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Races

D &D 5e
This race guide is a bundle of all races
known so far in D&D 5e, as originally
described in the books and released
Unearthed Arcana as of 14-2-2017.

All races are sorted by alphabetical


order.

Please buy the books if you are inte-


rested in reading more about D&D.

The original creator of this document


bundled the races, they do not own
this content.

They did not add examples for names,


as most people like using name gene-
rators for this.

If you print this document double-


sided on A4 paper, every sheet of
paper will contain one race.
Aasimar
Aasimar bear within their souls the light of
Scourge Aasimar


Ability Score Increase. +1 con.
Radiant Consumption. Atarting at
the heavens. They are descended from hu- 3rd level, you can use your action to unleash
mans with a touch of the power of Mount Ce- the divine energy within yourself, causing a
lestia, the divine realm of many lawful good searing light to radiate from you, pour out of
deities. Aasimar are born to serve as champi- your eyes and mouth, and threaten to char
ons of the gods, their births hailed as blessed you.
events. They are a people of otherworldly Your transformation lasts for 1 minute or
visages, with luminous features that reveal until you end it with a bonus action. During
their celestial heritage. it, you shed bright light in a 10 foot radius
and dim light for an additional 10 feet, and at
Aasimar Traits the end of each of your turns, you and each
Ability Score Increase. +2 cha. creature within 10 feet of you take radiant
Age. Adult at 18, live up to 160. dmage equal to half your level (rounded up).
Alignment. Usually lawful good, out- In addition, once on each of your tuens, you
casts are most often neutral or even evil. can deal extra damage to it with an attack or
Size. Medium. 5-6 ft, about 125-250 a spell. The extra radiant damage equals your
pounds. level.
Speed. 30 ft. Once you use this trait, you cant use it again
Vision. Darkvision 60 ft. unless you have finished a long rest.
Languages. Common, Celestial.
Celestial Resistance. You have resis- Scourge aasimar are imbued with a divine
tance to necrotic damage and radiant dam- energy that blazes intensely within them. It
age. feeds a powerful desire to destroy evil - a de-
Healing hands. As an action, you sire that is, at its best, unflinching and, at its
can touch a creature and cause it to regain a worst, all-consuming. Many scourge aasimar
number of hit points equal to your level. Once wear masks to block out the world and focus
you use this trait, you cant use it again until on containing this power, unmasking them-
you finish a long rest. selves only in battle.
Light Bearer. You know the light cn-
trip. Charisma is your spellcasting ability for Fallen Aasimar
it. Ability Score Increase. +1 con.
Necrotic Shroud. Starting at 3rd level,
Protector Aasimar you can use your action to unleash the divine
Ability Score Increase. +1 wis. energy within yoursel, causing your eyes to
Radiant Soul. Starting at 3rd level, you turn into pools of darkness and twho skele-
can use your action to unleash divine energy tal, ghostly, flightless wings to sprout from
within yourself, causing your eyes to glim- your back. The instant you transform, other
mer and two luminous, incorporeal wings to creatures within 10 feet of you that you can
sprout from your back. see must each succeed on a charisma saving
Your transformation lasts for 1 minute or until throw (DC8 + proficiency bonus + your cha.
you end it as a bonus action. During it, you mod.) or become frightened of you until the
have a flying speed of 30 feet, and once on end of your next turn.
each of your turns, you can deal extra radiant Your transformation lasts for 1 minute or until
damage to one target when you deal damage you end it as a binus action. During it, once
to it with an attack or spell. The extra radiant on each of your turns, you can deal extra
damage equals your level. necrotic damage to one target when you deal
Once you use this trait, you cant use it again gamage to ith with an attack or a spell. The
until you finish a long rest. necrotic damage equals your level.
Once you use this trait, you cant use it
Protector aasimar are charged by the pow- again until you finish a long rest.
ers of good to guard the weak, to strike at
evil wherever it arises, and to stand vigilant An aasimar who was touched by dark powers
against the darkness. From a young age, a as a youth or who turns evil in early adult-
protector aasimar receives advise and direc- hood can become one of the fallen - a group
tives that urge to stand against evil. of aasimar whose inner light has been re-
placed by shadow. Angelic Guide
d6 Name
Celestial Champions 1 Taladriel
Aasimar are placed in the world to serve as 2 Myllandra
guardians of law and good. Their patrons ex- 3 Seraphina
pect them to strike at evil, lead by example, 4 Galladia
and further the cause of justice. 5 Mykiel
From an early age, an aasimar receives vi- 6 Valandras
sions and guidance from celestial entities via
dreams. These dreams help shape an aasi- d6 Name
mar, granting a sense of destiny and a desire 1 Bookish and lecturing
for righteousness. 2 Compassionate and hopeful
Each Aasimar can count a specific celestial 3 Practical and lighthearted
agent of the gods as a guide. This entity is 4 Fierce and vengeful
typically a deva, an angel who acts as a mes- 5 Stern and judgmental
senger to the mortal world. 6 Kind and parental

