# Table of Contents
- [2Introduction](#introduction)
- [2Annam](#Annam)
- ##### [3Preface](#Preface)
- ### [3Part 1: The Story of Time](#chapter-1-a-tale-of-creation-a-timeless-pantheon-asgorath-the-worldshaper)
- #### [5Chapter 1: A Tale of Creation](#Ch1)
- ##### [5A Timeless Pantheon](#Pantheon)
- ###### [5The Gods of Creation](#GodsOfCreation)
- ###### [6The Prime Deities](#PrimeDeities)
- ###### [6The Unspoken Gods](#ForsakenDeities)
- ##### [5The Myth of Creation](#MythOfCreation)
- ###### [5The Dawn of Time](#TheDawnOfTime)
- ###### [6The War of the Firsts](#TheWarOfTheFirsts)
- ###### [6The Formation of the Planes](#FormationOfThePlanes)
- #### [Chapter 2: The Ages of Old](#Ch2)
- ##### [5The First Dawn](#AgeOfZenith)
- ###### [5The Steps of Man](#AgeOfZenith)
- ###### [5The First Dawn](#AgeOfZenith)
- ###### [5The First Dawn](#AgeOfZenith)
- ##### [5The Age Of Zenith](#AgeOfZenith)
- ###### [6A Time of Great Discovery](#GreatDiscovery)
- ###### [6An Age of Hubris](#FallsOfHubris)
- ###### [6The End of Ages](#GreatEnd)
- ##### [5The Age of Ash](#AgeOfFire&Ash)
- ##### [5The Age of Renewal](#AgeOfFire&Ash)
- ##### [5The Age of Rew](#AgeOfFire&Ash)
- ### [Part 2: The World of Alyria](#Ch3)
- #### [Chapter 3: The World of Alyria](#Ch3)
- ##### [5The Realms of Man](#RealmsOfMan)
- ###### [5The Seven Shields of Savari](#Savari)
- ###### [6The High Kingdoms of Vall’Khoran](#VallKhoran)
- ###### [6The Ishari Beastlands](#Ishari)
- ###### [5The Lost Lands of Zerrai](#Zerrai)
- ###### [6The Midnight Suns of Valoria](#Valoria)
- ###### [6The Frozen Tundras of Izora](#Izora)
- ###### [6The Thousand Isles of Remnant](#Remnant)
- ##### [5The Seven Seas](#SevenSeas)
- ###### [5The Veridian Ocean](#Veridi)
- ###### [6The Cerulean Ocean](#Cerulean)
- ###### [6The Thasallian Ocean](#Thasallian)
- ###### [6The Kindred Seas](#Kindred)
- ###### [6The Starlight Sea](#Starlight)
- ###### [6The Seas of Sunder](#Sunder)
- ###### [5The Waves of Rimewarden ](#Rimewarden)
- #### [Chapter 4: To Explore the Planes](#Ch4)
- ##### [5The Inner Planes](#InnerPlanes)
- ###### [5The Prime Material](#PrimeMaterial)
- ###### [6The Feywilde](#Feywilde)
- ###### [6The Shadowfell](#Shadowfell)
- ###### [6The Elemental Planes](#ElementalPlanes)
- ##### [5The Transitive Planes](#TransitivePlanes)
- ###### [6The Astral Sea](#AstralSea)
- ###### [6The Ethereal Plane](#EtherealPlane)
- ###### [5The Plane of Dreams](#PlaneOfDreams)
- ###### [6The Gates of Limbo](#GatesOfLimbo)
- ##### [5The High Heavens](#HighHeavens)
- ###### [5The Veridian Ocean](#)
- ###### [6The 2 Ocean](#)
- ###### [6The Kindred Sea](#)
- ###### [5The 4 Ocean](#)
- ###### [6The Seas of Sunder](#)
- ###### [6The 6 Ocean](#)
- ###### [6The 7 Ocean](#)
- ##### [5The Gates of Hades](#)
- ###### [5The Veridian Ocean](#)
- ###### [6The 2 Ocean](#)
- ###### [6The Kindred Sea](#)
- ###### [5The 4 Ocean](#)
- ###### [6The Seas of Sunder](#)
- ###### [6The 6 Ocean](#)
- ###### [6The 7 Ocean](#)
- ### [Part 3: A World of Many Faces](#Ch5)
- ##### [5People & Races](#People&Races)
- [5Common Races](#CommonRaces)
- [6Monstrous Races](#MonstrousRaces)
- [6Beastial Races](#BeastialRaces)
- [5Exotic Races](#ExoticRaces)
- ##### [5Factions & Organizations](#Factions)
- ### [Chapter 6: The Stories To Be Told](#Ch6)
- ##### [5Character Creation](#CharacterCreation)
- [5Race](#CharacterCreation)
- [5Class](#CharacterCreation)
- [5Background](#CharacterCreation)
- [5Equipment](#CharacterCreation)
- [5Character Customization](#CharacterCreation)
\pagebreakNum
Introduction
# Introduction \pagebreakNum
# PART 0
##### An Introduction
|***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. |
\pagebreakNum
\columnbreak
## 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.
\pagebreakNum
___
**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.
\pagebreakNum
#### 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.
##### 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. \pagebreakNum ##### 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.
> ##### 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." \pagebreakNum ### 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. \pagebreakNum #### 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. \columnbreak ***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. \pagebreakNum #### 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. \columnbreak ***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. \pagebreakNum ## 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. \pagebreakNum \columnbreak ### 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. \pagebreakNum #### 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." \pagebreakNum #### 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. \columnbreak ***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. \pagebreakNum #### 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. \columnbreak \pagebreakNum ## 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. \columnbreak 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 \pagebreakNum ### 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). \pagebreakNum \columnbreak #### 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. \pagebreakNum #### 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. \columnbreak ***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. \pagebreakNum ## 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. \pagebreakNum ### 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. \pagebreakNum > ##### 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. \pagebreakNum ## 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. \pagebreakNum ## 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. \pagebreakNum ### 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. \columnbreak ***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. \pagebreakNum ## 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, \pagebreakNum ### 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). \pagebreakNum \columnbreak ## 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. \pagebreakNum ### 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. \columnbreak ***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. \pagebreakNum ***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." \columnbreak \pagebreakNum ## 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. \pagebreakNum ### 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. \columnbreak ***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." \pagebreakNum ## 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. \pagebreakNum ### 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. \columnbreak ***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. \pagebreakNum #### 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. \pagebreakNum ## 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 \pagebreakNum ### 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. \columnbreak ***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). \pagebreakNum #### 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). \pagebreakNum #### 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. \pagebreakNum