Racial Reworks - GM Binder
Racial Reworks - GM Binder
Racial Reworks - GM Binder
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Table of Contents
Kobolds .............
Common Races 4 Scalehearts .....
Trapclaws .........
Dwarves .......................................................................................................................... 5
Runtwings .......
Mountain Dwarves .......................................................................................................................... 7 Deeptails ..........
Hill Dwarves .......................................................................................................................... 7 Orcs ....................
Coastal Dwarves .......................................................................................................................... 7
Green Orcs ......
Stone Dwarves .......................................................................................................................... 8
Gray Orcs .........
Forge Dwarves .......................................................................................................................... 8
Red Orcs ...........
Elves .......................................................................................................................... 9
Deep Orcs .........
High Elves .......................................................................................................................... 11 Yuan-Ti .............
Wood Elves .......................................................................................................................... 11
Dark Elves .......................................................................................................................... 12 Beastial Ra
Pallid Elves .......................................................................................................................... 13
Sea Elves .......................................................................................................................... 13 Aarakocra .........
Gnomes .......................................................................................................................... 14 Avariens ...........
Forest Gnomes .......................................................................................................................... 15 Strixens ............
Rock Gnomes .......................................................................................................................... 16 Scavens .............
Salt Gnomes .......................................................................................................................... 16 Swellens ...........
Sand Gnomes .......................................................................................................................... 17 Sephirens .........
Deep Gnomes .......................................................................................................................... 17 Centaurs ...........
Goliaths .......................................................................................................................... 18 Coursera ..........
Flameborn Goliaths .......................................................................................................................... 20 Tauris ................
Frostborn Goliaths .......................................................................................................................... 20 Alsied ................
Stoneborn Goliaths .......................................................................................................................... 20 Gnolls ...............
Stormborn Goliaths .......................................................................................................................... 20 Harengon ..........
Half-Dwarves .......................................................................................................................... 21 Kenku ................
Half-Mountain Dwarves .......................................................................................................................... 21 Blackwings ......
Half-Hill Dwarves .......................................................................................................................... 21 Shadehunters
Half-Coastal Dwarves .......................................................................................................................... 21 Plaguewalkers
Half-Stone Dwarves .......................................................................................................................... 21 Corpseflowers
Half-Forge Dwarves .......................................................................................................................... 21 Lizardfolk ........
Half-Elves .......................................................................................................................... 22 Plainswalkers .
Half-High Elves .......................................................................................................................... 23 Sandscales .......
Half-Wood Elves .......................................................................................................................... 23 Venomfangs ....
Half-Dark Elves .......................................................................................................................... 23 Swampdwellers
Half-Pallid Elves .......................................................................................................................... 23 Minotaurs .........
Half-Sea Elves .......................................................................................................................... 23 Stonewardens
Half-Orcs .......................................................................................................................... 24 Seareavers .......
Half-Green Orcs .......................................................................................................................... 25 Labyrinthians .
Half-Gray Orcs .......................................................................................................................... 25 Pachydan ...........
Half-Red Orcs .......................................................................................................................... 25 Loxodon ...........
Half-Deep Orcs .......................................................................................................................... 25 Mamodon ........
Halflings .......................................................................................................................... 26 Pyrodon ...........
Lightfoot Halflings .......................................................................................................................... 27 Tabaxi ................
Stoutheart Halflings .......................................................................................................................... 27 Katari ................
Lotusden Halflings .......................................................................................................................... 28 Leorin ...............
Ghostwise Halflings .......................................................................................................................... 28 Sjori ...................
Humans .......................................................................................................................... 29 Therin ...............
Monstrous Races Tortles ..............
31
Hardshells ......
Bugbears .......................................................................................................................... 32 Seafarers ..........
Goblins .......................................................................................................................... 33 Snapjaws ...........
Draconbloods
Forest Goblins .......................................................................................................................... 34
Desert Goblins .......................................................................................................................... 34
Ursurai ..............
Mountain Goblins .......................................................................................................................... 35 Ghrazir .............
Jungle Goblins .......................................................................................................................... 35 Mintari .............
Swamp Goblins .......................................................................................................................... 35 Ailuren .............
Frost Goblins .......................................................................................................................... 35 Nocturan .........
Cavern Goblins .......................................................................................................................... 36
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Cavern Goblins .......................................................................................................................... 36
Hobgoblins .......................................................................................................................... 37
39
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132
The Juggernaut .......................................................................................................................... 133
The Scribe .......................................................................................................................... 133
The Skirmisher .......................................................................................................................... 134
The Surveyor. .......................................................................................................................... 134
W
ELCOME TO THE WORLD OF ALYRIA, AN OPEN WORLD OF VARIED CULTURES AND PEOPLES, EACH WITH ITS OWN FABLES, MYTHS,
AND LEGENDS. FIRST AND FOREMOST, THIS IS A WORLD OF STORIES. STORIES TO BE TOLD, TO EVOLVE AND CHANGE, TO REWRITE
THEMSELVES AGAIN AND AGAIN WITH EACH PASSING GENERATION. THE FOLLOWING SUPPLEMENT IS ONE I HAVE DESIGNED FOR
USE IN MY OWN PERSONAL GAMES OF D&D SET WITHIN MY HOMEBREW SETTING OF ALYRIA. THAT SAID, ALMOST EVERYTHING
IN THIS PDF IS MEANT TO BE SETTING NEUTRAL AND SHOULD SEEMLESSLY PORT INTO OTHER SETTINGS.
A VISIT TO ONE OF THE GREAT CITIES IN THE WORLDS OF DUNGEONS & DRAGONS—WATERDEEP, THE FREE CITY OF
GREYHAWK, OR EVEN UNCANNY SIGIL, THE CITY OF DOORS OVERWHELMS THE SENSES. VOICES CHATTER IN COUNTLESS
DIFFERENT LANGUAGES. THE SMELLS OF COOKING IN DOZENS OF DIFFERENT CUISINES MINGLE WITH THE ODORS OF CROWDED
STREETS AND POOR SANITATION. BUILDINGS IN MYRIAD ARCHITECTURAL STYLES DISPLAY THE DIVERSE ORIGINS OF THEIR
INHABITANTS.
AND THE PEOPLE THEMSELVES—PEOPLE OF VARYING SIZE, SHAPE, AND COLOR, DRESSED IN A DAZZLING SPECTRUM OF STYLES AND HUES—
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ELCOME TO THE WORLD OF ALYRIA, AN OPEN WORLD OF VARIED CULTURES AND PEOPLES, EACH WITH ITS OWN FABLES, MYTHS,
AND LEGENDS. FIRST AND FOREMOST, THIS IS A WORLD OF STORIES. STORIES TO BE TOLD, TO EVOLVE AND CHANGE, TO REWRITE
THEMSELVES AGAIN AND AGAIN WITH EACH PASSING GENERATION. THE FOLLOWING SUPPLEMENT IS ONE I HAVE DESIGNED FOR
USE IN MY OWN PERSONAL GAMES OF D&D SET WITHIN MY HOMEBREW SETTING OF ALYRIA. THAT SAID, ALMOST EVERYTHING
IN THIS PDF IS MEANT TO BE SETTING NEUTRAL AND SHOULD SEEMLESSLY PORT INTO OTHER SETTINGS.
A VISIT TO ONE OF THE GREAT CITIES IN THE WORLDS OF DUNGEONS & DRAGONS—WATERDEEP, THE FREE CITY OF
GREYHAWK, OR EVEN UNCANNY SIGIL, THE CITY OF DOORS OVERWHELMS THE SENSES. VOICES CHATTER IN COUNTLESS
DIFFERENT LANGUAGES. THE SMELLS OF COOKING IN DOZENS OF DIFFERENT CUISINES MINGLE WITH THE ODORS OF CROWDED
STREETS AND POOR SANITATION. BUILDINGS IN MYRIAD ARCHITECTURAL STYLES DISPLAY THE DIVERSE ORIGINS OF THEIR
INHABITANTS.
AND THE PEOPLE THEMSELVES—PEOPLE OF VARYING SIZE, SHAPE, AND COLOR, DRESSED IN A DAZZLING SPECTRUM OF STYLES AND HUES—
REPRESENT MANY DIFFERENT RACES, FROM DIMINUTIVE HALFLINGS AND STOUT DWARVES TO MAJESTICALLY BEAUTIFUL ELVES, MINGLING AMONG A
VARIETY OF HUMAN ETHNICITIES.
SCATTERED AMONG THE MEMBERS OF THESE MORE COMMON RACES ARE THE TRUE EXOTICS: A HULKING DRAGONBORN HERE, PUSHING HIS WAY
THROUGH THE CROWD, AND A SLY TIEFLING THERE, LURKING IN THE SHADOWS WITH MISCHIEF IN HER EYES. A GROUP OF GNOMES LAUGHS AS ONE OF
THEM ACTIVATES A CLEVER WOODEN TOY THAT MOVES OF ITS OWN ACCORD. HALF-ELVES AND HALF-ORCS LIVE AND WORK ALONGSIDE HUMANS,
WITHOUT FULLY BELONGING TO THE RACES OF EITHER OF THEIR PARENTS.
Choosing a Race
HUMANS ARE THE MOST COMMON PEOPLE IN THE WORLDS OF D&D, BUT THEY LIVE AND WORK ALONGSIDE DWARVES, ELVES, HALFLINGS, AND
COUNTLESS OTHER FANTASTIC SPECIES. YOUR CHARACTER BELONGS TO ONE OF THESE PEOPLES.
NOT EVERY INTELLIGENT RACE OF THE MULTIVERSE IS APPROPRIATE FOR A PLAYER-CONTROLLED ADVENTURER. DWARVES, ELVES, HALFLINGS, AND
HUMANS ARE THE MOST COMMON RACES TO PRODUCE THE SORT OF ADVENTURERS WHO MAKE UP TYPICAL PARTIES. OTHER RACES AND SUBRACES
ARE LESS COMMON AS ADVENTURERS.
YOUR CHOICE OF RACE AFFECTS MANY DIFFERENT ASPECTS OF YOUR CHARACTER. IT ESTABLISHES FUNDAMENTAL QUALITIES THAT EXIST THROUGHOUT
YOUR CHARACTER'S ADVENTURING CAREER. WHEN MAKING THIS DECISION, KEEP IN MIND THE KIND OF CHARACTER YOU WANT TO PLAY. FOR EXAMPLE,
A HALFLING COULD BE A GOOD CHOICE FOR A SNEAKY ROGUE, A DWARF MAKES A TOUGH WARRIOR, AND AN ELF CAN BE A MASTER OF ARCANE MAGIC.
YOUR CHARACTER RACE NOT ONLY AFFECTS YOUR ABILITY SCORES AND TRAITS BUT ALSO PROVIDES THE CUES FOR BUILDING YOUR CHARACTER'S STORY.
EACH RACE'S DESCRIPTION IN THIS CHAPTER INCLUDES INFORMATION TO HELP YOU ROLEPLAY A CHARACTER OF THAT RACE, INCLUDING PERSONALITY,
PHYSICAL APPEARANCE, FEATURES OF SOCIETY, AND RACIAL ALIGNMENT TENDENCIES.
Racial Traits
THE DESCRIPTION OF EACH RACE INCLUDES RACIAL TRAITS THAT ARE COMMON TO MEMBERS OF THAT RACE. THE FOLLOWING ENTRIES APPEAR AMONG
THE TRAITS OF MOST RACES.
ABILITY SCORES. EVERY RACE INCREASES A NUMBER OF YOUR CHARACTER'S ABILITY SCORES. SEE THE ALTERNATE ABILITY SCORE RULES BELOW
FOR ADDITIONAL OPTIONS.
AGE. THE AGE ENTRY NOTES THE AGE WHEN A MEMBER OF THE RACE IS CONSIDERED AN ADULT AND THE RACE'S EXPECTED LIFESPAN.
SIZE. CHARACTERS OF MOST RACES ARE MEDIUM, A SIZE CATEGORY INCLUDING CREATURES THAT ARE ROUGHLY 4 TO 8 FEET TALL. MEMBERS OF
SOME RACES ARE SMALL (BETWEEN 2 AND 4 FEET TALL), WHICH MEANS THAT CERTAIN RULES OF THE GAME AFFECT THEM DIFFERENTLY SUCH AS
CARRYING CAPACITY, MOVEMENT SPEED, ETC.
SPEED. YOUR SPEED DETERMINES HOW FAR YOU CAN MOVE WHEN TRAVELING AND FIGHTING. SEE CHAPTERS 8 & 9 OF THE PLAYER'S HANDBOOK
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CARRYING CAPACITY, MOVEMENT SPEED, ETC.
SPEED. YOUR SPEED DETERMINES HOW FAR YOU CAN MOVE WHEN TRAVELING AND FIGHTING. SEE CHAPTERS 8 & 9 OF THE PLAYER'S HANDBOOK
FOR A BREAKDOWN OF MOVEMENT SPEEDS.
LANGUAGES. BY VIRTUE OF YOUR RACE, YOUR CHARACTER CAN SPEAK, READ, AND WRITE CERTAIN LANGUAGES. CHAPTER 4 LISTS THE MOST
COMMON LANGUAGES OF THE D&D MULTIVERSE. SEE THE ALTERNATE LANGUAGE RULES BELOW FOR ADDITIONAL OPTIONS.
SUBRACES. SOME RACES HAVE SUBRACES. MEMBERS OF A SUBRACE HAVE THE TRAITS OF THE PARENT RACE IN ADDITION TO THE TRAITS OF THEIR
SUBRACE. RELATIONSHIPS AMONG SUBRACES VARY SIGNIFICANTLY FROM RACE TO RACE AND WORLD TO WORLD.
IN THE DRAGONLANCE CAMPAIGN SETTING, FOR EXAMPLE, MOUNTAIN DWARVES AND HILL DWARVES LIVE TOGETHER AS DIFFERENT CLANS OF THE
SAME PEOPLE, BUT IN THE FORGOTTEN REALMS, THEY LIVE FAR APART IN SEPARATE KINGDOMS AND CALL THEMSELVES SHIELD DWARVES AND GOLD
DWARVES, RESPECTIVELY.
Bold and hardy, Dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they
Dwarves 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 are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in
Elves 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 take delight in life, enjoying every moment of invention, exploration, investigation, creation, and
Gnomes
play. A Gnome's energy and enthusiasm for living shines through every inch of his or her tiny body.
Few folk can claim to have seen a Goliath, and fewer still can claim friendship with one. Goliaths wander a
Goliaths bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give
them great physical power.
Walking between the ambitious world of the Human and the traditional world of the Dwarf, Half-Dwarves are
Half-Dwarves 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.
Walking in two worlds but truly belonging to neither, Half-Elves combine what some say are the best
Half-Elves 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-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
Half-Orcs
more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and
notoriety for their barbaric customs and savage fury.
The diminutive Halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding
Halflings 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 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
Humans 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 world.
INCREASING FLU
Alternate Ability Score Increases
YOUR FLUENCY LEV
IF YOU'D LIKE YOUR CHARACTER TO FOLLOW THEIR OWN PATH, YOU MAY IGNORE YOUR ABILITY SCORE INCREASE TRAIT(S) AND ASSIGN ABILITY SCORE
INCREASES TAILORED TO YOUR CHARACTER.
TO DO THIS, TAKE ANY ABILITY SCORE INCREASE YOU GAIN IN YOUR RACE OR SUBRACE AND APPLY IT TO AN ABILITY SCORE OF YOUR CHOICE. IF YOU
GAIN MORE THAN ONE INCREASE, YOU CAN'T APPLY THOSE INCREASES TO THE SAME ABILITY SCORE, AND YOU CAN'T INCREASE A SCORE ABOVE 20.
FOR EXAMPLE, IF THE ABILITY SCORE INCREASE TRAIT OF YOUR RACE OR SUBRACE INCREASES YOUR CONSTITUTION BY 2 AND YOUR WISDOM BY 1,
YOU COULD INSTEAD INCREASE YOUR INTELLIGENCE BY 2 AND YOUR CHARISMA BY 1.
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FLUENCY LEVEL. IN PLACE OF AUTOMATICALLY BEING PROFICIENT IN A GIVEN LANGUAGE, ONE'S FLUENCY IN ANY LANGUAGE EXISTS ON A
PERCENTAGE SCALE FROM 0 TO 100. BE SURE TO MARK THE PERCENTAGE TIED TO EACH LANGUAGE YOU KNOW SEPARATELY. THIS NUMBER
REPRESENTS YOUR FLUENCY LEVEL.
LANGUAGE CHECKS. WHEN INTERACTING WITH A LANGUAGE THAT YOU ARE NOT 100% FLUENT IN, ROLL 1D100. WHEN ROLLING BELOW YOUR
FLUENCY LEVEL, YOU ARE ABLE TO SUCCESSFULLY TRANSLATE A GIVEN INTERACTION WHETHER IT BE A CONVERSATION, TEXT, ETC.
LANGUAGES KNOWN. AT 1ST LEVEL, YOUR CHARACTER MAY BE 100% FLUENT IN A NUMBER OF LANGUAGES EQUAL TO YOUR INTELLIGENCE
MODIFIER (MINIMUM OF 1). IT IS RECOMMENDED THAT ONE OF THESE LANGUAGES IS COMMON. FROM HERE, PLACE YOUR ADDITIONAL LANGUAGE
PROFICIENCIES IN ORDER FROM WHICH YOU WISH TO BE MOST FLUENT IN TO LEAST FLUENT IN. FOR EACH ADDITIONAL LANGUAGE YOU KNOW, YOU LOSE
20% FLUENCY IN THAT LANGUAGE (MINIMUM OF 20%).
FOR EXAMPLE, A 1ST LEVEL CHARACTER WITH 14 INTELLIGENCE MAY START WITH THE FOLLOWING LANGUAGE PROFICIENCIES: COMMON, DWARVEN,
ELVEN, GNOMISH, AND INFERNAL. IN THIS INSTANCE, THEY WOULD START THE GAME WITH TWO LANGUAGES AT 100% FLUENCY (COMMON AND
DWARVEN), WHEREAS THEIR LEFTOVER LANGUAGES WOULD BE PLACED IN ORDER OF THEIR IMPORTANCE TO THE CHARACTER AND LOSE FLUENCY AS
FOLLOWS: GNOMISH (80%), ELVEN (60%), INFERNAL (40%).
INCREASING FLUENCY. FOR EACH WEEK THAT YOU SPEND REGULARLY STUDYING AND/OR PRACTICING A GIVEN LANGUAGE, YOU MAY INCREASE
4
Dwarves Slow to Tr
Dwarves get
KINGDOMS RICH IN ANCIENT GRANDEUR, HALLS CARVED INTO THE ROOTS OF MOUNTAINS, THE ECHOING OF PICKS AND HAMMERS IN DEEP MINES AND
about a hund
BLAZING FORGES, A COMMITMENT TO CLAN AND TRADITION, AND A BURNING HATRED OF GOBLINS AND ORCS — THESE COMMON THREADS UNITE ALL
member of a
DWARVES. Elves. "It's
They don't h
Short and Stout down out of
BOLD AND HARDY, DWARVES ARE KNOWN AS SKILLED WARRIORS, MINERS, AND WORKERS OF STONE AND METAL. THOUGH THEY STAND WELL UNDER 5 hate the Orc
FEET TALL, DWARVES ARE SO BROAD AND COMPACT THAT THEY CAN WEIGH AS MUCH AS A HUMAN STANDING NEARLY TWO FEET TALLER. THEIR Halflings. "
COURAGE AND ENDURANCE ARE ALSO EASILY A MATCH FOR ANY OF THE LARGER FOLK. for the ages
Humans. "
DWARVEN SKIN RANGES FROM DEEP BROWN TO A PALER HUE TINGED WITH RED, BUT THE MOST COMMON SHADES ARE LIGHT BROWN OR DEEP TAN,
she's got kin
LIKE CERTAIN TONES OF EARTH. can make a H
THEIR HAIR, WORN LONG BUT IN SIMPLE STYLES, IS USUALLY BLACK, GRAY, OR BROWN, THOUGH PALER DWARVES OFTEN HAVE RED HAIR. MALE dragon's hoa
DWARVES VALUE THEIR BEARDS HIGHLY AND GROOM THEM CAREFULLY. often than n
Long Memory, Long Grudges
DWARVES CAN LIVE TO BE MORE THAN 400 YEARS OLD, SO THE OLDEST LIVING DWARVES OFTEN REMEMBER A VERY DIFFERENT WORLD.
FOR EXAMPLE, SOME OF THE OLDEST DWARVES LIVING IN BAL-BOFGAL CAN RECALL THE DAY, MORE THAN THREE CENTURIES AGO, WHEN ORCS
CONQUERED THE FORTRESS AND DROVE THEM INTO AN EXILE THAT LASTED OVER 250 YEARS. THIS LONGEVITY GRANTS THEM A PERSPECTIVE ON THE
WORLD THAT SHORTER-LIVED RACES SUCH AS HUMANS AND HALFLINGS LACK.
DWARVES ARE SOLID AND ENDURING LIKE THE MOUNTAINS THEY LOVE, WEATHERING THE PASSAGE OF CENTURIES WITH STOIC ENDURANCE AND
LITTLE CHANGE. THEY RESPECT THE TRADITIONS OF THEIR CLANS, TRACING THEIR ANCESTRY BACK TO THE FOUNDING OF THEIR MOST ANCIENT
STRONGHOLDS IN THE YOUTH OF THE WORLD, AND DON'T ABANDON THOSE TRADITIONS LIGHTLY.
PART OF THOSE TRADITIONS IS DEVOTION TO THE GODS OF THE DWARVES, WHO UPHOLD THE DWARVEN IDEALS OF INDUSTRIOUS LABOR, SKILL IN
BATTLE, AND DEVOTION TO THE FORGE.
INDIVIDUAL DWARVES ARE DETERMINED AND LOYAL, TRUE TO THEIR WORD AND DECISIVE IN ACTION, SOMETIMES TO THE POINT OF STUBBORNNESS.
MANY DWARVES HAVE A STRONG SENSE OF JUSTICE, AND THEY ARE SLOW TO FORGET WRONGS THEY HAVE SUFFERED.
A WRONG DONE TO ONE DWARF IS A WRONG DONE TO THE DWARF'S ENTIRE CLAN, SO WHAT BEGINS AS ONE DWARF'S HUNT FOR VENGEANCE CAN
BECOME A FULL-BLOWN CLAN FEUD.
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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.
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,
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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.
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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, SPELL SAVE DCS, WISDOM (PERCEPTION) CHECKS THAT RELY ON SIGHT, AND YOUR PASSIVE PERCEPTION SCORE WHEN YOU, THE
TARGET OF YOUR ATTACKS OR SPELLS, 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.
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FINE ARTISAN. W
FROM THE FOLLOWIN
ILLUMINATION. Y
CHOOSE TO SUPPRE
ADDITIONALLY, YOU
Hidden Woo
MOST ELVES DWELL
SKILL AND MAGIC A
THEY ARE TALENT
THOUGH SOME MA
ELVES ENCOUNTE
SERVICES OF ELF INS
Exploration
ELVES TAKE UP ADV
THEY DISLIKE THE P
CAREERS THAT LET TH
ELVES ALSO ENJO
MIGHT JOIN WITH RE
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.
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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
9
Elf Names
ELVES ARE CONSIDE
THEY ARE CALLED BY
ON DECLARING A
THE CHILD NAME. E
FAMILY MEMBERS.
LITTLE DISTINCTIO
EVERY ELF BEARS A
FAMILY NAMES INTO
CHILD NAMES: AR
NAILL, NAERIS, P
MALE ADULT NAM
ENIALIS, GALINN
PEREN, QUARION
FEMALE ADULT NA
ENNA, FELOSIAL,
QUELENNA, QUI
FAMILY NAMES &
MELIAMNE (OAK
Elf Traits
YOUR ELF CHARACTE
ABILITY SCORE
AGE. ALTHOUGH
BEYOND PHYSICAL G
100 AND CAN LIVE
SIZE. ELVES RAN
SPEED. YOUR BA
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SPEED. YOUR BA
LOW-LIGHT VIS
LIGHT WITHIN 60 FE
FEY ANCESTRY.
TRANCE. YOU DO
IN A TRANCELIKE M
WHENEVER YOU
ON YOUR CHOICE OF
LANGUAGES. YO
ELVEN LITERATURE I
ADD ELVISH BALLAD
SUBRACE. ANCI
ELVES, AND SEA E
10
High Elves
FROM A YOUNG AGE, HIGH ELVES LEARN THE ENDLESS UTILITY AND MASTERFUL CRAFT THAT IS ARCANE MAGIC, WHICH THEY OFTEN PRACTICE IN Haughty b
REVERENCE TO CORELLON, THE ELVEN GOD OF MAGIC. Although the
which is mo
COMMONLY REFERRED TO AS SUN ELVES DUE TO THE BEAUTIFULLY GOLDEN SHEEN OF THEIR SKIN, HIGH ELVES REPRESENT THE EPITOME OF GRACE
Dwarves. "
AND ELEGANCE, CHOOSING TO LIVE WITHIN THE ILLUSTRIOUS CITIES OF THEIR OWN DESIGN OVER THE TWILIGHT FORESTS OF THEIR KIN. valor. And I m
ABILITY SCORE INCREASE. YOUR INTELLIGENCE SCORE INCREASES BY 1. Halflings. "
HIGH EDUCATION. YOU HAVE PROFICIENCY IN YOUR CHOICE OF TWO OF THE FOLLOWING SKILLS: ACROBATICS, ARCANA, HISTORY, INSIGHT, NATURE, for each oth
OR RELIGION. arises."
HIGH ELVEN TRAINING. YOU CAN SPEAK, READ, AND WRITE TWO ADDITIONAL LANGUAGES OF YOUR CHOICE AND YOU HAVE PROFICIENCY WITH Humans. "
SHORTSWORDS AND LONGSWORDS. ONCE PER TURN, WHEN YOU HIT WITH AN ATTACK USING ONE OF THESE WEAPONS, YOU CAN CHOOSE TO DEAL Human ende
ADDITIONAL DAMAGE EQUAL TO YOUR PROFICIENCY BONUS. appreciate th
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
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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.
11
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The Darkn
To most, the
emerging on
Drow grow
conscience o
especially wh
12
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
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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.
13
HUMANS MIGHT W
Gnomes OF THE WORLD IN TH
A CONSTANT HUM OF BUSY ACTIVITY PERVADES THE WARRENS AND NEIGHBORHOODS WHERE GNOMES FORM THEIR CLOSELY KNIT COMMUNITIES. WANT TO DO AND SE
LOUDER SOUNDS PUNCTUATE THE HUM: A CRUNCH OF GRINDING GEARS HERE, A MINOR EXPLOSION THERE, A YELP OF SURPRISE OR TRIUMPH, AND GNOMES SPEAK
ESPECIALLY BURSTS OF LAUGHTER. GNOMES TAKE DELIGHT IN ALL THAT LIFE HAS TO OFFER, ENJOYING EVERY MOMENT OF INVENTION, EXPLORATION, OF SUBJECTS, THEY S
INVESTIGATION, CREATION, AND PLAY. THE WAY.
THOUGH GNOM
Vibrant Expression UNDERTAKE. MANY
THEMSELVES IN THE
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. Bright Burro
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 GNOMES MAKE TH
EVERYTHING AROUND. NATURAL, LIVING WO
ILLUSIONS.
Delighted Dedication WELCOME VISITO
BURROWS IN THE FIR
AS FAR AS GNOMES ARE CONCERNED, BEING ALIVE IS A WONDERFUL THING, AND THEY SQUEEZE EVERY OUNCE OF ENJOYMENT OUT OF THEIR THREE TO
GNOMES WHO S
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AS FAR AS GNOMES ARE CONCERNED, BEING ALIVE IS A WONDERFUL THING, AND THEY SQUEEZE EVERY OUNCE OF ENJOYMENT OUT OF THEIR THREE TO
GNOMES WHO S
FIVE CENTURIES OF LIFE.
GNOME TUTORS, EN
GENERATIONS OF A S
Seeing the W
CURIOUS AND IMP
AS LOVERS OF GE
WHAT SPURS THEM
ACTIVITY THEY UNDE
Gnome Name
GNOMES LOVE NAM
GNOME A NAME, A
MALE NAMES: AL
DIMBLE, ELDON
GLIM,JEBEDDO,
SEEBO, SINDRI,
FEMALE NAMES:
DONELLA, DUVAM
LOOPMOTTIN, LO
ROYWYN, SHAM
CLAN NAMES: BE
MURNIG, NINGEL
NICKNAMES: ASH
FNIPPER, NIM, O
14
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
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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).
15
Rock Gnomes
OF THE GNOMISH R
PEOPLE THINK OF W
WITH THEIR NATU
TO CONSULT THE KEE
ABILITY SCORE
INSTINCTIVE RE
SPELLCASTING ABILI
ARTIFICER’S LOR
TECHNOLOGICAL DEV
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TECHNOLOGICAL DEV
INSTEAD ADD DOUB
TINKER’S CRAFT
MATERIALS TO CONS
A CREATURE CAN
EFFECT FROM THE CA
CANDLE, ETC.
YOU CAN MAINTA
HOURS AWAY FROM
Salt Gnomes
A SEAFARING PEOP
LED BY THE ENDLES
INTIMATELY CONN
CELESTIAL BODIES W
FATE.
ABILITY SCORE
OCEAN GUIDE.
SPELLCASTING ABILI
NATURAL RECAL
TO NAVIGATE OR TRA
STAR GAZER YO
A UNIQUE FORM OF
IF YOU HAVE A CL
A LONG REST. BY CH
RECORD THE ROLL. O
A NATURAL 20. IF TH
16
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ABILITY SCORE INCREASE. YOUR STRENGTH SCORE INCREASES BY 1. OVER THE COURSE O
SAND SHIFTER. YOU KNOW THE MOLD EARTH CANTRIP. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR UNTIL YOUR NEXT LO
SPELLCASTING ABILITY WHEN CASTING THIS SPELL. PROFICIENCY BONU
INQUISITIVE EYE. YOU HAVE PROFICIENCY IN THE INVESTIGATION SKILL AND YOU CAN TAKE THE SEARCH ACTION AS A BONUS ACTION. YOU CAN SVIRFNEBLIN M
USE THIS TRAIT A NUMBER OF TIMES EQUAL TO YOUR PROFICIENCY BONUS, AND YOU REGAIN ALL EXPENDED USES WHEN YOU FINISH A LONG REST. WITH THIS TRAIT. ST
ANCIENT EXPLORER'S. YOU HAVE PROFICIENCY WITH MASON'S TOOLS, WHICH YOU HAVE LEARNED TO USE FOR YOUR ARCHAEOLOGICAL ENDEAVORS. THESE SPELLS WITH
USING THESE TOOLS, YOU CAN RITUALLY CAST YOUR CHOICE OF THE ALARM OR COMPREHEND LANGUAGES SPELLS OVER THE COURSE OF 10 MINUTES. INTELLIGENCE, W
INTELLIGENCE, WISDOM, OR CHARISMA IS YOUR SPELLCASTING ABILITY FOR THESE SPELLS WHEN YOU CAST THEM WITH THIS TRAIT (CHOOSE WHEN YOU SELECT THIS RA
YOU SELECT THIS RACE). SUNLIGHT SENS
ATTACK ROLLS, SPEL
Deep Gnomes TARGET OF YOUR ATTA
KNOWN AS THE DEEP GNOMES TO MOST, THE SVIRFNEBLIN ARE A RACE OF TRICKSTERS AND THIEVES LIVING DEEP WITHIN THE MANY DANGERS OF ADDITIONALLY, YO
THE UNDERDARK. OF 30 MINUTES), B
UNLIKE THE DUERGAR AND THE DROW, SVIRFNEBLIN ARE JUST AS GOOD AS THEIR SURFACE COUSINS, IF A LITTLE BIT MORE CHAOTIC AT HEART. SUNLIGHT, YOU MUS
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.
17
GOLIATHS HAPPI
WHO RELIES TOO MU
THIS TRAIT MANI
PUZZLES GOLIATHS.
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PUZZLES GOLIATHS.
TAKE HIS PLACE.
GOLIATHS RARELY
Survival of t
AMONG GOLIATHS,
OLDER OR WEAKER O
TREATED, AS A RESU
A PERMANENTLY
KEEP UP, OR THE G
IN SOME WAYS,
MUCH RATHER DIE I
FEW FOLK HAVE E
THEIR LIVES AS THEI
BECAUSE OF THE
FOR INNATE WISDOM
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
18
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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.
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.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
RIME'S WARD.
YOU CAN USE YOUR
YOU CAN USE TH
LONG REST.
Stoneborn
THE STONEBORN'S
THEIR GIANTKIN, TH
THEIR KIN.
ABILITY SCORE
HEART OF THE H
INSTEAD. ADDITION
CHOOSING.
BORN OF STONE
NEVER BEEN TO ONE
STONE'S ENDUR
YOUR REACTION TO R
YOU CAN USE TH
LONG REST.
Stormborn
THE STORMBORN S
ADVENTUROUS MIG
ABILITY SCORE
HEART OF THE S
ADVANTAGE ON CO
BORN OF THE ST
HEAVY PRECIPITATIO
OF THE DUNGEON M
STORM’S FURY.
CREATURE WITHIN 1
EQUAL TO 1D6 + YO
YOU CAN USE TH
LONG REST.
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.
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RIME'S WARD. YOU CAN SUPERNATURALLY DRAW ON THE CHILLING COLD TO WARD YOU FROM HARM. WHEN YOU ARE HIT BY A WEAPON ATTACK,
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FINE ARTISAN.
Half-Dwarves WOODCARVER'S TOO
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.
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.
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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
21
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Diplomats or
HALF-ELVES HAVE N
LARGE CITIES IN REG
COMMUNITIES OF T
THEY ENJOY THE
MOST PARTS OF THE
SOME PREFER TO
CIVILIZATION. OTHE
DIPLOMATIC ROLES
Half-Elf Na
HALF-ELVES USE EI
ELVES RAISED AMO
Excellent Am
MANY HALF-ELVES
HAVE ELVEN GRACE
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.
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.
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Half Pallid El
BLESSING OF THE M
ONCE WITH THIS TRA
ONCE YOU CAST EIT
INTELLIGENCE, W
YOU SELECT THIS RA
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Tribes and Sl
HALF-ORCS MOST OF
ALWAYS LIVE IN HU
WHETHER PROVI
BY ON THEIR PHYSIC
SOME HALF-ORC
RIVALS. SOME VENT
Half-Orc Na
HALF-ORCS USUALLY
MIGHT TRADE AN O
THEY THINK IT MAK
MALE ORC NAM
KELH, KRUSK, M
FEMALE ORE N
MYEV, NEEGA, O
Begrudging Acceptance
Each Half-Orc finds a way to gain acceptance from those who hate Orcs. Some are reserved, trying not to draw
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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.
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.
Green Half-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.
Gray Half-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.
Red Half-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.
Deep Half-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).
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Halflin
THE COMFORTS OF H
CLASHING ARMIES;
THOUGH SOME H
CONSTANTLY, LURED
WANDERERS LOVE P
DOWNRIVER.
Small and Pr
THE DIMINUTIVE H
STANDING ABOU
EMPIRES AND ON T
HALFLINGS' SKIN
BROWN OR HAZEL E
HALFLING MEN O
SIMPLE, COMFORTA
HALFLING PRACTI
FOR OSTENTATION.
EVEN THE WEALT
FOR FINDING THE M
Kind and Cu
HALFLINGS ARE AN A
HOME, HARBORING
EVEN ADVENTUR
THEY LOVE DISCOVE
HALFLINGS ARE E
IN LEAN TIMES.
Blend into t
HALFLINGS ARE ADE
COMBINATION OF TH
Exploring O
HALFLINGS USUALLY
WONDER-FILLED WOR
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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. Affable an
STOUT BUILD. WHEN A CREATURE OF A SIZE LARGER THAN YOU ATTEMPTS TO KNOCK YOU PRONE OR MOVE YOU AGAINST YOUR WILL, YOU HAVE Halflings try
ADVANTAGE ON THE ABILITY CHECK OR SAVING THROW MADE TO RESIST IT. ADDITIONALLY, YOU ARE CONSIDERED ONE SIZE LARGER FOR THE PURPOSES ones.
OF WIELDING HEAVY WEAPONS. Dwarves. "
smile once in
Lotusden Halflings Elves. "The
LONG TIED TO THE NATURAL WORLD, THE LOTUSDEN HALFLINGS HAVE ADAPTED OVER TIME TO LIVE IN TANDEM WITH THE CHAOTIC LAWS OF THE WILDS dream. But t
IN ORDER TO BECOME TRUE HERALDS OF THE WOODS THEY NOW FREELY ROAM. Humans. "
the farmers a
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1.
- you have to
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).
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YOU SELECT THIS RACE).
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
AN INDIVIDUAL H
BEYOND THE REACH
THEY LIVE FULLY
LASTING LEGACY. IND
DYNAMICS.
Lasting Insti
WHERE A SINGLE E
SACRED ORDERS AN
WHILE DWARF C
GOVERNMENTS AND
FEW WHO SEEK UN
WHEN THEY ARE GO
ALLHOUGH SOME
NONHUMANS COM
Exemplars of
HUMANS WHO SEE
IN THE EYES OF THE
TERRITORIES OR GRO
Humans
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Humans
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.
AN INDIVIDUAL HUMAN MIGHT HAVE A RELATIVELY SHORT LIFE SPAN, BUT A HUMAN NATION OR CULTURE PRESERVES TRADITIONS WITH ORIGINS FAR
29
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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Everyone's
Just as readil
everyone, th
merchants, a
Dwarves. "
Elves. "It's
peppered wi
learn a lot fro
Halflings. "
and good sto
something."
30
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Neither bugs nor bears, Bugbears are the hulking cousins of Goblins and Hobgoblins. With roots in the
Bugbears Feywild, they still bear a fey gift for lurking just out of sight, and many of them have since snuck away from
the influence of their fey brethren.
Goblins are conniving, self-serving, and fierce beings. They are quick to run when they cannot see a way to
Goblins win, finding it better to give up and spend their energy on something else or at least try again once they
have a better plan.
Hobgoblins trace their origins to the ancient courts of the Feywild, where many of them were drawn from
Hobgoblins by the conquering god Maglubiyet, who quickly marshaled them as soldiers. Still, the fey realm left its mark;
creating a mystical bond between the the Hobgoblin people and those they find themselves allied with.
Kobolds are meticulous creatures with sorcery in their blood, a variety of reptile with a strong work ethic.
Kobolds Discounted as pests or worse by many others, Kobolds are a long-suffering race with many talents and
clever tricks. Only the foolish overlook the threat that Kobolds actually pose.
Stuck between honor and savagery, Orcs are a complicated and mostly misunderstood race that always
Orcs lingers on the edge between noble barbarians and wild savages. Orc society is tribal by nature, rich with
traditions, honorable, yet wild and untamed.
Yuan-ti were originally Humans who transformed themselves into serpent folk through ancient rituals. Most
Yuan-Ti Yuan-Ti were corrupted into monsters by those rites, but some instead became a new people who mix
characteristics of Humans and snakes.
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THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
A GANG LIVES IN AN
ELSEWHERE IN ITS T
IN GOOD TIMES,
THE INDIVIDUALS BE
REST OF THE GANG S
Bugbear Tra
YOUR BUGBEAR CHA
ABILITY SCORE
AGE. BUGBEARS
SIZE. BUGBEAR
SPEED. YOUR BA
LOW-LIGHT VIS
LIGHT.
POWERFUL BUIL
LIFT.
UNNATURAL STA
SPACE LARGE ENOU
LONG-LIMBED.
ADDITIONALLY, W
THE GIVEN CHECK. I
SURPRISE ATTAC
Bugbears
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SURPRISE ATTAC
Bugbears THE CURRENT COMB
BUGBEARS FEATURE IN THE NIGHTMARE TALES OF MANY RACES AS GREAT, HAIRY BEASTS THAT CREEP THROUGH THE SHADOWS AS QUIET AS CATS. LANGUAGES. YO
IF YOU WALK ALONE IN THE WOODS, A BUGBEAR WILL REACH OUT OF THE BUSHES AND STRANGLE YOU. IF YOU STRAY TOO FAR FROM THE HOUSE AT
NIGHT, BUGBEARS WILL SCOOP YOU UP TO DEVOUR YOU IN THEIR DEN. IF A BUGBEAR CUTS OFF YOUR HEAD, YOUR SOUL STAYS TRAPPED INSIDE, AND
THE BUGBEARS USE YOUR HEAD TO MAGICALLY COMMAND ALL WHOM YOU ONCE KNEW.
LURID TALES SUCH AS THESE HAVE FLOWERED FROM THE SEEDS OF TRUTH. BUGBEARS DO RELY ON STEALTH AND STRENGTH TO ATTACK, PREFERRING TO
OPERATE AT NIGHT. THEY DO TAKE THE HEADS OF ENEMY LEADERS, BUT THEY ARE NO MORE LIKELY TO EAT PEOPLE INDISCRIMINATELY THAN HUMANS
ARE.
Gang Mentality
SINCE BUGBEARS AREN’T A PARTICULARLY FECUND RACE, THEIR OVERALL POPULATION IS SMALL AND SPREAD OVER A WIDE AREA.
BUGBEARS LIVE IN FAMILY GROUPS THAT OPERATE MUCH LIKE GANGS. THE INDIVIDUALS IN A GROUP TYPICALLY NUMBER FEWER THAN A DOZEN,
CONSISTING OF SIBLINGS AND THEIR MATES AS WELL AS A HANDFUL OF OFFSPRING AND AN ELDER OR TWO.
32
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Goblins
GOBLINS ARE CONNIVING, SELF-SERVING, AND FIERCE BEINGS. THEY'RE MORE APTLY DESCRIBED AS CUNNING AND FIERCE THAN DOLTISH AND RASH OR
INTELLIGENT AND TACTFUL.
THEY COMMONLY LIVE AMONGST FOREST, BOGS, AND MOUNTAINS IN CABES, HIDEY-HOLES, OR STRUCTURES LONG DESERTED BY RACES MORE
SKILLED IN ARCHITECTURE AND CONSTRUCTION.
Worshippers of Maglubiyet
MAGLUBIYET THE MIGHTY ONE, THE LORD OF DEPTHS AND DARKNESS, IS THE GREATER GOD OF GOBLINOIDS.
ENVISIONED BY MOST GOBLINS AS AN ELEVEN-FOOT-TALL BATTLE-SCARRED GOBLIN WITH BLACK SKIN AND FIRE ERUPTING FROM HIS EYES, HE IS
WORSHIPPED NOT OUT OF ADORATION BUT FEAR. GOBLINS BELIEVE THAT WHEN THEY DIE IN BATTLE, THEIR SPIRITS JOIN THE RANKS OF MAGLUBIYET'S
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ENVISIONED BY MOST GOBLINS AS AN ELEVEN-FOOT-TALL BATTLE-SCARRED GOBLIN WITH BLACK SKIN AND FIRE ERUPTING FROM HIS EYES, HE IS
WORSHIPPED NOT OUT OF ADORATION BUT FEAR. GOBLINS BELIEVE THAT WHEN THEY DIE IN BATTLE, THEIR SPIRITS JOIN THE RANKS OF MAGLUBIYET'S
ARMY ON THE PLANE OF ARCHERON.
Malicious Leaders
GOBLINS ARE RULED BY THE STRONGEST OR THE SMARTEST AMONG THEM. A GOBLIN BOSS MIGHT COMMAND A SINGLE LAIR, WHILE A GOBLIN KING OR
QUEEN (WHO IS NOTHING MORE THAN A GLORIFIED GOBLIN BOSS) WOULD RULE HUNDREDS OF GOBLINS, SPREAD OUT AMONG MULTIPLE LAIRS TO
ENSURE THE TRIBE'S SURVIVAL.
GOBLIN BOSSES ARE EASILY OUSTED, AND MANY GOBLIN TRIBES ARE TAKEN OVER BY NEARBY RIVAL TRIBES. IF EVER A LEADER SHOWS WEAKNESS IN
FRONT OF HIS CLAN, ANOTHER AMBITIOUS GOBLIN IS THERE TO TAKE HIS PLACE (AFTER SLITTING HIS THROAT OF COURSE).
Goblin Names
A GOBLIN'S NAME CONSISTS OF A GIVEN NAME AND A TRIBE NAME. A TRIBE NAME IS OF EXPONENTIALLY GREATER IMPORTANCE THAN A GIVEN NAME.
A GOBLIN WHO LOSES HIS OR HER TRIBE NAME IS A SHAME TO ALL AROUND HIM OR HER.
33
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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YOU CAN USE THIS TRAIT A NUMBER OF TIMES EQUAL TO YOUR PROFICIENCY BONUS, REGAINING ALL EXPENDED USES WHEN YOU FINISH A LONG SURFACE, YOU TAKE
REST. GROUND AS LONG A
LANGUAGES. YOU CAN SPEAK, READ, AND WRITE COMMON AND GOBLIN.
Mountain Gob
SUBRACE. GOBLINS CAN BE FOUND IN ALL SHAPES AND SIZES, ADAPTING AGAIN AND AGAIN OVER GENERATIONS TO BEST MAKE USE OF THEIR
MOUNTAIN GOBLIN
SURROUNDINGS. THESE ADAPTATIONS HAVE RESULTED IN 7 SUBRACES OF GOBLINS FOR THE MANY ENVIRONMENTS THEY HAVE BEEN ABLE TO THRIVE
MUCH KNOWLEDGE
WITHIN.
PHENOMENON FORM
Forest Goblins ABILITY SCORE
PERHAPS THE MOST WELL KNOWN OF THEIR GOBLIN KIN, FOREST GOBLINS ARE GREEN OF SKIN AND STOUT OF STATURE. LIVING WITHIN THE SHADE OF MOUNTAIN ADA
THE FOREST, THESE GOBLINS MAKE GREAT USE OF THEIR ENVIRONMENT, THRIVING OFF OF THE SPOILS OF THE UNLUCKY CARAVANS AND ADVENTURERS YOU'VE NEVER BEEN
THAT PASS THROUGH THEIR LANDS.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1.
Roguish G
As creatures
society.
If you pick
as a bonus a
34
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
NATURAL ARMOR. YOUR ROCKY EXTERIOR GIVES YOU AN EXTRA LAYER OF DEFENSE. YOU HAVE RESISTANCE TO ACID DAMAGE AND, WHEN YOU AREN'T
WEARING ARMOR, YOUR BASE AC IS 13 + YOUR DEXTERITY MODIFIER. YOU CAN USE YOUR NATURAL ARMOR IF THE ARMOR YOU WEAR WOULD LEAVE
YOU WITH A LOWER AC. A SHIELD'S BENEFITS APPLY AS NORMAL WHILE YOU USE YOUR NATURAL ARMOR.