Hidden Wanderers Conflicted Souls


While aasimar are strident foes of evil, they Despite its celestial origin, an aasimar is
typically prefer to keep a low profile. An aa- mortal and possesses free will. Most aasimar
simar inevitably draws the attention of evil follow their ordained path, but some grow to
cultists, fiends and other enemies of good, see their abilities as a curse. These disaffect-
all of whom would be eager to strike down a ed aasimar are typically content to turn away
celestial champion if they had the chance. from the world, but a few become agents of
When traveling, aasimar prefer hoods, closed evil. In their minds, their exposure to ce-
helms, and other gear that allows them to lestial powers amounted to little more than
conceal their identities. They nevertheless brainwashing.
have no compunction about striking openly at Evil Aasimar make deadly foes. The radiant
evil. The secrecy they desire is never worth power they once commanded becomes cor-
endangering the innocent. rupred into a horrid, draining magic. And
their angelic guides abandon them.
Aasimar Guides Even Aasimar wholly dedicated to good
An aasimar, except for one who has turned sometimes feel torn between two worlds. The
to evil, has a link to an angelic being. That angels tht guide them see the world from
being - usually a deva - provides guidance to a distant perch. An aasimar who wishes to
the aasimar, though this connection functions stop and help a town recover from a drought
only in dreams. As such, the guidance is not might be told by an angelic guide to push for-
a direct command or a simple spoken word. ward on a greater quest. To a distant angel,
Instead, the aasimar receives visions, proph- saving a few commoners might pale in com-
ecies, and feelings. parison to defeating a cult of Orcus. An aasi-
The angelic being is far from omniscient. Its mars guide is wise but not infallible.
guidance is based on its understanding of the
tenets of law and good, and it might have in- Aasimar Names
sight into combating especially powerful evils Most Aasimar are born from human parents,
that it knows about. and they use the same naming conventions
As a part of fleshing out an aasimar charac- as their native culture.
ter, consider the nature of that characters
angelic guide. The Angelic Guide tables offer
names and natures that you can use to flesh
out your characters guide.
Changeling
Changelings are subtle shapeshifters capable
Description
Changelings can look like anyone at any
given time though they do have a true form.
Their natural look can be scary to some due
of disguising their appearance. Their ability to their lack of detail and distinctive features.
to adopt other creatures guises makes them Their skin tone is always pale, the darkest
consummate spies and criminals. tone some have is a light grey. They have
large white eyes but have no pupils and are
Changeling Traits circled by thick black rings. Their noses are
Ability Score Increase. +1 dex, +1 small and subtle with no detail. The change-
cha. lings body structures are slender, even more
Age. Adult at 15, live up to 400. so than elves and border on being frail. Their
Alignment. No usual alignment. hair colour is most commonly a light shade
Size. Medium. 5-6 ft, about 125 of silver followed by platinum and blonde. In
pounds. rarer cases their hair can be pale shades of
Speed. 30 ft. green, pink and blue. Also similar to elves the
Vision. Darkvision 60 ft. changeling lack body and facial hair.
Languages. Common and two extra
languages of choice. Changeling Names
Duplicity. You gain proficiency in the Changeling names are usually monosyllabic
Deception skill. and seem to other races more like nicknames
Shapechanger. As an action, you can than proper names. In fact, changelings
polymorph into any humanoid of your size collect names and may go by entirely differ-
that you have seen, or back into your true ent names in different social circles. They
form. However, your equipment does not make no distinction between male and female
change with you. If you die, you revert to names.
your natural appearance.
Languages. Common and two other
languages of your choice.

