, you may change the damage type of your attack to that of the type in parentheses at the end of this property. You must decide which damage type you are dealing before rolling to attack.

Versatile. This weapon can be used with one or two hands. When wielded with two hands, the damage die of your attack is increased to the value in parentheses at the end of this property.

Firearms

Firearm Proficiency

Characters in most D&D worlds wouldn't have such proficiency. During their downtime, characters can use the training rules in the Player's Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.

Firearm Types

Firearms are specialized weapons, with each intended to fill a particular need. Below are the three broad categories of firearms that have emerged as firearm-based technologies have have grown and evolved over the years as well as their associated reload speeds.

Muskets. These heavy firearms are full-sized military arms, firing large musket balls with weighted powder charges. Muskets are built to withstrand the stress of sustained firefights and bayonet fighting. They are sturdy and heavy, most being about 10 pounds and pushing 5 feet in length. At the start of your turn, you may half your movement speed until the end of your turn in order to reload your weapon as an Action.

Pistols. Pistols are smaller, hand-held firearms designed for quick and easy carry. They are best used at a medium-to-close range, most often when closing the distance towards a target. You may reload a Pistol as a Bonus Action or, when taking the Attack action, in place of one of your attacks.

Rifles. Rifles barrels are grooved, which forces the bullet to fit closely to the barrel and imparts a corkscrew spin to it in flight. This greatly increases their range and accuracy. Rifle barrels are hexagonal and much heavier than other firearms. When taking the Attack action, you may reload a Rifle in place of one of your attacks.

Damage Type

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Ammunition. All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Blackpowder. The weapon utilizes volatile chemical powder as a propellant. Weapons with this property cannot be used in overly damp conditions or underwater, unless specifically designed or prepped to do so. When used, a gunpowder weapon expels a bright flash of light, a puff of smoke, and an explosion of sound that can be heard by all creatures within 300 feet. Each time you attack with a gunpowder weapon, you expend one pinch of powder and a single bullet.

Close-Quarters.

Loading. Because of the time required to load this weapon, you can fire it a number of times equal to its Loading score before you needing to reload. Unlike crossbows, which also have the loading property, firearms are known for a fairly complex system of reloading based upon their varying designs. Look to the Firearm Types section above to find how to reload a given firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it.

To repair your firearm, you must make a successful Munitions Kit check (DC = 8 + Misfire Score). On a failure, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Recoil.

Firearms Table
Name         Cost  Damage    Properties Weight
Firearms: Muskets
  Arquebus 50 gp 6 lb.
  Blunderbuss 30 gp Variable (Bludgeoning) 7 lb.
  Caliver Variable (Bludgeoning) 7 lb.
Firearms: Pistols
  Flintlock Pistol 10 gp 1d8 Piercing 6 lb.
  Highland Pistol 15 gp 1d8 Piercing Versatile (1d10) 9 lb.
  Pepperbox Crafted 1d8 Piercing Versatile (1d10) 9 lb.
Firearms: Rifles
  Hunting Rifle 10 gp 1d12 Piercing Ammunition (Range 80/320), Loading (1), Two-Handed, Misfire (1) 6 lb.
  Bolt-Action Rifle 30 gp 2d6 Piercing Ammunition (Range 120/480), Heavy, Loading (4), Two-Handed, Misfire (2) 7 lb.
  Breech-Loading Rifle Crafted 2d12 Piercing Ammunition (Range 180/720), Heavy, Loading (1), Two-Handed, Misfire (3) 7 lb.

Additional Fighting Styles

The Fighting Styles below are available to player characters that gain the Fighting Style feature, in addition to the options presented in the Player's Handbook.

Archery

You gain a +2 bonus to attack rolls with ranged weapons.

Brawler

You are proficient in improvised weapons. Additionally, your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

Classical Swordplay

While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack and damage rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.

Defensive Fighting

So long as you are either wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.

Dual Wielding

When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack.

Featherweight Fighting

While you are wielding only light weapons, and nothing else your speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light weapons, so long as you are not wearing medium or heavy armor, or wielding a shield.

Great Weapon Fighting

Whenever you make an attack with a heavy melee weapon as part of your Attack action, you can treat a total roll of 5 or lower on the weapon's damage dice as a 6. You must be wielding the weapon with two hands.

Heavyweight Fighting

You can use your weight, and the weight of your weapon, to land devastating blows. While you are wielding a heavy weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks made to Shove.

Melee Marksman

Having a hostile creature within 5 feet of you does not impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet.

Additionally, when you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against your target using your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Mounted Warrior

While riding a controlled mount, you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action to command it to take one action from its stat block.

Protector

When a creature you can see hits a target other than you that is within 5 feet of you, you can use your reaction to force the enemy to reroll the attack. If you are wielding a shield, the enemy rerolls the attack with disadvantage. You must use the new result.

Standard Bearer

When a creature within 30 feet of you makes an attack against a creature you can see, you can use your reaction to grant it advantage on its attack roll. You must be carrying a banner, flag, or battle standard in your hand to use this reaction.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.

Versatile Fighting

When wielding a single versatile weapon in one hand, as a bonus action you can use your free hand to make a single grapple or shove attack, or to take the Use an Object action. Alternatively, when wielding a single versatile weapon in two hands, you gain a +1 bonus to attack and damage rolls with that weapon.

 

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