ALPINE EXPLORERS. 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 ATHLETICS, YOU MAY INSTEAD ADD DOUBLE YOUR PROFICIENCY BONUS TO THE CHECK.
Jungle Goblins
OFTEN MISTAKEN FOR SOME FORM OF DERANGED BEAST, JUNGLE GOBLINS HOLD A DARK GREEN HUE TO THEIR SKIN AND A LONG PREHENSILE TAIL.
THESE GOBLINS ARE SAVAGE HUNTERS THAT MANEUVER THROUGH THE THICKNESS OF THE JUNGLE WITH AN UNNATURAL SPEED THAT MAKES THEM
INCREDIBLY DEADLY IN THE RIGHT CIRCUMSTANCES.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1.
POISON RESISTANCE. YOU HAVE ADVANTAGE ON SAVING THROWS AGAINST POISON, AND YOU HAVE RESISTANCE AGAINST POISON DAMAGE.
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POISON RESISTANCE. YOU HAVE ADVANTAGE ON SAVING THROWS AGAINST POISON, AND YOU HAVE RESISTANCE AGAINST POISON DAMAGE.
JUNGLE ADAPTATION. YOU HAVE A CLIMBING SPEED OF 30 FEET. ADDITIONALLY, YOU HAVE A LONG PREHENSILE TAIL. YOUR TAIL CAN BE USED TO
PERFORM A VARIETY OF SIMPLE TASKS SUCH AS HOLDING AN ITEM OR PICKING SOMETHING OFF THE FLOOR, BUT IS UNABLE TO PERFORM ANY COMPLEX
TASKS SUCH AS PICKING A LOCK OR WIELDING A WEAPON.
Swamp Goblins
AFTER LEARNING THE WAYS OF THE SWAMP, SWAMP GOBLINS HAVE ADAPTED BY LITERALLY GROWING GILLS AND WEBBED APPENDAGES OVER THE
COURSE OF GENERATIONS WITHIN THESE LANDS. WITH A NATURALLY SLIMY EXTERIOR AND SKITTISH NATURE, THESE GOBLINS ARE HARD TO CORNER,
ESPECIALLY WITHIN THEIR PREFERRED ENVIRONMENT OF THE SWAMPY LANDS THEY CALL HOME.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1.
SWAMP ADAPTATION. YOU HAVE A SWIMMING SPEED EQUAL TO 35 FEET AND YOU CAN BREATHE AIR AND WATER. ADDITIONALLY, YOU HAVE
ADVANTAGE ON ANY DEXTERITY (STEALTH) CHECK YOU MAKE WHILE YOU ARE SUBMERGED IN WATER.
SLIPPERY SWIMMERS. WHILE SUBMERGED IN WATER, YOU CAN MOVE ACROSS NONMAGICAL DIFFICULT TERRAIN WITHOUT EXPENDING EXTRA
MOVEMENT. ADDITIONALLY, YOU HAVE ADVANTAGE ON ALL ABILITY CHECKS AND SAVING THROWS MADE TO RESIST BEING GRAPPLED.
Frost Goblins
TALLER AND A BIT LESS DERANGED THAN MOST OF THEIR KIN, FROST GOBLINS ARE THOUGHT TO HAVE BEEN CIVILIZED BY THE PRISMATIC LIGHTS OF THE
NORTH. HAVING DEVOTED THEMSELVES TO THE STRANGE MAGICS OF THESE LIGHTS, THE FROST GOBLINS ARE WELL KNOWN FOR THE DEVIOUS TRICKS
THAT THEY PLAY UPON UNSUSPECTING VICTIMS.
ABILITY SCORE INCREASE. YOUR INTELLIGENCE SCORE INCREASES BY 1.
ARCTIC ADAPTATION. YOU HAVE RESISTANCE TO COLD DAMAGE AND YOU ARE NATURALLY ADAPTED TO COLD CLIMATES, AS DESCRIBED IN CHAPTER
5 OF THE DUNGEON MASTER'S GUIDE.
BLESSING OF THE AURORA. YOU KNOW THE DANCING LIGHTS 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 BLUR 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).
35
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Cavern Goblin
HAVING ABSCONDE
SMALL BEADY ORBS
GOBLIN KIN, CAVER
ABILITY SCORE
CAVERN ADAPT
BLINDSIGHT WITH A
BLINDED OR IN DARK
YOU.
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YOU.
SUPERIOR DARK
LIGHT WITHIN 90 FE
SHADES OF GRAY.
SHADE MAGIC.
TRAIT. STARTING AT 5
THESE SPELLS WITH
INTELLIGENCE, W
YOU SELECT THIS RA
SUNLIGHT SENS
ATTACK ROLLS, SPEL
TARGET OF YOUR ATTA
ADDITIONALLY, YO
OF 30 MINUTES), B
SUNLIGHT, YOU MUS
Sneaky and
Goblins are n
advantage th
Dwarves. "
Kill them firs
raech for the
Halflings. "
or less take a
36
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Honor Boun
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Honor Boun
ADVANCEMENT IN
THE RACE’S CODE OF
GLORY CAN BE E
PERFORMANCES (W
MONUMENT, AND T
FORTUNES OF WAR C
IN PRACTICE, WA
PORTION OUT OPPOR
FOLLOW ORDERS
TIMES AS WELL IN O
IN DEATH IF THE ACT
HONOR THE GO
GEAYA, AS WELL AS
BARGRIVYEK’S PEAC
WAR IS THE LIFEBLOOD OF HOBGOBLINS. ITS GLORIES ARE THE DREAMS THAT INSPIRE THEM. ITS HORRORS DON’T FEATURE IN THEIR NIGHTMARES.
COWARDICE IS MORE TERRIBLE TO HOBGOBLINS THAN DYING, FOR THEY CARRY THEIR LIVING ACTS INTO THE AFTERLIFE. A HERO IN DEATH BECOMES A
HERO ETERNAL.
YOUNG HOBGOBLINS START SOLDIERING WHEN THEY CAN WALK AND HEED THE MUSTERING CALL AS SOON AS THEY CAN WIELD THEIR WEAPONS
CAPABLY. EVERY LEGION IN THE HOBGOBLINS’ ENTIRE SOCIETY FOREVER STANDS PREPARED FOR WAR.
Brutal Civility
HOBGOBLINS HOLD THEMSELVES TO HIGH STANDARDS OF MILITARY HONOR. THE RACE HAS A LONG HISTORY OF SHARED TRADITIONS, RECORDED AND
RETOLD TO KEEP THE KNOWLEDGE FRESH FOR NEW GENERATIONS. WHEN HOBGOBLINS AREN’T WAGING WAR, THEY FARM, THEY BUILD, AND THEY
PRACTICE BOTH MARTIAL AND ARCANE ARTS.
THESE TRAPPINGS OF CIVIL SOCIETY DO LITTLE TO CONCEAL AN UNDERLYING BRUTALITY THAT HOBGOBLINS PRACTICE ON EACH OTHER AND PERFECT
UPON OTHER RACES. PUNISHMENT FOR INFRACTIONS OF HOBGOBLIN LAW ARE SWIFT AND MERCILESS. BEAUTY IS SOMETHING HOBGOBLINS ASSOCIATE
ONLY WITH IMAGES OF CONFLICT AND WARFARE.
THE IRON GRIP THEIR PHILOSOPHY HOLDS ON THEIR HEARTS BLINDS HOBGOBLINS TO THE ACCOMPLISHMENTS OF OTHER PEOPLES. HOBGOBLINS
HAVE LITTLE APPRECIATION OR PATIENCE FOR ART. THEY LEAVE LITTLE SPACE FOR JOY OR LEISURE IN THEIR LIVES, AND THUS HAVE NO RESERVES OF FAITH
TO CALL UPON WHEN IN DIRE STRAITS.
RANK AND RESPONSIBILITY AREN’T NECESSARILY COMMENSURATE FROM ONE LEGION TO ANOTHER OR EVEN BETWEEN BANNERS IN THE SAME
37
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
GIVE NO INSULT. A
IRONICALLY), THE OU
THIS SAME FORM O
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THIS SAME FORM O
REWARD GLORIO
HIGHER RANK FROM
WHO REMAIN ARE W
LEADERSHIP IN THE
UPHOLD THE LE
OVER TERRITORY, RES
VIEW ONE ANOTHER
Hobgoblin T
YOUR HOBGOBLIN C
ABILITY SCORE
AGE. HOBGOBLIN
SIZE. HOBGOBL
SPEED. YOUR BA
LOW-LIGHT VIS
LIGHT.
MARTIAL PROWE
FEARLESS LEAD
GIFT OF THE FEY
YOUR PROFICIENCY
STARTING AT 3RD
HOSPITALITY. Y
BONUS.
PASSAGE. YOU
SPITE. UNTIL TH
DISADVANTAGE
FORTUNE OF THE
RECIPROCITY TO GAI
CAN USE THIS TRAIT
LANGUAGES. YO
GIVE NO INSULT. AS BEFITS THEIR WARLIKE NATURE, HOBGOBLINS BELIEVE THAT ANY INSULT DEMANDS A RESPONSE. SUITABLY (AND SOMEWHAT
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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Kobold
KOBOLDS ARE METICULOUS CREATURES WITH SORCERY IN THEIR BLOOD, A VARIETY OF REPTILE WITH A STRONG WORK ETHIC. DISCOUNTED AS PESTS OR
WORSE BY MANY OTHERS, KOBOLDS ARE A LONG-SUFFERING RACE WITH MANY TALENTS AND CLEVER TRICKS. ONLY THE FOOLISH OVERLOOK THE THREAT
THAT KOBOLDS ACTUALLY POSE.
FOR KOBOLDS, AWAKENING THE POTENTIAL OF SORCERY WITHIN THEMSELVES IS A BIRTHRIGHT. NOTHING COULD BE MORE NATURAL.
Cold-blooded Reptiles
KOBOLDS ARE SHORT, COLD-BLOODED REPTILIAN HUMANOIDS WITH BONY FRAMES, SMALL TAILS, AND SCALY SKIN. THEY STAND APPROXIMATELY 2 TO
2-1/2 FEET TALL AND WEIGH 35 TO 45 POUNDS. SINEWY, DOUBLE-JOINTED LEGS, NATURALLY BENT AND POISED FOR SUDDEN SPEED, CONTRIBUTE TO
THEIR HEIGHT.
KOBOLDS HAVE STRONG TEETH, AND THEIR HANDS AND FEET HAVE LONG DIGITS TIPPED WITH VERY SMALL CLAWS. A KOBOLD’S FACE IS LIKE A
CROCODILE’S, WITH A JAW THAT CAN OPEN WIDE ENOUGH TO HOLD A WHOLE MELON. CONSTANTLY ALERT AND WIDE, THE EYES OF A KOBOLD RANGE IN
COLOR FROM BURNT OCHRE TO RED. A RIDGE OF SMALL, HORNLIKE BONE JUTS ABOVE EACH BROW AND SWEEPS BACKWARD, THE PROTRUSIONS GROWING
LARGER AND MORE PRONOUNCED TOWARD THE REAR OF THE SKULL.
MOST KOBOLDS OF THE SAME TRIBE TEND TO HAVE SIMILAR COLORATION. TWO TRIBES THAT MERGE EVENTUALLY, CROSSBREED ENOUGH TO CREATE A
NEW LOOK, ALTHOUGH OCCASIONAL OUTLIERS AND THROWBACKS ARE BORN THAT BEAR THE APPEARANCE OF ONE OF THE ORIGINAL TRIBES.
USE THE SCALE COLOR TABLE TO RANDOMLY DETERMINE THE PREDOMINANT APPEARANCE OF KOBOLDS IN A TRIBE.
Scale Pattern
d20 Scale Color
1-4 Mottled
5-8 Reticulated
9-12 Shaded
13-16 Spotted
17-20 Striped
39
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Kobold Trai
YOUR KOBOLD CHAR
ABILITY SCORE
AGE. KOBOLDS R
SIZE. KOBOLDS
SPEED. YOUR BA
DARKVISION. AC
WITHIN 60 FEET OF
SHADES OF GRAY.
TRAP MASTERS.
DRACONIC CRY.
MAKE A WISDOM
DISADVANTAGE ON
YOU CAN USE TH
LONG REST.
FLEETING COUR
BEFORE THE END OF
LANGUAGES. YO
SUBRACE. WITH
DEEPTAILS.
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THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Scalehearts
BLESSED WITH AN ELEMENTAL HEART, SCALEHEARTS ARE THE MOST ZEALOUS WARRIORS AMONGST KOBOLD TRIBES. BORN WITH VIBRANT SCALES AND
AN INNATE ELEMENTAL BREATH WEAPON, THE MARK OF THEIR DRACONIC HERITAGE IS A POINT OF HONOR AND PRIDE FOR THESE LITTLE DRAGONS. THIS
ANCESTRAL PRIDE MOST OFTEN PLACES SCALEHEARTS IN POSITIONS OF LEADERSHIP WITHIN THEIR TRIBES.
ABILITY SCORE INCREASE. YOUR CHARISMA SCORE INCREASES BY 1.
RUNIC SIGHT. YOU HAVE ADVANTAGE ON ALL ABILITY CHECKS MADE TO UNCOVER OR DECIPHER MAGICAL RUNES.
DRACONIC ANCESTRY. YOU HAVE STRONGER TIES TO YOUR DRACONIC ANCESTRY THAN MOST OTHERS OF YOUR KIND. CHOOSE ONE TYPE OF DRAGON
FROM THE DRACONIC ANCESTRY TABLE BELOW. THIS DETERMINES THE DAMAGE TYPE FOR YOUR DRACONIC RESISTANCE AND BREATH WEAPON
TRAITS, AS SHOWN IN THE FOLLOWING TABLE.
Draconic Ancestry
Draconic Color Damage Type
Copper, Green, or Emerald Poison
Iron, Black, or Amethyst Acid
Cobalt, Blue, or Sapphire Lightning or Thunder
Silver, White, or Diamond Cold
Gold, Red, or Ruby Fire
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 + YOUR CHARISMA
MODIFIER + YOUR PROFICIENCY BONUS), TAKING 1D6 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 1D6 WHEN YOU REACH 5TH LEVEL (2D6), 11TH LEVEL (3D6), AND 17TH
LEVEL (4D6).
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.
Trapclaws
WHILE SOME KOBOLDS ARE BLESSED WITH ELEMENTAL HEARTS, OTHERS ARE INSTEAD BLESSED WITH A CURIOUSLY UNHINGED MIND. WITH A
WANDERING FOCUS AND A NEED TO FIDDLE WITH WHATEVER IS WITHIN GRABBING DISTANCE, TRAPCLAWS ARE OFTEN QUITE TWITCHY WHEN NOT
EXPLORING WHATEVER PROJECT HAS TAKEN THEIR FANCY.
ABILITY SCORE INCREASE. YOUR INTELLIGENCE SCORE INCREASES BY 1.
DEFIANT MIND. YOU HAVE ADVANTAGE ON SAVING THROWS TO AVOID OR END THE FRIGHTENED CONDITION ON YOURSELF.
CRAZED INTUITION. THANKS TO YOUR INVENTIVE MIND, YOU HAVE PROFICIENCY WITH TWO OF THE FOLLOWING SKILLS OF YOUR CHOICE: ANIMAL
HANDLING, INVESTIGATION, MEDICINE, NATURE, PERCEPTION, OR SURVIVAL.
SCRAPPY CRAFTER. AS PART OF A SHORT OR LONG REST, YOU CAN USE A BLADE OR DAGGER TO HARVEST BONE AND HIDE FROM A SMALL OR LARGER
CREATURE TO CREATE ONE OF THE FOLLOWING OBJECTS: A SHIELD, A CLUB, A JAVELIN, OR 1D4 DARTS OR NEEDLES.
IMPROVISED ARTISAN. YOU HAVE PROFICIENCY IN YOUR CHOICE OF ONE OF THE FOLLOWING ARTISAN’S TOOLS: ALCHEMIST’S SUPPLIES, MASON’S
TOOLS, SMITH’S TOOLS, OR TINKERER’S TOOLS.
ADDITIONALLY, YOU ARE CONSIDERED PROFICIENT WITH IMPROVISED WEAPONS AND THE DAMAGE DIE OF IMPROVISED WEAPONS YOU WIELD IS
INCREASED TO 1D6.
Runtwings
OFTEN MUCH SMALLER AND MORE MEAK THAN OTHERS OF THEIR KIND, RUNTWINGS ARE BORN WITH, YOU GUESSED IT, A PAIR OF RUNTISH WINGS, NOT
EVEN BIG ENOUGH TO TRULY CARRY THEIR SHRUNKEN STATURE. WITH ENOUGH TIME AND PRACTICE, MOST RUNTWINGS EVENTUALLY LEARN TO GLIDE
WELL ENOUGH, THOUGH TRUE FLIGHT IS MOST OFTEN NOTHING MORE THAN A DREAM FOR THEIR KIND.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1.
STUNTED WINGS. YOU HAVE A PAIR OF STUNTED WINGS THAT PROTRUDE FROM YOUR BACK. ALTHOUGH NOT QUITE LARGE ENOUGH TO TRULY FLY,
THESE WINGS GIVE YOU THE ABILITY TO LEAP AND GLIDE GREAT DISTANCES. YOUR VERTICAL JUMP DISTANCE IS DOUBLED AND YOUR HORIZONTAL JUMP
DISTANCE IS TRIPLED.
ADDITIONALLY, WHEN YOU FALL, YOU CAN USE YOUR REACTION TO SPREAD YOUR WINGS, ALLOWING YOU TO MOVE UP TO 5 FEET HORIZONTALLY FOR
EVERY 1 FOOT YOU DESCEND. WHEN FALLING IN THIS WAY, YOUR MOVEMENT SPEED IS DOUBLED AND YOU DO NOT TAKE FALL DAMAGE.
SKITTISH. WHEN FORCED TO MAKE A DEXTERITY SAVING THROW AGAINST AN AREA EFFECT, YOU MAY USE YOUR REACTION TO MOVE UP TO HALF OF
YOUR MOVEMENT WITHOUT PROVOKING ATTACKS OF OPPORTUNITY. IF THIS MOVEMENT WOULD TAKE YOU OUT OF THE AREA OF EFFECT, YOU ARE STILL
CONSIDERED TO BE TARGETED BY THE EFFECT, BUT MAY ROLL THE SAVING THROW 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
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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.
41
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Draconic R
If a Scalehea
draconic rite
If you pick
Draconic He
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42
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Colors of Co
THREE COLORS HAV
THOSE HUES.
RED OCHRE IS US
THE UNWRITTEN
THESE COLORS ON IT
FOR INSTANCE, TH
ANOTHER TRIBE RUB
Special Enem
WHEN ORCS ATTAC
GRABBING PLUNDER
WHEN ORCS FIGH
ORCS BECOME SO F
TROPHIES OF ANY W
ORCS TREAT DWA
A TRIBE SUCCEEDS
ABOUT THE PROPER
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.
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43
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Gray Orcs
WITHIN THEIR THRIV
WHILE ISOLATIONIS
THREATENED.
THEIR SKIN MOS
FOR THE VARIOUS CO
ABILITY SCORE
ALPINE HUNTER
CLIMATES, AS DESC
NATURAL MOUN
ADDITIONAL MOVEM
ADDITIONALLY, W
THE GIVEN CHECK. I
CHECK.
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44
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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, SPELL SAVE DCS, WISDOM (PERCEPTION) CHECKS THAT RELY ON SIGHT, AND YOUR PASSIVE PERCEPTION SCORE WHEN YOU, THE
TARGET OF YOUR ATTACKS OR SPELLS, 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.
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45
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Yuan-Ti Tra
YOUR YUAN-TI CHA
ABILITY SCORE
AGE. PUREBLOO
SIZE. PUREBLOO
SPEED. YOUR BA
LOW-LIGHT VIS
LIGHT.
SHARP TONGUE
POISON RESIST
HAVE RESISTANCE T
MENTAL RESILIE
SNAKE CHARM
YOUR WORDS, THOU
CHECKS YOU MAKE
SERPENTINE SP
WITH THIS TRAIT. ST
THESE SPELLS WITH
INTELLIGENCE, W
YOU SELECT THIS RA
Yuan-ti LANGUAGES. YO
A RACE AT THE BRINK OF EXTINCTION, YUAN-TI EITHER TRY TO BLEND INTO HUMAN SOCIETIES OR KEEP THEMSELVES HIDDEN AWAY AT THE EDGE OF
THE WORLD.
MOST TRY TO LIVE PIOUS LIVES, HOPING TO BE BORN AGAIN INTO A NEW BLESSED FORM, BUT SOME HAVE LEFT RELIGION BEHIND ALL TOGETHER IN
FAVOR OF SEARCHING FOR A CURE FOR THE MUTATIONS WHICH ARE KILLING THEIR RACE.
Forsaken Humanity
THE YUAN-TI WERE ONCE HUMANS WHO THRIVED IN THE EARLIEST DAYS OF HUMAN CIVILIZATION AND WORSHIPED SERPENTS AS TOTEM ANIMALS.
THEY LAUDED THE SERPENT'S SINUOUS FLEXIBILITY, ITS CALCULATED POISE, AND ITS DEADLY STRIKE. THEIR ADVANCED PHILOSOPHY TAUGHT THE VIRTUE
OF DETACHMENT FROM EMOTION AND OF CLEAR, FOCUSED THOUGHT.
YUAN-TI TEMPLES STOOD AT THE CENTERS OF ANCIENT METROPOLISES, REACHING EVER HIGHER IN PRAYER TO THE GODS THEY LONGED TO EMULATE.
IN TIME, THE SERPENT GODS HEARD THOSE PRAYERS, THEIR SIBILANT VOICES RESPONDING FROM THE DARKNESS AS THEY TOLD THE YUAN-TI WHAT
THEY MUST DO.
THE YUAN-TI RELIGION GREW MORE FANATICAL IN ITS DEVOTION. CULTS BOUND THEMSELVES TO THE WORSHIP OF THE SERPENT GODS AND
IMITATED THEIR WAYS, INDULGING IN CANNIBALISM AND HUMANOID SACRIFICE. THROUGH FOUL SORCERY, THE YUAN-TI UTTERLY SACRIFICED THEIR
HUMANITY TO BECOME LIKE THE SERPENT GODS IN FORM, AS WELL AS IN THOUGHT AND EMOTION.
THE YUAN-TI EMPIRE SLOWLY WITHERED AND WERE FINALLY DEFEATED BY THOSE WHO FOUGHT AGAINST THEIR CANNIBALISM AND SLAVERY, AND
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THE YUAN-TI EMPIRE SLOWLY WITHERED AND WERE FINALLY DEFEATED BY THOSE WHO FOUGHT AGAINST THEIR CANNIBALISM AND SLAVERY, AND
THE SERPENT FOLK WERE LEFT IN THE RUINS OF THEIR GREAT CAPITALS, FAR REMOVED FROM OTHER RACES.
Divine Mutations
THE YUAN-TI VIEW THEIR PHYSICAL TRANSFORMATION AS A MOMENT OF TRANSCENDENCE FOR THEIR RACE, ALLOWING THEM TO SHED THEIR FRAIL
HUMANITY LIKE DEAD SKIN. THOSE THAT DID NOT TRANSFORM EVENTUALLY BECAME SLAVES OR FOOD FOR THE BLESSED OF THE SERPENT GODS, A FATE
THEY WELCOMED WITH OPEN ARMS.
46
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
The resemblance of Aarakocra to birds isn't limited to physical features. Aarakocra display many of the same
Aarakocra mannerisms of ordinary birds. They are dastidious about their plumage, frequently tending their feathers,
cleaning and scratching away any tiny passengers they may have collected.
Centaur come in many different forms, and live in many different places- from secluded forests and great
Centaurs mountains, to the wide open grasslands, their connection with the natural world, and their bodies that so
perfectly blend the mortal with the animal are probably their greatest single unifying traits.
Uninterested and unwelcome, the Gnolls live their lives outside civilized settlements. Some wander the world
Gnolls
in search of purpose while others succumb to their innate savagery granted by their dark god.
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel.
Harengon In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning
new languages as they went.
Haunted by an ancient crime that robbed them of their wings, the Kenku wander the world as vagabonds and
Kenku burglars who live at the edge of Human society. Kenku suffer from a sinister reputation that is not wholly
unearned, but they can prove to be valuable allies.
Only a fool looks at the Lizardfolk and sees nothing more than scaly humanoids. Despite their alien outlook,
Lizardfolk some Lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such
Lizardfolk make faithful and skilled allies.
Born into the world by forbidden rites that melded powerful horned beasts with the intelligence of civilized
Minotaurs species, the race of Minotaurs is proud and domineering, assured of their superiority over lesser, merely
natural races.
The humanoid elephants called Pachydan are often oases of calm in the busy streets of Alyria, as they hum or
Pachydan chant in sonorous tones and move slowly or sit in perfect stillness. Their serene wisdom, fierce loyalty, and
unwavering conviction are tremendous assets to their people.
Hailing from a strange and distant land, wandering Tabaxi are catlike humanoids driven by curiosity to collect
Tabaxi
interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders.
Tortles are nomads from a young age, wandering the world to gather experience. This experience they later
Tortles
share with their offspring, giving them a headstart at life.
Though many see the Ursurai as intelligent bears, there are many differences between the Ursurai and their
Ursurai savage cousins. A fully grown Ursurai is much smaller than a bear and is almost as nimble on his hind legs as
he is on all four.
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THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Aarakocra
SEQUESTERED IN HIGH MOUNTAINS ATOP TALL TREES, THE AARAKOCRA, SOMETIMES CALLED BIRDFOLK, EVOKE FEAR AND WONDER. MANY AARAKOCRA
AREN'T EVEN NATIVE TO THE MATERIAL PLANE.
THEY HAIL FROM A WORLD BEYOND-FROM THE BOUNDLESS VISTAS OF THE ELEMENTAL PLANE OF AIR. THEY ARE IMMIGRANTS, SCOUTS, AND
EXPLORERS, THEIR OUTPOSTS FUNCTIONING IN A WORLD BOTH STRANGE AND ALIEN.
Sky Wardens
NOWHERE ARE THE AARAKOCRA MORE COMFORTABLE THAN THE SKY. THEY CAN SPEND HOURS IN THE AIR, AND SOME GO AS LONG AS DAYS, LOCKING
THEIR WINGS IN PLACE AND LETTING THE THERMALS HOLD THEM ALOFT.
IN BATTLE, THEY PROVE DYNAMIC AND ACROBATIC FLIERS, MOVING WITH REMARKABLE SPEED AND GRACE, DIVING TO LASH OPPONENTS WITH
WEAPONS BEFORE TURNING AND FLYING AWAY.
ONCE AIRBORN, AN AARAKOCRA LEAVES THE SKY WITH RELUCTANCE. ON THEIR NATIVE PLANE, THEY CAN FLY FOR DAYS OR MONTHS, LANDING ONLY TO
LAY THEIR EGGS AND FEED THEIR YOUNG BEFORE LAUNCHING THEMSELVES BACK INTO THE AIR.
THOSE THAT MAKE IT TO A WORLD IN THE MATERIAL PLANE FIND IT A STRANGE PLACE. THEY SOMETIMES FORGET OR IGNORE VERTICAL DISTANCES,
AND THEY HAVE ONLY PITY FOR EARTHBOUND PEOPLE FORCED TO LIVE AND TOIL ON THE GROUND.
Avian Mannerisms
THE RESEMBLANCE OF AARAKOCRA TO BIRDS ISN'T LIMITED TO PHYSICAL FEATURES. AARAKOCRA DISPLAY MANY OF THE SAME MANNERISMS OF
ORDINARY BIRDS. THEY ARE FASTIDIOUS ABOUT THEIR PLUMAGE, FREQUENTLY TENDING THEIR FEATHERS, CLEANING AND SCRATCHING AWAY ANY TINY
PASSENGERS THEY MAY HAVE COLLECTED.
MANY AARAKOCRA PUNCTUATE THEIR SPEECH WITH CHIRPS, SOUNDS THEY USE TO CONVEY EMPHASIS AND TO SHADE MEANING, MUCH AS A
HUMAN MIGHT THROUGH FACIAL EXPRESSIONS AND GESTURES. AN AARAKOCRA MIGHT BECOME FRUSTRATED WITH PEOPLE WHO FAIL TO PICK UP ON
THE NUANCES; AN AARAKOCRA'S THREAT MIGHT BE TAKEN AS A JEST AND VICE VERSA.
THE IDEA OF OWNERSHIP BAFFLES MOST AARAKOCRA. AFTER ALL, WHO OWNS THE SKY? EVEN WHEN EXPLAINED TO THEM, THE INITIALLY FIND THE
NOTION OF OWNERSHIP MYSTIFYING. AS A RESULT, AARAKOCRA WHO HAVE LITTLE INTERACTION WITH OTHER PEOPLE MIGHT BE A NUISANCE AS THEY
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NOTION OF OWNERSHIP MYSTIFYING. AS A RESULT, AARAKOCRA WHO HAVE LITTLE INTERACTION WITH OTHER PEOPLE MIGHT BE A NUISANCE AS THEY
SNATCH LIVESTOCK OR PLUNDER HARVESTS FOR FRUITS AND GRAINS. SHINY, GLITTERING OBJECTS CATCH THEIR EYES. THEY FIND IT HARD NOT TO PLUCK
THE TREASURE AND BRING IT BACK TO THEIR SETTLEMENT TO BEAUTIFY IT. AN AARAKOCRA WHO SPENDS YEARS AMONG OTHER RACES CAN LEARN TO
INHIBIT THESE IMPULSES.
Aarakocra
Backgrounds
The small
roosts; no m
fighters or ra
48
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
CONFINEMENT TERRIFIES THE AARAKOCRA. TO BE GROUNDED, TRAPPED UNDERGROUND, OR IMPRISONED BY THE COLD, UNYIELDING EARTH IS A
TORMENT FEW AARAKOCRA CAN WITHSTAND. EVEN WHEN PERCHED ON A HIGH BRANCH OR AT REST IN THEIR MOUNTAINTOP HOMES, THEY APPEAR
ALERT AND READY TO TAKE FLIGHT.
Homelands
MOST AARAKOCRA LIVE ON THE ELEMENTAL PLANE OF AIR. AARAKOCRA CAN BE DRAWN INTO THE MATERIAL PLANE, SOMETIMES TO PURSUE ENEMIES
OR THWART THEIR FOES' DESIGNS THERE.
ACCIDENT MIGHT ALSO SEND A NEST OF AARAKOCRA TUMBLING INTO A WORLD ON THAT PLANE. A FEW FIND THEIR WAY TO SUCH A WORLD THROUGH
PORTALS ON THEIR OWN PLANE AND ESTABLISH NESTS IN HIGH MOUNTAINS OR IN THE CANOPIES OF OLD FORESTS.
ONCE TRIBES OF AARAKOCRA SETTLE IN AN AREA, THEY SHARE A HUNTING TERRITORY THAT EXTENDS ACROSS AN AREA UP TO 100 MILES ON A SIDE,
WITH EACH TRIBE HUNTING IN THE LANDS NEAREST TO THEIR COLONY, RANGING FURTHER SHOULD GAME BECOME SCARCE.
Great Purpose
AARAKOCRA ENJOY PEACE AND SOLITUDE. MOST OF THEM HAVE LITTLE INTREST IN DEALING WITH OTHER PEOPLE. FOR THIS REASON, IT TAKES AN
EXCEPTIONAL CIRCUMSTANCES FOR AN AARAKOCRA TO LEAVE THEIR TRIBE AND UNDERTAKE THE ADVENTURER'S LIFE.
NEITHER TREASURE NOR GLORY IS ENOUGH TO LURE THEM FROM THEIR TRIBES; A DIRE THREAT TO THEIR PEOPLE, A MISSION OF VENGEANCE, OR A
CATASTROPHE TYPICALLY LIES AT THE HEART OF THE AARAKOCRA ADVENTURER'S CHOSEN PATH.
TWO OTHER CIRCMSTANCES MIGHT CALL AN AARAKOCRA TO ADVENTURE. FIRST, AARAKOCRA HAVE HISTORICAL TIES TO THE WIND DUKES OF AQAA.
EXCEPTIONAL INDIVIDUALS HONOR THAT CONNECTION AND MIGHT SEEK OUT THE MISSING PIECES OF THE ROD OF SEVEN PARTS, THE REMAINS OF AN
ARTIFACT FASHIONED BY THE WIND DUKES LONG AGO TO DEFEAT THE QUEEN OF CHAOS' MONSTEROUS CHAMPION, MISKA THE WOLF-SPIDER.
WHEN PLUNGED INTO MISKA'S BODY, THE CHAOS IN HIS BLOOD SUNDERED THE ROD AND SCATTERED ITS PIECES ACROSS THE MULTIVERSE.
RECOVERING THE PIECES MEANS GAINING HONOR AND ESTEEM IN THE EYES OF THE VAATI WHO FORGED IT AND COULD POSSIBLY RESTORE A
POWERFUL WEAPON FOR DEFENCE AGAINST THE AGENTS OF ELEMENTAL EVIL.
SECOND, AARAKOCRA ARE SWORN FOES OF ELEMENTAL EARTH, IN PARTICULAR THE GARGOYLES THAT SERVE OGRéMOCH, THE PRINCE OF EARTH. THE
AARAKOCRA WORD FOR GARGOYLE IS LOOSELY TRANSLATED AS “FLYING ROCK,” AND BATTLES BETWEEN AARAKOCRA AND GARGOYLES HAVE RAGED ACROSS
THE ELEMENTAL PLANES OF EARTH AND AIR.
OCCASIONALLY THIS FIGHT WILL SPILL INTO THE WORLD OF THE MATERIAL PLANE. AARAKOCRA ON THAT PLANE MIGHT LEAVE THEIR COLONIES TO LEND
AID TO OTHER HUMANOIDS COMMITTED TO FIGHTING EARTHEN CULTS AND THWARTING THEIR EFFORTS.
Aarakocra Names
AS WITH MUCH OF THEIR SPEECH, AARAKOCRA NAMES INCLUDE CLICKSAND WHISTLES TO THE POINT THAT OTHER PEOPLES HAVE A DIFFICULT TIME
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AS WITH MUCH OF THEIR SPEECH, AARAKOCRA NAMES INCLUDE CLICKSAND WHISTLES TO THE POINT THAT OTHER PEOPLES HAVE A DIFFICULT TIME
PRONOUNCING THEM.
TYPICALLY, A NAME HAS TWO TO FOUR SYLLABLES WITH THE SOUNDS ACTING AS CONNECTORS. WHEN INTERACTING WITH OTHER RACES, AARAKOCRA
MAY USE NICKNAMES GAINED FROM PEOPLE THEY MEET OR SHORTENED FORMS OF THEIR FULL NAMES.
Aarakocra Personality
THE AARAKOCRA RARELY LIVE A LIFE OUTSIDE THEIR VILLAGE, AND IT SHOWS IN THE WAY THEY ACT AROUND OTHERS. YOU CAN SELECT, ROLL, OR ADAPT A
AARAKOCRA-SPECIFIC QUIRK FROM THE AARAKOCRA QUIRKS TABLE. USE THE QUIRK TO INFORM HOW YOU PORTRAY YOUR CHARACTER.
Aarakocra Quirks
d6 Quirk
1 You assume that anything anyone offers you is free. If they wanted you to pay for it, why would they hand it to you?
2 You hate sleeping indoors, and would much rather be perched in a sturdy branch.
3 You can't help but attempt to keep your friends clean, and are always brushing dust off them.
4 You often take small object and trinkets that you don't think others will miss.
5 You sometimes think that Dwarves are blind because they live underground.
6 You believe no other race appreciates the wide, open air as much as you do.
49
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Strixens
THE NOCTURNAL LIF
CHOOSING A LIFE W
AFFINITY FOR THE SH
ABILITY SCORE
SUPERIOR DARK
LIGHT. YOU CAN’T DI
TALONS. YOUR H
DAMAGE ROLLS WHE
DEXTERITY MODIFIE
SILENT SOARING
Aarakocra Traits
AS AN AARAKOCRA, YOU HAVE CERTAIN TRAITS IN COMMON WITH OTHER AARAKOCRA.
ABILITY SCORE INCREASE. YOUR DEXTERITY SCORE INCREASES BY 2.
AGE. AARAKOCRA REACH MATURITY BY AGE 3. COMPARED TO HUMANS, AARAKOCRA DON'T USUALLY LIVE LONGER THAN 50 YEARS.
SIZE. AARAKOCRA ARE ABOUT 5 FEET TALL. THEY HAVE THIN, LIGHTWEIGHT BODIES THAT WEIGH BETWEEN 80 AND 100 POUNDS. YOUR SIZE IS
MEDIUM.
SPEED. YOUR BASE WALKING SPEED IS 25 FEET.
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MEDIUM.
SPEED. YOUR BASE WALKING SPEED IS 25 FEET.
DARKVISION. YOU HAVE KEEN EYES, ESPECIALLY IN THE DARK. YOU CAN SEE IN DIM LIGHT WITHIN 60 FEET OF YOU AS IF IT WERE BRIGHT LIGHT,
AND IN DARKNESS AS IF IT WERE DIM LIGHT. YOU CAN'T DISCERN COLOR IN DARKNESS, ONLY SHADES OF GRAY.
FLIGHT. BECAUSE OF YOUR WINGS, YOU HAVE A FLYING SPEED OF 30 FEET. YOU CAN'T USE THIS FLYING SPEED IF YOU'RE WEARING MEDIUM OR
HEAVY ARMOR.
ADDITIONALLY, YOU'RE ACCLIMATED TO HIGH ALTITUDES, INCLUDING ELEVATIONS ABOVE 20,000 FEET, AND YOU'RE ALSO NATURALLY ADAPTED TO
STRONG WIND, AS DESCRIBED IN CHAPTER 5 OF THE DUNGEON MASTER'S GUIDE.
LANGUAGES. YOU CAN SPEAK, READ, AND WRITE COMMON AND AURAN.
SUBRACE. LIKE THEIR AVIAN COUNTERPARTS, AARAKOCRA COME IN MANY SHAPES AND SIZES WHICH ARE EXPRESSED THROUGH THEIR FIVE
SUBRACES: THE AVARIENS, STRIXENS, SCAVENS, SWELLOWS, AND SEPHIRENS.
Avariens
THE AVARIENS ARE THE MOST NOBLE OF THE AARAKOCRAN PEOPLES. GIVEN THE NATURAL FORM OF A HUNTER, AKIN TO THE LIKES OF MANY BIRDS OF
PREY YOU MAY FIND IN THE WILD, THE AVARIENS ARE THE DEADLIEST OF THEIR KIN WITH LARGE, SHARPENED TALONS AND A SENSE OF SUPERIORITY
WITHIN THE SKIES. BOUND TO A CODE OF HONOR, THE AVARIENS ARE NOBLE WARRIORS AND PROTECTORS OF THEIR HOMELANDS WITH AN AFFINITY FOR
POSITIONS OF LEADERSHIP.
ABILITY SCORE INCREASE. YOUR STRENGTH SCORE INCREASES BY 1.
KEEN SIGHT. YOU HAVE PROFICIENCY IN THE PERCEPTION SKILL, AND YOU HAVE ADVANTAGE ON PERCEPTION CHECKS WHILE FLYING.
50
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
THE SMALLEST OF T
ARE RENOWN FOR TH
SWELLENS HAVE A
ABILITY SCORE
LITTLE BIRD. TH
ADDITIONALLY, YOU
CREATURE, YOU MA
FAST FLIGHT. YO
ARE FLYING.
CONTROLLED FLY
OF YOUR KIND, ALLOW
NARROW STREETS, E
Sephirens
THE SEPHIRENS AR
ARE ENTHRALLING PE
BRIGHT PLUMAGE A
ABILITY SCORE
NATURAL MELOD
PERSUASION AND P
SONG OF THE S
SONG AND BRIGHT F
TEMPORARY HIT PO
AND YOU REGAIN AL
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OUT OF SIGHT. YOU’VE LEARNED THE WAYS OF AN AMBUSH PREDATOR. WHILE FLYING, WHEN YOU TAKE THE ATTACK ACTION AGAINST A CREATURE THAT
YOU ARE HIDDEN FROM, YOU CAN MAKE A SPECIAL ATTACK WITH YOUR TALONS.
IF THE ATTACK HITS, YOU DEAL ADDITIONAL DAMAGE EQUAL TO YOUR PROFICIENCY BONUS AND THE TARGET OF THE ATTACK MUST MAKE A STRENGTH
SAVING THROW (DC 8 + YOUR STRENGTH OR DEXTERITY MODIFIER + YOUR PROFICIENCY BONUS), OR BE GRAPPLED BY YOU. 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.
Scavens
OFTEN SEEN AS OUTCASTS OF AARAKOCRAN CULTURE, THE SCAVENS ARE SCAVENGERS BY TRADE AND ISOLATIONSISTS AT HEART. SCAVENS ARE SELFISH
AND FULL OF COWARDICE, TRAITS THAT, MORE OFTEN THAN NOT, LEAD TO THEIR KIND WORKING WITHIN LESS THAN REPUTABLE POSITIONS. CUTTHROATS,
THEIVES, BANDITS, YOU NAME IT, THE SCAVENS HAVE FOUND ROOT WITHIN ANY AND EVERY UNDERGROUND RING THEY COULD FIND.
ABILITY SCORE INCREASE. YOUR CONSTITUTION SCORE INCREASES BY 1.
CARRION EATER. YOU HAVE ADVANTAGE ON SAVING THROWS AGAINST POISON, RESISTANCE AGAINST POISON DAMAGE, AND IMMUNITY TO
DISEASE.
BEAK. YOU HAVE A JAGGED BEAK THAT YOU CAN USE TO MAKE UNARMED STRIKES. WHEN YOU HIT WITH IT, THE STRIKE DEALS 1D6 + YOUR
STRENGTH MODIFIER SLASHING DAMAGE, INSTEAD OF THE BLUDGEONING DAMAGE NORMAL FOR AN UNARMED STRIKE.
HUNGRY MAW. YOU ARE ALWAYS READY FOR YOUR NEXT MEAL. AS A BONUS ACTION, YOU CAN MAKE A SPECIAL ATTACK WITH YOUR BEAK. IF THE
ATTACK HITS, IT DEALS ITS NORMAL DAMAGE, AND YOU GAIN TEMPORARY HIT POINTS EQUAL TO YOUR PROFICIENCY BONUS. IF THIS ATTACK DROPS THE
TARGET TO 0 HIT POINTS, 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.
Swellens
THE SMALLEST OF THE AARAKOCRAN PEOPLE, THE SWELLENS ARE SWIFT AND SWEET. DESPITE BEING THE FASTEST FLYERS OF THE BUNCH, SWELLENS
51
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
CENTAUR RESPOND
BY CENTAUR WARR
OTHER CENTAUR
ADVISED BY SOME
Wary of Out
CENTAUR COMMUN
OUTSIDE THE HERD
FOR THIS REASON
LARGE TO HANDLE.
ONCE THE TRUST
TO MAKE FRIENDS F
Centaur Nam
CENTAUR FAVOR NA
A REGIONAL HERD, M
MIGHT CHANGE.
MALE NAMES:
FEMALE NAME
HERD NAMES:
PLAINS, HERD OF
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PLAINS, HERD OF
Centaur
CENTAUR COME IN MANY DIFFERENT FORMS, AND LIVE IN MANY DIFFERENT PLACES- FROM SECLUDED FORESTS AND GREAT MOUNTAINS, TO THE WIDE
OPEN GRASSLANDS, THEIR CONNECTION WITH THE NATURAL WORLD, AND THEIR BODIES THAT SO PERFECTLY BLEND THE MORTAL WITH THE ANIMAL ARE
PROBABLY THEIR GREATEST SINGLE UNIFYING TRAITS.
A Tribal People
REGARDLESS OF TYPE, CENTAUR COMMUNITIES TAKE TWO FORMS-- THE FIRST IS TRADITIONALLY KNOWN AS THE HERD: ROVING TRIBES OF CENTAUR
FOLLOWING THEIR FOOD SOURCES AND STAYING AHEAD OF THEIR ENEMIES. THE OTHER IS DISTINCTLY MODERN: MIXED RURAL COMMUNITIES OF
CENTAUR AND OTHERS WHOM WORK HAND IN HAND TO PROTECT AND SUSTAIN THEIR EXISTENCES.
IN EITHER CASE, CENTAUR HOLD LOYALTY TO THE COMMUNITY AS HIGH IN THEIR ESTEEM AND WILL CERTAINLY FIGHT TO PRESERVE THE SAFETY OF
THEIR HERD.
CENTAUR ARE USUALLY SERIOUS AND HARDWORKING WITH A TYPICALLY STERN DISPOSITION, BUT THAT ISN'T TO SUGGEST THAT THEY ARE ALWAYS
MOROSE, THE TYPICAL CENTAUR LOVES TO CELEBRATE THE CULMINATION OF THEIR LABORS WITH GOOD FOOD AND DRINK, LAUGHTER AMONGST FRIENDS,
AND DANCING.
52
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Centaur traits
YOUR CENTAUR HAS A VARIETY OF NATURAL ABILITIES, THE RESULT OF THEIR UNIQUE PHYSICALITY AND CULTURE.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE IS INCREASED BY 2.
AGE. CENTAURS MATURE AND AGE AT ABOUT THE SAME RATE AS HUMANS.
SIZE. CENTAURS STAND BETWEEN 8 TO 10 FEET TALL, WITH THEIR EQUINE BODIES REACHING OUT FAR BEHIND THEIR HUMANOID TORSO. YOUR SIZE
IS LARGE, BUT FOR THE PURPOSES OF GRAPPLING OTHER CREATURES, WIELDING WEAPONS, AND LIFTING WITH YOUR UPPER BODY, YOU ARE CONSIDERED
MEDIUM.
SPEED. YOUR BASE WALKING SPEED IS 45 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.
EQUINE BUILD. YOUR EQUINE FORM IMPOSES VARIOUS RESTRICTIONS FROM PREVENTING YOU FROM MOUNTING ANOTHER CREATURE TO
PREVENTING YOU FROM USING ANY HUMANOID EQUIPMENT NOT FIT FOR YOUR FRAME, SUCH AS ARMOR. THIS MEANS THAT ALL ARMOR YOU WEAR
MUST BE SPECIALIZED BARDING, OR ELSE DESIGNED SPECIFICALLY FOR CENTAURS, IN ORDER FOR YOU TO BENEFIT FROM ITS AC.