Personality
Changelings are commonly harmless, passive
people and are uninterested in politics and
social affairs. Due to their capricious ways of
life many people have come to distrust the
changelings which has led to them becoming
social recluses or more commonly has pushed
them to create fake identities to escape per-
secution.
Having no culture of their own the changeling
slip into others societies and blend in. Rather
than creating their own art and achievements
the Changeling are happy with claiming other
societies as their own. This nomadic lifestyle
has led the changeling to become exception-
ally adaptable people.
Changeling will not simply shapeshift into a
new person but rather create a new whole
one. Most changeling will set up a handful of
personas so if one is compromised they can
disappear and switch to one of their others.
Their personas that they create are incredibly
realistic and have their own personality traits,
backgrounds and network of friends. The
changeling can be evasive and will often try
to avoid confrontation or anything that will
draw attention to themselves.
Dragonborn
Born of dragons, as their name proclaims,
Dragonborn look very much like dragons
standing erect in humanoid form, though they
lack wings or a tail. The first dragonborn had
scales of vibrant hues matching the colors
the drgonborn walk proudly through a world of their dragon kin, but generations of inter-
that greets them with fearful incomprehen- breeding have greated a more uniform ap-
sion. Shaped by draconic gods or the dragons pearance. Their small, fine scales are usually
themselves, dragonborn originally hatched brass or bronze in color, sometimes ranging
from dragon eggs as a unique race, combin- to scarlet, rust, gold or copper-green. They
ing the best attributes of dragons and hu- are tall and strongly built, often standing
manoids. Some dragonborn are faithful ser- close to 6,5 ft. tall and weighing 300 pounds
vants to true dragons, others form the ranks or more. Their hands and feet are strong, tal-
of soldiers in great wars, and still others find onlike claws with three fingers and a thumb
themselves adrift, with no clear calling in life. on each hand.
The blood of a particular type of dragon runs
Human Traits very strong through some dragonborn clans.
Ability Score Increase. +2 str, +1 These dragonborn often boast scales that
cha. more closely match those of their dragon an-
Age. Adult at 15, live up to 80. cestor- bright red, green, blue or white, lus-
Alignment. Mostly good, else evil. trous black, or gleaming metallic gold, silver,
Size. Medium. 6 ft, about 250 pounds. brass, copper, or bronze.
Speed. 30 ft.
Vision. Normal vision. Self-Sufficient Clans
Languages. Common and Draconic. To any dragonborn, the clan is more import-
ant than life itself. Dragonborn owe their
Draconic Ancestry devotion and respect to their clan above all
You have draconic ancestry. Choose one type else, even the gods. Each dragonborns con-
of dragon from the Draconic Ancesty table duct reflect onthe honor of his or her clan,
below. Your breath weapon and dmage resis- and bringing dishonor to the clan can result in
tance are determined by the dragon type, as expulsion and exile. Each dragonborn knows
shown in the table. you have reistance to the his or her station and duties within the clan,
damage type associated with your draconic and honor demands maintaining the bounds
ancestry of that position.
A continual drive for self-improvement re-
Dragon Damage Breath Weapon flects the self-sufficiency of the race as a
Type whole. Dragonborn value skill and excellence
in all endeavors. They hate to fail, and they
Black Acid 5 by 30 ft. line push themselves to extreme efforts before
(Dex. Save) they give up on something. A dragonborn
Blue Lightning 5 by 30 ft. line holds mastery of a particular skill as a ;ife-
(Dex. Save) time goal. Members of other taves who share
Brass Fire 5 by 30 ft. line the same commitment find it easy to earn the
(Dex. Save) respect of a dragonborn.
Bronze Lightning 5 by 30 ft. line Though all dragonborn strive to be self-suffi-
(Dex. Save) cient, they recognize that help is sometimes
Copper Acid 5 by 30 ft. line needed in difficult situations. But the best
(Dex. Save) source for such help is the clan, and when the
Gold Fire 15 ft. cone (Dex. clan needs help, it turns to another dragon-
Save) born clan before seeking aid from other rac-
Green Poison 15 ft. cone (Con. es- or even from the gods.
Save)
Red Fire 15 ft. cone (Dex. Uncommon appearance
Save) In cities, it is a bit more common to see drag-
Silver Cold 15 ft. cone (Con. onborn walking about. However, the common
Save) folk outside the cities are not used to seeing
White Cold 15 ft. cone (Con. dragonborn. Unless the dragonborn starts
Save) breathing fire and causing destruction, people
Proud Dragon Kin are likely to respond with caution rather than
outright fear.