MOUNTED COMBATANTS. ALLIED CREATURES OF A SIZE SMALLER THAN YOU CAN USE YOUR EQUINE BUILD AS A MOUNT. WHEN DOING SO, YOU
CONTINUE TO MOVE AND ACT INDEPENDENTLY ON YOUR OWN TURN AND THE MOUNTED COMBATANT MAY HOLD THEIR INITIATIVE TILL YOUR TURN TO ACT
IN TANDEM WITH YOUR OWN. ADDITIONALLY, YOU CAN CHOOSE TO BUCK A CREATURE OFF OF YOUR BACK, MAKING A CONTESTED STRENGTH (ATHLETICS)
CHECK WITH ADVANTAGE TO DO SO.
SURE-FOOTED. YOUR QUADRUPEDAL STATURE MAKES YOU PARTICULARLY HARD TO KNOCK OVER. WHEN A CREATURE ATTEMPTS TO KNOCK YOU
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CHECK WITH ADVANTAGE TO DO SO.
SURE-FOOTED. YOUR QUADRUPEDAL STATURE MAKES YOU PARTICULARLY HARD TO KNOCK OVER. WHEN A CREATURE ATTEMPTS TO KNOCK YOU
PRONE OR MOVE YOU AGAINST YOUR WILL, YOU HAVE ADVANTAGE ON THE ABILITY CHECK OR SAVING THROW TO RESIST IT.
LANGUAGES. YOU CAN SPEAK, READ, AND WRITE COMMON AND SYLVAN.
SUBRACE. THERE ARE THREE SUBRACES OF CENTUAR (THE COURSERA, THE TAURIS, AND THE ALSIED) FORMED INTO VARIOUS TRIBES BASED UPON
THE ORIGINS OF THEIR EQUINE BUILD AND NATURAL AFFINITIES.
Coursera
AS A COURSERA, YOU ARE THE QUICKEST AMONGST YOUR KIND. WITH A LOVE OF THE WILDS, THEY'D RATHER BE FOUND RACING THROUGH THE PLAINS
AND WOODS THEY CALL HOME THAN ANYTHING ELSE.
COURSERAS ARE KNOWN TO BE STERN AND CAPABLE WARRIORS, SOLDIERS FULLY CAPABLE OF FACING AND OVERWHELMING INCREDIBLE THREATS .
THE COURSERAS LIVE TOGETHER WITH THE WILD ELVES AND BEASTIAL RACES OF THE WOODS, WHERE THEY PROTECT THE SACRED FORESTS OF THEIR
HOMELAND.
ABILITY SCORE INCREASE. YOUR DEXTERITY SCORE IS INCREASED BY 1.
COURSERAN TOUGHNESS. YOUR HIT POINT MAXIMUM INCREASES BY 1, AND IT INCREASES BY 1 EVERY TIME YOU GAIN A LEVEL.
FEARLESS COMBATANT. YOU HAVE ADVANTAGE ON SAVING THROWS AGAINST BEING FRIGHTENED. WHEN USED AS A MOUNT, YOU MAY CHOOSE TO
GIVE YOUR RIDER ADVANTAGE ON SAVING THROWS AGAINST BEING FRIGHTENED AS WELL.
NATURAL AFFINITY. YOUR FEY CONNECTION TO NATURE GIVES YOU AN INTUITIVE CONNECTION TO THE NATURAL. YOU HAVE PROFICIENCY IN TWO OF
THE FOLLOWING SKILLS OF YOUR CHOICE: ANIMAL HANDLING, ATHLETICS, MEDICINE, NATURE, PERCEPTION, OR SURVIVAL.
53
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Tauris Alsied
AS A TAURIS, YOU ARE THE TOUGHEST CENTAUR BREED. SMALLER THAN THEIR EQUINE COUSINS, YOUR HERD LIVES PICKING ITS WAY THROUGH AS AN ALSIED, LIFE
MOUNTAIN PASSES AND OTHER HIGH PLACES. AMONG THE DIFFERE
REGARDLESS OF CONDITIONS, THE TOUGH GOAT-LIKE BODIES OF THE TAURIS ARE READY TO ENDURE AND ADAPT AND HERDS OF TAURIS HAVE BEEN ALSIED HERDS LIV
KNOWN TO RANGE THE SAME MOUNTAINS FOR GENERATIONS. AND EVER ENCHANT
ABILITY SCORE INCREASE. YOUR STRENGTH SCORE IS INCREASED BY 1. ABILITY SCORE
ALPINE ADEPT. YOU HAVE RESISTANCE TO COLD DAMAGE. YOU'RE ALSO NATURALLY ADAPTED TO COLD CLIMATES, AS DESCRIBED IN CHAPTER 5 OF NATURAL RECAL
THE DUNGEON MASTER'S GUIDE. TO NAVIGATE OR TRA
HOOVES. YOUR HOOVES ARE NATURAL MELEE WEAPONS, WITH WHICH YOU CAN USE TO MAKE UNARMED STRIKES. IF YOU HIT WITH THEM, YOU SPEECH OF BEA
DEAL BLUDGEONING DAMAGE EQUAL TO 1D6 + YOUR STRENGTH MODIFIER. CAN UNDERSTAND T
ADDITIONALLY, ONCE PER TURN, IF YOU MOVE AT LEAST 10 FEET BEFORE ATTEMPTING TO SHOVE A CREATURE NO MORE THAN ONE SIZE LARGER THAN ON ALL WISDOM AN
YOU, YOU MAY USE YOUR HOOVES TO GIVE YOU ADVANTAGE ON THE STRENGTH (ATHLETICS) CHECK TO DO SO. HEART OF THE W
NATURAL MOUNTAINEER. NONMAGICAL DIFFICULT TERRAIN DOESN’T COST YOU ADDITIONAL MOVEMENT IN MOUNTAINOUS OR ROCKY TERRAIN. WITH THIS TRAIT. ST
ADDITIONALLY, WHENEVER YOU MAKE A STRENGTH (ATHLETICS) CHECK RELATED TO CLIMBING OR JUMPING, YOU ARE CONSIDERED PROFICIENT IN THE SPELL WITH THIS TRA
GIVEN CHECK. IF YOU ARE ALREADY PROFICIENT IN ATHLETICS, YOU MAY INSTEAD ADD DOUBLE YOUR PROFICIENCY BONUS TO THE CHECK. INTELLIGENCE, W
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GIVEN CHECK. IF YOU ARE ALREADY PROFICIENT IN ATHLETICS, YOU MAY INSTEAD ADD DOUBLE YOUR PROFICIENCY BONUS TO THE CHECK. INTELLIGENCE, W
YOU SELECT THIS RA
54
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Demonic Ori
THE FIRST GNOLLS C
PACKS OF HYENAS F
GNOLL, FILLED WITH
THE FIRST GNOLL
ABYSS, THE GNOLLS
AS TIME PASSED
HUNT AND PRIMAL
HUMANOID SETTLEM
FOR FOOD AND OTHE
Belligerent
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Belligerent
THE PERCEPTION O
OFTEN VIEWED AS F
BROUGHT UP AROUN
Gnoll
A RACE BORN FROM MADNESS AND SLAUGHTER, GNOLLS ARE TRYING TO FIND THEIR PLACE IN THE CIVILIZED WORLD. MOST TRIBES WANDER THE WORLD
SEARCHING FOR A PURPOSE, THROUGH SIGNS OR THROUGH ACTION, HOPING TO FIND REASON FOR THEIR EXISTENCE.
SOME TRIBES EVEN CHOOSE TO RETURN TO THEIR OLD WAYS, ABANDONING EVERYTHING THEY ARE IN EXCHANGE FOR POWER AND PURPOSE. BY
DOING SO, THEY ARE LIFE ARE BASED ONE SINGLE THOUGHT; HOW TO SATE THEIR NOW ENDLESS HUNGER.
Two-legged Beasts
GNOLLS ARE VERY TALL CREATURES WITH A GREENISH-GRAY SKIN, AND THEIR FURRY HIDE A LIGHT OR DARK BROWN HUE, SOMETIMES MARKED WITH
SPOTS OR STRIPES. MANY GNOLLS ALSO HAVE A DIRTY YELLOW TO REDDISH-GRAY CREST-LIKE MANE THAT STANDS ON END WHEN THEY ARE ANGRY.
DISTINGUISHING A MALE FROM A FEMALE IS ALMOST IMPOSSIBLE, THE ONLY RELIABLE WAY TO TELL THE DIFFERENCE, OTHER THAN THROUGH A CLOSE
PHYSICAL EXAMINATION, IS IF A FEMALE IS PREGNANT OR OPENLY NURSING.
GNOLLS HAVE SHORT LIFESPANS COMPARED TO OTHER HUMANOIDS, LIVING ONLY 50 OR SO YEARS ON AVERAGE AND MATURING TO ADULTHOOD AT A
REMARKABLE SPEED. GNOLLS DO NOT, HOWEVER, AGE PARTICULARLY DRAMATICALLY EXCEPT AT THE END OF THEIR LIFESPANS, AT WHICH POINT THE
DECLINE QUICKLY ENDS IN THEIR DEATH. WHEN A GNOLL DIES, ITS BONES ARE OCCASIONALLY HARVESTED BY THE OTHER GNOLLS AND USED IN
RITUALS, SOME DEMONIC IN NATURE.
55
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
FOR EXAMPLE, A G
AN ACT OF HOSTILITY
MEMBERS OF OTHE
KIND AND RARELY V
Different Tr
THE LARGE MAJORI
CAN FIND. ALMOST A
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CAN FIND. ALMOST A
THOSE THAT DO TAK
THE GNOLLS WIT
PUTTING THEIR REPU
MIND TO THEIR ABY
BLOOD-CURDLING HO
Insatiable H
ALL GNOLLS RETAIN
TRACKING OVER OUT
CONSUMED BY A SI
A WARBAND OF S
AND IN THE FEAST; T
THEIR HUNGER I
PARTICULARLY LARGE
EACH OTHER IN DES
EVEN A GNOLL W
WILL MAKE THEM D
MEETING A PREMA
Scavenging S
GNOLLS HAVE A PRO
GNOLL TRACKERS US
THEM IN THE DIREC
THIS PROPENSIT
AESTHETIC WHERE E
UNLIKE MOST RA
VILLAGE THEY DO NO
THERE ARE EVEN
ON WHICH TO FEED.
Four-legged Kin
Many Gnolls have an affinity for hyenas, who many see as their brethren and whom they keep as pets or for hunting.
FOR EXAMPLE, A GNOLL IS MORE LIKELY TO DEMAND ANSWERS THAN IT IS TO ACTUALLY ASK A QUESTION. GNOLLS, HOWEVER, DOES NOT SEE THIS AS
56
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Practical Belief
The Hunte
MOST OFTEN WORSHIPERS OF THE DEMON LORD YEENOGHU, THE LARGE MAJORITY OF GNOLLS PAY ONLY NOMINAL REVERENCE. FEW GNOLLS HAVE ANY This simple d
INTEREST IN RITUALS AND THERE ARE FEW CLERICS OR SHAMANS TO BE FOUND AMONG THEIR PACKS. forest. A gro
TYPICALLY, GNOLLS SEE THEIR VERY BRUTALITY AS A SIGN OF THEIR DEVOTION TO THE DEMON LORD, AND HOWLING HIS NAME AS THEIR PRAYER. Yeenoghu's
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TYPICALLY, GNOLLS SEE THEIR VERY BRUTALITY AS A SIGN OF THEIR DEVOTION TO THE DEMON LORD, AND HOWLING HIS NAME AS THEIR PRAYER. Yeenoghu's
THERE ARE SOME THAT ARE FANATICALLY DEVOTED TO THEIR DARK OVERLORD AND VENERATE HIM BY CELEBRATING THEIR VICTORIES WITH DEMONIC
RITUALS AND BLOOD OFFERINGS. The first gift
OCCASIONALLY, YEENOGHU REWARDS SUCH A CELEBRANT BY ALLOWING THE GNOLL TO BE POSSESSED BY A DEMONIC SPIRIT, MARKING THEM AS It is His bles
ONE OF HIS CHOSEN. SUCH GNOLLS ARE KNOWN AS FANGS OF YEENOGHU. HYENAS THAT FEAST UPON THE SLAIN FOE OF ONE OF THE FANGS ARE It is our call
TRANSFORMED INTO FULL-GROWN GNOLLS, ALLOWING FANGS TO QUICKLY INCREASE THE POPULATION. The second
Death prove
Gnoll Names
Death purge
GNOLL NAMES OFTEN SOUND LIKE GROWLS TO MEMBERS OF OTHER RACES, FEATURING MULTIPLE "R" SOUNDS. GNOLL TRIBAL NAMES, ALTHOUGH NOT
The third gif
WIDELY SHARED WITH OTHER CREATURES, ARE USUALLY COMPOUND WORDS AS IN THE FOLLOWING EXAMPLES:
We fear that
GNOLL NAMES: ARRNA, DERROR, GRERR, MIRRIN, REMMAR, RYSSA, THRRAE THURRG
TRIBAL NAMES: ABYSSEYE, BLOODFIST, DEATHMAW, GREATFANG, MADHOWL, THUNDERDANCE. We fear the
Gnoll Traits
YOUR GNOLL CHARACTER HAS THE FOLLOWING TRAITS.
ABILITY SCORE INCREASES YOUR STRENGTH SCORE INCREASES BY 2 AND YOUR CONSTITUTION SCORE INCREASES BY 1.
AGE. GNOLLS REACH ADULTHOOD BY THE AGE OF 8 AND CAN LIVE UP TO 50 YEARS, THOUGH DUE TO THEIR VIOLENT LIFESTYLE, THEY RARELY SEE THEIR
20’S.
SIZE. GNOLLS ARE BETWEEN 6 AND 7 FEET TALL AND WEIGH BETWEEN 280 AND 320 POUNDS. YOUR SIZE IS MEDIUM.
SPEED. YOUR BASE WALKING SPEED IS 30 FEET.
DARKVISION. THE ABILITY TO SEE IN TOTAL DARKNESS IS AN ATTRIBUTE OF YEENOGHU WHICH STILL LINGERS WITHIN YOUR BLOOD. 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.
DREADFUL HUNTERS. YOU HAVE PROFICIENCY IN THE INTIMIDATION AND SURVIVAL SKILLS.
SENSITIVE NOSE. YOU HAVE ADVANTAGE ON WISDOM (PERCEPTION) CHECKS THAT RELY ON SMELL. IF YOU HAVE BEEN WITHIN 5 FEET OF A
CREATURE, YOU CAN DISCERN THEIR INDIVIDUAL SMELL ON A SUCCESSFUL WISDOM (PERCEPTION) CHECK.
CARRION EATER. YOU HAVE ADVANTAGE ON SAVING THROWS AGAINST POISON, RESISTANCE AGAINST POISON DAMAGE, AND IMMUNITY TO
DISEASE.
BITE. YOUR BONE-CRUNCHING MAW IS FILLED WITH RAZOR-SHARP FANGS AND IS A NATURAL WEAPON, WHICH YOU CAN USE TO MAKE UNARMED
STRIKES. IF YOU HIT WITH IT, YOU DEAL PIERCING DAMAGE EQUAL TO 1D6 + YOUR STRENGTH MODIFIER.
RAMPAGE. WHEN YOU REDUCE A CREATURE TO 0 HIT POINTS, YOU CAN USE A BONUS ACTION TO MOVE UP TO HALF YOUR SPEED TOWARDS A
CREATURE THAT YOU CAN SEE AND MAKE A BITE ATTACK AGAINST IT.
LANGUAGES. YOU CAN SPEAK, READ, AND WRITE COMMON, ABYSSAL, AND GNOLL. GNOLL CONSISTS OF WHINES, CACKLES, AND HOWLS, AND HAS
NO WRITTEN FORM.
57
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Harengon N
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Harengon N
HARENGON NAMES
FROM DIFFERENT FAM
MALE NAMES:
FEMALE NAME
SURNAMES: QU
Harengon Tr
YOUR HARENGON C
ABILITY SCORE
AGE. HARENGON
SIZE. HARENGO
SPEED. YOUR BA
HARE-TRIGGER.
LEPORINE SEN
WISDOM (SURVIVA
LUCKY FOOTWO
POTENTIALLY TURNIN
SCRAMPLE STE
Harengon WHEN TRAVELING TH
EXPENDING EXTRA M
ACROSS HILLS AND PLAINS, AND SOMETIMES DEEP IN THE FORESTS, THE HARENGON ARE A LIGHTHEARTED NOMADIC RACE OF THE FEYWILD, WITH
EACH TRIBE CONSISTING OF UP TO TEN OR FIFTEEN FAMILIES. THEY HAVE A LOVE FOR A GOOD MEAL AND CASUAL CONVERSATION, LIKE THAT OF A RABBIT HOP. A
HALFLING, BUT A RESTLESS LOVE FOR ADVENTURE AND TRAVEL LIKE THOSE OF HUMANS. OPPORTUNITY ATTAC
YOUR PROFICIENCY
MOST HARENGON TRIBES MOVE AROUND OFTEN, ONLY STAYING IN A LOCATION FOR A FEW MONTHS AT A TIME. THE ONLY TRIBES THAT STAY FOR
EXTENDED PERIODS OF TIME ARE THOSE THAT HAVE EXPANDED TO A GREATER POPULATION, TO A POINT WHERE IT IS NO LONGER PRACTICAL TO STAY ON LANGUAGES. YO
THE MOVE.
58
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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THEY SEEK OUT
EVEN SO, THEIR LIG
SOME THIEVES'
CONTROLS, ALLOWING
Hopeless Pla
AS, A RESULT OF THE
AND MINIMIZE CON
ALTHOUGH UNAB
NOISE OF ROCKS CLA
HOWEVER, KENK
COMBINATION OF O
TO INVENT NEW IDE
ARTISANS AND SCRIB
THEY CAN COPY
IDENTICAL ITEMS. F
ROUTINE.
Kenku Adven
KENKU ADVENTURE
Kenku LIFE OF CRIME. THE
SECRETS OF FLIGHT, T
HAUNTED BY AN ANCIENT CRIME THAT ROBBED THEM OF THEIR WINGS, THE KENKU WANDER THE WORLD AS VAGABONDS AND BURGLARS WHO LIVE AT KENKU ADVENTU
THE EDGE OF HUMAN SOCIETY. KENKU SUFFER FROM A SINISTER REPUTATION THAT IS NOT WHOLLY UNEARNED, BUT THEY CAN PROVE TO BE VALUABLE KENKU LOVES TO M
ALLIES.
An Ancient Curse
THE KENKU ONCE SERVED A MYSTERIOUS, POWERFUL ENTITY ON ANOTHER PLANE OF EXISTENCE. SOME BELIEVE THEY WERE MINIONS OF GRAZZ'T,
WHILE OTHERS SAY THAT THEY WERE SCOUTS AND EXPLORERS FOR THE WIND DUKES OF AAQA.
WHATEVER THE TRUTH, ACCORDING TO LEGEND, THE KENKU BETRAYED THEIR MASTER. UNABLE TO RESIST THE LURE OF A BEAUTIFUL SPARKLING
TREASURE, THE KENKU PLOTTED TO STEAL THE ITEM AND ESCAPE TO THE MATERIAL PLANE.
UNFORTUNATELY FOR THE KENKU, THEIR MASTER DISCOVERED THEIR PLAN BEFORE THEY COULD ENACT IT. ENRAGED, THE ENTITY IMPOSED THREE
DREADFUL CURSES UPON THEM. FIRST, THE KENKU'S BELOVED WINGS WITHERED AND FELL AWAY FROM THEIR BODIES, LEAVING THEM BOUND TO THE
EARTH. SECOND, BECAUSE THEIR INGENUITY AND SKILL HAD TURNED TOWARD SCHEMING AGAINST THEIR PATRON, THE SPARK OF CREATIVITY WAS TORN
FROM THEIR SOULS.
FINALLY, TO ENSURE THAT THE KENKU COULD NEVER DIVULGE ANY SECRETS, THEIR MASTER TOOK AWAY THEIR VOICES. ONCE THE ENTITY WAS
SATISFIED THAT THEY HAD BEEN SUFFICIENTLY PUNISHED, THE KENKU WERE SET LOOSE ON THE MATERIAL PLANE.
SINCE THEN, THE KENKU HAVE WANDERED THE WORLD. THEY SETTLE IN PLACES THAT ACCEPT THEM, USUALLY BLEAK CITIES THAT HAVE FALLEN ON
HARD TIMES AND ARE OVERRUN WITH CRIME.
Dreams of Flight
ABOVE ALL ELSE, KENKU WISH TO REGAIN THEIR ABILITY TO FLY. EVERY KENKU IS BORN WITH A DESIRE TO TAKE TO THE AIR, AND THOSE WHO LEARN
SPELLCASTING DO SO IN HOPE OF MASTERING SPELLS THAT WILL ALLOW THEM TO FLY.
RUMORS OF MAGIC ITEMS SUCH AS FLYING CARPETS, BROOMS CAPABLE OF FLIGHT, AND SIMILAR OBJECTS PROVOKE A GREAT DESIRE FOR THE KENKU
TO ACQUIRE THE ITEMS FOR THEMSELVES. DESPITE THEIR LACK OF WINGS, KENKU LOVE DWELLING IN TOWERS AND OTHER TALL STRUCTURES.
THEY SEEK OUT RUINS THAT REACH TO THE SKY, THOUGH THEY LACK THE MOTIVATION AND CREATIVITY TO MAKE REPAIRS OR FORTIFY SUCH PLACES.
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59
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Kenku Name
GIVEN THAT KENKU
TEND TO BREAK DOW
KENKU THUGS, W
MADE BY A BREAKI
BASHER.
KENKU THIEVES,
CAN CALL OUT TO EA
THE SOUND MADE O
SOME KENKU TU
SAILOR DUPLICATES
FOLK BY THEIR TRADE
Kenku Trait
YOUR KENKU CHAR
ABILITY SCORE
AGE. KENKU HA
SIZE. KENKU ST
SPEED. YOUR BA
LOW-LIGHT VIS
LIGHT.
ILLUSORY SIGHT
EXPERT DUPLIC
DUPLICATES OF WRIT
MIMICRY. YOU C
THEY ARE IMITATION
MODIFIER.
KENKU RECALL.
DECEPTION, INSIGH
MOREOVER, WHE
ROLLING THE D20. Y
EXPENDED USES W
LANGUAGES. YO
SUBRACE. WHE
FOUR SUBRACES KN
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60
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Blackwings
AS FOLLOWERS OF THE MATRON ABOVE AND BELOW, THE BLACKWINGS AIM TO UPHOLD THE ANGELLIC GUISE THEY WERE ONCE KNOWN FOR.
BLACKWINGS LIVE TO PROTECT THIS WORLD WHILE BRINGING A REASON TO SMILE TO ALL OF ITS PEOPLE. BENEVOLENT TRICKSTERS AT HEART, THE
BLACKWINGS KNACK FOR ILLUSIONS AND DECEPTION IS MORE OFTEN USED FOR PLAYFUL TRICKS THAN ANY FORM OF ILL FAVOR.
ABILITY SCORE INCREASE. YOUR CHARISMA SCORE INCREASES BY 1.
FALLEN RESISTANCE. YOU HAVE RESISTANCE TO RADIANT DAMAGE.
ANGELS OF ILLUSION. YOU KNOW THE MINOR ILLUSION CANTRIP. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR
SPELLCASTING ABILITY WHEN CASTING THIS SPELL.
LIGHT OF FOOT. YOUR BASE WALKING SPEED IS INCREASED TO 30 AND CREATURES OF A SIZE LARGER THAN YOURS HAVE DISADVANTAGE ON
OPPORTUNITY ATTACKS MADE AGAINST YOU.
BLACKWING RECALL. WHEN SELECTING A SKILL PROFICIENCY TO BENEFIT FROM YOUR KENKU RECALL TRAIT, YOU MAY ADD THE FOLLOWING SKILLS TO
THOSE AVAILABLE ABOVE: ACROBATICS, PERSUASION, AND INVESTIGATION.
Shadehunters
AS FOLLOWERS OF THE ARBITOR OF THE DAMNED, THE SHADEHUNTERS AIM TO PROTECT THE THIN VEIL THAT SO OFTEN EXISTS BETWEEN LIFE AND
DEATH. STARKLY OPPOSED TO ALL THINGS NECROMANTIC IN NATURE, THE SHADEHUNTERS LIVE AS WALKING SENTINELS AGAINST THE INCURSION OF
UNDEAD THAT SEEK ENTRY INTO THIS REALM.
ABILITY SCORE INCREASE. YOUR STRENGTH SCORE INCREASES BY 1.
NECROTIC RESISTANCE. YOU HAVE RESISTANCE TO NECROTIC DAMAGE.
GRAVE ROBBER. YOU KNOW THE SPARE THE DYING CANTRIP. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR
SPELLCASTING ABILITY WHEN CASTING THIS SPELL.
SHADEHUNTER RECALL. WHEN SELECTING A SKILL PROFICIENCY TO BENEFIT FROM YOUR KENKU RECALL TRAIT, YOU MAY ADD THE FOLLOWING SKILLS
TO THOSE AVAILABLE ABOVE: ATHLETICS, HISTORY, AND INTIMIDATION.
COLLECTOR OF SOULS. UPON REDUCING A HOSTILE CREATURE TO 0 HIT POINTS, YOU MAY USE YOUR REACTION TO GAIN A NUMBER OF TEMPORARY
HIT POINTS EQUAL TO YOUR PROFICIENCY BONUS. IF THE TARGETED CREATURE IS UNDEAD, 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.
Plaguewalkers
AS FOLLOWERS OF THE MAIDEN OF MISFORTUNE, THE PLAGUEWALKERS ARE PESTILENT FORCES OF THE SUPERNATURAL WITH AN AFFINITY FOR CURSES AND
VARIOUS FORMS OF DARKER MAGICS. KNOWN TO HAVE BEEN SPOTTED AT THE SCENE OF SOME OF HISTORIES DARKEST MOMENTS, THEY ARE SAID TO
BE SPREAD DEATH, DISEASE, AND ILL OMEN TO ALL THOSE WHO MAY CROSS THEIR UNFORTUNATE PATHS.
ABILITY SCORE INCREASE. YOUR CONSTITUTION SCORE INCREASES BY 1.
PESTILENT. YOU HAVE ADVANTAGE ON SAVING THROWS AGAINST POISON, AND YOU HAVE RESISTANCE AGAINST POISON DAMAGE. ADDITIONALLY,
YOU ARE IMMUNE TO THE EFFECTS OF DISEASES, THOUGH YOU ARE STILL ABLE TO CARRY THEM.
INFESTED. YOU KNOW THE INFESTATION CANTRIP. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR SPELLCASTING
ABILITY WHEN CASTING THIS SPELL.
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61
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
DEATHLESS NAT
UNDEAD AND HUM
YOU HAVE ADVA
YOU DON’T NEED
YOU HAVE RESIS
UNDEAD FORTIT
USE THIS TRAIT, YOU
SIX FEET UNDE
SIX HOURS IN AN IN
DIVINED BY MAGIC
SUNLIGHT SENS
ATTACK ROLLS, SPEL
TARGET OF YOUR ATTA
ADDITIONALLY, YO
OF 30 MINUTES), B
SUNLIGHT, YOU MUS
VOICE OF VERMIN. YOU HAVE THE ABILITY TO COMMUNICATE IN A LIMITED MANNER WITH RATS AND RAVENS. 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.
PLAGUEWALKER RECALL. WHEN SELECTING A SKILL PROFICIENCY TO BENEFIT FROM YOUR KENKU RECALL TRAIT, YOU MAY ADD THE FOLLOWING
SKILLS TO THOSE AVAILABLE ABOVE: ANIMAL HANDLING, MEDICINE, AND SURVIVAL.
Corpseflowers
AS FOLLOWERS OF THE WHISPERED ONE, CORSPEFLOWERS ARE STRANGE, SKELETAL FIGURES, REMNANTS OF WHO THEY ONCE WERE BEFORE GIVING UP
THEIR PAST LIVES IN FAVOR OF ONE FREE OF THE TAXATIONS OF A MORTAL COIL.
WALKING CORPSES BOUND TOGETHER BY THE BLOOMING POTENTIAL OF DEATH, CORPSEFLOWERS WALK A FINE LINE BETWEEN THE NATURAL WORLD
AND THAT WHICH IS BEYOND.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1.
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.
DEATHLY BLOOM. YOU KNOW THE DRUIDCRAFT CANTRIP. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR
SPELLCASTING ABILITY WHEN CASTING THIS SPELL.
CORPSEFLOWER RECALL. WHEN SELECTING A SKILL PROFICIENCY TO BENEFIT FROM YOUR KENKU RECALL TRAIT, YOU MAY ADD THE FOLLOWING
SKILLS TO THOSE AVAILABLE ABOVE: ARCANA, NATURE, AND RELIGION.
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DEATHLESS NATURE. AS A MASS OF BONES AND SINEW BEING HELD TOGETHER BY A MASS OF FLOWERING BLOOM, YOU ARE CONSIDERED BOTH
62
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
LIZARDFOLK VIEW
GREAT DEEDS TO EA
OR KILLED IN HONOR
Lizardfolk N
LIZARDFOLK HATCHL
ESTABLISHED THEIR
MOST LIZARDFOL
AN INDIVIDUAL’S NO
LIZARDFOLK TAKE
INDIVIDUAL’S NOTAB
AN ORC AND CLAIM
A LIZARDFOLK W
DESCRIBE HOW SHE
HATCHLING TITL
LIZARDFOLK NA
OTHOKENT (SMART
ADULT TITLES. B
Lizardfolk
ONLY A FOOL LOOKS AT THE LIZARDFOLK AND SEES NOTHING MORE THAN SCALY HUMANOIDS. THEIR PHYSICAL SHAPE NOTWITHSTANDING, LIZARDFOLK
HAVE MORE IN COMMON WITH IGUANAS OR DRAGONS THAN THEY DO WITH HUMANS, DWARVES, OR ELVES.
DESPITE THEIR ALIEN OUTLOOK, SOME LIZARDFOLK MAKE AN EFFORT TO UNDERSTAND AND, IN THEIR OWN MANNER, BEFRIEND PEOPLE OF OTHER
RACES. SUCH LIZARDFOLK MAKE FAITHFUL AND SKILLED ALLIES.
Tribal Warriors
LIZARDFOLK ARE A PEOPLE UNLIKE ANY OTHER; FEELING NO EMOTION, YET FIERCELY LOYAL TO THEIR TRIBE. THEIR NEED TO PROVE THEMSELVES IN
BATTLE MAKES THEM DANGEROUS NEIGHBORS, AND THEY ARE CONSTANTLY INVOLVED IN TRIBAL WARFARE. THEIR CULTURE OF WAR HAS PREVENTED
THEM FROM ADVANCING PAST THEIR OLD WAYS.
UNLIKE MOST HUMANOIDS, THEY DO NOT FORM FAMILIAL BONDS, INSTEAD BONDING WITH THEIR TRIBE. ANY LIZARDFOLK WOULD RISK THEIR LIFE TO
PROTECT THE HATCHLINGS OF THEIR TRIBE. EVEN THE FEMALES THAT LAY CLUTCHES OF EGGS VIEW ALL OF THE HATCHLINGS, EVEN THOSE THEY DIDN'T
HATCH THEMSELVES, AS THEIR CHILDREN.
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Honor and Violence
LIZARDFOLK SOCIETY IS GOVERNED BY A STRICT CASTE SYSTEM BASED ON PERSONAL REPUTATION. LIZARDFOLK INCREASE THEIR STANDING BY
OVERCOMING ENEMIES THAT ARE THEIR EQUAL, OR BETTER. THEY HAVE NO INTEREST IN FIGHTING THE WEAK, AND THEY WILL STOP AT NOTHING TO TEST
THEIR SKILL IN BATTLE AGAINST MORE POWERFUL FOES.
LIZARDFOLK VIEW THEIR LIVES, AND ALL OF THEIR ACTIONS, THROUGH THIS LENS. AFTER THEY HATCH, THEY HAVE ONE YEAR TO ACCOMPLISH ENOUGH
63
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Lizardfolk Traits
LIZARDFOLK CAN DIFFER BASED ON THEIR TRIBE AND ENVIRONMENT, BUT ALL LIZARDFOLK HAVE THE FOLLOWING TRAITS IN COMMON:
ABILITY SCORE INCREASE. YOUR STRENGTH SCORE INCREASES BY 2.
AGE. LIZARDFOLK REACH MATURITY AROUND AGE 14 AND RARELY LIVE LONGER THAN 60 YEARS.
SIZE. LIZARDFOLK COME IN ALL SHAPES AND SIZES. MANY ARE BULKIER AND TALLER THAN HUMANS, OFTEN STANDING WELL OVER 6 FEET TALL.
OTHERS ARE LITHE AND SCRAWNY, STANDING CLOSER TO THE STATURE OF A HALFLING OR DWARF. 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.
BITE. YOU HAVE A FANGED MAW THAT YOU CAN USE TO MAKE UNARMED STRIKES. WHEN YOU HIT WITH IT, THE STRIKE DEALS 1D6 + YOUR
STRENGTH MODIFIER SLASHING DAMAGE, INSTEAD OF THE BLUDGEONING DAMAGE NORMAL FOR AN UNARMED STRIKE.
PRIMAL ARTISAN. AS PART OF A SHORT OR LONG REST, YOU CAN USE A BLADE OR DAGGER TO HARVEST BONE AND HIDE FROM A SMALL OR LARGER
CREATURE TO CREATE ONE OF THE FOLLOWING OBJECTS: A SHIELD, A CLUB, A JAVELIN, OR 1D4 DARTS OR NEEDLES.
NATURAL ARMOR. YOU HAVE TOUGH, SCALY SKIN. WHEN YOU AREN'T WEARING ARMOR, YOUR BASE AC IS 13 + YOUR DEXTERITY MODIFIER. YOU
CAN USE YOUR NATURAL ARMOR IF THE ARMOR YOU WEAR WOULD LEAVE YOU WITH A LOWER AC. A SHIELD'S BENEFITS APPLY AS NORMAL WHILE YOU
USE YOUR NATURAL ARMOR.
LANGUAGES. YOU CAN SPEAK, READ, AND WRITE COMMON AND DRACONIC.
SUBRACE. LIZARDFOLK CAN BE FOUND IN ALL SHAPES AND SIZES, ADAPTING AGAIN AND AGAIN OVER GENERATIONS TO BEST MAKE USE OF THEIR
SURROUNDINGS, RESULTING IN THE FOLLOWING SUBRACES.
Plainswalkers
THE PLAINSWALKERS ARE BRUTISH WARRIORS THAT LIVE WITHIN ROVING TRIBES OF RAIDERS AND MARAUDERS. WITHIN THEIR NOMADIC LIFESTYLE, THE
PLAINSWALKERS NEVER STAY IN ONE PLACE FOR TOO LONG, CHOOSING INSTEAD TO TRAVEL FROM LAND TO LAND WITHOUT RETURNING TO A SINGLE
LOCATION FOR YEARS AT A TIME.
DESPITE THE BRUTALITY OF THEIR NATURE, THE MOST FEARSOME THREAT OF THEIR PEOPLES COME FROM THE INTENSE DEVOTION EACH AND EVERY
MEMBER HOLDS TO THEIR TRIBE, FORCING THEM TO GIVE LIFE AND LIMB FOR WHAT THEY VIEW AS A GREATER PURPOSE.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 2.
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.
NATURE'S INTUITION. THANKS TO YOUR MYSTICAL CONNECTION TO NATURE, YOU HAVE PROFICIENCY WITH TWO OF THE FOLLOWING SKILLS OF YOUR
CHOICE: ANIMAL HANDLING, MEDICINE, NATURE, PERCEPTION, STEALTH, OR SURVIVAL.
HUNGRY JAWS. WHEN YOU TAKE THE ATTACK ACTION, YOU CAN MAKE A SPECIAL ATTACK WITH YOUR BITE. IF THE ATTACK HITS, IT DEALS ITS
NORMAL DAMAGE, AND YOU GAIN TEMPORARY HIT POINTS EQUAL TO YOUR PROFICIENCY BONUS. IF THIS ATTACK DROPS THE TARGET TO 0 HIT POINTS,
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.
Sandscales
WITHIN THE ARID DESERTS AND BADLANDS OF THIS WORLD, THE SANDSCALES' LIGHT, DEXTEROUS BUILD ALLOWS THEM TO GLIDE ACROSS THE SCORCHING
SANDS WITH EASE, A TRAIT THAT FITS WELL WITH THE COWARDICE THAT THEY ARE WELL KNOWN FOR.
WHILE SANDSCALES ARE OFTEN BORN WITHIN THEIR OWN TRIBES, A SINGLE SANDSCALE WILL ALWAYS FEND FOR ITSELF FIRST, OFTEN MAKING USE OF
THEIR ABILITY TO BURROW DEEP WITHIN THE SCORCHING SANDS AROUND THEM TO ESCAPE FROM THE CLUTCHES OF DEATH.
ABILITY SCORE INCREASE. YOUR DEXTERITY SCORE INCREASES BY 1.
DESERT RUNNER. YOUR HAVE RESISTANCE TO FIRE DAMAAGE AND YOUR BASE WALKING SPEED IS INCREASED TO 35 FEET. ADDITIONALLY, YOU
HAVE ADAPTED TO HOT ENVIRONMENTS AS DESCRIBED IN CHAPTER 5 OF THE DUNGEON MASTER’S GUIDE.
NATURAL BURROWERS. AS AN ACTION, YOU MAY BEGIN TO DIG INTO THE EARTH, GAINING A BURROWING SPEED OF 20 FEET WHEN BURROWING
THROUGH SAND OR LOOSE EARTH UNTIL THE END OF YOUR NEXT TURN. IF YOU START YOUR TURN BURROWED DEEPER THAN 10 FEET BENEATH THE
SURFACE, YOU TAKE 1D6 BLUDGEONING DAMAGE. ADDITIONALLY, YOU HAVE ADVANTAGE ON STEALTH CHECKS WHILE BURROWED BENEATH THE
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SURFACE, YOU TAKE 1D6 BLUDGEONING DAMAGE. ADDITIONALLY, YOU HAVE ADVANTAGE ON STEALTH CHECKS WHILE BURROWED BENEATH THE
GROUND AS LONG AS YOU ARE NOT MOVING.
ACID SPIT. YOU HAVE AN INNATE ABILITY TO SPIT ACID TO SOFTEN UP YOUR PREY FOR CONSUMPTION. AS A BONUS ACTION, YOU CAN MAKE A
SPECIAL UNARMED RANGED ATTACK AGAINST A CREATURE WITHIN 15 FEET OF YOU, USING YOUR DEXTERITY MODIFIER FOR BOTH THE ATTACK AND
DAMAGE ROLLS.
IF THE ATTACK HITS, IT DEALS ACID DAMAGE EQUAL TO THAT OF YOUR BITE ATTACK AND YOU GAIN ADVANTAGE ON THE NEXT BITE ATTACK YOU MAKE
AGAINST THE TARGET BEFORE THE END OF YOUR NEXT 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.
64
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
JUNGLED HUNTE
ADDITIONALLY, YOU
PICKING SOMETHIN
VENOMOUS BIT
YOU CAN MAKE A S
AND THE TARGET OF
OR BECOME POISON
ON A SUCCESS, T
TIMES EQUAL TO YO
Swampdweller
LIVING WITHIN THE
THE EERIER STILLNES
WITH THEIR ELON
CREATURES OF THE W
THEIR LANDS.
ABILITY SCORE
SWAMP DWELL
AT A TIME EQUAL TO
AQUATIC STALKE
WHILE YOU ARE SUB
WITHOUT EXPENDIN
DEATH ROLL. W
CAN USE THIS TRAIT
SNAPPING JAW
SPECIAL ATTACK WIT
THE ATTACK MUST M
YOU.
WHILE GRAPPLIN
USE YOUR BITE ATTA
REGAIN ALL EXPEND
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Venomfangs
BORN OF THE JUNGLE, VENOMFANGS HAVE LITHE BUILDS MADE FOR STALKING THROUGH THE HIGH CANOPIES OF THEIR HOMELAND. AN ECLECTIC
BUNCH, VENOMFANGS LIVE WITHIN SMALL CLANS THAT DWELL DEEP WITHIN THE JUNGLES, RARELY VENTURING OUT FROM THEIR HOME TO HUNT AND
TRADE WITH THE WORLD OF OUTSIDERS BEYOND.
NAMED FOR THE LONG FANGED TEETH THAT THEY USE TO QUICKLY SUBDUE THEIR PREY, THEY ARE WELL KNOWN FOR THEIR AFFINITY WITH VARIOUS
TOXINS THAT THEY OFTEN USE TO COAT THEIR WEAPONS AND ARMOR TO WARD OFF ATTACKS FROM UNSUSPECTING PREDATORS.
ABILITY SCORE INCREASE. YOUR CHARISMA SCORE INCREASES BY 1.
CANOPY CRAWLER. YOU HAVE A CLIMBING SPEED OF 30 FEET. ADDITIONALLY, WHENEVER YOU MAKE A LONG JUMP OR A HIGH JUMP, YOU CAN
INCREASE THE NUMBER OF FEET YOU COVER BY A NUMBER EQUAL TO TWICE YOUR PROFICIENCY BONUS, EVEN WHEN MAKING A STANDING JUMP.
THIS EXTRA DISTANCE COSTS MOVEMENT AS USUAL.
JUNGLED HUNTERS. YOU HAVE ADVANTAGE ON SAVING THROWS AGAINST POISON, AND YOU HAVE RESISTANCE AGAINST POISON DAMAGE.
65
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
SOME BULL-NATI
AND MURDEROUSLY
CODE OF HONOUR N
SUSPICIOUS, A DISP
Bestial Urge
MINOTAURS VARY W
CREATURES ARE BY
DEPEND PURELY ON
ONE COMMON F
DEVELOPS COMMU
OTHERS RESORT TO H
Aloof, Not A
MINOTAURS BECOM
THE MOLD TEND TO
FIRSTBORN MINO
AGENTS OF PROPHE
Minotaur
A BLOODTHIRSTY WARRIOR CHARGES A SHIELD WALL, HORNED HEAD LOWERED AS HE BELLOWS A CONTEMPTUOUS CHALLENGE. PROUD RAIDERS GAMBLE
ABOARD THEIR SHIPS, BETTING RICH SPOILS IN ELABORATE GAMES AND DARES. A GREAT BEAST STANDS TALL WITHIN THE TEMPLE OF A MIGHTY CULT,
WORSHIP AND OFFERINGS HEAPED ONTO HER BROAD SHOULDERS.
Head of a Demon
BORN INTO THE WORLD BY FORBIDDEN RITES THAT MELDED POWERFUL HORNED BEASTS WITH THE INTELLIGENCE OF CIVILIZED SPECIES, THE RACE OF
MINOTAURS IS PROUD AND DOMINEERING, ASSURED OF THEIR SUPERIORITY OVER LESSER, MERELY NATURAL RACES.
A CULT THAT PERFORMS SUCH RITUALS RAISES ITS BESTIAL CHAMPION AS A CAGED TOTEM, A MONSTROUS WEAPON FED ON THE FLESH OF
BLASPHEMERS. YET MINOTAURS ARE SELDOM CONTENT TO BE MERELY A TOOL. THOSE WHO ESCAPE INEVITABLY FORGE THEIR OWN PATHS, EVEN SEEK
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BLASPHEMERS. YET MINOTAURS ARE SELDOM CONTENT TO BE MERELY A TOOL. THOSE WHO ESCAPE INEVITABLY FORGE THEIR OWN PATHS, EVEN SEEK
OUT OTHERS OF THEIR KIND. FROM SUCH STORIES ARE BORN THE FOUNDING MYTHS OF HORNED HALF-BEAST KINGDOMS.
YET MINOTAURS REGARD THEIR NATURAL DRIVE AS SOMETHING TO BE MASTERED, A HUNGER THAT WILL CONSUME THEM IF THEY ARE WEAK. ONLY
THOSE WHO SHACKLE THEIR ARROGANCE AND AMBITION WITH A STRICT CODE CAN TRULY ACHIEVE GREATNESS.
SOME BULL-NATIONS ALLOW THIS ELEMENT TO GO UNSPOKEN, WHILE OTHERS OUTRIGHT PROCLAIM THAT MIGHT MEANS RIGHT, WITH OPEN CONTESTS
66
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
YOUR MINOTAUR CHARACTER POSSESSES TRAITS REFLECTING ITS BESTIAL POWER. Stonewardens
ABILITY SCORE INCREASE. YOUR STRENGTH SCORE INCREASES BY 2. UPON THE FIRST INC
AGE. MINOTAURS ENTER ADULTHOOD AT AROUND THE AGE OF 17 AND CAN LIVE UP TO 150 YEARS. THE DWARVEN GOD
SIZE. MINOTAURS AVERAGE WELL OVER 6 FEET IN HEIGHT, AND THEY HAVE STOCKY BUILDS. YOUR SIZE IS MEDIUM. SINCE THIS DAY,
SPEED. YOUR BASE WALKING SPEED IS 30 FEET. TO. SUCH MINOTAU
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 CLEANSED THEIR ON
LIGHT. ABILITY SCORE
POWERFUL BUILD. YOU COUNT AS ONE SIZE LARGER WHEN DETERMINING YOUR CARRYING WEIGHT AND THE WEIGHT YOU CAN PUSH, DRAG, OR LIFT.
HORNS. YOU HAVE HORNS THAT YOU CAN USE TO MAKE UNARMED STRIKES. WHEN YOU HIT WITH THEM, THE STRIKE DEALS 1D6 + YOUR STRENGTH
MODIFIER PIERCING DAMAGE, INSTEAD OF THE BLUDGEONING DAMAGE NORMAL FOR AN UNARMED STRIKE.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
ARMORED ARTISAN. YOU HAVE PROFICIENCY WITH SMITH’S TOOLS AND YOU MAY DON HEAVY ARMOR WITHOUT REDUCING YOUR SPEED.
TRAINING OF THE MOUNTAIN. YOU CAN SPEAK, READ, AND WRITE DWARVISH AND YOU HAVE PROFICIENCY WITH BATTLEAXES, AND
WARHAMMERS.
ADDITIONALLY, IMMEDIATELY AFTER TAKING THE ATTACK ACTION ON YOUR TURN, YOU CAN USE YOUR BONUS ACTION TO ATTEMPT TO GRAPPLE THE
TARGET OF YOUR ATTACKS. YOU MUST HAVE A FREE HAND OPEN TO GRAPPLE IN THIS WAY. YOU CAN USE THIS TRAIT IN THIS WAY A NUMBER OF TIMES
EQUAL TO YOUR PROFICIENCY BONUS, AND YOU REGAIN ALL EXPENDED USES WHEN YOU FINISH A LONG REST.
Seareavers
HAVING BROKEN FROM THE CONFINES OF THEIR ABYSSAL CHAINS LONG AGO, THE SEAREAVERS NOW LIVE A LIFE OF PURE FREEDOM. FAR FROM THEIR
ONCE CAVERNOUS EXISTENCE WITHIN THE LABYRINTH, THE SEAREAVERS TRAVEL THE WORLD BY SHIP, MEETING NEW FACES AND EXPLORING NEW
CULTURES WITH EACH PASSING DAY.
HAVING FOUNDED A HOME OF THEIR OWN WITHIN A CHAIN OF ISLANDS, THE SEAREAVERS HAVE FORMED A WARRIOR-LIKE CULTURE FROMED UPON
STRENGTH AND HONOR. DISPUTES ARE SETTLED IN COMBAT AND PUBLIC CONTESTS, OATHS ARE HELD INVIOLATE ABOVE ALL, AND BETRAYAL IS REGARDED
AS THE DARKEST OF CRIMES.
ABILITY SCORE INCREASE. YOUR CHARISMA SCORE INCREASES BY 1.
SURE-FOOTED. YOUR MASSIVE SIZE AND WIDE STANCE MAKES YOU PARTICULARLY HARD TO KNOCK OVER. WHEN A CREATURE 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.
TRAINING OF THE SEAS. YOU CAN SPEAK, READ, AND WRITE ONE ADDITIONAL LANGUAGE OF YOUR CHOICE AND HAVE PROFICIENCY IN THE
ATHLETICS SKILL AND WATER VEHICLES.
ADDITIONALLY, IMMEDIATELY AFTER TAKING THE ATTACK ACTION ON YOUR TURN, YOU CAN USE A BONUS ACTION TO MAKE A CONTESTED STRENGTH
(ATHLETICS) CHECK AGAINST THE TARGET OF YOUR ATTACKS. IF THE TARGET IS WITHIN 5 FEET OF YOU AND NO MORE THAN ONE SIZE LARGER THAN YOU,
ON A SUCCESS, YOU CAN CHOOSE TO KNOCK IT PRONE OR PUSH IT 10 FEET AWAY.
Labyrinthians
HAVING NEVER BROKEN FREE OF THE ABYSSAL CONNECTION THAT FIRST BIRTHED THEM, THE LABYRINTHIAN MINOTAUR ARE STILL IN SERVICE TO THE
DARK AMBITIONS OF THE PRINCE OF BEASTS HIMSELF. MASSIVE IN FRAME AND DEADLY IN COMBAT, LABYRINTIANS FOLLOW ORDERS WITH PRECISE
EFFICIENCY, HOLDING ONTO FEW MORTAL DESIRES.
STILL, THERE ARE THOSE THAT HAVE BEEN ABLE TO FORM A LIFE OF THEIR OWN, A LIFE NOT DEVOTED TO THEIR DEMONIC CREATOR. THOUGH POSSIBLE,
THESE MINOTAUR ARE OFTEN STILL BURDENED WITH BEASTIAL IMPULSES AND UNFORGIVING DREAMS DRAWING THEM BACK TO THE DARKNESS FROM
WHICH THEY FIRST ENTERED WITH WORLD.
ABILITY SCORE INCREASE. YOUR CONSTITUTION SCORE INCREASES BY 1.
SUPERIOR DARKVISION. DEMONIC BLESSINGS GRANT YOU 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.
ABYSSAL FORTITUDE. YOUR HIT POINT MAXIMUM INCREASES BY 1, AND IT INCREASES BY 1 EVERY TIME YOU GAIN A LEVEL.
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GRAY.
ABYSSAL FORTITUDE. YOUR HIT POINT MAXIMUM INCREASES BY 1, AND IT INCREASES BY 1 EVERY TIME YOU GAIN A LEVEL.
LABYRINTHIAN RECALL. YOU ALWAYS KNOW WHICH DIRECTION IS NORTH, AND YOU HAVE ADVANTAGE ON ANY WISDOM (SURVIVAL) CHECK YOU
MAKE TO NAVIGATE OR TRACK.
TRAINING OF THE ABYSS. YOU ARE PROFICIENCY IN THE INTIMIDATION SKILL.
ADDITIONALLY, WHEN YOU MAKE A MELEE ATTACK ON YOUR TURN, YOU MAY CHOOSE TO INCREASE YOUR REACH BY 5 FEET UNTIL THE END OF YOUR
TURN. YOU CAN USE THIS TRAIT IN THIS WAY A NUMBER OF TIMES EQUAL TO YOUR PROFICIENCY BONUS, AND YOU REGAIN ALL EXPENDED USES WHEN
YOU FINISH A LONG REST.
SUNLIGHT SENSITIVITY. YOUR AFFINITY FOR THE DEPTHS HAS LEFT YOU VULNERABLE WHEN TRAVELING THE SURFACE WORLD. YOU HAVE A -2 TO
ATTACK ROLLS, SPELL SAVE DCS, WISDOM (PERCEPTION) CHECKS THAT RELY ON SIGHT, AND YOUR PASSIVE PERCEPTION SCORE WHEN YOU, THE
TARGET OF YOUR ATTACKS OR SPELLS, 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.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Relentlessly
PACHYDAN BELIEVE
BONDED WITH OTHE
THEY COORDINA
LOYALTY AND COMM
IS BETRAYED.
Pachydan Na
A PACHYDAN'S NAM
CONNECTION, AND C
SINCE MOST NO
TITLES, SUCH AS HIE
MALE NAMES: BA
DROOZH, GOLOM
RADOMOV, SVET
FEMALE NAMES:
FANOOR, IRIJ, JAS
SHUJA, SOOFYA,
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Pachydan
THE HUMANOID ELEPHANTS CALLED PACHYDAN ARE OFTEN OASES OF CALM IN THE BUSY STREETS OF RAVNICA. THEY HUM OR CHANT IN SONOROUS
TONES AND MOVE SLOWLY OR SIT IN PERFECT STILLNESS.
IF PROVOKED TO ACTION, PACHYDAN ARE TRUE TERRORS—BELLOWING WITH RAGE, TRUMPETING AND FLAPPING THEIR EARS. THEIR SERENE WISDOM,
FIERCE LOYALTY, AND UNWAVERING CONVICTION ARE TREMENDOUS ASSETS TO THEIR GUILDS.
Lumbering Giants
PACHYDAN TOWER ABOVE MOST OTHER HUMANOIDS, STANDING OVER 7 FEET TALL. THEY HAVE THE HEADS—TRUNKS, TUSKS, EARS, AND FACES—OF
ELEPHANTS, AND HULKING BIPEDAL BODIES COVERED BY THICK, LEATHERY SKIN. EACH OF THEIR HANDS HAS FOUR THICK DIGITS, AND THEIR FEET ARE
THE FLAT-BOTTOMED, OVAL-SHAPED FEET OF ELEPHANTS.
LIKE THAT OF AN ELEPHANT, A PACHYDAN'S TRUNK IS A USEFUL APPENDAGE. IN ADDITION TO PROVIDING A KEEN SENSE OF SMELL, THE TRUNK CAN
BE USED TO LIFT AND CARRY EVEN HEAVY OBJECTS AS WELL AS CARRY BOTH FOOD AND LIQUID TO THE MOUTH.
Gifted Stoneworkers
PACHYDAN ARE TIRELESS, PATIENT ARTISANS WITH AN UNRIVALED INTUITION ABOUT THEIR CRAFT. ALTHOUGH THEY MAKE NURTURING SPIRITUAL
LEADERS, THEIR GIFT FOR STONEWORK IS SO INGRAINED THAT THEY ARE OFTEN AT A LOSS WHEN THEY TRY TO IMPART THAT KNOWLEDGE TO OTHERS. IN
SOME SOCIETIES, IT FALLS TO PACHYDAN TO WORK AS MASONS AND ARCHITECTS.
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THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Pachydan Traits
YOUR PACHYDAN CHARACTER HAS THE FOLLOWING RACIAL TRAITS.
ABILITY SCORE INCREASE. YOUR CONSTITUTION SCORE INCREASES BY 2.
AGE. PACHYDAN PHYSICALLY MATURE AT THE SAME RATE AS HUMANS, BUT THEY LIVE ABOUT 450 YEARS. THEY HIGHLY VALUE THE WEIGHT OF
WISDOM AND EXPERIENCE AND ARE CONSIDERED YOUNG UNTIL THEY REACH THE AGE OF 60.
SIZE. PACHYDAN STAND BETWEEN 7 AND 8 FEET TALL. THEIR MASSIVE BODIES WEIGH BETWEEN 400 AND 500 POUNDS. YOUR SIZE IS MEDIUM.
SPEED. YOUR BASE WALKING SPEED IS 25 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.
POWERFUL BUILD. YOU COUNT AS ONE SIZE LARGER WHEN DETERMINING YOUR CARRYING CAPACITY AND THE WEIGHT YOU CAN PUSH, DRAG, OR
LIFT.
KEEN SENSES. THANKS TO YOUR SENSITIVE TRUNK AND EARS, YOU HAVE ADVANTAGE ON WISDOM (PERCEPTION), WISDOM (SURVIVAL), AND
INTELLIGENCE (INVESTIGATION) CHECKS THAT INVOLVE SMELL OR HEARING.
NATURAL ARMOR. YOU HAVE THICK, LEATHERY SKIN. WHEN YOU AREN'T WEARING ARMOR, YOUR AC IS 12 + YOUR CONSTITUTION MODIFIER. YOU
CAN USE YOUR NATURAL ARMOR IF THE ARMOR YOU WEAR WOULD LEAVE YOU WITH A LOWER AC. A SHIELD'S BENEFITS APPLY AS NORMAL WHILE YOU
USE YOUR NATURAL ARMOR.
TUSKS. YOU HAVE TUSKS THAT YOU CAN USE TO MAKE UNARMED STRIKES. WHEN YOU HIT WITH THEM, THE STRIKE DEALS 1D6 + YOUR STRENGTH
MODIFIER PIERCING DAMAGE, INSTEAD OF THE BLUDGEONING DAMAGE NORMAL FOR AN UNARMED STRIKE.
ADDITIONALLY, ONCE PER TURN, IF YOU MOVE AT LEAST 10 FEET BEFORE ATTEMPTING TO SHOVE A CREATURE NO MORE THAN ONE SIZE LARGER THAN
YOU, YOU MAY USE YOUR TUSKS TO GIVE YOU ADVANTAGE ON THE STRENGTH (ATHLETICS) CHECK TO DO SO.
TRUNK. YOU CAN GRASP THINGS WITH YOUR TRUNK AS WELL AS BREATH THROUGH IT FREELY. IT HAS A REACH OF 5 FEET, AND IT CAN LIFT A NUMBER
OF POUNDS EQUAL TO FIVE TIMES YOUR STRENGTH SCORE. YOU CAN USE IT TO DO SIMPLE TASKS SUCH AS LIFTING, DROPPING, HOLDING, PUSHING, OR
PULLING AN OBJECT OR CREATURE, OPENING OR CLOSING A DOOR OR CONTAINER, GRAPPLING SOMEONE, OR MAKING AN UNARMED STRIKE. YOUR DM
MIGHT ALLOW OTHER SIMPLE TASKS TO BE ADDED TO THAT LIST OF OPTIONS.
YOUR TRUNK CAN'T WIELD WEAPONS OR SHIELDS OR DO ANYTHING THAT REQUIRES MANUAL PRECISION, SUCH AS USING TOOLS OR MAGIC ITEMS OR
PERFORMING THE SOMATIC COMPONENTS OF A SPELL.
LANGUAGES. YOU CAN SPEAK, READ, AND WRITE COMMON AND GIANT.
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PERFORMING THE SOMATIC COMPONENTS OF A SPELL.
LANGUAGES. YOU CAN SPEAK, READ, AND WRITE COMMON AND GIANT.
SUBRACE. THREE SUBRACES OF PACHYDAN ARE FOUND IN THE WORLD: THE LOXODON, THE MAMODON, AND THE PYRODON.
Loxodon
THE MOST COMMON OF THE PACHYDAN RACES, THE LOXODON ARE PEOPLE OF PROFOUND INTELLECT, WITH NATURALLY LONG-LASTING MEMORIES AND
A SUPERNATURALLY ACCURATE ORAL HISTORY GOING BACK GENERATIONS.
IT IS THIS KNOWLEDGE OF THEIR OWN PAST, AS WELL AS THAT OF MANY OTHERS, THAT GUIDE THE LOXODON OF THIS MODERN AGE AS THEY STRIVE TO
NOT REPEAT THE MISTAKES OF THE PAST.
ABILITY SCORE INCREASE. YOUR INTELLIGENCE SCORE INCREASES BY 1.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
LOXODON SERENI
YOURSELF.
EIDETIC MIND.
LANGUAGES OF YOU
SURVIVAL.
Mamodon
ATTUNED TO SOME
INHOSPITABLE WAS
PERHAPS THE TO
SHARPENED, PRIMA
ABILITY SCORE
ARCTIC COAT. YO
DUNGEON MASTER
STAMPEDE. WH
OF YOUR SIZE OR SM
SPACE OVER THAT W
NO SPACE FOR THE C
THAT SUCCEEDS THE
YOU CAN USE TH
LONG REST.
Pyrodon
BY PACHYDAN STAN
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BY PACHYDAN STAN
THEM STANDING W
THE PYRODON F
TRIBES WITHIN DEN
GUIDES THEIR EVER
ABILITY SCORE
SURE OF FOOT.
MOVEMENT IN HEA
PYRODON'S GRA
IT ONCE WITH THIS T
EITHER SPELL WITH
INTELLIGENCE, W
YOU SELECT THIS RA
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THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
INSTEAD, TABAXI
OF FOOD, DRINK, AN
MISER COUNTING C
ALTHOUGH MATE
MAGICAL ITEMS, AN
STORIES BEHIND TH
Fleeting Fan
WANDERING TABAX
BURNS BRIGHT, BUT
HOLD SECRETS.
A TABAXI ROGUE
A WEEK'S LODGING
BUT THE GEM HOLD
Tinkers and
CURIOSITY DRIVES M
PATH TO SATISFY THE
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Tabaxi
HAILING FROM A STRANGE AND DISTANT LAND, WANDERING TABAXI ARE CATLIKE HUMANOIDS DRIVEN BY CURIOSITY TO COLLECT INTERESTING ARTIFACTS,
GATHER TALES AND STORIES, AND LAY EYES ON ALL THE WORLD'S WONDERS. ULTIMATE TRAVELERS, THE INQUISITIVE TABAXI RARELY STAY IN ONE PLACE
FOR LONG. THEIR INNATE NATURE PUSHES THEM TO LEAVE NO SECRETS UNCOVERED, NO TREASURES OR LEGENDS LOST.
Wandering Outcasts
MOST TABAXI REMAIN IN THEIR DISTANT HOMELAND, CONTENT TO DWELL IN SMALL, TIGHT CLANS. THESE TABAXI HUNT FOR FOOD, CRAFT GOODS, AND
LARGELY KEEP TO THEMSELVES.
HOWEVER, NOT ALL TABAXI ARE SATISFIED WITH SUCH A LIFE. THE CAT LORD, THE DIVINE FIGURE RESPONSIBLE FOR THE CREATION OF THE TABAXI,
GIFTS EACH OF HIS CHILDREN WITH ONE SPECIFIC FELINE TRAIT. THOSE TABAXI GIFTED WITH CURIOSITY ARE COMPELLED TO WANDER FAR AND WIDE.
THEY SEEK OUT STORIES, ARTIFACTS, AND LORE. THOSE WHO SURVIVE THIS PERIOD OF WANDERLUST RETURN HOME IN THEIR ELDER YEARS TO SHARE
NEWS OF THE OUTSIDE WORLD. IN THIS MANNER, THE TABAXI REMAIN ISOLATED BUT NEVER IGNORANT OF THE WORLD BEYOND THEIR HOME.
Barterers of Lore
TABAXI TREASURE KNOWLEDGE OVER MATERIAL THINGS. A CHEST FILLED WITH GOLD COINS MIGHT BE USEFUL TO BUY FOOD OR A COIL OF ROPE, BUT IT'S
NOT INTRINSICALLY INTERESTING. IN A TABAXI'S EYES, GATHERING WEALTH IS LIKE PACKING RATIONS FOR A LONG TRIP. IT'S IMPORTANT TO SURVIVE IN
THE WORLD, BUT NOT WORTH FUSSING OVER.
INSTEAD, TABAXI VALUE KNOWLEDGE AND NEW EXPERIENCES. THEIR EARS PERK UP IN A BUSY TAVERN, AND THEY TEASE OUT STORIES WITH OFFERS
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
d8
THESE TABAXI WORK IN SMALL TROUPES, USUALLY CONSISTING OF AN ELDER, MORE EXPERIENCED TABAXI WHO GUIDES UP TO FOUR YOUNG ONES 1
LEARNING THEIR WAY IN THE WORLD.
THEY TRAVEL IN SMALL, COLORFUL WAGONS, MOVING FROM SETTLEMENT TO SETTLEMENT. WHEN THEY ARRIVE, THEY SET UP A SMALL STAGE IN A 2
PUBLIC SQUARE WHERE THEY SING, PLAY INSTRUMENTS, TELL STORIES, AND OFFER EXOTIC GOODS IN TRADE FOR ITEMS THAT SPARK THEIR INTEREST. 3
TABAXI RELUCTANTLY ACCEPT GOLD, BUT THEY MUCH PREFER INTERESTING OBJECTS OR PIECES OF LORE AS PAYMENT. THESE WANDERERS KEEP TO
4
CIVILIZED REALMS, PREFERRING TO BARGAIN INSTEAD OF PURSUING MORE DANGEROUS METHODS OF SATING THEIR CURIOSITY.
HOWEVER, THEY AREN'T ABOVE A LITTLE DISCREET THEFT TO GET THEIR CLAWS ON A PARTICULARLY INTERESTING ITEM WHEN AN OWNER REFUSES TO 5
SELL OR TRADE IT. 6
Tabaxi Names 7
EACH TABAXI HAS A SINGLE NAME, DETERMINED BY CLAN AND BASED ON A COMPLEX FORMULA THAT INVOLVES ASTROLOGY, PROPHECY, CLAN HISTORY, 8
AND OTHER ESOTERIC FACTORS. TABAXI NAMES CAN APPLY TO BOTH MALES AND FEMALES, AND MOST USE NICKNAMES DERIVED FROM OR INSPIRED
BY THEIR FULL NAMES.
CLAN NAMES ARE USUALLY BASED ON A GEOGRAPHICAL FEATURE LOCATED IN OR NEAR THE CLAN'S TERRITORY.
THE FOLLOWING LIST OF SAMPLE TABAXI NAMES INCLUDES NICKNAMES IN PARENTHESIS.
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TABAXI NAMES: CLOUD ON THE MOUNTAINTOP (CLOUD),
FIVE TIMBER (TIMBER), JADE SHOE QADE), LEFT-HANDED
HUMMINGBIRD (BIRD), SEVEN THUNDERCLOUD (THUNDER),
SKIRT OF SNAKES (SNAKE), SMOKING MIRROR (SMOKE)
TABAXI CLANS: BRIGHT CLIFFS, DISTANT RAIN, MOUNTAIN
TREE, RUMBLING RIVER, SNORING MOUNTAIN
Tabaxi Quirks
d10 Quirk
1 You miss your tropical home and complain endlessly about the freezing, weather, even in summer.
2 You never wear the same outfit twice, unless you absolutely must.
3 You have a minor phobia of water and hate getting wet.
4 Your tail always betrays your inner thoughts.
5 You purr loudly when you are happy.
6 You keep a small ball of yarn in your hand, which you constantly fidget with.
7 You are always in debt, since you spend your gold on lavish parties and gifts for friends.
When talking about something you're obsessed with, you speak quickly and never pause and others can't understand
8
you.
9 You are a font of random trivia from the lore and stories you have discovered.
10 You can't help but pocket interesting objects you come across.
Tabaxi Obsessions
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USE THIS TRAIT A NU
Leorin
THE LEORIN ARE A
BATTLE ABOVE ALL E
WITH THEIR HON
WARRIORS AND GUA
ABILITY SCORE
DEFT CLAWS. T
ROLLS.
Tabaxi Traits
YOUR TABAXI CHARACTER HAS THE FOLLOWING RACIAL TRAITS.
ABILITY SCORE INCREASE. YOUR DEXTERITY SCORE INCREASES BY 2.
AGE. TABAXI HAVE LIFESPANS EQUIVALENT TO HUMANS.
SIZE. TABAXI ARE TALLER ON AVERAGE THAN HUMANS AND RELATIVELY SLENDER. YOUR SIZE IS MEDIUM.
SPEED. YOUR BASE WALKING SPEED IS 30 FEET.
DARKVISION. YOU HAVE A CAT'S KEEN SENSES, ESPECIALLY IN THE DARK. YOU CAN SEE IN DIM LIGHT WITHIN 60 FEET OF YOU AS IF IT WERE BRIGHT
LIGHT, AND IN DARKNESS AS IF IT WERE DIM LIGHT. YOU CAN'T DISCERN COLOR IN DARKNESS, ONLY SHADES OF GRAY.
CAT'S CLAWS. YOUR CLAWS ARE NATURAL WEAPONS, WHICH YOU CAN USE TO MAKE UNARMED STRIKES. YOU CAN USE DEXTERITY INSTEAD OF
STRENGTH FOR THE ATTACK AND DAMAGE ROLLS WHEN USING YOUR CLAWS. WHEN YOU HIT WITH THEM, THE STRIKE DEALS SLASHING DAMAGE EQUAL
TO 1D4 + YOUR STRENGTH OR DEXTERITY MODIFIER, INSTEAD OF THE BLUDGEONING DAMAGE NORMAL FOR AN UNARMED STRIKE.
CUNNING MERCHANT. YOU HAVE PROFICIENCY IN YOUR CHOICE OF ONE OF THE FOLLOWING ARTISAN’S TOOLS: BREWER'S SUPPLIES, GLASSBLOWER'S
TOOLS, LEATHERWORKER'S TOOLS, WEAVER’S TOOLS, OR WOODCARVER’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.
FELINE AGILITY. YOUR REFLEXES AND AGILITY ALLOW YOU TO MOVE WITH A BURST OF SPEED. WHEN YOU MOVE ON YOUR TURN, YOU CAN CHOOSE TO
MOVE UP TO TWICE YOUR WALKING SPEED INSTEAD. ONCE YOU USE THIS TRAIT, YOU CAN'T USE IT AGAIN UNTIL YOU MOVE 0 FEET ON ONE OF YOUR
TURNS.
LANGUAGES. YOU CAN SPEAK, READ, AND WRITE COMMON AND ONE ADDITIONAL LANGUAGE OF YOUR CHOICE.
SUBRACE. AKIN TO THEIR FELINE COUNTERPARTS, TABAXI COME IN MANY SHAPES AND SIZES WHICH ARE EXPRESSED THROUGH THEIR FOUR
SUBRACES: THE KATARI, THE LEORIN, THE SJORI, AND THERIN.
Katari
BUILT FOR AGILITY AND GRACE, THE KATARI ARE A LEAN, PLAYFUL FOLK THAT HAVE FOUND AN ENDLESS FASCINATION FOR THE WORLD OF MAN. RARELY
LIVING IN ONE PLACE FOR MORE THAN A FEW DAYS AT A TIME, KATARI TRIBES ARE KNOWN AS TRAVELING MERCHANTS THAT MOVE FROM TOWN TO TOWN
IN SEARCH OF THE BEST DEAL.
WITH THEIR NIMBLE FINGERS AND AFFINITY FOR ALL THINGS SHINY, KATARI ARE KNOWN TO LET THEIR CURIOSITY GET THE BEST OF THEM WHEN
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THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
WARRIOR’S BUILD. YOU HAVE PROFICIENCY IN THE ATHLETICS SKILL AND YOU COUNT AS ONE SIZE LARGER WHEN DETERMINING YOUR CARRYING
CAPACITY AND THE WEIGHT YOU CAN PUSH, DRAG, OR LIFT.
PRIMAL ROAR. AS A BONUS ACTION, YOU CAN RELEASE A MENACING ROAR. CREATURES OF YOUR CHOICE WITHIN 10 FEET OF YOU MUST SUCCEED
ON A WISDOM SAVING THROW (DC 8 + YOUR PROFICIENCY BONUS + YOUR STRENGTH MODIFIER), OR BECOME FRIGHTENED OF YOU UNTIL THE END OF
YOUR NEXT TURN. WHEN USING THIS TRAIT, YOU MAY CHOOSE TO EXPEND A USE OF YOUR FELINE AGILITY TRAIT IN ORDER TO INCREASE ITS RANGE TO
20 FEET. CREATURES THAT CANNOT HEAR YOU ARE IMMUNE TO THIS EFFECT.
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.
Sjori
BORN OF TRIBES HIDDEN AWAY WITHIN THE HIGHEST OF PEAKS, THE SJORI ARE A CURIOUS FOLK THAT RARELY INTERACT WITH THE WORLD BEYOND THEIR
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BORN OF TRIBES HIDDEN AWAY WITHIN THE HIGHEST OF PEAKS, THE SJORI ARE A CURIOUS FOLK THAT RARELY INTERACT WITH THE WORLD BEYOND THEIR
TRIBES; CHOOSING INSTEAD TO KEEP TO THE SAFETY OF THEIR MOUNTAINS. DESPITE THIS FACT, THEIR TRIBES ARE OFTEN QUITE ADVANCED, SPENDING
MUCH OF THEIR TIME BUILDING UPON THEIR WRITTEN HISTORIES AND SCHOLARLY PURSUITS
SJORI TRIBES ARE KNOWN TO BE CENTERS OF KNOWLEDGE THAT SCHOLARS TRAVEL TO IN ORDER TO EXCHANGE TEXTS. KNOWLEDGE OF THEIR AFFINITY
FOR THE WRITTEN WORD HAS CAUSED THE FEW SJORI THAT DO LEAVE THEIR HOMES TO BE WELCOMED WITH OPEN ARMS AMONGST THE LIKES OF
SCHOLARS AND POETS ALIKE.
ABILITY SCORE INCREASE. YOUR INTELLIGENCE SCORE INCREASES BY 1.
ALPINE HUNTERS. YOU HAVE RESISTANCE TO COLD DAMAGE. YOU ALSO NATURALLY ACCLIMATE TO HIGH ALTITUDES, EVEN IF YOU'VE NEVER BEEN TO
ONE. THIS INCLUDES ELEVATIONS ABOVE 20,000 FEET.
MOUNTAIN STALKER. WHEN YOU USE YOUR FELINE AGILITY TRAIT, YOU CAN CHOOSE TO DOUBLE YOUR JUMP DISTANCE INSTEAD OF YOUR WALKING
SPEED. WHEN USED IN THIS WAY, YOU HAVE ADVANTAGE ON ANY DEXTERITY (ACROBATICS) OR STRENGTH (ATHLETICS) CHECKS MADE TO CLIMB,
JUMP, OR MANEUVER THROUGH DIFFICULT TERRAIN.
POUNCE. WHEN USING YOUR FELINE AGILITY TRAIT TO JUMP MORE THAN 15 FEET TOWARD A HOSTILE CREATURE, IF YOU END YOUR MOVEMENT
WITHIN 5 FEET OF YOUR TARGET TO TAKE THE ATTACK ACTION, YOU MAY MAKE A SPECIAL ATTACK WITH YOUR CLAWS. THIS ATTACK CAN BE MADE AT
ADVANTAGE IF LEAPING FROM AT LEAST 10 FEET ABOVE YOUR TARGET.
IF THE ATTACK HITS, IT DEALS ADDITIONAL DAMAGE EQUAL TO YOUR PROFICIENCY BONUS AND THE TARGET OF THE ATTACK MUST MAKE A STRENGTH
SAVING THROW (DC 8 + YOUR PROFICIENCY BONUS + YOUR CHOICE OF YOUR STRENGTH OR DEXTERITY MODIFIER), OR BE KNOCKED PRONE. 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.
Therin
HIDDEN AMONGST THE TREES AND FOLIAGE OF DENSE FORESTS AND JUNGLES, THE THERIN ARE A SKEPTICAL PEOPLE THAT ARE FEW AND FAR BETWEEN.
WITH MUCH SMALLER TRIBES THAN THE REST OF THEIR TABAXI KIN, THEY ARE KNOWN TO BE QUITE THE ISOLATIONISTS, FINDING A SENSE OF SOLACE AS
LONE HUNTERS.
THIS KINSHIP WITH THE LONELY ROAD AND LOVE OF THE HUNT, THE THERIN ARE KNOWN TO BE GREAT MERCENARIES AND BOUNTY HUNTERS; ABLE
TO SINGLE-MINDEDLY FOCUS UPON THEIR CONTRACTS WITHOUT DISTRACTION.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1.
JUNGLE CAT. YOU HAVE A CLIMBING SPEED OF 30 FEET AND WHEN YOU TAKE FALLING DAMAGE, YOU MAY USE YOUR REACTION TO REDUCE THE FALL
DAMAGE ROLLED BY A NUMBER OF D6 EQUAL TO TWICE YOUR PROFICIENCY BONUS.
JUNGLE STALKER. WHEN USING YOUR FELINE AGILITY TRAIT, YOU CAN CHOOSE TO DOUBLE YOUR CLIMBING SPEED INSTEAD OF YOUR WALKING
SPEED. WHEN USED IN THIS WAY, YOU CAN ATTEMPT TO HIDE EVEN WHEN YOU ARE ONLY LIGHTLY OBSCURED BY FOLIAGE, HEAVY RAIN, FALLING SNOW,
MIST, AND OTHER NATURAL PHENOMENA.
DEATH FROM ABOVE. WHILE CLIMBING, YOU CAN USE YOUR BONUS ACTION TO LEAP DOWN ON TO A HOSTILE CREATURE YOU CAN SEE OR HEAR
THAT IS AT LEAST 30 FEET BELOW YOU IN ORDER TO TAKE A SPECIAL ATTACK WITH YOUR CLAWS.
IF THE ATTACK HITS, IT DEALS ADDITIONAL DAMAGE EQUAL TO YOUR PROFICIENCY BONUS AND THE TARGET OF THE ATTACK MUST MAKE A STRENGTH
SAVING THROW (DC 8 + YOUR PROFICIENCY BONUS + YOUR CHOICE OF YOUR STRENGTH OR DEXTERITY MODIFIER), OR BE KNOCKED PRONE. IF YOU ARE
HIDDEN FROM YOUR TARGET WHEN DEALING DAMAGE IN THIS WAY, THE ADDITIONAL DAMAGE DEALT BY THIS TRAIT 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.
75
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IF NO SUCH COMPO
THEIR OFFSPRING, AN
PICK UP WHATEVER
Ancient Beli
TORTLES DON’T HAVE
STORIES OR LEGEND
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STORIES OR LEGEND
AND ST. CUTHBERT
TORTLES BELIEVE
DARKNESS, AND THE
DOWN ON THEM. T
UNCOMFORTABLE UN
BLESSED ARE THE
LEAVE THEIR HOMES
Tortle
WHAT MANY TORTLES CONSIDER A SIMPLE LIFE, OTHERS MIGHT CALL A LIFE OF ADVENTURE. TORTLES ARE BORN NEAR SANDY COASTLINES, BUT AS SOON
AS THEY’RE ABLE TO WALK ON TWO LEGS, THEY BECOME NOMAD SURVIVALISTS EAGER TO EXPLORE THE WILDERNESS, EXPERIENCE ITS MANY WONDERS,
PUT THEIR SKILLS TO THE TEST, AND MAKE NEW ACQUAINTANCES.
Life of a Tortle
A TORTLE HATCHES FROM A THICK-SHELLED EGG AND SPENDS THE FIRST FEW WEEKS OF ITS LIFE CRAWLING ON ALL FOURS. ITS PARENTS, OLD AND NEAR
DEATH, SPEND WHAT LITTLE TIME THEY HAVE LEFT TELLING STORIES TO THEIR OFFSPRING. WITHIN A YEAR, THE YOUNG TORTLE BECOMES AN ORPHAN,
THOUGH NOT BEFORE IT LEARNS TO SPEAK AND TO SURVIVE ON ITS OWN.
A YOUNG TORTLE AND ITS SIBLINGS INHERIT WHATEVER TOOLS, WEAPONS, AND GIFTS THEIR PARENTS LEFT BEHIND. EACH YOUNG TORTLE IS EXPECTED
TO FEND FOR ITSELF. IT LEAVES THE PLACE OF ITS BIRTH AND FINDS ITS OWN CORNER OF THE WILDERNESS IN WHICH TO HUNT, CATCH FISH, AND GET BY.
IT GATHERS UP ITS POSSESSIONS AND HEADS INTO THE WILDERNESS, RETURNING MONTHS OR YEARS LATER WITH STORIES OF ITS EXPLOITS AND NEW
SKILLS. WHEN A TORTLE NEARS THE END OF ITS NATURAL LIFESPAN, IT SEEKS OUT A MATE AND PROCREATES. TORTLES LAY THEIR EGGS (NUMBERINGAS
FEW AS ONE OR AS MANY AS A DOZEN) IN A FORTIFIED COMPOUND ENCLOSED BY STONE WALLS THAT ARE EASILY DEFENSIBLE.
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Adventurers at Heart
TORTLES HAVE A SAYING: “WE WEAR OUR HOMES ON OUR BACKS.”
A TORTLE SETTLEMENT IS PRIMARILY USED AS A KIND OF MOOT, WHERE TORTLES CAN SOCIALIZE, SHARE INFORMATION, AND TRADE WITH STRANGERS
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A TORTLE SETTLEMENT IS PRIMARILY USED AS A KIND OF MOOT, WHERE TORTLES CAN SOCIALIZE, SHARE INFORMATION, AND TRADE WITH STRANGERS
IN THE SAFETY OF GREATER NUMBERS.
MOST TORTLES LIKE TO SEE HOW OTHER CREATURES LIVE AND DISCOVER NEW CUSTOMS AND NEW WAYS OF DOING THINGS. THE URGE TO PROCREATE
DOESN’T KICK IN UNTIL THE END OF A TORTLE’S LIFE, AND A TORTLE CAN SPEND DECADES AWAY FROM ITS NATIVE LAND WITHOUT FEELING HOMESICK.
TORTLES EMBRACE A SIMPLE VIEW OF THE WORLD. IT IS A PLACE OF WONDER, AND TORTLES SEE BEAUTY IN THE ORDINARY. THEY LIVE FOR THE
CHANCE TO HEAR A SOFT WIND BLOWING THROUGH PALM TREES, TO WATCH A FROG CROAKING ON A LILY PAD, OR TO STAND IN A CROWDED HUMAN
MARKETPLACE.
ALTHOUGH THEY SPEND A CONSIDERABLE PORTION OF THEIR LIVES IN ISOLATION, TORTLES ARE SOCIAL CREATURES THAT LIKE TO FORM MEANINGFUL
FRIENDSHIPS AND HAVE NO BIASES TOWARD PEOPLE OF OTHER RACES.
Tortle Names
TORTLES PREFER SIMPLE, NON-GENDER-SPECIFIC NAMES THAT ARE USUALLY NO MORE THAN TWO SYLLABLES. IF A TORTLE DOESN’T LIKE ITS NAME FOR
WHATEVER REASON, IT CHANGES IT. A TORTLE MIGHT CHANGE ITS NAME A DOZEN TIMES IN ITS LIFE.
MALE AND FEMALE NAMES: BAKA, DAMU, GAR, GURA, INI, JAPPA, KINLEK, KRULL, LIM, LOP, NORTLE, NULKA, OLO, PLOQWAT, QUEG, QUOTT,
SUNNY, TIBOR, UBO, UHOK, WABU, XELBUK, YOG
Tortle Traits
YOUR TORTLE CHARACTER GAINS TRAITS THAT ENABLE IT TO COPE WITH THE PERILS OF A SAVAGE WORLD.
ABILITY SCORE INCREASE. YOUR CONSTITUTION SCORE INCREASES BY 2.
AGE. TORTLES HAVE NO NATURAL END TO THEIR LIFESPANS. INSTEAD, THEY LIVE FOR AS LONG AS THEY DEEM NECESSARY BEFORE FINALLY LETTING
THEMSELVES PASS ON FROM THIS REALM.
SIZE. TORTLE ADULTS TEND TO STAND 5 TO 6 FEET TALL AND AVERAGE 450 POUNDS. THEIR SHELLS ACCOUNT FOR ROUGHLY ONE-THIRD OF THEIR
WEIGHT. YOUR SIZE IS MEDIUM.
SPEED. YOUR BASE WALKING SPEED IS 25 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.
NATURAL ARMOR. YOUR SHELL PROVIDES YOU A BASE AC OF 17 (YOUR DEXTERITY MODIFIER DOESN'T AFFECT THIS NUMBER). YOU CAN'T WEAR
LIGHT, MEDIUM, OR HEAVY ARMOR, BUT IF YOU ARE USING A SHIELD, YOU CAN APPLY THE SHIELD'S BONUS AS NORMAL.
SHELL DEFENSE. YOU CAN WITHDRAW INTO YOUR SHELL AS AN ACTION. UNTIL YOU EMERGE, YOU GAIN A +5 BONUS TO YOUR AC, AND YOU HAVE
ADVANTAGE ON STRENGTH AND CONSTITUTION SAVING THROWS. WHILE IN YOUR SHELL, YOU ARE PRONE, YOUR SPEED IS 0 AND CAN'T INCREASE, YOU
HAVE DISADVANTAGE ON DEXTERITY SAVING THROWS, YOU CAN'T TAKE REACTIONS, AND THE ONLY ACTION YOU CAN TAKE IS A BONUS ACTION TO
EMERGE FROM YOUR SHELL.
LANGUAGES. YOU CAN SPEAK, READ, AND WRITE COMMON AND TERRAN.
SUBRACE. FOUR SUBRACES OF TORTLES ARE FOUND IN THE WORLD: HARDSHELLS, SEAFARERS, SNAPJAWS, AND DRACONBLOODS. THESE SUBRACES
USUALLY FOLLOW VERY DIFFERENT WAYS OF LIFE, BUT ARE KNOWN TO COLLABORATE IN MANY WAYS.
Hardshells
STUBBORNLY TOUGH TO THEIR CORE, THE HARDSHELLS ARE AN ANCIENT PEOPLE THAT HAVE LIVED AS LONG AS THE WORLD ITSELF. FOR THE HARDSHELLS,
THEIR RETURN TO THE EARTH IS A FAR-OFF END TO THEIR ETERNAL JOURNEY, ALLOWING THEIR PEOPLE TO LIVE HUNDREDS AND HUNDREDS OF YEARS
WITHOUT ISSUE.
THIS SENSE OF AGELESSNESS HAS CAUSED HARDSHELLS TO BE A SOURCE OF ENDLESS KNOWLEDGE AND WISDOM WITHIN TORTLE TRIBES, OFTEN
ALLOWING THEM TO TAKE UP ROLES OF SPIRITUAL GUIDANCE.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 2.
LONG-LIVED. THOSE OF YOUR KIND LIVE FAR LONGER THAN MOST, GIVING YOU THE VAST WISDOM OF EXPERIENCE AND PROFICIENCY IN TWO OF THE
FOLLOWING SKILLS: HISTORY, INSIGHT, MEDICINE, NATURE, PERCEPTION, RELIGION, OR SURVIVAL.
DESERT CARAVAN. YOU HAVE ADAPTED TO HOT ENVIRONMENTS AS DESCRIBED IN CHAPTER 5 OF THE DUNGEON MASTER’S GUIDE AND YOU COUNT
AS ONE SIZE LARGER WHEN DETERMINING YOUR CARRYING WEIGHT AND THE WEIGHT YOU CAN PUSH, DRAG, OR LIFT.
STURDY BUILD. YOUR BASE WALKING SPEED IS INCREASED TO 30 FEET AND NONMAGICAL DIFFICULT TERRAIN DOESN’T COST YOU ADDITIONAL
MOVEMENT IN MOUNTAINOUS OR ROCKY TERRAIN. ADDITIONALLY, THE BASE AC OF YOUR NATURAL ARMOR TRAIT IS INCREASED TO 18.
77
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
SWAMP DWELL
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SWAMP DWELL
AT A TIME EQUAL TO
AMBUSH PRED
WITHDRAWN INTO Y
AQUATIC STALKE
WHILE YOU ARE SUB
WITHOUT EXPENDIN
SNAPJAW BITE.
PIERCING DAMAGE
ADDITIONALLY, ONCE
STRENGTH (ATHLETI
Draconbloods
SPAWNED OF A LIN
TO BE, THOUGH THE
DISTANCED FROM
WORLD, THEY PREFER
POTENTIAL WHEREIN
ABILITY SCORE
OCEAN SWIMM
DRACONIC ANC
INTIMIDATION SKILL
STEAM BREATH
STEAM IN A 15-FOO
YOUR PROFICIENCY
DOESN'T GRANT RES
LEVEL (4D8).
YOU CAN USE YO
YOU FINISH A LONG
Seafarers
BORN OF THE OCEAN, SEAFARERS LIVE A LIFE AS FAST AND HARSH AS THE WATERS THEY CALL HOME. THEIR CURIOSITY LEADS THEM TOWARDS A LIFE OF
ADVENTURE AND WIDE EYED WONDER.
SEAFARERS HAVE AN INNATE LOVE OF PEOPLES AND CULTURES OF ALL KINDS, OFTEN SPENDING YEARS, OR EVEN DECADES, AT A TIME AWAY FROM
HOME, SIMPLY TRAVELING FROM PLACE TO PLACE TO LEARN AND EXPERIENCE AS MUCH OF THIS WORLD AS THEY CAN.
ABILITY SCORE INCREASE. YOUR DEXTERITY SCORE INCREASES BY 1.
OCEANIC TRAVELER. YOU HAVE PROFICIENCY IN THE ATHLETICS SKILL, NAVIGATOR'S TOOLS, AND WATER VEHICLES.
SWORN TO THE SEAS. YOU HAVE A SWIMMING SPEED OF 35 FEET, YOU CAN BREATHE AIR AND WATER, AND YOU HAVE RESISTANCE TO COLD
DAMAGE.
SEA DOG. YOU’VE LEARNED THE DIFFICULTIES OF LIFE AT SEA. YOU HAVE ADVANTAGE ON CONSTITUTION SAVING THROWS MADE TO RESIST
EXHAUSTION AND YOU HAVE ADVANTAGE ON ALL ABILITY CHECKS AND SAVING THROWS MADE TO RESIST BEING GRAPPLED.
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.
Snapjaws
BORN OF THE MURKY WATERS OF SWAMPS AND BOGS, SNAPJAWS ARE AN ESPECIALLY HEARTY FOLK. OFTEN SEEN AS GROUCHY AND ROWDY IN
COMPARISON TO THE MORE TRANQUIL TORTLE RACES, THEY ARE, IN TRUTH, A PEOPLE OF FAMILY; PLACING INCREDIBLE PURPOSE AND VALUE IN THOSE
THEY CONSIDER FAMILY, WHETHER BY BLOOD OR CHOICE.
MOST OFTEN LIVING IN SMALL VILLAGES UPON THE BOGGY WATERS OF A SWAMP, SNAPJAWS HAVE LEARNED TO BE MASTERS OF THEIR FAVORED
TERRAIN BY MERELY WAITING AMONGST THE MUCK OF THE WATER FOR THE RIGHT OPPORTUNITY TO STRIKE AGAINST THE MONSTROUS CREATURES OF THE
SWAMP.
ABILITY SCORE INCREASE. YOUR STRENGTH SCORE INCREASES BY 1.
SWAMP DWELLER. YOU HAVE A SWIMMING SPEED EQUAL TO YOUR WALKING SPEED AND YOU CAN HOLD YOUR BREATH FOR A NUMBER OF HOURS
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Homeland T
MANY URSURAI CH
OF WHICH WHO GO
History of W
IN THE PAST, LONG
URSURAI SETTLED D
THIS CHANGED O
TOUCHED BY AN UN
Ursurai Nam
URSURAI NAME THE
CACOPHONOUS NAM
MALE URSURAI
LENETH, MARUK
FEMALE URSURAI
HOINA, OLLINDE
Ursurai
NESTLED AT THE BASE OF A LARGE MOUNTAIN, THE URSURAI LIES AT THE EDGE OF AN EVER-PRESENT MAELSTROM, THE GELID VORTEX, WHICH HOVERS
JUST BEYOND THE PROTECTIVE RIM OF MOUNTAINS. BATTLING THROUGH THE WARM JUNGLES, THE URSURAI ARE A HARDY RACE WITH CENTURIES OF
TRADITION TO CALL BACK UPON.
Animalistic Nature
THOUGH MANY SEE THE URSURAI AS INTELLIGENT BEARS, THERE ARE MANY DIFFERENCES BETWEEN THE URSURAI AND THEIR SAVAGE COUSINS. A
FULLY GROWN URSURAI IS MUCH SMALLER THAN A BEAR AND IS ALMOST AS NIMBLE ON HIS HIND LEGS AS HE IS ON ALL FOUR.
OUTSIDERS MAY FIND IT HARD TO BELIEVE, BUT THE ROUGH URSURAI HAVE MUCH MORE RESTRAIN AND SELF-CONTROL THAN THE BEASTS THEY ARE
OFTEN MISTAKEN FOR, THOUGH SOME SUSPECT THIS IS A RESULT OF THEIR LACK OF NEED TO HIBERNATE.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Ursurai Trai
URSURAI HAVE RAC
ABILITY SCORE
AGE. USINE MA
SIZE. URSURAI A
AND 600 POUNDS.
SPEED. YOUR BA
CAN SWAP FROM W
CAN USE YOUR NATU
LOW-LIGHT VIS
LIGHT.
POWERFUL BUIL
HIBERNATION. W
ADDITIONALLY, AT
OF HIT POINTS EQUA
NATURAL ARMO
YOU CAN USE YOUR
YOU USE YOUR NATU
OF TOOTH AND
BE USED AS NATURA
BITE. ON A HIT
PER TURN.
CLAWS. ON A H
WHEN STARTING
WEAPONS.
LANGUAGES. YO
SUBRACE. AKIN
SUBRACES: THE GH
Ghrazir
BORN OF DARK HUE
THEIR UNPARALLELED
PEOPLE PLACE RESP
ABILITY SCORE
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FOREST CLIMBER. YOU HAVE A CLIMBING SPEED OF 30 FEET. ADDITIONALLY, WHEN TRAVELING THROUGH HEAVILY FORESTED OR JUNGLED
ENVIRONMENTS, YOU CAN MOVE ACROSS DIFFICULT TERRAIN WITHOUT EXPENDING EXTRA MOVEMENT.
NATURAL GRAPPLER. WHEN YOU ATTACK WITH YOUR CLAWS ON YOU TURN, YOU CAN USE YOUR BONUS ACTION TO ATTEMPT TO GRAPPLE THE TARGET
OF YOUR ATTACKS.
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.
Mintari
THE MINTARI ARE A NOMADIC PEOPLE THAT ROAM THE ENDLESS TUNDRAS OF THE NORTH. SAID TO BE ABLE TO COMMUNE WITH THE ETHEREAL LIGHTS
THAT ILLUMINATE THEIR HOMELANDS, THE MINTARI ARE A SUPERSTITIOUS FOLK THAT ARE MOST OFTEN KNOWN TO LEAVE THE TUNDRAS OF THEIR
HOMELANDS TO FOLLOW THE DESTINED PATHS SET BEFORE THEM BY UNTOLD SPIRITUAL GUIDES.
ABILITY SCORE INCREASE. YOUR CHARISMA SCORE INCREASES BY 1.
ARCTIC COAT. YOU HAVE RESISTANCE TO COLD DAMAGE. ADDITIONALLY, YOU'RE NATURALLY ADAPTED TO COLD CLIMATES, AS DESCRIBED IN CHAPTER
5 OF THE DUNGEON MASTER'S GUIDE.
TUNDRAN SWIMMER. YOU HAVE PROFICIENCY IN THE SURVIVAL SKILL AND HAVE A SWIMMING SPEED EQUAL TO YOUR WALKING SPEED.
ADDITIONALLY, YOU HAVE ADVANTAGE ON STRENGTH (ATHLETICS) CHECKS MADE WHILE SWIMMING.
FROZEN WANDERER. YOU CAN MOVE ACROSS AND CLIMB ICY SURFACES WITHOUT NEEDING TO MAKE AN ABILITY CHECK AND WHEN TRAVELING
THROUGH FROZEN OR HEAVILY SNOWED ENVIRONMENTS, YOU CAN MOVE ACROSS NONMAGICAL DIFFICULT TERRAIN WITHOUT EXPENDING EXTRA
MOVEMENT.
Ailuren
A ROTUND PEOPLES WITH A LOVE FOR LIFE AND ALL OF IT'S MANY AMENITIES, THE AILUREN ARE WITHOUT A DOUBT THE MOST PEACEFUL OF THE URSURAI
RACES. UNLIKE THE RENOWN WARRIORS OF THEIR SISTER RACES, THE AILUREN HAVE CHOSEN TO LEAD A LIFE OF PEACE, LIVING AS PRACTICED HEALERS
AND SHAMANS THAT MAY BRING GUIDANCE AND GOOD FORTUNE TO THEIR PEOPLE.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1.
CARETAKER. YOU HAVE PROFICIENCY IN THE MEDICINE SKILL AND YOUR CHOICE OF COOK’S UTENSILS OR BREWER’S SUPPLIES.
INNER PEACE. YOU HAVE ADVANTAGE ON SAVING THROWS YOU MAKE TO AVOID OR END THE CHARMED OR FRIGHTENED CONDITIONS ON YOURSELF.
SURE-FOOTED. YOUR MASSIVE SIZE AND WIDE STANCE MAKES YOU PARTICULARLY HARD TO KNOCK OVER. WHEN A CREATURE 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.
Nocturan
THE NOCTURNAL LIFE OF A STRIXEN IS OFTEN LEFT A MYSTERY TO THOSE BEYOND THEIR INNER CIRCLES. THEY ARE OFTEN ISOLATIONISTS AT HEART,
CHOOSING A LIFE WHERE THEY MAY GAIN A DEEPER UNDERSTANDING OF THESE NATURAL LANDS THAT MOST SIMPLY TAKE FOR GRANTED. WITH AN
AFFINITY FOR THE SHADOWS, STRIXENS ARE SAID TO HAVE AN INTIMATE CONNECTION OF THE NIGHT SKY AND GLIMMERING MOONS ABOVE.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1.
SUPERIOR DARKVISION. 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.
NOCTURAN'S LEAP. WHENEVER YOU MAKE A LONG JUMP OR A HIGH JUMP, YOU CAN INCREASE THE NUMBER OF FEET YOU COVER BY A NUMBER
EQUAL TO TWICE YOUR PROFICIENCY BONUS, EVEN WHEN MAKING A STANDING JUMP. THIS EXTRA DISTANCE COSTS MOVEMENT AS USUAL.
FLEET OF FEATHER. YOUR HAVE PROFICIENCY IN THE STEALTH SKILL AND YOUR BASE WALKING SPEED IS INCREASED TO 30 FEET WHEN STANDING
ON YOUR HIND LEGS AND 35 FEET WHEN ON ALL FOURS. 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).
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Descendants from Humans with a touch of the power of Mount Celestia, the divine realm of many lawful good
Aasimar deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a
people of otherworldly visages, with luminous features that reveal their celestial heritage.
A people of sentient trees that are rarely encountered on the Material Plane, Arboreans appear humanoid in
figure, but have hard, wooden skin, like bark, usually coated in a layer of leaves, moss, vines, flowers, berries, or
Arboreans
even mushrooms and their inherent magical connection to the natural world allows them to communicate
with and magically manipulate plants to a certain degree.
Changelings are natural shapechangers, who are sometimes the offspring of individuals that have in some way
Changelings been touched by the far realms. They are creatures that struggle to fit into society because of their rarity and
natural abilities, and seldom find others of their kind and tend not to have a culture of their own.
Born of dragons, as their name proclaims, the Dragonborn walk proudly through a world that greets them with
Dragonborn 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.
Eladrin are Elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, Eladrin can
Eladrin step from one place to another in the blink of an eye, and each Eladrin resonates with emotions captured in
the Feywild in the form of seasons—affinities that affect the Eladrin's mood and appearance.
The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much
Fairies so as their pixie and sprite friends. Infused with the magic of the Feywild, most fairies look like Small Elves
with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart.
As caretakers of the land, Firbolgs prefer to remain out of sight and out of mind. They don't try to dominate
Firbolgs nature, but rather seek to ensure that it prospers and survives according to its own laws. Firbolgs use their
magic to keep their presence in a forest secret.
Genasi inherit something from both sides of their dual nature. They resemble Humans but have unusual skin
Genasi color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through
their veins manifests differently in each Genasi, often as magical power.
Inspired by the great leader for whom the race is named, the Gith rose up to overthrow the mind flayers that
Gith held them in servitude. But after they won their freedom, two factions among the Gith disagreed on what kind
of civilization they would forge.
A race with fey origin, these goatmen and women try to experience life to the fullest in every waking moment.
Satyrs
The ease with which they can manipulate others, make other creatures feel uneasy in their presence.
Shadar-kai were once Humans, but the weight of existence in the Shadowfell has shaped them into something
else. They promised to serve as the Raven Queen's mortal agents, and in exchange, she gave them incredibly
Shadar-Kai
long life and freedom from frailty. Eventually, they were so different from Humans that they became a distinct
species.
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
Tieflings
whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the
Tiefling.
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental
Triton 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.
Warforged appear as massive humanoids molded from a composite of materials — obsidian, iron, stone,
Warforged darkwood, silver, and organic — though they move with a surprising grace and flexibility. Flexible plates
connected by fibrous bundles make up the body of a Guardian, topped by a mostly featureless head.
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Aasimar Guid
AN AASIMAR, EXCE
THE AASIMAR, THOU
AS SUCH, THE GU
FEELINGS.
THE ANGELIC BE
HAVE INSIGHT INTO
Angelic Guide
d6
1
Aasimar 2
3
AASIMAR BEAR WITHIN THEIR SOULS THE LIGHT OF THE HEAVENS. THEY ARE DESCENDED FROM HUMANS WITH A TOUCH OF THE POWER OF MOUNT
CELESTIA, THE DIVINE REALM OF MANY LAWFUL GOOD DEITIES. 4
AASIMAR ARE BORN TO SERVE AS CHAMPIONS OF THE GODS, THEIR BIRTHS HAILED AS BLESSED EVENTS. THEY ARE A PEOPLE OF OTHERWORLDLY 5
VISAGES, WITH LUMINOUS FEATURES THAT REVEAL THEIR CELESTIAL HERITAGE.
6
Celestial Champions
d6 N
AASIMAR ARE PLACED IN THE WORLD TO SERVE AS GUARDIANS OF LAW AND GOOD. THEIR PATRONS EXPECT THEM TO STRIKE AT EVIL, LEAD BY
EXAMPLE, AND FURTHER THE CAUSE OF JUSTICE. 1 B
FROM AN EARLY AGE, AN AASIMAR RECEIVES VISIONS AND GUIDANCE FROM CELESTIAL ENTITIES VIA DREAMS. THESE DREAMS HELP SHAPE AN 2 C
AASIMAR, GRANTING A SENSE OF DESTINY AND A DESIRE FOR RIGHTEOUSNESS.
EACH AASIMAR CAN COUNT A SPECIFIC CELESTIAL AGENT OF THE GODS AS A GUIDE. THIS ENTITY IS TYPICALLY A DEVA, AN ANGEL WHO ACTS AS A 3 P
MESSENGER TO THE MORTAL WORLD. 4 F
Hidden Wanderers 5 S
WHILE AASIMAR ARE STRIDENT FOES OF EVIL, THEY TYPICALLY PREFER TO KEEP A LOW PROFILE. AN AASIMAR INEVITABLY DRAWS THE ATTENTION OF EVIL 6 K
CULTISTS, FIENDS, AND OTHER ENEMIES OF GOOD, ALL OF WHOM WOULD BE EAGER TO STRIKE DOWN A CELESTIAL CHAMPION IF THEY HAD THE CHANCE.
WHEN TRAVELING, AASIMAR PREFER HOODS, CLOSED HELMS, AND OTHER GEAR THAT ALLOWS THEM TO CONCEAL THEIR IDENTITIES. THEY Aasimar Nam
NEVERTHELESS HAVE NO COMPUNCTION ABOUT STRIKING OPENLY AT EVIL. THE SECRECY THEY DESIRE IS NEVER WORTH ENDANGERING THE INNOCENT.
MOST AASIMAR ARE
Conflicted Souls
DESPITE ITS CELESTIAL ORIGIN, AN AASIMAR IS MORTAL AND POSSESSES FREE WILL. MOST AASIMAR FOLLOW THEIR ORDAINED PATH, BUT SOME GROW
TO SEE THEIR ABILITIES AS A CURSE.
THESE DISAFFECTED AASIMAR ARE TYPICALLY CONTENT TO TURN AWAY FROM THE WORLD, BUT A FEW BECOME AGENTS OF EVIL. IN THEIR MINDS,
THEIR EXPOSURE TO CELESTIAL POWERS AMOUNTED TO LITTLE MORE THAN BRAINWASHING.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
SUBRACE. THE
THE SCOURGE, AND
Protector Aas
PROTECTOR AASIMA
AGAINST THE DARKN
ABILITY SCORE
RADIANT RESIS
RADIANT SOUL.
YOUR BACK TEMPO
Everbloom
BORN OF THE BEAU
SPIRITS OF THE WILD
MEANT TO SAFEG
ARE NOT RETURNED
ITSELF.
ABILITY SCORE
BLOOMING BUD
SPELLCASTING ABILI
SPEECH OF BEA
CAN UNDERSTAND T
ON ALL WISDOM AN
Aasimar Traits
YOUR AASIMAR CHARACTER HAS THE FOLLOWING RACIAL TRAITS.
ABILITY SCORE INCREASE. YOUR ABILITY SCORE INCREASES ARE DETERMINED BY YOUR CHOICE OF CELESTIAL ANCESTRY.
AGE. AASIMAR MATURE AT THE SAME RATE AS HUMANS, BUT THEY CAN LIVE UP TO 200 YEARS OLD.
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AGE. AASIMAR MATURE AT THE SAME RATE AS HUMANS, BUT THEY CAN LIVE UP TO 200 YEARS OLD.
SIZE. AASIMAR HAVE THE SAME RANGE OF HEIGHT AND WEIGHT AS HUMANS.
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.
CELESTIAL ANCESTRY. YOU HAVE AN ANCIENT CELESTIAL ANCESTRY, GRANTING YOU AN INNATE AFFINITY FOR THE DIVINE. CHOOSE A FORM OF
CELESTIAL CONNECTION FROM THE CELESTIAL ANCESTRY TABLES IN THE SECTIONS BELOW. THIS DETERMINES THE DAMAGE TYPE FOR YOUR OTHER TRAITS
WHILE ALSO GIVING YOU A VARIETY OF ADDITIONAL TRAITS DEPENDING ON YOUR GIVEN CHOICE.
CELESTIAL RESISTANCE. YOU HAVE RESISTANCE TO THE DAMAGE TYPES ASSOCIATED WITH YOUR CELESTIAL ANCESTRY.
CELESTIAL REVELATION. AS A BONUS ACTION, YOU MAY CHOOSE TO TAKE ON THE IDEALS OF YOUR CELESTIAL PATRON, TRANSFORMING INTO THEIR
DIVINE AVATAR FOR A SHORT TIME. YOUR TRANSFORMATION LASTS FOR 1 MINUTE, UNTIL YOU FALL UNCONSCIOUS, OR UNTIL YOU END IT AS A BONUS
ACTION. UNTIL YOUR TRANSFORMATION ENDS, THE FIRST TIME ON EACH OF YOUR TURNS THAT YOU HIT WITH A WEAPON OR SPELL ATTACK, YOU CAN DEAL
ADDITIONAL DAMAGE TO ONE TARGET OF THE ATTACK EQUAL TO YOUR PROFICIENCY BONUS, OF A DAMAGE TYPE ASSOCIATED WITH YOUR CELESTIAL
ANCESTRY.
ONCE YOU TRANSFORM USING THIS TRAIT, YOU CAN'T DO SO AGAIN UNTIL YOU FINISH A LONG REST.
LANGUAGES. YOU CAN SPEAK, READ, AND WRITE COMMON AND CELESTIAL.
SUBRACE. THE THREE SUBRACES OF AASIMAR FOLLOW THE SAME SENSE OF INHERENT ALIGNMENT AS THE GODS THEMSELVES: THE PROTECTORS,
84
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
SONG OF THE WILDS. STARTING AT 5RD LEVEL, WHILE USING YOUR CELESTIAL REVELATION TRAIT, YOU GROW CLAWS WHICH YOU CAN USE TO MAKE
UNARMED STRIKES. IF YOU HIT WITH THEM, YOU DEAL SLASHING DAMAGE EQUAL TO 1D4 + YOUR STRENGTH MODIFIER. WHEN YOU HIT WITH AN
ATTACK USING YOUR CLAWS, YOU MAY GIVE ONE FRIENDLY BEAST OF YOUR CHOICE ADVANTAGE ON THEIR NEXT ATTACK ROLL AGAINST THE TARGET OF
YOUR ATTACK.
ADDITIONALLY, YOU LEARN THE SUMMON BEAST SPELL AND CAN CAST IT ONCE WITH THIS TRAIT. ONCE YOU CAST THIS SPELL IN THIS WAY, YOU CAN'T
DO SO AGAIN UNTIL YOU FINISH A LONG REST. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR SPELLCASTING ABILITY
WHEN CASTING THIS SPELL.
Truthseer
A VOICE OF VERITY AND JUSTICE, TRUTHSEERS ARE AASIMAR BLESSED WITH THE DIVINE PURPOSE OF ENFORCING AND UPHOLDING THE GOSPEL OF THE
GODS WITH THEIR VERY BEING.
WHETHER THIS MEANS FIGHTING FOR THE KINGSGUARD TO UPHOLD SUCH VIRTUES ACROSS THE REALMS OR ACTING AS JUDGE, JURY, AND, PERHAPS
MOST OFTEN, EXECUTIONER VARIES FROM ONE TO THE NEXT.
ABILITY SCORE INCREASE. YOUR INTELLIGENCE SCORE INCREASES BY 1.
VOICE OF TRUTH. YOU KNOW THE THAUMATURGY CANTRIP. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR
SPELLCASTING ABILITY WHEN CASTING THIS SPELL.
ILLUSORY SIGHT. YOU HAVE ADVANTAGE ON ALL ABILITY CHECKS MADE TO REVEAL THE TRUE NATURE OF AN ILLUSION.
JUDGE & JURY. STARTING AT 5RD LEVEL, WHILE USING YOUR CELESTIAL REVELATION TRAIT, YOU HAVE ADVANTAGE ON ALL CHARISMA CHECKS AND
SAVING THROWS.
ADDITIONALLY, YOU LEARN THE ZONE OF TRUTH SPELL AND CAN CAST IT ONCE WITH THIS TRAIT. ONCE YOU CAST THIS SPELL IN THIS WAY, YOU CAN'T DO
SO AGAIN UNTIL YOU FINISH A LONG REST. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR SPELLCASTING ABILITY WHEN
CASTING THIS SPELL.
Windwalker
FORGED OF THE STARS AND SPAWNED OF THE SKIES, AS AASIMAR, WINDWALKERS ARE THOSE THAT UPHOLD THE TENANTS OF FREEDOM AND
ADVENTURE AS MUCH AS THE VERY WINDS THAT THEY FLY UPON.
EVER CURIOUS SOULS, THEY ARE MOST OFTEN KNOWN AS WEARY WANDERERS, TRAVELING FROM TOWN TO TOWN IN SEARCH OF THOSE IN NEED OF
THEIR HELP, WHICH THEY ARE MORE THAN WILLING TO GIVE.
ABILITY SCORE INCREASE. YOUR CONSTITUTION SCORE INCREASES BY 1.
WAYWARD WIND. YOU KNOW THE GUST CANTRIP. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR SPELLCASTING
ABILITY WHEN CASTING THIS SPELL.
ANGELIC LEAP. YOU CAN INCREASE THE NUMBER OF FEET YOU COVER BY A NUMBER EQUAL TO TWICE YOUR PROFICIENCY BONUS, EVEN WHEN
MAKING A STANDING JUMP. THIS EXTRA DISTANCE COSTS MOVEMENT AS USUAL.
ADDITIONALLY, YOU'RE ACCLIMATED TO HIGH ALTITUDES, INCLUDING ELEVATIONS ABOVE 20,000 FEET, AND YOU'RE ALSO NATURALLY ADAPTED TO
STRONG WIND, AS DESCRIBED IN CHAPTER 5 OF THE DUNGEON MASTER'S GUIDE.
MAELSTROM. STARTING AT 5RD LEVEL, WHILE USING YOUR CELESTIAL REVELATION TRAIT, YOUR FLYING SPEED IS INCREASED TO 35 FEET.
ADDITIONALLY, YOU LEARN THE GUST OF WIND SPELL AND CAN CAST IT ONCE WITH THIS TRAIT. ONCE YOU CAST THIS SPELL IN THIS WAY, YOU CAN'T DO
SO AGAIN UNTIL YOU FINISH A LONG REST. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR SPELLCASTING ABILITY WHEN
CASTING THIS SPELL.
Snowsong
AS SOFT AND PURE AS SNOW ITSELF, SNOWSONG AASIMAR ARE THE EPITOME OF GRACE AND BEAUTY AND THRIVE IN POSITIONS OF POWER AND
INFLUENCE THAT MAY ALLOW THEM TO GUIDE THE WORLD OF MAN TOWARDS A BETTER TOMORROW.
OFTEN FINDING THEMSELVES IN THE ROLES OF ENTERTAINERS OR POLITICIANS, THESE AASIMAR HAVE A WAY WITH WORDS THAT IS RIVALED ONLY BY
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OFTEN FINDING THEMSELVES IN THE ROLES OF ENTERTAINERS OR POLITICIANS, THESE AASIMAR HAVE A WAY WITH WORDS THAT IS RIVALED ONLY BY
THE ELEGANCE AND WONDER OF THEIR STRIDE.
ABILITY SCORE INCREASE. YOUR DEXTERITY SCORE INCREASES BY 1.
SONG OF SNOW. YOU KNOW THE GUIDANCE CANTRIP. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR
SPELLCASTING ABILITY WHEN CASTING THIS SPELL.
FROST WALKER. YOU CAN MOVE ACROSS DIFFICULT TERRAIN CREATED BY ICE OR SNOW WITHOUT EXPENDING EXTRA MOVEMENT. ADDITIONALLY, AS
A BONUS ACTION, YOU CAN FREEZE A THIN LAYER OF WATER BELOW THE SOLES OF YOUR FEET, ALLOWING YOU TO WALK ACROSS THE SURFACE OF WATER AT
HALF YOUR MOVEMENT SPEED FOR THE NEXT MINUTE. 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.
SNOWSTORM. STARTING AT 5RD LEVEL, WHILE USING YOUR CELESTIAL REVELATION TRAIT, YOUR WALKING SPEED IS INCREASED TO 35 FEET AND
CREATURES HAVE DISADVANTAGE ON OPPORTUNITY ATTACKS MADE AGAINST YOU.
ADDITIONALLY, YOU LEARN THE MISTY STEP SPELL AND CAN CAST IT ONCE WITH THIS TRAIT. ONCE YOU CAST THIS SPELL IN THIS WAY, YOU CAN'T DO SO
AGAIN UNTIL YOU FINISH A LONG REST. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR SPELLCASTING ABILITY WHEN
CASTING THIS SPELL.
85
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Blightsworn
STRICTLY OPPOSED
SUPERNATURAL DEC
DISGUSTING CRE
PREFERRING TO ENA
ABILITY SCORE
INFESTED. YOU K
ABILITY WHEN CAST
BLIGHTSPEAKER
MAY ASK ONE YES-
USE THIS TRAIT A NU
WITHERING STR
BUT NOT KILLED OUT
ATTACK, WITH ADVA
ADDITIONALLY, YO
CAN'T DO SO AGAIN
ABILITY WHEN CAST
Acidtongue
BRINGERS OF STRIFE
Brightheart INSIDE OUT.
BLESSED WITH A RIGHTEOUS SPIRIT AND A WARRIOR'S HEART, BRIGHTHEART AASIMAR ARE SOLDIERS OF THE HEAVENS BROUGHT BEFORE THE MORTAL RUSTED BLADES
WORLD TO CARVE OUT THE ROT OF EVIL WITH THE VERY BLADES THEY WIELD. THEY MAY BEGIN TO
NATURAL-BORN COMBATANTS, BRIGHTHEARTS ARE KNOWN FOR A SENSE OF STOIC STRENGTH, NEVER SHOWING WHAT FEARS THEY MAY HOLD WITHIN ABILITY SCORE
IN ORDER TO SET THE STANDARD FOR THOSE WARRIORS THAT MAY FOLLOW IN THEIR STEPS.
ABILITY SCORE INCREASE. YOUR STRENGTH SCORE INCREASES BY 1.
LIGHTBEARER. YOU KNOW THE LIGHT CANTRIP. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR SPELLCASTING
ABILITY WHEN CASTING THIS SPELL.
FEARLESS. YOU HAVE ADVANTAGE ON SAVING THROWS AGAINST BEING FRIGHTENED.
FIRELIGHT. STARTING AT 5RD LEVEL, WHILE USING YOUR CELESTIAL REVELATION TRAIT, YOUR FORM SHEDS BRIGHT LIGHT IN A 5-FOOT RADIUS AND DIM
LIGHT FOR AN ADDITIONAL 5 FEET. WITHIN THE RADIUS OF THIS LIGHT, MAGICAL DARKNESS IS TEMPORARILY DISPELLED.
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LIGHT FOR AN ADDITIONAL 5 FEET. WITHIN THE RADIUS OF THIS LIGHT, MAGICAL DARKNESS IS TEMPORARILY DISPELLED.
ADDITIONALLY, YOU LEARN THE FLAME BLADE SPELL AND CAN CAST IT ONCE WITH THIS TRAIT. ONCE YOU CAST THIS SPELL IN THIS WAY, YOU CAN'T DO
SO AGAIN UNTIL YOU FINISH A LONG REST. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR SPELLCASTING ABILITY WHEN
CASTING THIS SPELL.
Scourge Aasimar
AN AASIMAR WHO WAS TOUCHED BY DARK POWERS OF VILE GODS OR WHOM IS BORN OF EVIL BLOOD CAN BECOME ONE OF THE SCOURGE- A GROUP
OF AASIMAR WHOSE INSIDES HOLD NOT LIGHT, BUT SHADOW.
ABILITY SCORE INCREASE. YOUR CONSTITUTION SCORE INCREASES BY 2.
NECROTIC RESISTANCE. YOU HAVE RESISTANCE TO NECROTIC DAMAGE.
NECROTIC SHROUD. STARTING AT 3RD LEVEL, WHILE USING YOUR CELESTIAL REVELATION TRAIT, YOUR TAKE ON A HORRIFYING VISAGE BEFITTING OF
YOUR CELESTIAL HERITAGE. WHEN YOU TRANSFORM IN THIS WAY, CREATURES THAT CAN SEE YOU WITHIN 15 FEET OF YOUR TRANSFORMATION MUST
SUCCEED ON A CHARISMA SAVING THROW (DC 8 + YOUR PROFICIENCY BONUS + YOUR CONSTITUTION MODIFIER) OR BECOME FRIGHTENED OF YOU
UNTIL THE END OF YOUR NEXT TURN. WHILE TRANSFORMED IN THIS WAY, YOU MAY SPEND AN ACTION TO FORCE CREATURES WITHIN 5 FEET OF YOU TO
MAKE A CHARISMA SAVING THROW AS THOUGH THEY WERE CAUGHT IN THE INITIAL EFFECT.
Scourge Ancestries
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
ACIDIC DRIP. YOU KNOW THE PRIMAL SAVAGERY CANTRIP. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR RUNIC SIGHT. YOU
SPELLCASTING ABILITY WHEN CASTING THIS SPELL. ARCANE ANOM
ANGEL OF INNOVATION. TO TRULY TEAR SOMETHING DOWN, YOU MUST FIRST INTIMATELY UNDERSTAND IT. YOU HAVE PROFICIENCY IN YOUR CHOICE THROWS THAT YOU M
OF ONE OF THE FOLLOWING ARTISAN’S TOOLS: ALCHEMIST’S SUPPLIES, SMITH’S TOOLS, OR TINKERER’S TOOLS. ADDITIONALLY, YO
ADDITIONALLY, WHENEVER YOU MAKE AN INTELLIGENCE CHECK RELATING TO THE ORIGIN OF AN ITEM, CONCOCTION, OR STRUCTURE MADE WITH ONE SO AGAIN UNTIL YOU
OF YOUR CHOSEN ARTISAN’S TOOLS, YOU ARE CONSIDERED PROFICIENT IN THE GIVEN CHECK. IF YOU ARE ALREADY PROFICIENT IN THE GIVEN SKILL, YOU CASTING THIS SPELL.
MAY INSTEAD ADD DOUBLE YOUR PROFICIENCY BONUS TO THE CHECK.
RUIN & WROUGHT. STARTING AT 5RD LEVEL, WHILE USING YOUR CELESTIAL REVELATION TRAIT, YOU DEAL DOUBLE DAMAGE WITH ATTACKS AGAINST Deathwalker
OBJECTS AND STRUCTURES. MASTERS OF THE NE
ADDITIONALLY, YOU LEARN THE ACID ARROW SPELL AND CAN CAST IT ONCE WITH THIS TRAIT. ONCE YOU CAST THIS SPELL IN THIS WAY, YOU CAN'T DO DAMNED AND WAR
SO AGAIN UNTIL YOU FINISH A LONG REST. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR SPELLCASTING ABILITY WHEN WHETHER IT IS LO
CASTING THIS SPELL. OTHERS SCOURGE IT
THAN THE CELESTIAL
Stormlight ABILITY SCORE
FROM DEPRAVED ARCANISTS TO BEWITCHED SORCERERS, STORMLIGHT AASIMAR WERE BORN WITH A TOUCH OF NOT JUST THE DIVINE, BUT THE ARCANE TOUCH OF THE G
AS WELL. SPELLCASTING ABILI
WITH THIS UNIQUE AFFINITY FOR ARCANE DISCOVERY, STORMLIGHT AASIMAR DEVOTE THEIR ENTIRE LIVES TO UNVEILING LOST ARTIFACT OR ANCIENT SPEECH OF THE
SECRETS ALL WITH THE SINGULAR GOAL OF INCREASING THE CONSTRAINTS AND LIMITATIONS OF THEIR OWN CAPABILITIES. OF YOUR WORDS, TH
ABILITY SCORE INCREASE. YOUR INTELLIGENCE SCORE INCREASES BY 1. ADVANTAGE ON ALL
HEART OF SPARKS. YOU KNOW THE SHOCKING GRASP CANTRIP. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR OF DEATH & D
SPELLCASTING ABILITY WHEN CASTING THIS SPELL. CHECKS AND SAVIN
ADDITIONALLY, YO
CAN'T DO SO AGAIN
ABILITY WHEN CAST
Netherborn
ACCUSTOMED TO A
LIGHT WITHIN THE E
EMBRACED BY S
STILL, IN A REGION T
CALLED SIGN STEMS
ABILITY SCORE
FIRESTARTER. YO
ABILITY WHEN CAST
DARKVISION. AC
WITHIN 60 FEET OF
SHADES OF GRAY.
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SHADES OF GRAY.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
GREEENREAVERS
VENOMOUS SPITE F
ABILITY SCORE
FALLEN SAGE. Y
IMMUTABLE W
SAVING THROWS.
ADDITIONALLY, YO
AGAIN UNTIL YOU FIN
CASTING THIS SPELL.
Causticheart
CAST DOWN FROM T
THEM TO BE A HOLL
WITH THEIR DIVIN
WONDER ALIKE AS T
ABILITY SCORE
FALLEN NOMAD
DIVINE WARRIO
YOU MAY USE YOUR
ADDITIONALLY, YO
DO SO AGAIN UNTIL
WHEN CASTING THIS
Wayfinder
WAYFINDER AASIM
EXTENT OF THEIR NE
ALWAYS LIVING LI
ACROBATIC ACTS TO
ABILITY SCORE
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FIRE & BRIMSTONE. STARTING AT 5RD LEVEL, WHILE USING YOUR CELESTIAL REVELATION TRAIT, WHEN YOU TAKE DAMAGE FROM A CREATURE WITHIN
15 FEET OF YOU, YOU MAY USE YOUR REACTION TO FORCE THE CREATURE TO TAKE FIRE DAMAGE EQUAL TO TWICE YOUR PROFICIENCY BONUS.
ADDITIONALLY, YOU LEARN THE HEAT METAL SPELL AND CAN CAST IT ONCE WITH THIS TRAIT. ONCE YOU CAST THIS SPELL IN THIS WAY, YOU CAN'T DO
SO AGAIN UNTIL YOU FINISH A LONG REST. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR SPELLCASTING ABILITY WHEN
CASTING THIS SPELL.
Fallen Aasimar
FALLEN AASIMAR ARE IMBUED WITH A DIVINE ENERGY THAT BLAZES INTENSELY WITHIN THEM- SO MUCH SO THAT EVEN WHEN THE SOURCE OF THEIR
DIVINE SPARK HAS PULLED ITS INFLUENCE FROM THEIR LIVES, THESE PRIMAL ENERGIES HAVE MANIFESTED STILL. WHETHER BY CHOICE OR BY FORCE,
THE FALLEN HAVE BEEN BEREFT OF THEIR ONCE DIVINE CALLING AND LEFT TO FORGE A PATH OF THEIR OWN.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 2.
FALLEN TOUGHNESS. YOUR HIT POINT MAXIMUM INCREASES BY 1, AND IT INCREASES BY 1 EVERY TIME YOU GAIN A LEVEL.
RADIANT CONSUMPTION. STARTING AT 3RD LEVEL, WHILE USING YOUR CELESTIAL REVELATION TRAIT, DIVINE ENERGY RADIATES FROM YOUR VERY
SOUL. FOR THE DURATION, YOU SHED BRIGHT LIGHT IN A 10-FOOT RADIUS AND DIM LIGHT FOR AN ADDITIONAL 10 FEET, AND AT THE END OF EACH OF
YOUR TURNS, ANY CREATURES WITHIN 10 FEET OF YOU TAKES DAMAGE OF A TYPE ASSOCIATED WITH YOUR CELESTIAL ANCESTRY EQUAL TO YOUR
PROFICIENCY BONUS. Fallen Ancestries
Celestial Title Damage Type
Greeenreaver Poison
Causticheart Acid
Wayfinder Lightning or Thunder
Gravewarden Cold
Asheguard Fire
Greeenreaver
NO MATTER THE COST NOR THE MEANS, THESE AASIMAR HAVE PUSHED THEIR BODIES AND MINDS TO THE VERY DEPTHS OF THEIR CAPABILITIES AND
THEN PUSHED THAT MUCH FURTHER.
GREEENREAVERS HAVE CURSED THEIR NEWFOUND MORTALITY AND SWORN AGAINST ITS MEDIOCRITY— NOW DEVOTING THEMSELVES TO THE PURE,
88
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FALLEN WANDERER. YOU HAVE PROFICIENCY IN THE PERCEPTION SKILL AND YOUR BASE WALKING SPEED IS INCREASED TO 35 FEET.
FREEDOM FIGHTER. STARTING AT 5RD LEVEL, WHILE USING YOUR CELESTIAL REVELATION TRAIT, UPON REDUCING A CREATURE TO 0 HIT POINTS, YOU
MAY IMMEDIATELY USE YOUR REACTION TO MOVE UP TO HALF YOUR SPEED WITHOUT PROVOKING ATTACKS OF OPPORTUNITY.
ADDITIONALLY, YOU LEARN THE HEROISM SPELL AND CAN CAST IT ONCE WITH THIS TRAIT. ONCE YOU CAST THIS SPELL IN THIS WAY, YOU CAN'T DO SO
AGAIN UNTIL YOU FINISH A LONG REST. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR SPELLCASTING ABILITY WHEN
CASTING THIS SPELL.
Gravewarden
HAVING LOST THEIR TETHER TO THE DIVINE, GRAVEWARDEN AASIMAR HAVE BEEN CONSUMED BY THE COLD DESPAIR OF A PURPOSELESS LIFE, AND YET,
DESPITE THEIR FALL FROM GRACE, THEIR FAITH REMAINS.
EVER LOYAL TO THE DIVINE PATH TO WHICH THEY WERE BORN AND THE PROGENITORS THAT HAVE SINCE DISCARDED OF THEM, GRAVEWARDENS
CONTINUE TO STRICTLY ADHERE TO THE DEVOUT TENANTS OF THEIR PAST LIFE IN HOPES THAT ONE DAY, THEY MAY FINALLY RETURN TO THEIR LOST GRACES.
ABILITY SCORE INCREASE. YOUR CHARISMA SCORE INCREASES BY 1.
FALLEN PRIEST. YOU HAVE PROFICIENCY IN THE HISTORY AND RELIGION SKILLS.
UNWAVERING FAITH. STARTING AT 5RD LEVEL, WHILE USING YOUR CELESTIAL REVELATION TRAIT, AT THE END OF EACH OF YOUR TURNS, YOU MAY
CHOOSE TO WARD A NUMBER OF CREATURE'S FROM YOUR IRE EQUAL TO YOUR PROFICIENCY BONUS. THESE CREATURES DO NOT TAKE DAMAGE FROM
YOUR RADIANT CONSUMPTION TRAIT AND, WHILE WITHIN ITS RADIUS, HAVE ADVANTAGE ON DEATH SAVING THROWS.
ADDITIONALLY, YOU LEARN THE BLESS SPELL AND CAN CAST IT ONCE WITH THIS TRAIT. ONCE YOU CAST THIS SPELL IN THIS WAY, YOU CAN'T DO SO
AGAIN UNTIL YOU FINISH A LONG REST. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR SPELLCASTING ABILITY WHEN
CASTING THIS SPELL.
Asheguard
FOR MOST ASHEGUARD AASIMAR, WITH THE STRIPPING OF THEIR DIVINE STATUS CAME THE CRUEL "LESSONS" THAT A TRUE CELESTIAL IS CAPABLE OF
IMPARTING, LEAVING MANY OF THEIR ILK TO BE SCARRED AND MANGLED BOTH IN BODY AND MIND.
THIS BRUTAL ACT OF ZEALOTRY HAS LEFT THESE AASIMAR TO BE NEARLY VOID OF EMOTION, FOR THE ONLY THING THEIR SOULS HOLD ROOM FOR IS A
ROILING HATRED FOR THE DIVINE. DEFINED BY THIS UNENDING THIRST FOR VENGEANCE AGAINST THOSE THAT HAVE WRONGED THEM, THERE ARE FEW
THINGS AMONG THE WORLD OF MAN THAT MAY HALT THE WRATH OF THESE ONCE DIVINE WARRIORS.
ABILITY SCORE INCREASE. YOUR CONSTITUTION SCORE INCREASES BY 1.
FALLEN HUNTER. YOU HAVE PROFICIENCY IN THE STEALTH SKILL AND YOU CAN ATTEMPT TO HIDE EVEN WHEN YOU ARE ONLY LIGHTLY OBSCURED BY
FOLIAGE, HEAVY RAIN, FALLING SNOW, MIST, AND OTHER NATURAL PHENOMENA.
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FOLIAGE, HEAVY RAIN, FALLING SNOW, MIST, AND OTHER NATURAL PHENOMENA.
SEARING SOUL. STARTING AT 5RD LEVEL, WHILE USING YOUR CELESTIAL REVELATION TRAIT, THE DAMAGE DEALT BY YOUR RADIANT CONSUMPTION
TRAIT IS INCREASED BY 1D4 AND IGNORES RESISTANCE TO THE DAMAGE TYPES ASSOCIATED WITH YOUR CELESTIAL ANCESTRY.
ADDITIONALLY, YOU LEARN THE PROTECTION FROM GOOD AND EVIL SPELL AND CAN CAST IT ONCE WITH THIS TRAIT. ONCE YOU CAST THIS SPELL IN THIS
WAY, YOU CAN'T DO SO AGAIN UNTIL YOU FINISH A LONG REST. YOU CAN USE INTELLIGENCE, WISDOM, OR CHARISMA (YOUR CHOICE) AS YOUR
SPELLCASTING ABILITY WHEN CASTING THIS SPELL.
89
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Shepherds of
ARBOREANS CARE D
PREFER TO SPEND TH
THEY CAREFULLY
THOSE ON THE BRIN
THOUGH RARELY
PROTECTION. THOU
SEEDLINGS.
ARBOREANS WHO
THE NORMS AND CU
A LOCAL CIRCLE OF D
Arborean Na
DUE TO THEIR LONG
THE ARBOREANS TH
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Arboreans
ARBOREANS ARE A PEOPLE OF SENTIENT TREES THAT ARE RARELY ENCOUNTERED ON THE MATERIAL PLANE. THEY APPEAR HUMANOID IN FIGURE, BUT
HAVE HARD, WOODEN SKIN, LIKE BARK, USUALLY COATED IN A LAYER OF LEAVES, MOSS, VINES, FLOWERS, BERRIES, OR EVEN MUSHROOMS AND THEIR
INHERENT MAGICAL CONNECTION TO THE NATURAL WORLD ALLOWS THEM TO COMMUNICATE WITH AND MAGICALLY MANIPULATE PLANTS TO A CERTAIN
DEGREE.
THE EXACT ORIGIN OF THE ARBOREANS IS UNKNOWN, HOWEVER, AN OLD LEGEND SAYS THAT, WHILE OFTEN FOUND WITHIN THE WHIMSICAL REALMS
OF THE FEY, THEIR PEOPLE ACTUALLY ENTIRELY PREDATE THE FOUNDING OF THE FEY REALM, MAKING THEM FAR OLDER, MORE PRIMORDIAL BEINGS.
Elder Gardeners
DEEP IN THE FORESTS OF THE WORLD DWELL A FORGOTTEN PEOPLE, THE ARBOREANS. THEY ARE THE ANCIENT CARETAKERS OF THE FOREST WHO AWOKE
AT THE DAWN OF THE WORLD. TO MANY, THEY ARE CREATURES OF MYTH AND FOLKTALE, RECLUSIVE TREE-LIKE PEOPLE WITH SKIN LIKE BARK AND HAIR
THAT RESEMBLES TREE-TOPS AND VERDANT GARDENS.
THOUGH THESE GARDENERS ARE FEW IN NUMBER, THEY ARE VERY MUCH REAL, THOUGH THEY PREFER TO BE FORGOTTEN. MOST WILL HAPPILY SPEND
THEIR EXCEPTIONALLY LONG LIVES TENDING TO THE SWATHS OF WILDERNESS UNDER THEIR CARE, LEARNING THE NAMES OF EVERY ROOT, FLOWER, AND
TREE UNDER THEIR PROTECTION.
90
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
PHOTOSYNTHETIC.
YOU ARE EXPOSED
MOTIONLESS STATE,
IN THIS STATE, YO
LIMBS THEY FULLY RE
WHEN YOU DO SO,
LANGUAGES. YO
SUBRACE. THE
IRONWOODS, EMBE
Elderwood
FIRE GENASI HAVE
IMPATIENCE AND M
FIRE GENASI HA
IMPATIENCE AND M
S
ABILITY SCORE
NATURAL RECAL
TO NAVIGATE OR TRA
ARBOREAL EXPL
A LONG JUMP OR A
EVEN WHEN MAKIN
CALL OF THE WI
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CALL OF THE WI
THIS TRAIT. STARTING
WITH THIS TRAIT, YO
Arborean Traits INTELLIGENCE, W
YOU SELECT THIS RA
NO MATTER THEIR HOME, ENVIRONMENT, OR FOREST OF ORIGIN, ALL ARBOREANS HAVE THE FOLLOWING TRAITS IN COMMON:
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 2. Nightshade
AGE. ARBORENS ENTER ADULTHOOD JUST MOMENTS AFTER BIRTH FROM THEIR TREES AND CAN LIVE TO BE OVER 500 YEARS.
FIRE GENASI HAVE
SIZE. GROWING WITH THE MIGHT OF THE FOREST, THE ARBOREAN OFTEN STAND WELL OVER 6 FEET TALL AND WITH THEIR DENSE, ARBOREAL MAKE,
IMPATIENCE AND M
CAN WEIGH ANYWHERE BETWEEN 150 AND 350 POUNDS. YOUR SIZE IS MEDIUM.
FIRE GENASI HA
SPEED. YOUR BASE WALKING SPEED IS 30 FEET.
IMPATIENCE AND M
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
S
LIGHT.
ABILITY SCORE
POWERFUL BUILD. YOU COUNT AS ONE SIZE LARGER WHEN DETERMINING YOUR CARRYING WEIGHT AND THE WEIGHT YOU CAN PUSH, DRAG, OR LIFT.
AVERSION TO FIRE. YOUR NATURAL, PLANT-LIKE FORM HOLDS MANY ADVANTAGES, THOUGH IT DOES COME WITH ITS VULNERABILITIES. YOU HAVE
DISADVANTAGE ON SAVING THROWS AGAINST ALL EFFECTS THAT WOULD DEAL FIRE DAMAGE AND ATTACKS THAT WOULD DEAL FIRE DAMAGE HAVE
ADVANTAGE AGAINST YOU.
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.
91
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
FLORAL RESISTANCE. YOU HAVE ADVANTAGE ON SAVING THROWS AGAINST POISON, AND YOU HAVE RESISTANCE AGAINST POISON DAMAGE.
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).
SHADEWALKER. YOU KNOW THE POISON SPRAY CANTRIP. STARTING AT 3RD LEVEL, YOU LEARN THE DETECT POISON AND DISEASE SPELL AND CAN
CAST IT ONCE WITH THIS TRAIT. STARTING AT 5TH LEVEL, YOU ALSO LEARN THE PASS WITHOUT TRACE 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).
Ironwood
FIRE GENASI HAVE INHERITED A VOLATILE MOOD AND KEEN MIND FROM THE EFREET OF THE ELEMENTAL PLANE OF FIRE. THEY TEND TOWARDS
IMPATIENCE AND MAKING SNAP JUDGMENTS AND, RATHER THAN HIDING THEIR DISTINCTIVE APPEARANCE, THEY EXULT IN IT.
FIRE GENASI HAVE INHERITED A VOLATILE MOOD AND KEEN MIND FROM THE EFREET OF THE ELEMENTAL PLANE OF FIRE. THEY TEND TOWARDS
IMPATIENCE AND MAKING SNAP JUDGMENTS AND, RATHER THAN HIDING THEIR DISTINCTIVE APPEARANCE, THEY EXULT IN IT.
ABILITY SCORE INCREASE. YOUR INTELLIGENCE SCORE INCREASES BY 1.
IRON TOUGHNESS. YOUR HIT POINT MAXIMUM INCREASES BY 1, AND IT INCREASES BY 1 EVERY TIME YOU GAIN A LEVEL.
CONDUCTIVE NATURE. YOU ARE RESISTANT TO LIGHTNING DAMAGE AND WHENEVER YOU TAKE LIGHTNING DAMAGE, YOU MAY USE YOUR REACTION
TO CONSUME A PORTION OF THAT ENERGY, CHANNELING IT INTO YOUR NEXT STRIKE. THE FIRST TIME BEFORE THE END OF YOUR NEXT TURN THAT YOU HIT
WITH A WEAPON ATTACK OR SPELL ATTACK THAT DEALS LIGHTNING DAMAGE, YOU MAY CHOOSE TO DEAL ADDITIONAL LIGHTNING DAMAGE EQUAL TO
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TO CONSUME A PORTION OF THAT ENERGY, CHANNELING IT INTO YOUR NEXT STRIKE. THE FIRST TIME BEFORE THE END OF YOUR NEXT TURN THAT YOU HIT
WITH A WEAPON ATTACK OR SPELL ATTACK THAT DEALS LIGHTNING DAMAGE, YOU MAY CHOOSE TO DEAL ADDITIONAL LIGHTNING 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.
HEART OF IRON. YOU KNOW THE SHOCKING GRASP CANTRIP. 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 WARDING BOND 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).
Emberbark
FIRE GENASI HAVE INHERITED A VOLATILE MOOD AND KEEN MIND FROM THE EFREET OF THE ELEMENTAL PLANE OF FIRE. THEY TEND TOWARDS
IMPATIENCE AND MAKING SNAP JUDGMENTS AND, RATHER THAN HIDING THEIR DISTINCTIVE APPEARANCE, THEY EXULT IN IT.
FIRE GENASI HAVE INHERITED A VOLATILE MOOD AND KEEN MIND FROM THE EFREET OF THE ELEMENTAL PLANE OF FIRE. THEY TEND TOWARDS
IMPATIENCE AND MAKING SNAP JUDGMENTS AND, RATHER THAN HIDING THEIR DISTINCTIVE APPEARANCE, THEY EXULT IN IT.
ABILITY SCORE INCREASE. YOUR CHARISMA SCORE INCREASES BY 1.
92
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
FLAMING RESISTANCE. YOU IGNORE THE EFFECTS OF YOUR AVERSION TO FIRE TRAIT AND HAVE RESISTANCE TO FIRE DAMAGE.
Mourningwo
SEED OF FLAME. YOU KNOW THE PRODUCE FLAME CANTRIP. STARTING AT 3RD LEVEL, YOU LEARN THE BURNING HANDS 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 FIRE GENASI HAVE
EITHER SPELL WITH THIS TRAIT, YOU CAN'T CAST THAT SPELL WITH IT AGAIN UNTIL YOU FINISH A LONG REST. IMPATIENCE AND M
INTELLIGENCE, WISDOM, OR CHARISMA IS YOUR SPELLCASTING ABILITY FOR THESE SPELLS WHEN YOU CAST THEM WITH THIS TRAIT (CHOOSE WHEN FIRE GENASI HA
YOU SELECT THIS RACE). IMPATIENCE AND M
ABILITY SCORE
Sproutsong TOUCH OF THE V
SAVING THROWS THA
FIRE GENASI HAVE INHERITED A VOLATILE MOOD AND KEEN MIND FROM THE EFREET OF THE ELEMENTAL PLANE OF FIRE. THEY TEND TOWARDS
IMPATIENCE AND MAKING SNAP JUDGMENTS AND, RATHER THAN HIDING THEIR DISTINCTIVE APPEARANCE, THEY EXULT IN IT. DEATHLY FORTIT
USE THIS TRAIT, YOU
FIRE GENASI HAVE INHERITED A VOLATILE MOOD AND KEEN MIND FROM THE EFREET OF THE ELEMENTAL PLANE OF FIRE. THEY TEND TOWARDS
IMPATIENCE AND MAKING SNAP JUDGMENTS AND, RATHER THAN HIDING THEIR DISTINCTIVE APPEARANCE, THEY EXULT IN IT. MAGICS OF MOU
ONCE WITH THIS TRA
ABILITY SCORE INCREASE. YOUR CHARISMA SCORE INCREASES BY 1.
CAST EITHER SPELL W
RADIANT RESISTANCE. YOU HAVE RESISTANCE TO RADIANT DAMAGE.
INTELLIGENCE, W
HEALING HANDS. AS AN ACTION, YOU CAN TOUCH A CREATURE AND ROLL A NUMBER OF D4S EQUAL TO YOUR PROFICIENCY BONUS. THE CREATURE
YOU SELECT THIS RA
REGAINS A NUMBER OF HIT POINTS EQUAL TO THE TOTAL ROLLED. ONCE YOU USE THIS TRAIT, YOU CAN'T USE IT AGAIN UNTIL YOU FINISH A LONG REST.
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REGAINS A NUMBER OF HIT POINTS EQUAL TO THE TOTAL ROLLED. ONCE YOU USE THIS TRAIT, YOU CAN'T USE IT AGAIN UNTIL YOU FINISH A LONG REST.
HEART OF SPRING. YOU KNOW THE SPARE THE DYING CANTRIP. STARTING AT 3RD LEVEL, YOU LEARN THE PROTECTION FROM EVIL AND GOOD SPELL Wyrwood
AND CAN CAST IT ONCE WITH THIS TRAIT. STARTING AT 5TH LEVEL, YOU ALSO LEARN THE MISTY STEP 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. FIRE GENASI HAVE
INTELLIGENCE, WISDOM, OR CHARISMA IS YOUR SPELLCASTING ABILITY FOR THESE SPELLS WHEN YOU CAST THEM WITH THIS TRAIT (CHOOSE WHEN IMPATIENCE AND M
YOU SELECT THIS RACE). FIRE GENASI HA
IMPATIENCE AND M
ABILITY SCORE
PSIONIC SENSE
WITHIN 30 FEET. YO
A REACTION. YOU CA
FATEWALKER. YO
ROLL A D20 AND REC
TREAT THE ROLL AS A
RECORDED.
SEER OF FATE. Y
TRAIT. STARTING AT 5
TRAIT, YOU CAN'T CA
INTELLIGENCE, W
YOU SELECT THIS RA
93
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Changeling
Changeling THERE ARE TWO KIN
DUE TO THEIR SCARCITY, MOST PEOPLE DON'T EVEN CONSIDER THE PRESENCE OF CHANGELINGS IN THEIR SOCIETY. THEIR TIES TO THE FAR REALMS GIVE AREN'T ABANDONED
THEM THE ABILITY TO TAKE ON APPEARANCES OF OTHERS, WHICH IS WHY THEY ARE GENERALLY GREETED WITH SUSPICION AND DISTRUST. WELL, THAT IS, CHANGELINGS HA
IF THEY ARE SEEN IN THEIR TRUE FORM. IF IT IS UP TO THEM
MIGHT USE A DIFFER
Alien Physiology
CHANGELINGS TRUE FORMS SHARE SEVERAL PHYSICAL CHARACTERISTICS REGARDLESS OF THEIR BLOODLINE. USUALLY, THEY TEND TO HAVE A SLENDER Quirks
BUILD WITH HEIGHT A LITTLE SHORTER THAN THAT OF AN AVERAGE HUMAN. THEIR PALE, SMOOTH, FEATURELESS SKIN IS USUALLY COLORED IN SOME d6 Quirk
SHADE OF GRAY, RARELY SHOWING A HINT OF BLUE, RED, OR ANOTHER COLOR. THEIR EYES ARE MORE ROUNDED AND PURE WHITE WITHOUT PUPILS, AND 1 I like to judg
TYPICALLY SURROUNDED BY SKIN A SLIGHTLY DARKER SHADE, WHILE THEIR NOSE AND EARS ARE SMALL, THIN, AND UNDERSTATED. THEIR HAIR TENDS TO
BE WHITE OR SILVER, OFTEN WITH A HUE OF ANOTHER COLOR LIKE PINK OR GOLD.
2 I have worn
RARELY, THOUGH IT HAPPENS, A CHANGELING INHERIT A CHARACTERISTIC FROM THEIR PARENTS, SUCH A SINGULAR POINTED EAR OF AN ELF, THE 3 One of my b
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RARELY, THOUGH IT HAPPENS, A CHANGELING INHERIT A CHARACTERISTIC FROM THEIR PARENTS, SUCH A SINGULAR POINTED EAR OF AN ELF, THE 3 One of my b
STOUT FIGURE OF A DWARF, OR THE TUSKS OF AN ORC. OF COURSE, NONE OF THIS APPLIES ONCE THEY TURN INTO SOMEONE ELSE. THEY HAVE THE
4 My looks ref
SUPERNATURAL ABILITY TO TAKE THE FORM OF ANYONE THEY HAVE SEEN OR ANYONE THEY CAN IMAGINE.
5 I steal qualit
Quick to Change, Slow to Decide 6 When I have
MANY WOULD CONSIDER AN ABILITY TO CHANGE THEIR LOOKS AT ANY TIME A GIFT, BUT TO CHANGELINGS IT CAN AT TIMES FEEL LIKE A CURSE. DUE TO
FEARS OF PREJUDICE, MOST SPEND LITTLE TO NO TIME IN THEIR TRUE FORM. SOME TRY TO HAVE AN ORDINARY LIFE, CHANGING THEIR FORM RARELY.
OTHERS TAKE FULL ADVANTAGE OF THEIR POWERS, BECOMING INFILTRATORS, THIEVES, BLACKMAILERS AND SPIES. YET, SOME CHANGELINGS LIVE IN
THEIR TRUE FORM, TO SHOW OTHERS THAT THEIR KIND COULD BE TRUSTED.
DUE TO THEIR CHAOTIC NATURE, THEY CHANGE THEIR MOODS AS OFTEN AS THEY CHANGE THEIR APPEARANCE. IT'S NOT UNUSUAL FOR CHANGELINGS
TO BE INDECISIVE AND WORK ON MORE THAN ONE TASK AT A TIME. THEIR INNATE ABILITY OF CHANGING GIVES THEM AN UNCANNY ABILITY TO
DECEIVE OTHERS. BEFRIENDING A CHANGELING COULD EITHER BE A BLESSING, OR A DISASTER.
94
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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ARRANGEMENT OF LI
ACTION TO SHIFT INT
PREFERRED FOR
TO LIVE OUT THEIR D
ADDITIONALLY, W
WHENEVER YOU SH
OTHERWISE NOT HA
SCORES, YOU DO NO
TRUE FORM. TH
HUNTED WITHIN THE
THOUGHT, YOU GAIN
POWERFUL BUI
LIFT.
UNSETTLING VI
DISADVANTAGE
USES WHEN YOU
SUNLIGHT SEN
ATTACK ROLLS, S
TARGET OF YOUR
ADDITIONALLY, Y
OF 30 MINUTES
SUNLIGHT, YOU M
LANGUAGES. YO
95
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Dragon
BORN OF DRAGONS,
INCOMPREHENSION
UNIQUE RACE, COM
A DRAGONBORN’
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A DRAGONBORN’
MATCH THOSE OF TH
SOME DRAGONB
THEMSELVES ADRIFT
Proud Drago
DRAGONBORN LOOK
SCALES OF VIBRANT
APPEARANCE, THOU
THEIR SMALL, FIN
TALL AND STRONGLY
TALONLIKE CLAWS W
THE BLOOD OF A
SCALES THAT MORE
METALLIC GOLD, SILV
Self-Sufficie
TO ANY DRAGONBO
ELSE, EVEN THE GOD
EACH DRAGONB
AND EXILE. EACH D
THAT POSITION.
A CONTINUAL DRI
IN ALL ENDEAVORS.
HOLDS MASTERY OF
THE RESPECT OF A D
THOUGH ALL DRA
BEST SOURCE FOR SU
OTHER RACES—OR E
Dragonborn
DRAGONBORN HAVE
USED AS A DESCRIP
96
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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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.
97
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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Copper
LIVELY TO A FAULT, C
BRINGERS OF JOYOU
AND DUELS TO EVER
ABILITY SCORE
LIFE OF THE CLA
OXIDIZED DEFE
METALLIC FORM, CA
Iron
CURIOUS BEYOND A
BREAKING IT APART
THROUGH IRON DRA
BAND TOGETHER.
ABILITY SCORE
IRON ARTISAN. Y
TOOLS, SMITH’S TO
ADDITIONALLY, W
CHOSEN ARTISAN’S T
INSTEAD ADD DOUB
ACIDIC REACTIO
CAUSING A CHEMIC
Metallic Dragonborn MAKE A DEXTERITY
DRAGONBORN WITH A METALLIC ANCESTRY LAY CLAIM TO THE TENACITY OF METALLIC DRAGONS WHOSE HUES GLINT IN THEIR SCALES OF COPPER, IRON,
COBALT, SILVER, AND GOLD.
AKIN TO THE METAL THAT SHAPES THEIR SCALES, METALLIC DRAGONS ARE BEACONS OF INNOVATION AND ADVANCEMENT WITHIN SOCIETY. HAVING
LONG LEFT BEHIND THE NOMADIC WARRIOR'S CULTURE THAT ONCE EXEMPLIFIED THEIR WAYS, THESE DRAGONBORN ARE BRINGERS OF ORDER, BEACONS
OF JUSTICE, AND HERALDS OR HONOR.
ABILITY SCORE INCREASE. YOUR CHARISMA SCORE INCREASES BY 2. ADDITIONALLY, YOUR BREATH WEAPON DC SCALES OFF OF YOUR CHARISMA
MODIFIER.
HONORED DISPOSITION. YOU HAVE PROFICIENCY IN YOUR CHOICE OF ONE OF THE FOLLOWING SKILLS: DECEPTION, HISTORY, PERFORMANCE,
PERSUASION, OR RELIGION.
METALLIC SCALES. YOU HAVE A TOUGH EXTERIOR FORMED OF HARDENED, METALLIC SCALES, GRANTING YOU A +1 TO YOUR AC. ALTERNATIVELY, YOU
MAY CHOOSE TO FORGO THIS BONUS TO YOUR AC IN ORDER TO DON HEAVY ARMOR WITHOUT REDUCING YOUR SPEED.
MAGNETIC BREATH. STARTING AT 3RD LEVEL, YOU GAIN THE UNIQUE ABILITY OF RELEASING A PULSE OF MAGNETIC ENERGY FROM THE HEART OF
YOUR METALLIC FORM.
WHEN YOU TAKE THE ATTACK ACTION ON YOUR TURN, YOU MAY EXPEND ONE USE OF YOUR BREATH WEAPON TO REPLACE ONE OF YOUR ATTACKS
WITH AN EXHALATION OF MAGICAL ENERGY IN A 15-FOOT CONE (DC 8 + YOUR CHARISMA MODIFIER + YOUR PROFICIENCY BONUS). ON A FAILED
SAVE, ANY CREATURES WEARING OR WIELDING METAL ARE PUSHED OR PULLED (YOUR CHOICE) UP 15 FEET FROM YOU. THIS EFFECT ALSO TARGETS ALL
METALLIC OBJECTS WITHIN RANGE, WHICH AUTOMATICALLY FAIL THEIR SAVING THROWS.
Metallic Ancestries
Draconic Color Damage Type
Copper Poison
Iron Acid
Cobalt Lightning or Thunder
Silver Cold
Gold Fire
98
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THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
UNLIKE THEIR M
OF THE CIVILIZED W
THE HARSHNESS OF
ABILITY SCORE
CONSTITUTION MOD
INTIMIDATING P
INTIMIDATION, NAT
CLAWS. YOUR CL
DAMAGE EQUAL TO
HAVE ADVANTAGE O
DRACONIC FEAR
WHEN YOU TAKE
WITH AN EXHALATIO
SAVE, A TARGET BEC
ENDING THE EFFECT
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.
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UNLIKE THEIR METALLIC COUNTERPARTS, CHROMATIC DRAGONBORN HAVE ALWAYS BEEN AT THEIR BEST WHEN FAR FROM THE WALLS AND HEARTHS
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Green Blue
GREEN DRAGONBORN ARE THE SMALLEST OF THEIR CHROMATIC KIN, THOUGH WHAT THEY LACK IN SIZE, THEY OFTEN MAKE UP FOR IN CUNNING. WITH CHILDREN OF THE G
AN AFFINITY FOR STRATEGY, GREEN DRAGONBORN WALK INTO EACH AND EVERY NEW FIGHT DOING WHAT MUST BE DONE TO WIN THEM NOT THE BATTLE OCEAN THAT THEY C
ITSELF, BUT THE WAR THAT BACKS IT. BELIEVE THAT, IN A
ABILITY SCORE INCREASE. YOUR INTELLIGENCE SCORE INCREASES BY 1. ABILITY SCORE
FOREST RESILIENCE. YOU HAVE ADVANTAGE ON SAVING THROWS AGAINST BEING POISONED. ADDITIONALLY, WHEN TRAVELING THROUGH HEAVILY OCEAN SWIMM
FORESTED OR JUNGLED ENVIRONMENTS, YOU CAN MOVE ACROSS NONMAGICAL DIFFICULT TERRAIN WITHOUT EXPENDING EXTRA MOVEMENT. YOU’RE ACCLIMATED
DEBILITATING BREATH. STARTING AT 5RD LEVEL, EACH TIME YOU USE YOUR BREATH WEAPON, YOU MAY CHOOSE TO FOCUS YOUR ELEMENTAL CONDITIONS, AS DE
BREATH TOWARDS THE CREATURE CLOSEST TO YOU WITHIN THE TARGETED AREA. IF THIS TARGET FAILS ITS SAVING THROW, THEY ARE POISONED UNTIL THE THUNDEROUS B
END OF THEIR NEXT TURN. BREATH TOWARDS TH
PRONE OR PUSH IT 1
Black
BLACK DRAGONBORN ARE SAVAGE WARRIORS WITH BRUTISH FRAMES AND A DESTRUCTIVE NATURE. KNOWN TO STALK THE MURKY WATERS OF SWAMPS White
AND WETLANDS, THEY ARE AN APEX PREDATOR WITH A SHORT FUSE AND A CRUEL BRUTALITY EXPRESSED IN THE FORM OF HAZING, INFIGHTING, AND AN THE MOST PRIMAL
OVERALL SENSE OF BRAVADO THAT SPAWNS FROM THEIR PEOPLE'S BELIEF THAT STRENGTH EQUATES TO POWER. IS ONLY PREDATOR A
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1. ABOVE ALL ELSE, HO
SWAMP SWIMMER. YOU HAVE A SWIMMING SPEED EQUAL TO YOUR WALKING SPEED AND AND YOU CAN HOLD YOUR BREATH FOR A NUMBER OF ABILITY SCORE
HOURS EQUAL TO YOUR PROFICIENCY BONUS. ADDITIONALLY, WHEN SWIMMING THROUGH HEAVILY OBSCURED WATERS, YOU CAN MOVE THROUGH FROZEN WANDE
NONMAGICAL DIFFICULT TERRAIN WITHOUT EXPENDING EXTRA MOVEMENT. THROUGH FROZEN OR
ACIDIC BREATH. STARTING AT 5RD LEVEL, EACH TIME YOU USE YOUR BREATH WEAPON, YOU MAY CHOOSE TO FOCUS YOUR ELEMENTAL BREATH MOVEMENT. ADDIT
TOWARDS THE CREATURE CLOSEST TO YOU WITHIN THE TARGETED AREA. IF THIS TARGET FAILS ITS SAVING THROW, THEY TAKE HALF THE DAMAGE ROLLED AS FRIGID BREATH.
ACID DAMAGE AT THE START OF THEIR NEXT TURN. TOWARDS THE TARGE
THE END OF THEIR N
Red
RUTHLESS IN BATTLE
STRENGTH AND FEAR
QUESTION EVER BE
ABILITY SCORE
DESERT CARAVA
AS ONE SIZE LARGER
INTENSIVE FLAM
CAN USE YOUR DRA
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Gem Dragonborn
GEM DRAGONBORN HAVE DEVOTED THEMSELVES TO THEIR ANCESTRAL BIRTHRIGHT— MASTERY OVER THE ANCIENT MAGIC ONCE THOUGHT TO BE LOST Dragonbo
TO TIME KNOWN AS PSIONICS. The Draconi
chose the sa
GEM DRAGONBORN ARE OF THE HERITAGE OF GEM DRAGONS, THOSE WHO CLAIM TO THE HEIRS OF SARDIOR— THE PRIMORDIAL DRAGON. THE
damage.
PRISMATIC DISPLAY OF EMERALD, AMETHYST, SAPPHIRE, DIAMOND, AND RUBY GEMS GLEAM WITHIN THEIR RESPECTIVE SCALES AS THE
MYSTERIOUS POWERS OF THEIR ANCESTRAL KIN COURSE THROUGH THEIR VEINS.
ABILITY SCORE INCREASE. YOUR INTELLIGENCE SCORE INCREASES BY 2. ADDITIONALLY, YOUR BREATH WEAPON DC SCALES OFF OF YOUR
INTELLIGENCE MODIFIER.
INSIGHTFUL EYE. YOU HAVE PROFICIENCY IN YOUR CHOICE OF ONE OF THE FOLLOWING SKILLS: ARCANA, INSIGHT, INVESTIGATION, MEDICINE, OR
PERCEPTION.
PSIONIC MIND. YOU HAVE AWAKENED THE TRUE POTENTIAL OF YOUR MIND, ALLOWING YOU TO MANIPULATE THE WORLD AROUND YOU IN WAYS
UNHEARD OF TO MOST. TO SEE HOW THESE POWERS HAVE MANIFESTED FOR YOURSELF, CHOOSE ONE OF THE FOLLOWING TRAITS:
PSYCHIC SHIELD. YOU HAVE RESISTANCE TO PSYCHIC DAMAGE AND ADVANTAGE ON SAVING THROWS AGAINST MAGIC THAT WOULD ALLOW OTHERS
TO READ YOUR THOUGHTS OR EMOTIONS.
TELEPATHY. YOU CAN TELEPATHICALLY COMMUNICATE WITH ANY CREATURE YOU CAN SEE WITHIN 30 FEET. YOU DON’T NEED TO SHARE A
LANGUAGE, BUT THE TARGET MUST SPEAK AT LEAST ONE LANGUAGE TO RESPOND, WHICH IT MAY DO AS A REACTION. YOU CAN ONLY COMMUNICATE
WITH ONE CREATURE AT A TIME.
TELEKINESIS. YOU LEARN THE MAGE HAND CANTRIP, AND WHEN YOU MANIFEST IT YOU DON'T NEED TO PROVIDE THE VERBAL OR SOMATIC
COMPONENTS. YOUR MAGE HAND IS INVISIBLE, AND IT CAN LIFT A NUMBER OF POUNDS EQUAL TO 10 TIMES YOUR INTELLIGENCE MODIFIER
(MINIMUM OF 10).
ETHEREAL BREATH. STARTING AT 3RD LEVEL, YOU LEARN TO CHANNEL YOUR BREATH WEAPON ATTACK NOT THROUGH THE PHYSICAL EMBODIMENT OF
THE ELEMENTS, BUT RATHER THE CONCEPTUAL UNDERSTANDING OF THEM, FORMING AN ETHEREAL REPRESENTATION OF THE EFFECTS THESE ELEMENTS
WITHHOLD. WHEN USING YOUR BREATH WEAPON, CREATURES CAUGHT IN THE AREA OF YOUR CONE ATTACK MUST MAKE A WISDOM SAVING THROW,
WHEREAS THOSE CAUGHT IN YOUR LINE ATTACK MUST MAKE AN INTELLIGENCE SAVING THROW.
Gem Ancestries
Draconic Color Damage Type
Emerald Poison
Amethyst Acid
Sapphire Lightning or Thunder
Diamond Cold
Ruby Fire
Emerald
BORN WITH THE PSIONIC CAPABILITIES OF AN EMPATH, EMERALD DRAGONBORN ARE A PEOPLE OF SPIRITUALITY AND PEACE. THEY ARE KNOWN TO
TELEPATHICALLY COMMUNICATE THROUGH AN OPEN EXCHANGE OF NOT ONLY THOUGHT, BUT EMOTION, ALLOWING THEIR CLANS TO ACT IN A SENSE OF
PURE, COMMUNAL UNDERSTANDING AND OVERALL HARMONY THAT WOULD BE UNHEARD OF IN MOST CULTURES.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1.
EMPATHIC MIND. AS AN ACTION, YOU CAN ATTEMPT TO DECIPHER THE EMOTIONAL AURA OF A CREATURE THAT YOU CAN SEE, MAKING A WISDOM
(INSIGHT) CHECK CONTESTED BY THE TARGET'S CHARISMA (DECEPTION) CHECK, WHICH THE TARGET CAN CHOOSE TO FAIL.
ON A SUCCESS, YOU LEARN THE TARGET’S PREVAILING EMOTION, WHETHER IT’S LOVE, ANGER, PAIN, FEAR, ETC. ONCE YOU USE THIS TRAIT, YOU CAN'T
DO SO AGAIN UNTIL YOU FINISH A LONG REST.
PSIONIC RESTORATION. STARTING AT 5RD LEVEL, EACH TIME YOU USE YOUR BREATH WEAPON, YOU MAY CHOOSE TO EMPOWER THE RESTORATIVE
POWERS OF YOUR PSIONIC MIND, HEALING YOURSELF FOR A NUMBER OF HIT POINTS EQUAL TO YOUR PROFICIENCY BONUS.
Amethyst
IT IS SAID THAT THE HEARTS OF THE AMETHYST DRAGONBORN LIE DEEP WITHIN THE ETHEREAL PLANE, GIVING THEM THEIR UNIQUE ABILITIES TO BOTH
PEER PAST AND MOVE BETWEEN THE RESTRAINTS OF THIS MATERIAL REALM. DESPITE BEING MASTERS OF PLANAR SIGHT, THEY MUST ACT WITH
CAUTION, FOR THEIR KIND HAS BEEN KNOWN TO LOSE THEIR SENSE OF SELF TO THE ALLURING MAGICS OF THE OUTER PLANES.
ABILITY SCORE INCREASE. YOUR CHARISMA SCORE INCREASES BY 1.
ETHEREAL SIGHT. AS AN ACTION, YOU CAN OPEN YOUR MIND’S EYE, RELYING ON A SUPERNATURAL AWARENESS RATHER THAN THAT OF YOUR
NORMAL SIGHT. UNTIL THE END OF YOUR NEXT TURN, YOU HAVE BLINDSIGHT OUT TO A RANGE OF 15 FEET. YOU CAN USE THIS TRAIT A NUMBER OF TIMES
EQUAL TO YOUR PROFICIENCY BONUS, AND YOU REGAIN ALL EXPENDED USES WHEN YOU FINISH A LONG REST.
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NORMAL SIGHT. UNTIL THE END OF YOUR NEXT TURN, YOU HAVE BLINDSIGHT OUT TO A RANGE OF 15 FEET. YOU CAN USE THIS TRAIT A NUMBER OF TIMES
EQUAL TO YOUR PROFICIENCY BONUS, AND YOU REGAIN ALL EXPENDED USES WHEN YOU FINISH A LONG REST.
RIFTWALKER. STARTING AT 5RD LEVEL, EACH TIME YOU USE YOUR BREATH WEAPON, YOU MAY CHOOSE TO EMPOWER YOUR TRANSLOCATIVE PSIONIC
ABILITIES, ALLOWING YOU TO TELEPORT 10 FEET TO AN UNOCCUPIED SPACE THAT YOU CAN SEE.
101
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Eladrin
ELADRIN DWELL IN THE VERDANT SPLENDOR OF THE FEYWILD. THEY ARE RELATED TO THE ELVES FOUND ON THE MATERIAL PLANE. BUT WHILE OTHER
ELVES CAN TEMPER THEIR WILD IMPULSES, ELADRIN ARE RULED BY EMOTION—AND DUE TO THEIR MAGICAL NATURE, THEY UNDERGO PHYSICAL
CHANGES TO MATCH THEIR CHANGES IN TEMPERAMENT.
ELADRIN HAVE SPENT CENTURIES IN THE FEYWILD, AND MANY OF THEM HAVE BECOME FEY CREATURES AS A RESULT. SOME REMAIN HUMANOID,
HOWEVER, SIMILAR TO THAT OF THEIR OTHER ELVEN KIN.
Changeable Natures
WHENEVER ONE OF THE ELADRIN PRESENTED HERE FINISHES A LONG REST, THEY CAN ASSOCIATE THEMSELF WITH A DIFFERENT SEASON, PROVIDED
THEY AREN'T INCAPACITATED. WHEN THE ELADRIN MAKES THIS CHANGE, THEY USE THE STAT BLOCK OF THE NEW SEASON RATHER THAN THEIR OLD STAT
BLOCK. ANY DAMAGE THE ELADRIN SUSTAINED IN THEIR PREVIOUS FORM APPLIES TO THE NEW FORM, AS DO ANY CONDITIONS OR OTHER ONGOING
EFFECTS AFFECTING THEM.
HOW FREQUENTLY ELADRIN CHANGE THEIR APPEARANCE IS AN INDIVIDUAL'S CHOICE. SOME SPEND THEIR ENTIRE LIVES IN THE SAME SEASON,
OTHERS FOLLOW THE SEASONS THEMSELVES, WHILE OTHERS STILL MAY CHANGE AS FREQUENTLY AS ONCE PER DAY.
Magics of Emotion
THE MAGIC FLOWING THROUGH ELADRIN RESPONDS TO THEIR EMOTIONAL STATE BY TRANSFORMING THEM INTO DIFFERENT SEASONAL ASPECTS, WITH
BEHAVIORS AND ABILITIES THAT CHANGE WITH THEIR FORMS. SOME REMAIN IN A PARTICULAR ASPECT FOR YEARS, WHILE OTHERS RUN THROUGH THE
EMOTIONAL SPECTRUM EACH WEEK.
NOT ONLY DOES THE CORE SEASON OF ONE'S DISPOSITION SPEAK VOLUMES ABOUT THEIR CURRENT EMOTIONAL STATE, BUT WITHIN EACH OF THOSE
SEASONS, THERE IS A SPECTRUM OF NUANCE THAT IS OFTEN IMPERCEIVABLE TO THOSE THAT ARE NOT ELADRIN. FOR EXAMPLE, THE WINTER SEASON IS
A SOMBER ONE THAT IS MOST KNOWN FOR ITS SENSE OF MOURNING AND DESPAIR, BUT SOME ELADRIN MAY CHOOSE TO TAKE ON THIS SEASON WHEN
FACING A BIG DILEMMA AS IT MAY HELP THEM CLEAR THEIR HEAD AS THEY SEARCH FOR A SOLUTION.
SPRING. ELADRIN IN THE SPRING STATE ARE JOYFUL, PLAYFUL, AND FOND OF MISCHIEVOUSLY PLAYING PRANKS ON OTHERS. THEY ARE OFTEN
OBLIVIOUS TO THE DANGERS OF DOING SO.
SUMMER. IN THEIR SUMMER STATE, WHICH THEY ENTER WHEN ANGERED, ELADRIN BECOME AGGRESSIVE, VINDICTIVE, AND FURIOUS.
AUTUMN. IN THEIR AUTUMN STATE, ELADRIN ARE EAGER TO RESOLVE CONFLICTS AND PROMOTE PEACE. THEY ARE ENDLESSLY CARING AND READY
TO HELP OTHERS NO MATTER THE COST.
WINTER. IN THEIR WINTER STATE, ELADRIN BECOME BITTER AND PENSIVE. THEY OFTEN CRY FROZEN TEARS AND IRRADIATE A FEELING OF GLOOM
THAT CAN BE FELT LIKE A COLD WIND.
DESPITE THESE VARIATIONS, ALL FEY ELADRIN SHARE MANY COMMON TRAITS, SUCH AS A RESPECT FOR PERSONAL FREEDOM, A GREAT LOVE FOR THE
ARTS, AND A DESIRE TO SURROUND THEMSELVES WITH BEAUTIFUL OBJECTS.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
ABILITY SCORE
STEP OF THE EV
LONG AS THEY ARE W
COURT MAGIC:
WITH THIS TRAIT. ST
WITH THIS TRAIT, YO
INTELLIGENCE, W
YOU SELECT THIS RA
Summer Elad
WHEN ANGERED, E
EAGER TO VENT THEI
ASTONISHING QUICK
ABILITY SCORE
STEP OF THE RI
MUST SUCCEED ON
COURT MAGIC:
ONCE WITH THIS TRA
WITH THIS TRAIT, YO
INTELLIGENCE, W
YOU SELECT THIS RA
Eladrin Traits
YOUR ELADRIN 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. ELADRIN REACH PHYSICAL MATURITY AT ABOUT THE SAME AGE AS HUMANS, THOUGH THEIR UNDERSTANDING OF AGE OFTEN GOES BEYOND
PHYSICAL GROWTH TO MORE APTLY ENCOMPASS THEIR WORLDLY KNOWLEDGE. AN ELADRIN TYPICALLY CLAIMS ADULTHOOD AROUND THE AGE OF 100
AND CAN LIVE TO BE 750 YEARS OLD.
SIZE. ELADRIN 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. THANKS TO YOUR FEY 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.
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.
FEY STEP. AS A BONUS ACTION, YOU CAN MAGICALLY TELEPORT UP TO 30 FEET TO AN UNOCCUPIED SPACE YOU CAN SEE. 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.
YOUR FEY STEP GAINS AN ADDITIONAL EFFECT BASED ON YOUR SEASON; IF THE EFFECT REQUIRES A SAVING THROW, THE DC EQUALS 8 + YOUR
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A NUMBER OF TIMES EQUAL TO YOUR PROFICIENCY BONUS, AND YOU REGAIN ALL EXPENDED USES WHEN YOU FINISH A LONG REST.
YOUR FEY STEP GAINS AN ADDITIONAL EFFECT BASED ON YOUR SEASON; IF THE EFFECT REQUIRES A SAVING THROW, THE DC EQUALS 8 + YOUR
PROFICIENCY BONUS + YOUR INTELLIGENCE, WISDOM, OR CHARISMA MODIFIER.
SHIFTING SEASONS. YOU EXIST IN DIFFERENT STATES OF BEING BASED ON YOUR CURRENT EMOTIONS AS EXPRESSED THROUGH THE FOUR SEASONS.
AT THE END OF A LONG REST OR AS AN ACTION ON YOUR TURN, YOU MAY SHIFT INTO WHICHEVER SEASON BEST MATCHES YOUR CURRENT EMOTIONAL
STATE.
WHEN SHIFTING INTO A NEW SEASON, YOU GAIN THE BENEFITS OF THAT SEASON AND LOSE THOSE OF YOUR PREVIOUS. THIS INCLUDES CHANGING
YOUR ABILITY SCORE INCREASES AND SPELLS AVAILABLE TO YOUR DIFFERENT COURT MAGIC TRAITS. ADDITIONALLY, IF YOU HAVE ALREADY CAST A LEVELED
SPELL USING ONE OF YOUR COURT MAGIC TRAITS FROM A PREVIOUSLY SHIFTED SEASON, YOU MAY NOT CAST A SPELL OF THAT LEVEL IN THAT WAY AGAIN
UNTIL YOU FINISH A LONG REST.
LANGUAGES. YOU CAN SPEAK, READ, AND WRITE COMMON AND SYLVAN.
SUBRACE. ELADRIN CAN BE FOUND IN ONE OF FOUR STATES OF BEING, BASED UPON THE FOUR SEASONS THAT THEY MOVE BETWEEN BASED UPON
THEIR EMOTIONS.
Spring Eladrin
THEIR HEARTS FILLED WITH JOY, SPRING ELADRIN CAVORT THROUGH THEIR SYLVAN REALMS, THEIR SONGS AND LAUGHTER FILLING THE AIR. THESE PLAYFUL
ELADRIN BEGUILE OTHER CREATURES TO FILL THEM WITH THE JOY OF SPRING. THEIR ANTICS CAN LEAD OTHER CREATURES INTO DANGER AND MAKE
MISCHIEF FOR THEM.
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AGE. FAIRIES RE
THEY AGE NORMALL
SIZE. FAIRIES S
WEAPONS THAT HAV
OF YOUR STATURE.
SPEED. YOUR BA
LOW-LIGHT VIS
LIGHT.
FEY ANCESTRY.
FAERIE FLIGHT.
MEDIUM OR HEAVY
TRANCE. YOU DO
IN A TRANCELIKE M
WHENEVER YOU
ON YOUR CHOICE OF
SPEECH OF BEA
CAN UNDERSTAND T
ON ALL WISDOM AN
FEY MAGIC. YO
Fairy IT ONCE WITH THIS T
EITHER SPELL WITH
THE FEYWILD IS HOME TO MANY FANTASTIC PEOPLES, INCLUDING FAIRIES. FAIRIES ARE A WEE FOLK, BUT NOT NEARLY AS MUCH SO AS THEIR PIXIE INTELLIGENCE, W
AND SPRITE FRIENDS. YOU SELECT THIS RA
THE FIRST FAIRIES SPOKE ELVISH, GOBLIN, OR SYLVAN, AND ENCOUNTERS WITH HUMAN VISITORS PROMPTED MANY OF THEM TO LEARN COMMON LANGUAGES. YO
AS WELL.
INFUSED WITH THE MAGIC OF THE FEYWILD, MOST FAIRIES LOOK LIKE SMALL ELVES WITH INSECTILE WINGS, BUT EACH FAIRY HAS A SPECIAL
PHYSICAL CHARACTERISTIC THAT SETS THE FAIRY APART.
FOR YOUR FAIRY, ROLL ON THE FEY CHARACTERISTICS TABLE OR CHOOSE AN OPTION FROM IT. YOU'RE ALSO FREE TO COME UP WITH YOUR OWN
CHARACTERISTIC IF NONE OF THE SUGGESTIONS BELOW FIT YOUR CHARACTER.
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THOUGH SOME STRIKE PACTS AND BECOME WARLOCKS.
Fairy Names
DUE TO THEIR WHIMSICAL NATURE AND EVER-CHANGING INTERESTS, FAIRIES WILL CHANGE THEIR NAME SPONTANEOUSLY WHEN A MOOD TAKES
THEM. FAIRIES USUALLY ADOPT THE NAME OF A PARTICULARLY BEAUTIFUL NATURAL PHENOMENA OR POWERFUL EMOTION; AURORA, DEWDROP,
SUNRISE, RAINBOW, JOY, SERENITY, OR GLEE.
Fairy Traits
THOUGH FAIRIES VARY GREATLY DEPENDING ON THE ARCHFEY THEY SERVE, ALL FAIRIES HAVE THE FOLLOWING TRAITS IN COMMON.
ABILITY SCORE INCREASES. YOUR DEXTERITY SCORE INCREASES BY 2 AND YOUR CHARISMA SCORE INCREASES BY 2.
AGE. FAIRIES REACH ADULTHOOD A YEAR AND A DAY AFTER THEIR BIRTH, AND DO NOT AGE FURTHER IN THE FEYWILD. WHILE IN MORTAL REALMS
106
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FIRBOLGS WHO B
GROUP'S NEEDS, BU
HUNGRY THAN STRAI
Hidden Shep
AS CARETAKERS OF
TO ENSURE THAT IT P
FIRBOLGS USE TH
OF ELVES, HUMANS
EVEN IN THE FAC
MAGIC TO MAKE TH
TOOLS, AND ALTERIN
THE FIRBOLGS' P
ATTENTION TO ITSELF
HAPPENS NEXT. IF T
SUPPLIES TO AID TH
IF THOSE WHO IN
THE POSSIBILITY OF
Firbolgs
FIRBOLG TRIBES CLOISTER IN REMOTE FOREST STRONGHOLDS, PREFERRING TO SPEND THEIR DAYS IN QUIET HARMONY WITH THE WOODS. WHEN
PROVOKED, FIRBOLGS DEMONSTRATE FORMIDABLE SKILLS WITH WEAPONS AND DRUIDIC MAGIC.
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Humble Guardians
FIRBOLGS LOVE NOTHING MORE THAN A PEACEFUL DAY SPENT AMONG THE TREES OF AN OLD FOREST. THEY SEE FORESTS AS SACRED PLACES,
REPRESENTING THE HEART OF THE WORLD AND MONUMENTS TO THE DURABILITY OF LIFE.
IN THEIR ROLE AS CARETAKERS, FIRBOLGS LIVE OFF THE LAND WHILE STRIVING TO REMAIN IN BALANCE WITH NATURE. THEIR METHODS REFLECT
COMMON SENSE AND REMARKABLE RESOURCEFULNESS. DURING A BOUNTIFUL SUMMER, THEY STORE AWAY EXCESS NUTS, FRUIT, AND BERRIES. WHEN
WINTER ARRIVES, THEY SCATTER EVERYTHING THEY CAN SPARE TO ENSURE THE ANIMALS OF THE WOOD SURVIVE UNTIL SPRINGTIME.
IN A FIRBOLG'S EYES, THERE IS NO GREATER FAULT THAN GREED. THE FIRBOLGS BELIEVE THAT THE WORLD REMAINS HEALTHIEST WHEN EACH
CREATURE TAKES ONLY WHAT IT NEEDS. MATERIAL GOODS, ESPECIALLY PRECIOUS GEMS AND GOLD, HAVE LITTLE APPEAL TO THEM. WHAT USE ARE SUCH
THINGS WHEN WINTER LINGERS AND FOOD RUNS SHORT?
Natural Druids
FIRBOLGS HAVE A TALENT FOR DRUIDIC MAGIC. THEIR CULTURAL REVERENCE FOR NATURE, COMBINED WITH THEIR STRONG AND INSIGHTFUL MINDS,
MAKES LEARNING SUCH MAGIC AN INSTINCTIVE PART OF THEIR DEVELOPMENT. ALMOST EVERY FIRBOLG LEARNS A FEW SPELLS, TYPICALLY THOSE USED
TO MASK THEIR PRESENCE, AND MANY GO ON TO MASTER NATURE MAGIC.
FIRBOLGS WHO BECOME DRUIDS SERVE AS STRONGHOLD LEADERS. WITH EVERY ACTION THE TRIBE TAKES, THE DRUIDS WEIGH NOT ONLY THE
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Outcast Adventurers
AS GUARDIANS OF THE WOOD, FEW FIRBOLGS WOULD DREAM OF LEAVING THEIR HOMES OR ATTEMPTING TO FIT INTO HUMAN SOCIETY. AN EXILED
FIRBOLG, OR ONE WHOSE CLAN HAS BEEN DESTROYED, MIGHT NOT HAVE A CHOICE IN THE MATTER. MOST ADVENTURING FIRBOLGS FALL INTO THIS LATTER
CATEGORY.
OUTCAST FIRBOLGS CAN NEVER RETURN HOME. THEY COMMITTED SOME UNFORGIVABLE DEED, USUALLY SOMETHING THAT PUT THEIR HOMELAND AT
RISK, SUCH AS STARTING A FOREST FIRE OR KILLING A RARE OR BEAUTIFUL WILD CREATURE. THESE FIRBOLGS ARE LONERS WHO WANDER THE WORLD IN
HOPE OF FINDING A NEW PLACE TO CALL HOME.
ORPHANED FIRBOLGS ARE THOSE WHOSE CLANS OR HOMELANDS HAVE BEEN DESTROYED. THEY BECOME CRUSADERS FOR NATURE, SEEKING TO
AVENGE THEIR LOSS AND PREVENT THE FURTHER DESTRUCTION OF THE NATURAL WORLD.
A FEW RARE FIRBOLGS ARE ENTRUSTED BY THEIR CLAN WITH AN IMPORTANT MISSION THAT TAKES THEM BEYOND THEIR HOMES. THESE FIRBOLGS
FEEL LIKE PILGRIMS IN A STRANGE LAND, AND USUALLY THEY WISH ONLY TO COMPLETE THEIR QUESTS AND RETURN HOME AS QUICKLY AS POSSIBLE.
Firbolg Adventurers
d8 Reason for Adventuring
1 Outcast for murder
2 Outcast for severely damaging home territory
3 Clan slain by invading humanoids
4 Clan slain by a dragon or demon
5 Separated from the tribe and lost
6 Homeland destroyed by natural disaster
7 Personal quest ordained by omens
8 Dispatched on a quest by tribe leaders
Firbolg Names
FIRBOLG ADOPT ELVEN NAMES WHEN THEY MUST DEAL WITH OUTSIDERS, ALTHOUGH THE CONCEPT OF NAMES STRIKES THEM AS STRANGE. THEY
KNOW THE ANIMALS AND PLANTS OF THE FOREST WITHOUT FORMAL NAMES, AND INSTEAD IDENTIFY THE FOREST'S CHILDREN BY THEIR DEEDS, HABITS,
AND OTHER ACTIONS.
BY THE SAME TOKEN, THEIR TRIBE NAMES MERELY REFER TO THEIR HOMES. WHEN DEALING WITH OTHER RACES, FIRBOLGS REFER TO THEIR LANDS
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BY THE SAME TOKEN, THEIR TRIBE NAMES MERELY REFER TO THEIR HOMES. WHEN DEALING WITH OTHER RACES, FIRBOLGS REFER TO THEIR LANDS
BY WHATEVER NAME THE SURROUNDING FOLK USE, AS A MATTER OF TACT AND HOSPITALITY, BUT AMONG THEIR OWN KIND THEY SIMPLY CALL IT
"HOME."
SOMETIMES FIRBOLGS ADOPT THE NICKNAMES OR TITLES OUTSIDERS GIVE THEM UNDER THE ASSUMPTION THAT THOSE WHO NEED NAMES CAN
CALL THEM WHATEVER THEY WISH.
Firbolg Classes
Most Firbolgs are druids, rangers, or fighters. Among their kind, these vocations are passed down from one
generation to the next. The Firbolgs' magical heritage also expresses itself in other ways; those who become bards
preserve the clan's lore, and Firbolg sorcerers defend their communities. Firbolg wizards arise when a clan becomes
friendly with Elves.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
SEEN IN SILHOU
OR FIRE TEND TO BE
STOCKIER FRAME AN
ON).
GENASI ALMOST
THEM AS ACCIDENT
SOME GENASI L
POSITIONS OF GREAT
PLANE TO FIND REFU
Wild and Co
GENASI RARELY LAC
GRACEFUL SELF-ASSU
THEIR GREAT PLANS
TOO MUCH FAILU
TALENTS AND PERFE
Genasi Land
AS RARE BEINGS, G
OR EMPIRES. GENA
MANY GENASI LO
VARIETY OF DIFFEREN
Genasi
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Genasi
THOSE WHO THINK OF OTHER PLANES AT ALL CONSIDER THEM REMOTE, DISTANT REALMS, BUT PLANAR INFLUENCE CAN BE FELT THROUGHOUT THE WORLD.
IT SOMETIMES MANIFESTS IN BEINGS WHO, THROUGH AN ACCIDENT OF BIRTH, CARRY THE POWER OF THE PLANES IN THEIR BLOOD. THE GENASI ARE
THE OFFSPRING OF GENIES AND MORTALS.
Elemental Offspring
THE ELEMENTAL PLANES ARE OFTEN INHOSPITABLE TO NATIVES OF THE MATERIAL PLANE: CRUSHING EARTH, SEARING FLAMES, BOUNDLESS SKIES, AND
ENDLESS SEAS MAKE VISITING THESE PLACES DANGEROUS FOR EVEN A SHORT TIME. THE POWERFUL GENIES, HOWEVER, DON’T FACE SUCH TROUBLES
WHEN VENTURING INTO THE MORTAL WORLD.
THEY ADAPT WELL TO THE MINGLED ELEMENTS OF THE MATERIAL PLANE, AND THEY SOMETIMES VISIT — WHETHER OF THEIR OWN VOLITION OR
COMPELLED BY MAGIC. SOME GENIES CAN ADOPT MORTAL GUISE AND TRAVEL INCOGNITO.
DURING THESE VISITS, A MORTAL MIGHT CATCH A GENIE’S EYE. FRIENDSHIP FORMS, ROMANCE BLOOMS, AND SOMETIMES CHILDREN RESULT.
THESE CHILDREN ARE GENASI: INDIVIDUALS WITH TIES TO TWO WORLDS, YET BELONGING TO NEITHER.
SOME GENASI ARE BORN OF MORTAL-GENIE UNIONS, OTHERS HAVE TWO GENASI AS PARENTS, AND A RARE FEW HAVE A GENIE FURTHER UP THEIR
FAMILY TREE, MANIFESTING AN ELEMENTAL HERITAGE THAT’S LAIN DORMANT FOR GENERATIONS.
OCCASIONALLY, GENASI RESULT FROM EXPOSURE TO A SURGE OF ELEMENTAL POWER, THROUGH PHENOMENA SUCH AS AN ERUPTION FROM THE
INNER PLANES OR A PLANAR CONVERGENCE. ELEMENTAL ENERGY SATURATES ANY CREATURES IN THE AREA AND MIGHT ALTER THEIR NATURE ENOUGH
THAT THEIR OFFSPRING WITH OTHER MORTALS ARE BORN AS GENASI.
SEEN IN SILHOUETTE, A GENASI CAN USUALLY PASS FOR HUMAN. THOSE OF EARTH OR WATER DESCENT TEND TO BE HEAVIER, WHILE THOSE OF AIR
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
THE MORE STRANGE THEIR APPEARANCE, THE HARDER TIME THEY HAVE. MANY GENASI LOSE THEMSELVES IN TEEMING CITIES, WHERE THEIR
DISTINCTIVENESS HARDLY RAISES AN EYEBROW IN PLACES ACCUSTOMED TO A VARIETY OF DIFFERENT PEOPLE.
THOSE LIVING ON THE FRONTIER, THOUGH, HAVE A MUCH HARDER TIME. PEOPLE THERE TEND TO BE LESS ACCEPTING OF DIFFERENCES. SOMETIMES
A COLD SHOULDER AND A SUSPICIOUS GLARE ARE THE BEST GENASI CAN HOPE FOR, OR ELSE THEY MAY FACE OSTRACISM AND EVEN VIOLENCE FROM
PEOPLE WHO MISTAKE THEM FOR FIENDS.
Genasi Names
SOME GENASI USE THE NAMING CONVENTIONS OF THE PEOPLE AMONG WHOM THEY WERE RAISED. THIS MOST OFTEN MEANS FOLLOWING THE
CONVENTIONS OF THEIR MORTAL PARENTAGE. THEY MIGHT LATER ASSUME DISTINCTIVE NAMES TO CAPTURE THEIR ELEMENTAL HERITAGE, SUCH AS
FLAME, EMBER, WAVE, OR ONYX.
Genasi Traits
YOUR GENASI CHARACTER HAS CERTAIN CHARACTERISTICS IN COMMON WITH ALL OTHER GENASI.
ABILITY SCORE INCREASE. YOUR ABILITY SCORE INCREASES ARE DETERMINED BY YOUR CHOICE OF ELEMENTAL ANCESTRY.
AGE. GENASI MATURE AT ABOUT THE SAME RATE AS HUMANS AND REACH ADULTHOOD IN THEIR LATE TEENS. THEY LIVE SOMEWHAT LONGER THAN
HUMANS DO, UP TO 120 YEARS.
SIZE. GENASI ARE AS VARIED AS THEIR MORTAL PARENTS BUT ARE GENERALLY BUILT LIKE HUMANS, STANDING ANYWHERE FROM 5 FEET TO OVER 6
FEET TALL. YOUR SIZE IS MEDIUM.
SPEED. YOUR BASE WALKING SPEED IS 30 FEET.
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.
ELEMENTAL ANCESTRY. YOU HAVE AN ANCIENT ANCESTRY THAT TIES YOU TO THE ELEMENTAL PLANES BEYOND OUR OWN. CHOOSE ONE TYPE OF
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ELEMENTAL ANCESTRY. YOU HAVE AN ANCIENT ANCESTRY THAT TIES YOU TO THE ELEMENTAL PLANES BEYOND OUR OWN. CHOOSE ONE TYPE OF
ELEMENTS FROM THE THREE ELEMENTAL 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 CHOICE.
ELEMENTAL RESISTANCE. YOU HAVE RESISTANCE TO THE DAMAGE TYPE ASSOCIATED WITH YOUR ELEMENTAL ANCESTRY.
ELEMENTAL CONSUMPTION. WHEN YOU TAKE DAMAGE OF THE TYPE ASSOCIATED WITH YOUR ELEMENTAL ANCESTRY, YOU MAY USE YOUR
REACTION TO CONSUME A PORTION OF THAT ENERGY, CHANNELING IT INTO YOUR NEXT STRIKE.
THE FIRST TIME BEFORE THE END OF YOUR NEXT TURN THAT YOU HIT WITH A WEAPON OR SPELL ATTACK THAT DEALS DAMAGE OF THE TYPE
CONSUMED, YOU MAY CHOOSE TO DEAL ADDITIONAL DAMAGE EQUAL TO 1D8 OF THE DAMAGE TYPE CONSUMED. IF YOU REACH THE END OF YOUR NEXT
TURN WITHOUT EXPELLING THIS ENERGY, YOU INSTEAD GAIN TEMPORARY HIT POINTS EQUAL TO THE ADDITIONAL DAMAGE THAT YOU WOULD HAVE DEALT
ON A HIT. THIS DAMAGE INCREASES BY 1D8 WHEN YOU REACH 5TH LEVEL (2D8), 11TH LEVEL (3D8), AND 17TH LEVEL (4D8).
YOU CAN USE YOUR ELEMENTAL CONSUMPTION 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 PRIMORDIAL. PRIMORDIAL IS A GUTTURAL LANGUAGE, FILLED WITH HARSH
SYLLABLES AND HARD CONSONANTS.
SUBRACE. THREE SUBRACES OF GENASI ARE KNOWN OF, EACH WITH THEIR OWN LIST OF ELEMENTAL ARCHETYPES: TRUE GENASI, DIVINE GENASI,
AND ACCURSED GENASI.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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STONESKIN. YOU
Air BONUS, REGAINING
AIR GENASI ARE DESCENDED FROM THE EVER WANDERING DJINN. AKIN TO THE WEATHER ITSELF, THEIR MOODS MAY SHIFT FROM CALM AND IT ONCE WITH THIS T
COLLECTED TO WILD AND VIOLENT WITH LITTLE WARNING, THOUGH SUCH STORMS RARELY LAST LONG. EITHER SPELL WITH
AIR GENASI TYPICALLY HAVE LIGHT BLUE TINT TO THEIR SKIN, HAIR, AND EYES AND A FAINT BUT CONSTANT BREEZE KNOWN TO TAKE ON ASPECTS OF INTELLIGENCE, W
THEIR GIVEN ELEMENT, SOME SPEAK WITH BREATHY VOICES, MARKED BY A FAINT ECHO WHILE OTHERS MAY SCREAM LOUDER THAN EVEN THE YOU SELECT THIS RA
NORTHERN WINDS.
ABILITY SCORE INCREASE. YOUR DEXTERITY SCORE INCREASES BY 1. Fire
FIRE GENASI HAVE
IMPATIENCE AND M
NEARLY ALL FIRE
ORANGE EYES THAT
HEADS.
ABILITY SCORE
ILLUMINATION. Y
CHOOSE TO SUPPRE
ADDITIONALLY, YOU
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
DIVINE ANCEST
DAMAGE. WHEN U
POINTS YOU GAIN IS
Crystal
FORMED OF A PRISM
MULTI-COLORED LIGH
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MULTI-COLORED LIGH
AS TOUGH AS THE
CRYSTALS THAT JUT O
IMPERCEPTIBLE HA
ABILITY SCORE
CRYSTALLINE SK
CONSTITUTION MOD
APPLY AS NORMAL W
RESONANT FOR
AT 3RD LEVEL, YOU L
AND CAN CAST IT ON
LONG REST.
INTELLIGENCE, W
YOU SELECT THIS RA
FLAMEDANCER. YOU KNOW THE FIRE BOLT CANTRIP. STARTING AT 3RD LEVEL, YOU LEARN THE BURNING HANDS SPELL AND CAN CAST IT ONCE WITH THIS
TRAIT. STARTING AT 5TH LEVEL, YOU ALSO LEARN THE SCORCHING RAY 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).
Water
THE LAPPING OF WAVES, THE SPRAY OF SEA FOAM ON THE WIND, THE OCEAN DEPTHS— ALL OF THESE THINGS CALL TO THE HEARTS OF WATER GENASI.
FOREVER FREE, THEY ARE A PEOPLE THAT WANDER THIS WORLD, TAKING PRIDE IN THEIR INDEPENDENCE.
MOST WATER GENASI ALWAYS LOOK AS IF THEY HAVE JUST LEFT THE OCEANIC WATERS OF THEIR HOME PLANE WITH BEADS OF MOISTURE COLLECTING
ON THEIR SKIN AND HAIR. THEY SMELL OF FRESH RAIN OR CLEAN WATER, THEIR SKIN VARIES BETWEEN SHADES OF BLUE AND GREEN, AND OFTEN HAVE
BEAUTIFULLY LARGE EYES THAT SEEM TO HOLD THE ELEMENTS WITHIN THEM.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1.
NATURAL SWIMMER. YOU HAVE A SWIMMING SPEED EQUAL TO YOUR WALKING SPEED AND CAN BREATHE BOTH AIR AND WATER.
WAVERIDER. YOU KNOW THE SHAPE WATER CANTRIP. STARTING AT 3RD LEVEL, YOU LEARN THE CREATE OR DESTROY WATER SPELL AND CAN CAST IT
ONCE WITH THIS TRAIT. STARTING AT 5TH LEVEL, YOU ALSO LEARN THE MISTY STEP 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).
Divine Genasi
THE SOUL OF A DIVINE GENASI IS INTIMATELY INTERTWINED WITH NOT ONLY THE MAGICS OF THE ELEMENTAL PLANES, BUT WITH THE HEAVENS
ABOVE. MOST OFTEN, AN ANCESTRY AS UNUSUAL AS THIS IS SPAWNED FROM THE PROGENITOR OF A GENASI'S BLOODLINE SEEKING OUT A GREATER
PURPOSE THAN THEIR ELEMENTAL KIN, A PURPOSE ONLY FOUND WITHIN A CONNECTION TO THE DIVINE.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 2.
DIVINE ANCESTRY. YOU ARE RESISTANT TO RADIANT DAMAGE AND MAY USE YOUR ELEMENTAL CONSUMPTION TRAIT WHEN TAKING RADIANT
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THEIR BRIGHTLY B
FROZEN HEART. YOU KNOW THE RAY OF FROST CANTRIP AND CAN CAST IT DEALING YOUR CHOICE OF RADIANT OR COLD DAMAGE. STARTING AT 3RD OFTEN MISTAKEN FO
LEVEL, YOU LEARN THE ICE KNIFE SPELL AND CAN CAST IT ONCE WITH THIS TRAIT. STARTING AT 5TH LEVEL, YOU ALSO LEARN THE BINDING ICE SPELL AND ABILITY SCORE
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
HEALING HAND
REST.
REGAINS A NUMBE
INTELLIGENCE, WISDOM, OR CHARISMA IS YOUR SPELLCASTING ABILITY FOR THESE SPELLS WHEN YOU CAST THEM WITH THIS TRAIT (CHOOSE WHEN
LIGHT TOUCHED
YOU SELECT THIS RACE).
LEVEL, YOU LEARN TH
Lighting AND CAN CAST IT ON
NATURALLY CHOATIC IN THE BEST OF WAYS, LIGHTING GENASI ARE A BRIGHT PEOPLES THAT ARE KNOWN TO FIND THE LIGHT TO EVERY DARKNESS. LONG REST.
EXPLOSIVE IN BODY AND MIND, THEY ARE INCREDIBLY IMPULSIVE AND OFTEN LET THEIR INTRUSIVE THOUGHTS TAKE HOLD OVER THEIR ACTIONS. INTELLIGENCE, W
THEY ARE BORN TO A NATURAL FIELD OF STATIC OVER THEIR FORMS THAT CAN EASILY BE FELT AND, UNDER THE RIGHT CIRCUMSTANCES, HEARD OR EVEN YOU SELECT THIS RA
SEEN. THEIR SKIN HOLDS HUES OF YELLOW AND BLUE AND DIRECT CONTACT WILL JOLT THOSE AROUND THEM WITH A LIGHT SURGE OF ELECTRIC ENERGY.
Accursed Gena
ABILITY SCORE INCREASE. YOUR DEXTERITY SCORE INCREASES BY 1.
THE SOUL OF AN AC
STATIC STEP. YOUR BASE WALKING SPEED IS INCREASED TO 35 FEET AND YOU CAN MOVE THROUGH AND STOP IN A SPACE LARGE ENOUGH FOR A
ONLY SPAWN FROM
SMALL CREATURE WITHOUT SQUEEZING.
THE MANY OCCULT P
ABILITY SCORE
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
ACCURSED ANCESTRY. YOU ARE RESISTANT TO NECROTIC DAMAGE AND MAY USE YOUR ELEMENTAL CONSUMPTION TRAIT WHEN TAKING NECROTIC
DAMAGE. WHEN USED IN THIS WAY, THE DAMAGE YOU DEAL WITH THIS TRAIT IS INCREASED BY A NUMBER EQUAL TO TWICE YOUR PROFICIENCY
BONUS, BUT IF YOU REACH THE END OF YOUR NEXT TURN WITHOUT EXPELLING THIS ENERGY, YOU DON'T GAIN ANY TEMPORARY HIT POINTS AND INSTEAD
TAKE AN AMOUNT OF DAMAGE EQUAL TO YOUR PROFICIENCY BONUS. THIS DAMAGE MAY NOT BE REDUCED IN ANY WAY.
Elemental Ancestries
Elements Damage Type
Ash Fire
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Salt Acid
Dust Force
Vacuum Psychic
Ash
SPAWNED OF NECROTIC FLAMES AND CINDERING ASH, THESE GENASI ARE THE ELEMENTAL INCARNATION OF VENGEANCE. THEIR HEARTS BURN WITH
AN ETHEREAL FLAME; A DESPERATE, HUNGRY FIRE THAT THIRSTS FOR BLOOD.
THOUGH THEIR PLACE IN THIS WORLD IS NOT PREDETERMINED, THESE GENASI ARE OFTEN DRAWN TO THE EFFECTS OF DEATH, SPECIFICALLY THE FINAL
BREATH ONE TAKES BEFORE THEIR END. MORE OFTEN THAN NOT, THIS PRIMAL CURIOSITY LEADS THEM TO A LIFE OF THE HUNT— WHETHER IT BE BEASTS
OF BURDEN OR THEIR FELLOW MAN IS THE ONLY QUESTION LEFT TO WONDER.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1.
ASHEN FORM. 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.
FROM THE ASHES. YOU KNOW THE CREATE BONFIRE CANTRIP AND CAN CAST IT DEALING YOUR CHOICE OF NECROTIC OR FIRE DAMAGE. STARTING AT
3RD LEVEL, YOU LEARN THE FOG CLOUD SPELL AND CAN CAST IT ONCE WITH THIS TRAIT. STARTING AT 5TH LEVEL, YOU ALSO LEARN THE WITHER AND BLOOM
SPELL AND CAN CAST IT ONCE WITH THIS TRAIT, DEALING YOUR CHOICE OF NECROTIC OR FIRE DAMAGE. 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).
Salt
BORN WITH HARSH, GRATING HEARTS OF SALT, SALT GENASI ARE KNOWN FOR THEIR ABILITY TO PRESERVE LIFE ON THE EDGE OF DEATH. THOUGHT TO BE
LONELY AND GRIM, THESE GENASI ARE NOT NATURALLY SOCIAL AND CAN OFTEN COME OFF AS BLUNT, STUBBORN, OR SARCASTIC TO THOSE THEY ARE NOT
WELL ACQUAINTED WITH.
THEY OFTEN APPEAR HUMANOID, BUT AS IF ALL COLOR HAS BEEN BLEACHED FROM THEIR BODIES. THEIR HAIR, EYES, AND SKIN ALL TEND TO BE
WHITE OR GRAY, AND THEIR SKIN AND HAIR ALWAYS SHED TINY GRAINS OF SALT WHICH SHIMMER AND TWINKLE IN THE SUNLIGHT.
ABILITY SCORE INCREASE. YOUR STRENGTH SCORE INCREASES BY 1.
NATURALLY PRESERVED. YOU HAVE ADVANTAGE ON DEATH SAVING THROWS AND ALL SAVING THROWS THAT WOULD LOWER YOUR MAXIMUM
HEALTH. ADDITIONALLY, YOU HAVE NO NEED TO DRINK WATER, THOUGH MAY IF YOU SO WISH.
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INTELLIGENCE, W
YOU SELECT THIS RA
Dust
DUST UNDERSTAND
THEIR DUTY TO CHRO
SOME CHOOSE T
PRESERVE, THEY RO
ABILITY SCORE
THE DUST REM
ADVANTAGE. YOU C
FINISH A LONG REST
DUST TO DUST.
3RD LEVEL, YOU LEAR
CAN CAST IT ONCE W
CAN'T CAST THAT SP
INTELLIGENCE, W
YOU SELECT THIS RA
Vacuum
KNOWN TO BE COLD
LUSTERLESS SKIN AN
OFTEN BORN TO C
DIFFICULTIES CONNE
ABILITY SCORE
SPAWN OF THE
DIM LIGHT WITHIN 9
ONLY SHADES OF GR
TOUCHED BY T
STARTING AT 3RD LE
THE SILENCE SPELL A
UNTIL YOU FINISH A
INTELLIGENCE, W
YOU SELECT THIS RA
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Githzerai
THE GITHZERAI (G
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THE GITHZERAI (G
CONFLICT. THEIR DE
BENEFIT; THUS, THEY
THE GITHZERAI
ZERTHIMON, WHO
THE NEWCOMER PR
THUS, NO SOONE
CONFLICT, ZERTHIM
TODAY, UNDER TH
GITHYANKI, AS WEL
PROVIDE STIFF OPPO
Two Parts of
GITHYANKI ARE TALL
YELLOW SKIN AND R
GLEAM, AND THEIR
GITHZERAI CLOSE
WEIGHING AROUND
NOSES ARE ALMOST
Gith
THE STORY OF THE GITH IS ROOTED IN A CRUEL TWIST OF COSMIC FATE. INSPIRED BY THE GREAT LEADER FOR WHOM THE RACE IS NAMED, THE GITH
ROSE UP TO OVERTHROW THE MIND FLAYERS THAT HELD THEM IN SERVITUDE. BUT AFTER THEY WON THEIR FREEDOM, TWO FACTIONS AMONG THE GITH
DISAGREED ON WHAT KIND OF CIVILIZATION THEY WOULD FORGE.
THAT DISAGREEMENT QUICKLY FLARED INTO OPEN HOSTILITY, AND THE TWO GROUPS DISTANCED THEMSELVES FROM ONE ANOTHER TO PURSUE THEIR
SEPARATE AGENDAS. THEY REMAIN BITTER ENEMIES TODAY, EACH SIDE WILLING TO FIGHT TO THE DEATH WHENEVER THEY CROSS PATHS.
Githyanki
THE GITHYANKI (GITHYANKI MEANS "CHILDREN OF GITH") WERE MOTIVATED BY REVENGE AND CONVINCED THAT THEY DESERVED TO TAKE WHATEVER
THEY WANTED FROM THE WORLDS THEY TRAVELED.
RANGING OUT FROM THE TITANIC CITY OF TU'NARATH ON THE ASTRAL PLANE, THEY SEND RAIDERS OUT TO PLUNDER THE MATERIAL PLANE AND OTHER
WORLDS, BRINGING TREASURES AND SLAVES BACK TO THEIR AGELESS REALM. AT THE SAME TIME, THEY HUNT DOWN AND KILL MIND FLAYERS
WHENEVER POSSIBLE, AS RECOMPENSE FOR WHAT THE ILLITHIDS DID TO THEM.
SINCE WINNING THEIR FREEDOM FROM THE MIND FLAYERS, THE GITHYANKI HAVE BECOME CORRUPT RAIDERS AND DESTROYERS UNDER THE
RULERSHIP OF THEIR DREAD LICH-QUEEN, VLAAKITH. THEY DWELL ON THE ASTRAL PLANE IN THE CITY OF TU'NARATH, A METROPOLIS BUILT ON AND IN
THE CORPSE OF A DEITY.
VLAAKITH COMMANDS THE LOYALTY OF THE GITHYANKI FROM HER PERSONAL STRONGHOLD, SUSURRUS, ALSO CALLED THE PALACE OF WHISPERS,
WHICH IS LOCATED DEEP INSIDE THE FLOATING CITY. SHE SITS ON HER THRONE OF BONES, A MIGHTY ARTIFACT FUELED BY THE INTELLECTS OF MIND
FLAYERS AND ELDER BRAINS THAT WERE DEFEATED BY HER MINIONS.
IT IS CRAFTED FROM MIND FLAYER SKULLS AND EXTREMITIES, AND THE CUSHION SHE SITS ON IS MADE OF LEATHER PRODUCED FROM THE CURED
REMAINS OF AN ELDER BRAIN. A GRAND STATUE OF GITH, AN OBSIDIAN MONUMENT OVER 100 FEET TALL, STANDS BESIDE THE PALACE.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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Gith Names TELEPATHY. YOU CA
BUT THE TARGET MU
GITHYANKI, MALE NAMES: ELIRDAIN, GAATH, JA'ADOC, KAR'I'NAS, CREATURE AT A TIME
LYKUS, QUITH, RIS'A'AN, TROPOS, VIRAN, XAMODAS ASTRAL TRANCE.
GITHYANKI, FEMALE NAMES: AARYL, B'NOOR, FENELZI'IR, JEN'LIG, HOURS IN A TRANCE
PAH'ZEL, QUORSTYL, SIRRUTH, VAIRA, YESSUNE, ZAR'RYTH WHENEVER YOU
GITHZERAI, MALE NAMES: DAK, DUURTH, FERZTH, GRETH, HURM, TO THE ASTRAL PLAN
KALLA, MUURG, NURM, SHRAKK, XORM YOUR NEXT LONG RE
GITHZERAI, FEMALE NAMES: ADAKA, ADEYA, ELLA, EZHELYA, LANGUAGES. YO
LMMILZIN, LZERA, JANARA, LORAYA, UWEYA, VITHKA SUBRACE. THER
Githzerai
DEEP WITHIN THEIR
ABILITY SCORE
ASTRAL ANCESTR
GITHZERAI PSIO
COMPONENTS. YOU
OF 10). STARTING A
DETECT THOUGHTS S
INTELLIGENCE, W
YOU SELECT THIS RA
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Hedonistic R
SATYRS CRAVE THE
INDULGE ITSELF, AND
IT MIGHT KIDNAP
OR INFILTRATE A PALA
SATYRS ALLOW NO
FESTIVALS AND HOLY
INEBRIATED ON D
SUCH CREATURES M
TO PARENTS, EMPLO
Wandering T
EVERY NEW EXPERI
FOR A DECADE OR TW
HEAVY REPUTATION
IN THE WILD, THE
RANGES TO DEEP FO
MEAD. TRAVELERS W
Satyrs
MANY TALES SPEAK OF FEY WHICH USE THEIR CHARM TO BEFRIEND OR TRICK UNWARY TRAVELERS. MOST SUCH STORIES HAVE SPRUNG FORTH FROM
SATYRS, WHETHER THEY STAR IN IT OR SPUN IT TOGETHER THEMSELVES. EVEN OTHER FEY WILL QUIET DOWN TO LISTEN TO THE VOICE OF A GOATMAN.
SATYRS, OR FAUNS AS THEY ARE COMMONLY KNOWN, ARE FEY CREATURES THAT DELIGHT IN SINGING, DANCING, FEASTING, AND DEBAUCHERY.
Carefree Beastmen
SATYRS HAVE ELVEN EARS, A FURRY LOWER BODY, AND CLOVEN HOOVES LIKE GOATS. HORNS SPROUT FROM THEIR HEADS, RANGING IN SHAPE FROM A
PAIR OF SMALL NUBS TO LARGE, CURLING RAMS' HORNS. THESE FEY-ANCESTRY HUMANOIDS ARE LIGHT-HEARTED AND PRONE TO TAKING IT EASY BUT
HAVE AN INBORN RESTLESSNESS. COMBINE THIS WITH THEIR INSATIABLE CURIOSITY AND WITH THE EASE IN WHICH THEY DEAL WITH OTHER
HUMANOID CREATURES, AND IT IS EASY TO SEE WHY MANY FAUNS ARE SEEN AS MISCHIEVOUS.
UNLIKE MOST FEY, SATYRS ARE DRAWN TO CIVILIZATION, THRIVING IN THE SOCIAL ASPECTS OF LIFE. SATYRS CAN COME TO LOVE ANY WORK THAT HAS
SOCIAL ASPECTS, BUT WON'T STAY FOR LONG UNLESS THE JOB VARIES HEAVILY FROM DAY TO DAY. MOST SATYRS FIND THEMSELVES AS TROUBADOURS,
ADVENTURERS, MESSENGERS, OR AS TRAVELING MERCHANTS.
Embracing Life
MOST SATYRS BELIEVE THAT THE OTHER RACES ARE WOEFULLY BURDENED WITH THE PLAGUE OF SERIOUSNESS. SATYRS SCOFF AT THE EFFORTS OF POLIS-
BUILDERS WITH THEIR LAWS AND RIGHT ANGLES, AND THEY POKE FUN AT PHILOSOPHERS WITH THEIR ENDLESS THEORIES AND INTERMINABLE
DISCOURSE. SATYRS FEEL THAT LIFE IS TO BE LIVED AND EXPERIENCED WITH ALL THE SENSES.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Satyr Names
A SATYR'S NAME IS AS PLAYFUL AND MISCHIEVOUS AS THEY ARE, AND EACH ONE IS GIVEN WHEN A SATYR'S PERSONALITY SHINES THROUGH. MOST
SATYRS ALSO GIVE EACH OTHER NICKNAMES.
Satyr Traits
YOUR SATYR CHARACTER HAS THE FOLLOWING TRAITS.
ABILITY SCORE INCREASES. YOUR CHARISMA SCORE INCREASES BY 2 AND YOUR DEXTERITY SCORE INCREASES BY 1.
AGE. SATYRS MATURE AND AGE AT ABOUT THE SAME RATE AS HUMANS.
SIZE. SATYRS RANGE FROM JUST UNDER 5 FEET TO ABOUT 6 FEET IN HEIGHT, WITH GENERALLY SLENDER BUILDS. YOUR SIZE IS MEDIUM.
SPEED. YOUR BASE WALKING SPEED IS 35 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.
FEY CUNNING. YOU HAVE ADVANTAGE ON ALL INTELLIGENCE, WISDOM, AND CHARISMA SAVING THROWS AGAINST MAGIC.
REVELER. AS AN EMBODIMENT OF REVELRY, YOU HAVE PROFICIENCY IN THE PERFORMANCE AND PERSUASION SKILLS, AND YOU HAVE PROFICIENCY
WITH ONE MUSICAL INSTRUMENT OF YOUR CHOICE.
MIRTHFUL LEAPS. WHENEVER YOU MAKE A LONG JUMP OR A HIGH JUMP, YOU CAN INCREASE THE NUMBER OF FEET YOU COVER BY A NUMBER
EQUAL TO TWICE YOUR PROFICIENCY BONUS, EVEN WHEN MAKING A STANDING JUMP. THIS EXTRA DISTANCE COSTS MOVEMENT AS USUAL.
RAM. YOUR CURVED HORNS ARE NATURAL MELEE WEAPONS, WITH WHICH YOU CAN USE TO MAKE UNARMED STRIKES. IF YOU HIT WITH THEM, YOU
DEAL BLUDGEONING DAMAGE EQUAL TO 1D6 + YOUR STRENGTH MODIFIER.
ADDITIONALLY, ONCE PER TURN, IF YOU MOVE AT LEAST 10 FEET BEFORE ATTEMPTING TO SHOVE A CREATURE NO MORE THAN ONE SIZE LARGER THAN
YOU, YOU MAY USE YOUR HORNS TO GIVE YOU ADVANTAGE ON THE STRENGTH (ATHLETICS) CHECK TO DO SO.
SURE-FOOTED. YOUR SIZE AND WIDE STANCE MAKES YOU PARTICULARLY HARD TO KNOCK OVER. WHEN A CREATURE 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.
LANGUAGES. YOU CAN SPEAK, READ, AND WRITE COMMON AND SYLVAN.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
The Raven Q
THROUGH THEIR PA
WORSHIP FROM THE
COMMANDMENTS
BUT SHADAR-KAI AL
THE RAVEN QU
STILL DOES. WHILE S
QUEEN, BUT EACH
Strong Emot
THE SHADOWFELL S
WERE NOT IMMUNE
EXISTENCE, DRIVING
OUT OF NECESSITY, B
THE CURRENT CU
AND EMOTIONAL EX
TO CONSUME THEM
SHADAR-KAI EM
SHADOWFELL. THEY
DEEDS WILL GRANT A
AND SAFETY.
Shadar-Kai
SHADAR-KAI WERE ONCE HUMANS, NATIVE TO THE WORLD. THEY WERE ALL MEMBERS OF AN EXTENDED TRIBE WHO CALLED THEMSELVES SHADAR-
KAI. THESE EARLY HUMANS HAD SEEN THE ABUSES NERULL, ONCE GOD OF DEATH, PERPETRATED ON THE SOULS WHO PASSED INTO HIS POWER.
WHEN THE RAVEN QUEEN SLEW NERULL AND ASCENDED TO GODHOOD, IN AN AGE NOW LARGELY FORGOTTEN, THE SHADAR-KAI STRUCK A DEAL
WITH HER. THEY PROMISED TO SERVE AS HER MORTAL AGENTS, AND IN EXCHANGE, SHE GAVE THEM INCREDIBLY LONG LIFE AND FREEDOM FROM
FRAILTY.
THE SHADAR-KAI MOVED TO THE SHADOWFELL, SETTING UP THEIR COMMUNITIES ON THE BORDERS OF LETHERNA, THE RAVEN QUEEN’S DOMAIN.
LIFE IN SHADOW CHANGED THE HUMANS, RESHAPING THEM AND ALTERING THEIR APPEARANCE. EVENTUALLY, THEY WERE SO DIFFERENT FROM
HUMANS THAT THEY BECAME A DISTINCT SPECIES.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
LACKING A HOMELA
THEY ARE NOT Q
OR HER, THE TIEFTING
ALLY FOR LIFE.
Tiefling Nam
TIEFTING NAMES FA
SOME HAVE NAME
AND SOME YOUN
TRY TO EMBODY THA
MALE INFERNAL N
DAMAKOS, EKE
MORDAI, MORTH
FEMALE INFERNAL
DAMAIA, EA, K
ORIANNA, PHELA
"VIRTUE" NAMES:
EXCELLENCE, FE
OPEN, POETRY, Q
TEMERILY, TORM
Tieflings
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.
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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.
123
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
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
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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).
125
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Tieflings of N
CONCEIVED WITHIN
HIMSELF— ASMOD
THE STATUS OF A TRU
ABILITY SCORE
INFERNAL RESIS
SPAWN OF THE
WITHIN 90 FEET OF
SHADES OF GRAY.
LEGACY OF NES
FLYING SPEED IF YO
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.
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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
126
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Staunch Cha
DESPITE THEIR OFF-
PROTECTION. THEIR
FIRST TO TAKE UP AR
TRITONS READILY
WITHOUT QUESTION
GUILT OVER ALLOWIN
OWE A DEBT OF HON
AT TIMES THEIR F
UNDERESTIMATE TH
EAGER TO LEAP INTO
Strangers to
GIVEN THEIR ISOLAT
AND DOWN OUT OF
TRITONS ALSO FIN
REMAIN INNOCENT
COMMON CAUSE. A
GRIEVANCES THAT P
AT ITS WORST, A T
BLAME BAFFLING SO
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.
Aquatic Crusaders
CENTURIES AGO, TRITONS ENTERED THE WORLD IN RESPONSE TO THE GROWING THREAT OF EVIL ELEMENTALS. TRITONS WAGED MANY WARS AGAINST
THEIR ENEMIES ON THE PLANE OF WATER, DRIVING THEM INTO THE DARKENED DEPTHS WHERE THEY ESCAPED INTO THE CRUSHING PRESSURE AND
UTTER DARKNESS.
IN TIME, THE TRITONS NOTICED THAT THEIR ANCIENT ELEMENTAL FOES HAD GROWN QUIET. EXPEDITIONS TO THE DEPTHS REVEALED THAT KRAKENS,
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IN TIME, THE TRITONS NOTICED THAT THEIR ANCIENT ELEMENTAL FOES HAD GROWN QUIET. EXPEDITIONS TO THE DEPTHS REVEALED THAT KRAKENS,
SAHUAGIN, AND FAR WORSE FOES HAD FLED THE PLANE OF WATER FOR THE MATERIAL PLANE.
THE TRITONS, DRIVEN BY A SENSE OF DUTY AND RESPONSIBILITY, WOULD NOT ALLOW THEIR FOES TO ESCAPE SO EASILY. A GREAT CONCLAVE OF
TRITONS CHOSE VOLUNTEERS SKILLED IN WEAPONS AND MAGIC AS PART OF AN EXPEDITIONARY FORCE TO ENTER THE MATERIAL PLANE AND SEEK OUT
THEIR ENEMIES.
THOSE TRITONS SPREAD ACROSS THE WORLD'S OCEANS AND ESTABLISHED PROTECTORATES TO WATCH OVER DEEP SEA TRENCHES, PORTALS,
UNDERSEA CAVES, AND OTHER LOCATIONS WHERE THEIR ENEMIES MIGHT LURK. THEY DEFEATED THEIR FOES WHEN THEY FOUND THEM AND DROVE THE
REST INTO HIDING.
Haughty Nobles
AS A RESULT OF THEIR ISOLATION AND LIMITED UNDERSTANDING OF THE MATERIAL PLANE, TRITONS CAN COME ACROSS AS HAUGHTY AND ARROGANT.
THEY SEE THEMSELVES AS CARETAKERS OF THE SEA, AND THEY EXPECT OTHER CREATURES TO PAY THEM DEEP RESPECT, IF NOT COMPLETE DEFERENCE.
THIS ATTITUDE MIGHT GRATE ON OTHERS, BUT IT ARISES FROM A SEED OF TRUTH. FEW KNOW OF THE TRITONS' GREAT VICTORIES OVER DREADFUL
UNDERSEA THREATS. THE TRITONS MAKE LITTLE ALLOWANCE FOR SUCH IGNORANCE AND ARE DELIGHTED TO EXPOUND UPON THE GREAT DEBT OTHERS
OWE THEM.
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ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Triton Names
MOST TRITON NAMES HAVE TWO OR THREE SYLLABLES AND FORM SIMPLE PHRASES IN AQUAN, THEIR DIALECT OF PRIMORDIAL. MALE NAMES TYPICALLY
END WITH A VOWEL WHEREAS FEMALE NAMES TRADITIONALLY END WITH AN N. TRITONS USE THEIR HOME PROTECTORATE AS A SURNAME, WITH THE
NAME FORMED BY ADDING A VOWEL FOLLOWED BY A "TH" TO THE END OF THE PROTECTORATE'S NAME.
Triton Traits
YOUR TRITON CHARACTER HAS THE FOLLOWING RACIAL TRAITS.
ABILITY SCORE INCREASE. YOUR CHARISMA SCORE INCREASES BY 2.
AGE. TRITONS REACH MATURITY AROUND AGE 15 AND CAN LIVE UP TO 200 YEARS.
SIZE. TRITONS ARE SLIGHTLY SHORTER THAN HUMANS, AVERAGING ABOUT 5 FEET TALL. YOUR SIZE IS MEDIUM.
SPEED. YOUR WALKING SPEED IS 25 FEET.
DARKVISION. YOU CAN SEE IN DIM LIGHT WITHIN 60 FEET OF YOU AS IF IT WERE BRIGHT LIGHT AND IN DARKNESS AS IF IT WERE DIM LIGHT. YOU
DISCERN COLORS IN THAT DARKNESS ONLY AS SHADES OF BLUE AND GRAY.
SWORN TO THE SEAS. YOU HAVE A SWIMMING SPEED OF 35 FEET, YOU CAN BREATHE AIR AND WATER, AND YOU HAVE RESISTANCE TO COLD
DAMAGE.
EMISSARY OF THE SEA. THROUGH SOUNDS AND GESTURES, YOU CAN COMMUNICATE SIMPLE IDEAS WITH ANY BEAST, ELEMENTAL, OR
MONSTROSITY 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.
LANGUAGES. YOU CAN SPEAK, READ, AND WRITE COMMON AND PRIMORDIAL.
SUBRACE. AKIN TO THE SEVEN SEAS AND THEIR MANY PEOPLES, TRITONS HAVE EIGHT DISTINCT SUBRACES THAT, TOGETHER, REPRESENT THE
OVERWHELMING FORCE AND TRUE VASTNESS OF THE OCEAN.
Waveriders
WAVERIDER TRITON ARE KNOWN TO MOVE BETWEEN LIFE ON LAND AND LIFE IN THE SEA AS THEY WISH. EQUALLY CAPABLE ON BOTH SURFACE AND IN
THE DEPTHS, THESE TRITON WERE THE FIRST TO MAKE USE OF SHIPS WITHIN THEIR TRIBES.
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WAVERIDER TRITON ARE KNOWN TO MOVE BETWEEN LIFE ON LAND AND LIFE IN THE SEA AS THEY WISH. EQUALLY CAPABLE ON BOTH SURFACE AND IN
THE DEPTHS, THESE TRITON WERE THE FIRST TO MAKE USE OF SHIPS WITHIN THEIR TRIBES.
THEIR TAN SKIN ALLOWS THEM TO PASS AS HUMAN AS LONG AS THEY DON'T DRAW MUCH ATTENTION TO THEIR GILLS OR WEBBED HANDS AND FEE
ALLOWING THEM TO LIVE ON SURFACE WORLD WITHOUT DRAWING THE WANDERING EYES THEIR KIN MOST DEFINITELY WOULD.
ABILITY SCORE INCREASE. YOUR STRENGTH SCORE INCREASES BY 1.
STRENGTH OF THE SHORES. YOUR BASE WALKING SPEED IS INCREASED TO 30 AND NONMAGICAL DIFFICULT TERRAIN DOESN’T COST YOU ADDITIONAL
MOVEMENT IN SANDY OR ROCKY TERRAIN.
TRAINING OF THE WAVES. YOU CAN SPEAK, READ, AND WRITE ONE ADDITIONAL LANGUAGE OF YOUR CHOICE AND HAVE PROFICIENCY WITH
NAVIGATOR’S TOOLS AND WATER VEHICLES. ADDITIONALLY, YOU HAVE ADVANTAGE ON CONSTITUTION SAVING THROWS MADE TO RESIST EXHAUSTION.
WAVERIDER MAGICS. YOU KNOW THE GUST CANTRIP. STARTING AT 3RD LEVEL, YOU LEARN THE FOG SPELL SPELL AND CAN CAST IT ONCE WITH THIS
TRAIT. STARTING AT 5TH LEVEL, YOU ALSO LEARN THE GUST OF WIND 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).
Lightwaters
LIGHTWATER TRITON ARE KNOWN FOR THEIR AFFINITY WITH THE CURRENTS AND TIDES WITH A WISDOM AND MASTERY OF THEIR OCEANIC MAGICS.
MAKING UP A LARGE MAJORITY OF THE PEOPLES OF THE OCEANIC KINGDOMS, THEY ARE WHAT MOST PEOPLE THINK OF WHEN WORD OF THEIR KIND
REACHES THE SURFACE WORLD.
OFTEN KNOWN TO WIELD SPEARS AND TRIDENTS, LIGHTWATERS CHANNEL THE POWERS OF THE SEA INTO THEIR EVERY STRIKE. THEIR CONTROL OF THE
CURRENTS ENABLE SOME OF THEIR KIND TO SHAPE AND MANIPULATE THE WATERS AROUND THEM INTO WAVES OF FORCE AND PROTECTIVE BARRIERS.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1.
CURRENT CONTOL. WHILE SUBMERGED IN WATER, YOU CAN TAKE THE DASH 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.
TRAINING OF THE TIDES YOU HAVE PROFICIENCY WITH SHORTPEARS, LONGSPEARS, AND TRIDENTS. ONCE PER TURN, WHEN YOU ATTACK WITH 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.
LIGHTWATER MAGICS. YOU KNOW THE SHAPE WATER CANTRIP. STARTING AT 3RD LEVEL, YOU LEARN THE CREATE OR DESTROY WATER SPELL AND CAN
CAST IT ONCE WITH THIS TRAIT. STARTING AT 5TH LEVEL, YOU ALSO LEARN THE MISTY STEP 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).
128
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Marineveils Coralhearts
OFTEN FINDING THEIR PLACE AMONGST SCOUNDRELS AND THIEVES, MARINEVEIL TRITON HAVE LEARNED OF THE BENEFITS THAT THE SURFACE WORLD HAS BORN TO THE PRISM
TO OFFER AND WILL DO WHATEVER IS NEEDED TO PARTAKE IN SUCH WONDERS. THESE INCREDIBLY I
KNOWN TO STALK THROUGH THE MURKY DEPTHS, MARINEVEILS HAVE ALWAYS FOUND THEMSELVES AT HOME WITHIN THE DISMAL DISPLAY OF LIVING AMONGS
TWISTED VINES AND DANK DECAY OF AND KELPED FORESTS OF THE SEA, MARINEVEILS TRIBES WILL OFTEN MAKE DEALS WITH BANDS OF ROVING PIRATES ACT AS A LOCALIZED
AND DEADLY BANDITS TO TAKE ADVANTAGE OF THE WEAK AND VULNERABLE AQUATIC CREATURES
ABILITY SCORE INCREASE. YOUR DEXTERITY SCORE INCREASES BY 1. ABILITY SCORE
FLEET OF FIN. YOU HAVE PROFICIENCY IN THE STEALTH SKILL. ADDITIONALLY, WHEN TRAVELING UNDERWATER FOR AN EXTENDED PERIOD OF TIME, POISON RESIST
YOU CAN MOVE STEALTHILY AT A NORMAL PACE (SEE CHAPTER 8 OF THE PLAYER'S HANDBOOK FOR INFORMATION ABOUT TRAVEL PACE). POWERFUL BUIL
MASK OF THE SEA. YOU CAN ATTEMPT TO HIDE EVEN WHEN YOU ARE ONLY LIGHTLY OBSCURED BY FOLIAGE, HEAVY RAIN, FALLING SNOW, MIST, AND LIFT.
OTHER NATURAL PHENOMENA. ADDITIONALLY, WHEN TRAVELING THROUGH UNDERWATER ENVIRONMENTS, YOU CAN MOVE ACROSS NONMAGICAL NATURAL ARMO
DIFFICULT TERRAIN WITHOUT EXPENDING EXTRA MOVEMENT AND YOU MAY IGNORE HALF COVER CREATED BY THE NATURAL ENVIRONMENT. USE YOUR NATURAL
MARINEVEIL MAGICS. YOU KNOW THE MOLD EARTH CANTRIP. STARTING AT 3RD LEVEL, YOU LEARN THE EARTH TREMOR SPELL SPELL AND CAN CAST IT NORMAL WHILE YOU
ONCE WITH THIS TRAIT. STARTING AT 5TH LEVEL, YOU ALSO LEARN THE LOCATE ANIMALS OR PLANTS SPELL AND CAN CAST IT ONCE WITH THIS TRAIT. ONCE ANEMONIC DE
YOU CAST EITHER SPELL WITH THIS TRAIT, YOU CAN'T CAST THAT SPELL WITH IT AGAIN UNTIL YOU FINISH A LONG REST. WITH A MELEE ATTA
INTELLIGENCE, WISDOM, OR CHARISMA IS YOUR SPELLCASTING ABILITY FOR THESE SPELLS WHEN YOU CAST THEM WITH THIS TRAIT (CHOOSE WHEN SAVING THROW (DC
YOU SELECT THIS RACE). ON A SUCCESS, T
TIMES EQUAL TO YO
Glowleers
LIVING WITHIN THE
CHART THE TRUEST E
AT SUCH A DEPTH
DEPTHS THAN MUC
ABILITY SCORE
ILLUSORY SIGHT
TRAINING OF TH
ARCANA, HISTORY, N
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TRAINING OF TH
ARCANA, HISTORY, N
BIOLUMINESCE
CHOOSE TO SUPPRE
GLOWLEER MAG
WITH THIS TRAIT. ST
SPELL WITH THIS TRA
INTELLIGENCE, W
YOU SELECT THIS RA
129
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
FORGESWORN M
IT ONCE WITH THIS T
EITHER SPELL WITH
INTELLIGENCE, W
YOU SELECT THIS RA
Trenchspawn
OFTEN CONSIDERED
EVER LEAVING TO HU
THE TRUTH OF TH
THE AQUATIC KINGD
ABILITY SCORE
SUPERIOR DARK
LIGHT. YOU CAN’T DI
ABYSSAL TELEP
TELEPATHICALLY COM
SPEAK AT LEAST ON
TRENCHSPAWN
IT ONCE WITH THIS T
EITHER SPELL WITH
INTELLIGENCE, W
YOU SELECT THIS RA
SUNLIGHT SENS
ATTACK ROLLS, SPEL
TARGET OF YOUR ATTA
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TARGET OF YOUR ATTA
ADDITIONALLY, YO
OF 30 MINUTES), B
SUNLIGHT, YOU MUS
Forgesworn
MOST OFTEN FOUND WITHIN THE WARMER WATERS OF THE TROPICS, FORGESWORN TRITON ARE SOME OF THE GREATEST CRAFTSMEN OF THE OCEANIC
KINGDOMS AND ARE EVEN RENOWN UPON THE SURFACE WORLD BY THOSE CAPABLE OF CONTACTING THEIR PEOPLES.
KNOWN TO MAKE USE OF A UNIQUE FORM OF SMITHING, THESE TRITON HAVE LEARNED TO MAKE USE OF UNDERWATER VOLCANOES AS FORGES,
MANIPULATING THEIR UNIQUE DESIGN IN WAYS UNHEARD OF AMONGST CRAFTSMEN OF THE SURFACE WORLD.
ABILITY SCORE INCREASE. YOUR WISDOM SCORE INCREASES BY 1.
RUNIC SIGHT. YOU HAVE ADVANTAGE ON ALL ABILITY CHECKS MADE TO UNCOVER OR DECIPHER MAGICAL RUNES.
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.
VOLCANIC CRAFTSMEN. YOU HAVE PROFICIENCY IN YOUR CHOICE OF ONE OF THE FOLLOWING ARTISAN’S TOOLS: GLASSBLOWER’S TOOLS, SMITH’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.
FORGESWORN MAGICS. YOU KNOW THE PRODUCE FLAME CANTRIP. STARTING AT 3RD LEVEL, YOU LEARN THE BURNING HANDS SPELL AND CAN CAST
130
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
AS THE WARFORGED
TO THE RACES THAT
THE WAR AND AVO
TO SOME, THE W
THOSE NATIONS SER
THROUGHOUT CE
WORK OR ANY KIND
MOST WARFORGE
SEETHE WITH RESEN
Warforged N
WARFORGED DO NO
EVERYTHING. MANY
NICKNAMES.
WARFORGED NICK
BUDDY, BLANK,
GEARHEAD, HOR
PAL, RUST BUCK
TINMAN, WAR D
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Warforged
THE TECHNOLOGY USED TO CREATE WARFORGED BEGAN WITH THE METHODS USED TO CREATE MINDLESS CONSTRUCTS. ALTHOUGH TRUE SENTIENCE
WAS A GOAL, THERE WAS LITTLE THOUGHT GIVEN TO WHAT THE EFFECTS OF SENTIENCE WOULD BE OR HOW TO BEST PREPARE THOSE MINDS FOR THEIR
NEW EXISTENCE.
Living Constructs
AT THE MOMENT OF A WARFORGEDS FIRST AWAKENING IT HAS NO KNOWLEDGE OF THE WORLD, NO UNDERSTANDING OF FALSEHOOD, AND NO FEELINGS
ABOUT GOOD OR EVIL. LIES TOLD TO IT THEN MIGHT BE CONSIDERED TRUTH FOREVER, OR AT LEAST UNTIL DISPROVED.
WARFORGED APPEAR AS MASSIVE HUMANOIDS MOLDED FROM A COMPOSITE OF MATERIALS — OBSIDIAN, IRON, STONE, DARKWOOD, SILVER, AND
ORGANIC — THOUGH THEY MOVE WITH A SURPRISING GRACE AND FLEXIBILITY. FLEXIBLE PLATES CONNECTED BY FIBROUS BUNDLES MAKE UP THE BODY
OF A WARFORGED, TOPPED BY A MOSTLY FEATURELESS HEAD.
WARFORGED HAVE NO PHYSICAL DISTINCTION OF GENDER; ALL OF THEM HAVE A BASICALLY MUSCULAR, SEXLESS BODY SHAPE. IN PERSONALITY, SOME
WARFORGED SEEM MORE MASCULINE OR FEMININE, BUT DIFFERENT PEOPLE MIGHT JUDGE THE SAME WARFORGED IN DIFFERENT WAYS.
131
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Warforged Traits
YOUR WARFORGED CHARACTER HAS THE FOLLOWING RACIAL TRAITS.
ABILITY SCORE INCREASE. YOUR CONSTITUTION SCORE INCREASES BY 2.
AGE. DUE TO THEIR ARTIFICIAL DESIGN, THE TRUE LENGTHS OF A WARFORGED LIFESPAN IS UNKNOWN AS, THEORETICALLY, THEY SHOULD LAST AS LONG
THE ARCANE CORE'S WITHIN THEIR CHASSIS.
SIZE. AS A BEING OF ARTIFICE, A WARFORGED COMES IN WHATEVER SHAPE IT'S CREATOR DESIRES. YOUR SIZE IS SMALL OR MEDIUM.
SPEED. YOUR BASE WALKING SPEED IS 30 FEET.
LIVING CONSTRUCT. YOU ARE CONSIDERED A LIVING CONSTRUCT, MEANING YOU ARE BOTH CONSTRUCT AND HUMANOID, GRANTING THE
FOLLOWING BENEFITS:
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SENTRY'S REST. WHEN YOU TAKE A LONG REST, YOU MUST SPEND AT LEAST SIX HOURS IN AN INACTIVE, MOTIONLESS STATE, RATHER THAN
SLEEPING. IN THIS STATE, YOU APPEAR INERT, BUT IT DOESN'T RENDER YOU UNCONSCIOUS, AND YOU CAN SEE AND HEAR AS NORMAL.
INTEGRATED TOOL. YOU HAVE PROFICIENCY IN ONE SET OF ARTISAN’S TOOLS. THIS TOOL IS INTEGRATED INTO YOUR BODY AND YOU DOUBLE YOUR
PROFICIENCY BONUS FOR ANY ABILITY CHECKS YOU MAKE WITH IT. YOU MUST HAVE YOUR HANDS FREE TO USE THIS INTEGRATED TOOL.
INTEGRATED PROTECTION. YOUR BODY HAS BUILT-IN PROTECTIVE LAYERS, WHICH DETERMINE YOUR ARMOR CLASS. YOU GAIN NO BENEFIT FROM
WEARING ARMOR, BUT IF YOU ARE USING A SHIELD, YOU APPLY ITS BONUS AS NORMAL.
YOU CAN ALTER YOUR BODY TO ENTER DIFFERENT DEFENSIVE MODES; EACH TIME YOU FINISH A LONG REST, CHOOSE ONE MODE TO ADOPT FROM THE
INTEGRATED PROTECTION TABLE, PROVIDED YOU MEET THE MODE'S PREREQUISITE.
Integrated Protection
Mode Prerequisite Armor Class
11 + your Dexterity Modifier (Add Half your Proficiency Bonus if proficient with
Darkwood Core None
light armor)
Composite Medium Armor
13 + your Dexterity Modifier (Maximum of 2) + Half your Proficiency Bonus
Plating Proficiency
Heavy Armor
Heavy Plating 17 + Half your Proficiency Bonus; Disadvantage on Dexterity (Stealth) checks
Proficiency
LANGUAGES. YOU CAN SPEAK, READ, AND WRITE COMMON AND ONE ADDITIONAL LANGUAGE OF YOUR CHOICE.
SUBRACE. FORMED IN THE VISION OF THEIR CREATOR, WARFORGED COME IN FIVE DISTINCT MODELS: THE ENVOY, THE JUGGERNAUT, THE SCRIBE,
THE SKIRMISHER, AND THE SURVEYOR.
Envoy
ORIGINALLY DESIGNED AS ASSISTANTS AND CARETAKERS FOR THE LIKES OF THE WEALTHY ELITE, ENVOY-CLASS WARFORGED ARE OUTFITTED WITH THE
MANY AMENITIES YOU MAY EXPECT FROM A SERVANT OF SUCH ARTIFICIAL DESIGN.
OFTEN EQUIPPED WITH INTEGRATED COMMUNICATION DEVICES AND SENSORS THAT ALLOW THEM TO READ SOCIAL CUES AND ADAPT TO DIFFERENT
CULTURAL NORMS, ENVOYS EXCEL AT NEGOTIATIONS, ACTING AS DIPLOMATS AND AMBASSADORS FOR THEIR PEOPLE.
ABILITY SCORE INCREASE. YOUR CHARISMA SCORE INCREASES BY 1.
TRANSLATOR. YOU HAVE PROFICIENCY IN THE PERSUASION SKILL AND YOU CAN SPEAK, READ, AND WRITE TWO ADDITIONAL LANGUAGES OF YOUR
CHOICE.
MULTI-TOOL. WHEN SELECTING A TYPE OF ARTISAN'S TOOL TO BENEFIT FROM YOUR INTEGRATED TOOL TRAIT, YOU MAY CHOOSE AN ADDITIONAL ITEM
FROM THE FOLLOWING LIST: A SECOND SET OF ARTISAN'S TOOLS, A GAMING SET, OR A MUSICAL INSTRUMENT.
BUILT TO SERVE. YOU CAN TAKE THE HELP 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.
132
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Juggernaut
ORIGINALLY DESIGN
ARMAMENTS AND A
THEIR UNIQUE P
RANGING FROM ME
ABILITY SCORE
POWERFUL BUIL
LIFT.
SELF STABILIZIN
OUTRIGHT, YOU CAN
SIEGE PISTONS
OF THE NORMAL DAM
INTEGRATED ARM
YOUR BODY, LEAVING
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YOUR BODY, LEAVING
SPECIAL PROPERTIE
CANNOT BE DISARM
Scribe
ORIGINALLY DESIGN
ARCANE KNOWLEDG
ALTHOUGH NOT A
WITH THE MANY M
ABILITY SCORE
SCHOLARLY CON
COMPONENT POUC
ARCANE CORE.
ACTION, YOU CAN TO
BONUS (ROUNDED
SCHOLAR'S MAG
IT ONCE WITH THIS T
EITHER SPELL WITH
INTELLIGENCE, W
YOU SELECT THIS RA
133
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Skirmisher Surveyor
CONSTRUCTED AFTER THE NATURALLY LITHE AND DEXTEROUS BUILD OF THE ELVES, SKIRMISHER-CLASS WARFORGED ARE THE NATURAL BYPRODUCT OF DESPITE THE COMM
THE PROLONGED STATE OF ANXIETY THAT COMES HAND IN HAND WITH TIMES OF WAR. NATURAL WORLD, SU
ARTIFICIALLY DESIGNED AS SCOUTS AND SPIES, SKIRMISHERS ARE OUTFITTED WITH ANY NUMBER OF SUBTERFUGE CAPABILITIES FROM INTEGRATED HAS TO OFFER.
LOCKPICKS TO A FULLY REALIZED FACIAL RECONSTRUCTION THAT MAY ALLOW THEM TO BLEND IN WITH THE MASSES. USUALLY COMPO
ABILITY SCORE INCREASE. YOUR DEXTERITY SCORE INCREASES BY 1. ARE SO INNATELY DI
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 FOR THEIR ARTIFICIAL
LIGHT. ABILITY SCORE
FLEET OF FOOT. YOUR HAVE PROFICIENCY IN THE STEALTH SKILL AND YOUR BASE WALKING SPEED IS INCREASED TO 35 FEET. ADDITIONALLY, WHEN DARKVISION. YO
TRAVELING FOR AN EXTENDED PERIOD OF TIME, YOU CAN MOVE STEALTHILY AT A NORMAL PACE (SEE CHAPTER 8 OF THE PLAYER'S HANDBOOK FOR AND IN DARKNESS A
INFORMATION ABOUT TRAVEL PACE). SURVEYOR'S RE
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INFORMATION ABOUT TRAVEL PACE). SURVEYOR'S RE
SKIRMISHER'S INTEGRATION. WHEN SELECTING A TYPE OF ARTISAN'S TOOL TO BENEFIT FROM YOUR INTEGRATED TOOL TRAIT, YOU MAY INSTEAD MAKE TO NAVIGATE
CHOOSE AN ITEM FROM THE FOLLOWING LIST: A DISGUISE KIT, FORGERY KIT, OR SET OF THIEVE'S TOOLS. EXPLORATORY IN
ADDITIONALLY, OVER THE COURSE OF A LONG REST, YOU MAY INTEGRATE UP TO TWO WEAPONS, WITH WHICH YOU ARE PROFICIENT, INTO YOUR BODY. FOLLOWING TOOLS IN
THESE WEAPONS MUST HAVE THE LIGHT PROPERTY. AS A BONUS ACTION, YOU CAN EXTEND OR RETRACT ONE OR BOTH OF THESE INTEGRATED WEAPONS DESIGNATED EX
FROM YOUR BODY AND, WHILE EXTENDED, YOU CANNOT BE DISARMED OF IT. INCREASE THE NUM
THIS EXTRA DISTAN
134
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
Dwarves Halflings
DWARVES BASE: ASI 8P, HEAVY ARMOR SPEED 0P, DARKVISION 4P, POISON RESISTANCE 5P, WEAPON TRAINING 4P, CUNNING ARTISAN 2P TOTAL 23P HALFLINGS BASE
MOUNTAIN: ASI 8P, TOUGHNESS 4P, OF MANY TRADES 2P SUB: 14P TOTAL 37P LIGHTFOOT: AS
HILL: ASI 4P, ARMOR TRAINING 5P, SURE OF FOOT 3P, CUNNING TRAVELER 2P SUB 14P TOTAL 37P STOUTHEART:
LOTUSDEN: AS
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HILL: ASI 4P, ARMOR TRAINING 5P, SURE OF FOOT 3P, CUNNING TRAVELER 2P SUB 14P TOTAL 37P
COASTAL: ASI 4P, SKILLED SAILER 3P, SEA LEGS 5P, CUNNING SHIPHAND 2P SUB: 14P TOTAL 37P LOTUSDEN: AS
STONE: ASI 4P, SUPERIOR DARKVISION 1P, PSIONIC FORTITUDE 5P, CRAZED ARTISAN 2P, DUERGAR MAGIC 6P, SUNLIGHT SENSITIVITY -4 SUB: 14P TOTAL 37P GHOSTWISE: A
FORGE: ASI 4P, INNER FLAME 5P, FINE ARTISAN 2P, ILLUMINATION 3P SUB: 14P TOTAL 37P SUB TOTALS 37
SUBRACE TOTALS: 37P, 37P, 37P, 37P, 37P
Humans
Elves HUMAN BASE: ASI
ELVES BASE: ASI 8P, LOW-LIGHT VISION 2P, FEY ANCESTRY 2P, TRANCE 5P TOTAL 17P
MONSTROUS
HIGH: ASI 4P, HIGH EDUCATION 4P, HIGH ELF TRAINING 6P, HIGH MAGIC 6P SUB 20P TOTAL 37P BUGBEARS, GOBLINS, H
WOOD: ASI 4P, WOOD ELF TRAINING 5P, FLEET OF FOOT 5P, MASK OF THE WILDS 6P SUB 20P TOTAL 37P
DARK: ASI 4P, SUPERIOR DARKVISION 3P, DROW TRAINING 5P, INQUISITIVE EYE 6P, DROW MAGIC 6P, SUNLIGHT SENSITIVITY -4P SUB 20P TOTAL 37P Bugbear
PALLID: ASI 4P, PALLID TRAINING 5P, ILLUSORY SIGHT 2P, INCISIVE SENSE 3P, BLESSING OF THE MOONWEAVER 6P SUB: 20P TOTAL 37P BUGBEARS BASE:
SEA: ASI 4P, SEA TRAINING 5P, DARKVISION 2P, CHILDREN OF THE SEA 7P, FRIEND OF THE SEA 2P SUB: 20P TOTAL 37P
Goblins
SUB TOTALS: 37P, 37P, 37P, 37P, 37P
GOBLINS BASE: A
Gnomes FOREST: ASI 4P
GNOMES BASE: ASI 8P, SPEED -2, LOW LIGHT VISION 2P, IN PLAIN SIGHT 3P, GNOME CUNNING 7P, WEAPON TRAINING 4P TOTAL 22P
FOREST: ASI 4P, NATURAL ILLUSIONIST 2P, SPEAK WITH BEASTS 2P, COMPANIONS FOR LIFE 7P SUB 15P TOTAL 37P
ROCK: ASI 4P, INSTINCTIVE REPAIR 2P, ARTIFICER'S LORE 5P, TINKER'S CRAFT 4P SUB 15P TOTAL 37P
SAND: ASI 4P, SAND SHIFTER 2P, INQUISITIVE EYE 6P, ANCIENT EXPLORERS 3P SUB SUB 15P TOTAL 37P
SALT: ASI 4P, COSMIC GUIDE 2P, NATURAL RECALL 3P STAR GAZER 6P SUB 15P TOTAL 37P
DEEP: ASI 4P, SUPERIOR DARKVISION 3P, ALCHEMICAL CRAFT 6P, SVIRFNEBLIM MAGIC 6P, SUNLIGHT SENSITIVITY -4P SUB 15P TOTAL 37P
SUB TOTALS 37P, 37P, 37P, 37P, 37P
Goliaths
GOLIATHS BASE: ASI 8P, RUNIC SIGHT 2P, LITTLE GIANT 4P, ORAL HISTORIANS 2P TOTAL 16P
FLAME: ASI 4P, HEART OF THE FORGE 6P, BORN OF THE FLAME 5P, FIRE'S LIGHT 6P SUB 21P TOTAL 37P
FROST: ASI 4P, HEART OF THE BLADE 6P, BORN OF FROST 4P, RIME'S WARD 7P SUB 21P TOTAL 37P
STONE: ASI 4P, HEART OF THE HEARTH 6P, BORN OF STONE 4P, STONE'S ENDURANCE 7P SUB 21P TOTAL 37P
STORM: ASI 4P, HEART OF THE SEA 4P, BORN OF THE STORM 7P, STORM'S FURY 6P SUB 20P TOTAL 37P
SUB TOTALS: 37P, 37P, 37P, 37P
Half-Dwarf
HALF-DWARF BASE: ASI 16P, SPEED 2P, LOW LIGHT VISION 2P, DWARVEN RESILIENCE 5P, SKILLED VERSATILITY 5P, LANGUAGE 1P, TOTAL 31P
Half-Elves
HALF-ELVES BASE: ASI 16P, LOW LIGHT VISION 2P, FEY ANCESTRY 2P, SKILL VERSATILITY 5P, TRANCE 5P, LANGUAGES 1P TOTAL 31P
Half-Orcs
HALF-ORCS BASE: ASI 16P, LOW LIGHT VISION 2P, IMPOSING PRESENCE 4P, RELENTLESS ENDURANCE 3P, SKILL VERSATILITY 5P, LANGUAGE 1P TOTAL 31P
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DESERT: ASI 4P, DESERT ADAPTATION 5P, NATURAL BURROWERS 5P SUB 14P TOTAL 37P CORPSEFLOWE
MOUNTAIN: ASI 4P, MOUNTAIN ADAPTATION 4P, NATURAL ARMOR 2P, ALPINE EXPLORERS 4P SUB 14P TOTAL 37P UNDEAD -4P, SUN
JUNGLE: ASI 4P, POISON RESISTANCE 5P, JUNGLE ADAPTATION 5P SUB 14P TOTAL 37P SUB TOTALS: 37
SWAMP: ASI 4P, SWAMP ADAPTATION 6P, SLIPPERY SWIMMERS 4P SUB 14P TOTAL 37P
FROST: ASI 4P, ARCTIC ADAPTATION 4P, BLESSING OF THE AURORA 6P SUB 14P TOTAL 37P
Lizardfolk
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FROST: ASI 4P, ARCTIC ADAPTATION 4P, BLESSING OF THE AURORA 6P SUB 14P TOTAL 37P
Lizardfolk
CAVERN: ASI 4P, CAVERN ADAPTATION 5P, SUPERIOR DARKVISION 3P, SHADE MAGIC 6P, SUNLIGHT SENSITIVITY -4P SUB 14P TOTAL 37P LIZARDFOLK BAS
SUB TOTALS 37P, 37P, 37P, 37P, 37P, 37P, 37P PLAINSWALKE
VENOMFANGS:
Hobgoblin SWAMPDWELL
HOBGOBLIN BASE: ASI 12P, LOW-LIGHT VISION 2P, MARTIAL PROWESS 5P, FEARLESS LEADER 3P, FORTUNE FROM THE MANY 6P, GIFT OF THE FEY 5P, HOSPITALITY + SANDSCALES:
PASSAGE + SPITE 4P TOTAL 37P
SUB TOTALS: 37
Kobolds
Minotaur
KOBOLDS BASE: ASI 8P, SPEED -2P, DARKVISION 4P, TRAP MASTERS 2P, DRACONIC CRY 6P, FLEETING COURAGE 4P TOTAL 22P
MINOTAUR BASE:
SCALEHEARTS: ASI 4P, RUNIC SIGHT 2P, DRACONIC ANCESTRY 0P, DRACONIC RESISTANCE 3P, BREATH WEAPON 6P SUB 15P TOTAL 37P
STONEWARDEN
TRAPCLAWS: ASI 4P, DEFIANT MIND 2P, CRAZED INTUITION 4P, SCRAPPY CRAFTER 2P, IMPROVISED ARTISAN 3P SUB 15P TOTAL 37P
SEAREAVERS: A
RUNTWINGS: ASI 4P, STUNTED WINGS 6P, SKITTISH 5P SUB 14P TOTAL 37P
LABYRINTHIAN
DEEPTAILS: ASI 4P, SUPERIOR DARKVISION 1P, CAVERN CRAWLERS 8P, CAVERN MAGIC 6P, SUNLIGHT SENSITIVITY -4P SUB 15P TOTAL 37P 15P TOTAL 37P
SUB TOTALS 37P, 37P, 37P, 37P SUB TOTALS: 37
Orcs
ORCS BASE: ASI 8P, LOW LIGHT VISION 2P, ORCISH TOUGHNESS 4P, IMPOSING PRESENCE 4P, RELENTLESS ENDURANCE 3P TOTAL 21P
GREEN: ASI 4P, WOODLAND HUNTERS 6P, SAVAGE ATTACKS 6P SUB 16P TOTAL 37P
GRAY: ASI 4P, ALPINE HUNTERS 6P, NATURAL MOUNTAINEERS 6P SUB 16P TOTAL 37P
RED: ASI 4P, ARID HUNTERS 6P, ADRENALINE RUSH 6P SUB 16P TOTAL 37P
DEEP: ASI 4P, SUPERIOR DARKVISION 3P, STOIC HUNTERS 7P, DEEP MAGIC 6P, SUNLIGHT SENSITIVITY -4P SUB 16P TOTAL 37P
SUB TOTALS 37P, 37P, 37P, 37P
Yuan-Ti
YUAN-TI BASE: ASI 12P, LOW-LIGHT VISION 2P, SHARP TONGUE 2P, POISON RESISTANCE 5P, MENTAL RESISTANCE 7P, SNAKE CHARMER 2P, SERPENTINE SPELLCASTING
6P, LANGUAGE 1P TOTAL 37P
BEASTIAL RACES:
AARAKOCRA, CENTUARS, FIRBOLGS, GNOLLS, HARENGON, KENKU, LIZARDFOLK, MINOTAUR, PACHYDAN, TABAXI, TORTLE, URSURAI
Aarakocra
AARAKOCRA BASE: ASI 8P, SPEED -2, DARKVISION 4P, FLIGHT 10P TOTAL 20P
AVARIENS: ASI 4P, KEEN SIGHT 4P, TALONS 2P, DIVE BOMB 7P SUB 17P TOTAL 37P
STRIXENS: ASI 4P, SUPERIOR DARKVISION 1P, TALONS 3P, SILENT SOARING 4P, OUT OF SIGHT 5P SUB 17P TOTAL 37P
SCAVENS: ASI 4P, CARRION EATER 6P, BEAK 2P, HUNGRY MAW 5P SUB 17P TOTAL 37P
SWELLENS: ASI 4P, LITTLE BIRD 3P, FAST FLIGHT 6P, CONTROLLED FLYER 4P SUB 17P TOTAL 37P
SEPHIRENS: ASI 4P, NATURAL MELODY 6P, SONG OF THE SEPHIREN 7P SUB 17P, TOTAL 37P
SUB TOTALS: 37P, 37P, 37P, 37P, 37P
Centaur
CENTAURS BASE: ASI 8P, LARGE 4P, SPEED 6P, EQUINE BUILD -5, LOW LIGHT VISION 2P, MOUNTED COMBATANT 4P, SURE-FOOTED 3P TOTAL 22P
COURSERA: ASI 4P, COURSERAN TOUGHNESS 4P, NATURAL AFFINITY 4P, FEARLESS COMBATANT 3P SUB 15P TOTAL 37P
TAURIS: ASI 4P, ALPINE ADEPT 4P, HOOVES 3P, NATURAL MOUNTAINEER 4P, SUB 15P TOTAL 37P
ALSIED: ASI 4P, NATURAL RECALL 3P, SPEACH OF B&L 2P, HEART OF THE WOODS 6P SUB 15P TOTAL 37P
SUB TOTAL: 37P, 37P, 37P
Gnolls
GNOLLS BASE: ASI 12P, DARKVISION 4P, CARRION EATER 6P, BITE 2P, DREADFUL HUNTERS 5P, SENSITIVE NOSE 4P, RAMPAGE 4P TOTAL 37P
Harengon
HARENGON BASE: ASI 12P, SPEED 2P, HARE-TRIGGER 7P, LEPORINE SENSES 5P, SCRAMPLE STEP 4, LUCKY FOOTWORK 2P, RABBIT HOP 5P TOTAL 37P
Kenku
KENKU BASE: ASI 8P, SPEED -2, LOWLIGHT VISION 2P, ILLUSORY SIGHT 2P, EXPERT DUPLICATION 3P, MIMICRY 3P, KENKU RECALL 7P, LANGUAGE 1P TOTAL 24P
BLACKWINGS: ASI 4P, FALLEN RESISTANCE 3P, ANGELS OF ILLUSION 2P, LIGHT OF FOOT 4P, BLACKWING RECALL 0P SUB 13P TOTAL 37P
SHADEHUNTERS: ASI 4P, NECROTIC RESISTANCE 3P, GRAVE ROBBER 2P, COLLECTOR OF SOULS 4P, SHADEHUNTER RECALL 0P SUB 13P TOTAL 37P
PLAGUEWALKERS: ASI 4P, INFESTED 2P, PESTILENT 5P, RAT CATCHER 2P, PLAGUEWALKER RECALL 0P SUB 13P TOTAL 37P
CORPSEFLOWERS: ASI 4P, DARKVISION 2P, DEATHLY BLOOM 2P, SIX FEET UNDER 2P, UNDEAD FORTITUDE 3P, DEATHLESS NATURE 8P, CORPSEFLOWER RECALL 0P,
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ARBOREAN BASE:
Pachydan
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ARBOREAN BASE:
Pachydan TOTAL 17P
PACHYDAN BASE: ASI 8P, SPEED -2P, LOW LIGHT VISION 2P, POWERFUL BUILD 2P, KEEN SMELL 4P, NATURAL ARMOR 3P, TRUNK 3P, TUSKS 3P TOTAL 23P
ELDERWOOD: A
LOXODON: ASI 4P, LOXODON SERENITY 4P, EIDETIC MIND 6P SUB 14P TOTAL 37P NIGHTSHADE:
MAMODON: ASI 4P, ARCTIC COAT 4P, STAMPEDE 6P SUB 14P TOTAL 37P IRONWOOD: AS
PYRODON: ASI 4P, SURE OF FOOT 4P, NATURE'S GIFT 6P SUB 14P TOTAL 37P EMBERHEART:
SUB TOTALS: 37P, 37P, 37P SPROUTSONG:
MOURNINGWO
Tabaxi WYRWOOD: AS
TABAXI BASE: ASI 8P, DARKVISION 4P, CAT'S LAWS 3P, CUNNING MERCHANT 2P, FELINE AGILITY 4P TOTAL 21P
SUB TOTALS 37
KATARI: ASI 4P, FAST CLAWS 2P, NATURAL SPRINTER 4P, SPEED OF THE WILDS 6P SUB 16P TOTAL 37P
LEORIN: ASI 4P, DEFT CLAWS 1P, LION'S BUILD 4P, PRIMAL ROAR 7P SUB 16P TOTAL 37P
Changeling
SJORI: ASI 4P, ALPINE HUNTERS 4P, MOUNTAIN STALKER 3P, POUNCE 5P SUB 16P TOTAL 37P CHANGELING BAS
THERIN: ASI 4P, JUNGLE CAT 5P, JUNGLE STALKER 3P, DEATH FROM ABOVE 4P SUB 16P TOTAL 37P LANGUAGES 2P TOTA
Tortle
TORTLE BASE: ASI 8P, SPEED -2P, LOW-LIGHT VISION 2P, NATURAL ARMOR 7P, SHELL DEFENSE 2P TOTAL 17P
HARDSHELL: ASI 8P, LONG-LIVED 4P, DESERT CARAVAN 3P, STURDY BUILD 5P SUB 20P TOTAL 37P
SEAFARER: ASI 4P, OCEANIC TRAVELER 4P, CHILDREN OF THE SEA 6P, SEA DOG 4P, DARKVISION 2P SUB 20P TOTAL 37P
SNAPJAW: ASI 4P, SWAMP DWELLER 3P, AMBUSH PREDATOR 5P, AQUATIC STALKER 5P, SNAPPING JAWS 3P SUB 20P TOTAL 37P
DRACONSBLOOD: ASI 4P, OCEAN SWIMMER 3P, DRACONIC ANCESTRY 6P, STEAM BREATH 7P SUB 20P TOTAL 37P
SUB TOTALS: 37P, 37P, 37P, 37P
Ursurai
URSURAI BASE: ASI 8P, SPEED -1P, LOW LIGHT VISION 2P, POWERFUL BUILD 2P, HIBERNATION 4P, NATURAL ARMOR 3P, TOOTH & NAIL 5P TOTAL 23P
GHAZIR: ASI 4P, FOREST CLIMBER 5P, NATURAL GRAPPLER 5P SUB 14P TOTAL 37P
MINTARI: ASI 4P, ARCTIC COAT 4P, TUNDRAN SWIMMER 4P, FROZEN WANDERER 2P SUB 14P TOTAL 37P
AILLUREI: ASI 4P, CARETAKER 3P, INNER PEACE 4P, SURE-FOOTED 3P SUB 14P TOTAL 37P
NOCTURAN: ASI 4P, SUPERIOR DARKVISION 3P, FLEET OF FEATHER 5P, NOCTURAN'S LEAP 2P SUB 14P TOTAL 37P
SUB TOTALS: 37P, 37P, 37P, 37P
EXOTIC RACES:
AASIMAR, ARBOREANS, CHANGELINGS, DRAGONBORN, ELADRIN, FAIRIES, GENASI, GITH, SATYR, SHADAR-KAI, TIEFLING, TRITON, WARFORGED
Aasimar
AASIMAR BASE: LOW-LIGHT VISION 2P, CELESTIAL ANCESTRY 0P, CELESTIAL RESISTANCE 3P, CELESTIAL REVELATION 5P TOTAL 10P
PROTECTOR: ASI 8P, RADIANT RESISTANCE 3P, RADIANT SOUL 4P SUB 15P TOTAL 25P
EVERBLOOM: ASI 4P, BUD OF BLOOM 2P, SPEECH OF L&B 2P, SONG OF THE WILDS 4P SUB 12P TOTAL 37P
TRUTHSEER: ASI 4P, VOICE OF TRUTH 2P, ILLUSORY SIGHT 2P, JUDGE & JURY 4P SUB 12P TOTAL 37P
WINDWALKER: ASI 4P, BREATH OF WIND 2P, UNENDING BREATH 2P, MAELSTROM 4P SUB 12P TOTAL 37P
SNOWFELL: ASI 4P, SONG OF SNOW 2P, FROST WALKER 2P, SNOWSTORM 4P SUB 12P TOTAL 37P
BRIGHTHEART: ASI 4P, BEARER OF LIGHT 2P, FEARLESS 2P, TOUCH OF FLAME 4P SUB 12P TOTAL 37P
SUB TOTALS 37P, 37P, 37P, 37P, 37P
SCOURGE: ASI 8P, NECROTIC RESISTANCE 3P, NECROTIC SHROUD 4P SUB 15P TOTAL 25P
BLIGHTSWORNE: ASI 4P, INFESTED 2P, BLIGHTSPEAKER 2P, WITHERED FORM 4P SUB 12P TOTAL 37P
ACIDTONGUE: ASU 4P, ACIDIC DRIP 2P, ANGEL OF INNOVATION 2P, RUIN & WROUGHT 4P SUB 12P TOTAL 37P
STORMLIGHT: ASI 4P, HEART OF SPARKS 2P, RUNIC SIGHT 2P, STATIC SPRINT 4P SUB 12P TOTAL 37P
DEATHWALKER: ASI 4P, TOUCH OF THE GRAVE 2P, SPEECH OF THE DAMNED 2P, OF DEATH & DECAY 4P SUB 12P TOTAL 37P
NETHERBORN: ASI 4P, FIRESTARTER 2P, DARKVISION 2P, SEARING COMBATANT 4P SUB 12P TOTAL 37P
SUB TOTALS 37P, 37P, 37P, 37P, 37P
FALLEN: ASI 8P, FALLEN TOUGHNESS 4P, RADIANT CONSUMPTION 3P SUB 15 TOTAL 25P
GREENREAVER: ASI 4P, FALLEN SAGE 4P, IMMUTABLE WILL 4P SUB 12P TOTAL 37P
CAUSTICHEART: ASI 4P, FALLEN EXPLORER 4P, HONORED WARRIOR 4P SUB 12P TOTAL 37P
WAYFINDER: ASI 4P, FALLEN WANDERER 4P, FREEDOM FIGHTER 4P SUB 12P TOTAL 37P
GRAVEWARDEN: ASI 4P, FALLEN PRIEST 4P, UNWAVERING FAITH 4P SUB 12P TOTAL 37P
ASHEGUARD: ASI 4P, FALLEN HUNTER 4P, SEARING SOUL 4P SUB 12P TOTAL 37P
SUB TOTALS 37P, 37P, 37P, 37P, 37P
Arboreans
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Gith
Dragonborn
GITH: ASI 8P, PSYCH
DRAGONBORN BASE: LOW LIGHT VISION 2P, DRACONIC RESISTANCE 3P, BREATH WEAPON 6P TOTAL 11P
GITHYANKI: AS
METALLIC DRAGONBORN: ASI 8P, HONORED DISPOSITION 2P, METALLIC SCALES 4P, MAGNETIC BREATH 2P SUB 16P TOTAL 27P
GITHZERAI: AS
COPPER: ASI 4P, LIFE OF THE CLAN 2P, OXIDIZED DEFENSE 4P SUB 10P TOTAL 37P
IRON: ASI 4P, IRON ARTISAN 2P, ACIDIC REACTION 4P SUB 10P TOTAL 37P SUB TOTALS: 37
COBALT: ASI 4P, RUNIC SIGHT 2P, STATIC DEFENSE 4P SUB 10P TOTAL 37P
Satyr
SILVER: ASI 4P, NATURAL LINGUIST 2P, FROSTED DEFENSE 4P SUB 10P TOTAL 37P
SATYR BASE: ASI 1
GOLD: ASI 4P, POWERFUL BUILD 2P, SEARING CHARGE 4P SUB 10P TOTAL 37P
SUB TOTALS: 37P, 37P, 37P, 37P, 37P Shadar-Kai
SHADAR-KAI BASE
CHROMATIC DRAGONBORN: ASI 8P, INTIMIDATING PRESENCE 2P, CLAWS 3P, DRACONIC FEAR 3P SUB 16P TOTAL 27P
SUNLIGHT SENSITIVITY
GREEN: ASI 4P, FORESTED RESILIENCE 3P, DEBILITATING BREATH 3P SUB 10P TOTAL 37P
BLACK: ASI 4P, SWAMP SWIMMER 4P, ACIDIC BREATH 2P SUB 10P TOTAL 37P
BLUE: ASI 4P, OCEAN SWIMMER 3P, THUNDEROUS BREATH 3P, SUB 10P TOTAL 37P
WHITE: ASI 4P, FROZEN WANDERER 3P, FRIGID BREATH 3P SUB 10P TOTAL 37P
RED: ASI 4P, DESERT CARAVAN 3P, INTENSIVE FLAMES 3P SUB 10P TOTAL 37P
SUB TOTALS: 37P, 37P, 37P, 37P, 37P
GEM DRAGONBORN: ASI 8P, INSIGHTFUL MIND 2P, PSIONIC MIND 4P, ETHEREAL BREATH 2P SUB 16P TOTAL 27P
EMERALD: ASI 4P, EMPATHIC MIND 3P, PSIONIC RESTORATION 3P SUB 10P TOTAL 37P
AMETHYST: ASI 4P, ETHEREAL SIGHT 2P, RIFTWALKER 4P, SUB 10P TOTAL 37P
SAPPHIRE: ASI 4P, QUICK THINKING 3P, SAPPHIRE'S CELERITY 3P SUB 10P TOTAL 37P
DIAMOND: ASI 4P, UNYIELDING MIND 2P, DIAMOND DURABILITY 4P SUB 10P TOTAL 37P
RUBY: ASI 4P, FATEWALKER 3P, FLAMES OF FORESIGHT 3P SUB 10P TOTAL 37P
SUB TOTALS: 37P, 37P, 37P, 37P, 37P
Eladrin
ELADRIN BASE: ASI 8P, LOW-LIGHT VISION 2P, FEY ANCESTRY 2P, TRANCE 5P, FEY STEP 5P, SHIFTING SEASONS 3P TOTAL 25P
AUTUMN: ASI 4P, STEP OF THE FALLEN LEAVES 2P, MAGICS OF THE AUTUMN COURT 6P SUB 12P TOTAL 37P
WINTER: ASI 4P, STEP OF THE NORTHERN WINDS 2P, MAGICS OF THE WINTER COURT 6P SUB 12P TOTAL 37P
SPRING: ASI 4P, STEP OF THE EVENING BLOOM 2P, MAGICS OF THE SPRING COURT 6P SUB 12P TOTAL 37P
SUMMER: ASI 4P, STEP OF THE RISING SUN 2P, MAGICS OF THE SUMMER COURT 6P SUB 12P TOTAL 37P
SUB TOTALS: 37P, 37P, 37P, 37P
Fairies
FAIRIES BASE: ASI 16P, SIZE -4P, SPEED -6P, LOW LIGHT VISION 2P, FEY ANCESTRY 2P, SPEECH OF B&L 2P, TRANCE 5P, FLIGHT 12P, FEY MAGIC 8P TOTAL 37P
Firbolg
FIRBOLG BASE: ASI 12P, SPEED 2P, FEY ANCESTRY 2P, POWERFUL BUILD 2P, NATURAL RECALL 3P, SPEECH OF B&L 2P, ORAL HISTORIANS 2P, HIDDEN STEP 4P,
FIRBOLG MAGIC 7P, LANGUAGE 1P TOTAL 37P
Genasi
GENASI BASE: LOW LIGHT VISION 2P, ELEMENTAL RESISTANCE 3P, ELEMENTAL CONSUMPTION 6P TOTAL 11P
DIVINE: ASI 8P, DIVINE ANCESTRY 5P, SUB 13P TOTAL 24P
CRYSTAL: ASI 4P, CRYSTALLINE SKIN 3P, RESONANT FORM 6P SUB 13P TOTAL 37P
ICE: ASI 4P, FROSTWALKER 3P, FROZEN HEART 6P SUB 13P TOTAL 37P
LIGHT: ASI 4P, HEALING HANDS 3P, LIGHT TOUCHED 6P SUB 13P TOTAL 37P
LIGHTNING: ASI 4P, STATIC STEP 3P, CONDUCTIVE CASTING 6P SUB 13P TOTAL 37P
SUB TOTALS 37P, 37P, 37P, 37P
ACCURSED: ASI 8P, ACCURSED ANCESTRY 5P, SUB 13P TOTAL 24P
ASH: ASI 4P, ASHEN FORM 3P, FROM THE ASHES 6P SUB 13P TOTAL 37P
SALT: ASI 4P, NATURALLY PRESERVED 3P, SALTY TO THE TOUCH 6P SUB 13P TOTAL 37P
DUST: ASI 4P, THE DUST REMEMBERS 3P, DUST TO DUST 6P SUB 13P TOTAL 37P
VACUUM: ASI 4P, EYES OF THE VOID 3P, TOUCHED BY THE VOID 6P SUB 13P TOTAL 37P
SUB TOTALS: 37P, 37P, 37P, 37P
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Tieflings
TIEFLING BASE: ASI 8P, DARKVISION 4P, DEVILISH CHARM 7P TOTAL 19P
AVERNUS: ASI 4P, FIRE RESISTANCE 5P, SPAWN OF WRATH 3P, LEGACY OF AVERNUS 6P SUB 18P TOTAL 37P
DIS: ASI 4P, IRON RESISTANCE 6P, SPAWN OF ENVY 2P, LEGACY OF DIS 6P SUB 18P TOTAL 37P
MINAUROS: ASI 4P, POISON RESISTANCE 5P, SPAWN OF GREED 3P, LEGACY OF MINAUROS 6P SUB 18P TOTAL 37P
PLEGETHOS: ASI 4P, THUNDER RESISTANCE 3P, SPAWN OF LUST 5P, LEGACY OF PHLEGETHOS 6P SUB 18P TOTAL 37P
STYGIA: ASI 4P, OCEANIC RESISTANCE 3P, SPAWN OF DESPAIR 5P, LEGACY OF STYGIA 6P SUB 18P TOTAL 37P
MALBOLGE: ASI 4P, ACID RESISTANCE 3P, SPAWN OF GLUTTONY 5P, LEGACY OF MALBOLGE 6P SUB 18P TOTAL 37P
MALADOMINI: ASI 4P, PSYCHIC RESISTANCE 3P, SPAWN OF SLOTH 5P, LEGACY OF MALADOMINI 6P SUB 18P TOTAL 37P
CANIA: ASI 4P, FORCE RESISTANCE 3P, SPAWN OF PRIDE 5P, LEGACY OF CANIA 6P SUB 18P TOTAL 37P
NESSUS: ASI 4P, SPAWN OF DARKNESS 1P, INFERNAL RESISTANCE 3P SPAWN OF THE HELLS 10P SUB 18P TOTAL 37P
SUB TOTALS: 37P, 37P, 37P, 37P, 37P, 37P, 37P, 37P, 37P
Tritons
TRITON BASE: ASI 8P, SPEED -2P, DARKVISION 4P, SWORN TO THE SEAS 6P, EMISSARY OF THE SEA 2P TOTAL 18P
WAVERIDERS: ASI 4P, MASK OF THE SHORES 4P, TRAINING OF THE SEAS 5P, WINDWALKERS 6P SUB 19P TOTAL 37P
LIGHTWATERS: ASI 4P, CURRENT CONTROL 5P, TRAINING OF THE TIDES 4P, LIGHTWATER MAGICS 6P SUB 19P TOTAL 37P
MARINEVEILS: ASI 4P, SILENT SWIMMING 3P, MASK OF THE SEA 6P, MARINEVEIL MAGICS 6P SUB 20P, TOTAL 37P
CORALHEART: AST 4P, POISON RESISTANCE 5P, POWERFUL BUILD 2P, NATURAL ARMOR 2P, ANEMONIC DEFENSE 6P SUB 19P TOTAL 37P
GLOWLEER: ASI 4P, ILLUSORY SIGHT 2P, TRAINING OF THE DEPTHS 5P, BIOLUMINESCENT 2P, GLOWLEER MAGICS 6P SUB 19P, TOTAL 37P
FORGESWORN: ASI 4P, RUNIC SIGHT 2P, VOLCANIC CRAFTSMEN 2P, FIRE RESISTANCE 5P, FORGESWORN 6P SUB 19P, TOTAL 37P
DEEPTRENCH: ASI 8P, SUPERIOR DARKVISION 1P, ABYSSAL TELEPATHY 8P, TRENCHSPAWN MAGICS 6P, SUNLIGHT SENSITIVITY -4P SUB 13P
TOTALS: 37P, 37P, 37P, 37P, 37P, 37P, 37P
Warforged
WARFORGED BASE: ASI 8P, LIVING CONSTRUCT PROS 9P, LIVING CONSTRUCT HEALING -7P, SENTRY'S REST 2P, INTEGRATED TOOL 3P, INTEGRATED PROTECTION 6P
TOTAL 21P
ENVOY: ASI 4P, TRANSLATOR 4P, MULTI-TOOL 3P, BUILT TO SERVE 5P SUB 16P TOTAL 37P
JUGGERNAUT: ASI 4P, POWERFUL BUILD 2P, SELF STABILIZING 3P, SIEGE PISTONS 3P, INTEGRATED ARMAMENT 4P SUB 16P TOTAL 37P
SCRIBE: ASI 4P, SCHOLARLY CONSTRUCTION 3P, ARCANE CORE 4P, SCHOLAR'S MAGIC 6P SUB 16P TOTAL 37P
SKIRMISHER: ASI 4P, LOW-LIGHT VISION 2P, FLEET OF FOOT 5P, SKIRMISHER'S INTEGRATION 5P SUB 16P TOTAL 37P
SURVEYOR: ASI 4P, DARKVISION 4P, SURVEYOR'S RECALL 3P, EXPLORATORY INTEGRATION 1P, DESIGNATED EXPLORER 4P SUB 16P TOTAL 37P
SUB TOTALS: 37P, 37P, 37P, 37P, 37P
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Common Racial References: Paul Mafayon, Nixell Cho, Mad 1984, ivanStan13, Astri Lohne, Bayard Wu, huadong lan, Nat Vitchayed,
KONSTA NIKKILÄ, Ellywick, JAKE PEREZ, I-GUYJIN-I, Helder ALMEIDA, Artem Demura, Tiago Alexandre, Michele Parisi, Denman Rooke,
Kamikazuh, Charlie-Bowater, LIGANG ZHENG, Akim Kaliberda, Wei Wang, Night Cafe Creator, Uncredited, ScifiDan96, LAKE HURWITZ
Monstrous Racial References: Uncredited, SvetoslavPetrov, Maria Trepalina, Mark Zug, Pedro Ambrozio, Clark Ocleasa, Chris Zee, Haco1,
ThatArtJack, Jae Pil Lee, Ludovico Tellatin, Stanton Feng, Weijia Yu, kylin li, Caroline Gariba,
Beastial Races: HardLof, Arannis the Sky Lord of Kesser City, Christina Kraus, TheRafaArts, Caio Santos, k-atrina, Jingyu Wen, artofneight,
LozanoX, LozanoX, Isabell Bartnicki, Slawomir Maniak, theDURRRRIAN, Hoken45, Robjenx, Timi Honkanen, Vagelio, ThemeFinland, Wisnu
Art Credit (In Order of Appearance)
Art Credit
Tan, FilterArtPhillter, Gpzang, enterry, Carlos Betancourt, (In Order
CaraidArt, Auroreof Appearance)
Folny, Annie Doyon, Francell Garrote, Dante D. Corvino, Annie
Doyon, Heroes of Newerth, Maximilian Degen, Tocs Srednalf, Uncredited, Veli Nyström
Exotic Races: Lily Abdullina, Uncredited, ringasure, soft-h, Uncredited, Uncredited, Anna Tang, Tocs Srednalf, bachzim, Lane Brown,
TyphonArt, Uncredited, Jeff Chen, Veli Nyström, matthewlok698, Sam Santala, Sam Santala, ThemeFinland, Thanet Thanakij(A-kuma),
gustavotupi, Aleksey Iromonik, Alexandre Chaudret, Uncredited, Fahmi Fauzi, Tim Shepherd, page-10, Eamonn M, IVAN TAO, Alexander
Korepov, Uncredited, 20xx - NFT ART STUDIO, OhHeyItsKaylaK, Uncredited, len-yan, Zhuyi1, Lily Abdullina, Tyler Jacobson, Isabell
Bartnicki, Ann Jean, Uncredited, Billy Christian, Sam Santala, Uncredited, Uncredited, RobotDelEspacio, Jesper Ejsing, EM-MIKA, DeniiTSM,
Devtexture, JasonTN, MaruMun, Tamás Patkós
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