Dragonborn Names
Dragonborn have personal names given at
birth, but they put their clan names first as
a mark of honor. A childhood name or nick-
name is often used along clutchmates as a
descriptive term of endearment. The name
might recall an event or center on a habit.
Dwarf
Kingdoms rich in ancient grandeur, halls
The shield dwarves of northern Faern, as
well as the ruling Hylar clan and the noble
Daewar clan of Dragonlance, are mountian
dwarves.
carved into the roots of the mountains, the
echoing of picks and hammers in deep mines Short and Stout
and blazing forges, a commitment to clan Bold and hardy, dwarves are known as skilled
and tradition and a burning hatred of goblins warriors, miners and workers of stone and
and orcs- these common threads unite all metal. Though they stand well under 5 feet
dwarves. tall, dwarves are so broad and compact that
they can weigh as much as a human stand-
Dwarf Traits ing nearly two feet taller. Their courage and
Ability Score Increase. +2 con. endurance are also easily a match for any of
Age. Adult at 50, live up to 350. the larger folk.
Alignment. Usually lawful. Dwarven skin ranges from deep brown
Size. Medium. 4-5 ft, about 150 to a paler hue tinged with red, but the most
pounds. common shades are light brown or deep tan,
Speed. 25 ft, is not reduced by armor. like certain tones of earth.
Vision. Darkvision 60 ft. Their hair, worn long but in sim-
Languages. Common and Dwarvish. ple styles, is usually black, gray, or brown,
Dwarven Resilience. You have ad- though paler dwarves often have red hair.
vantage on saving throws against poison and Male dwarves value their beards highly and
you have resistance against poison damage. groom them carefully.
Dwarven combat training. You have
proficiency with the battleaxe, handaxe, light Long Memory, Long grudges
hammer and warhammer. Dwarves can live to be more than 400 years
Tool proficiency. You gain proficiency old, so the oldest living dwarves often re-
with the artisans tools of your choice: smiths member a very different world. For example,
toold, brewers supplies or masons tools. some of the oldest dwarves in Citadel Felbarr
Stonecunning. Whenever you make (in the world of Forgotten Realms) can recall
an intelligence (history) check related to the the day, more than 3 centuries ago, when
origin of stonework, you are considered profi- orcs conquered the fortress and drove them
cient in the History skill and add double your into an exile that lasted over 250 years. This
proficiency bonus to the check, instead of longevity grants them a perspective on the
your normal bonus. world that shorter-lived races such as hu-
mans and halflings lack.
Hill Dwarf Dwarves are solid and enduring like the
Ability Score Increase. +1 wis. mountians they love, weathering the passage
Dwarven toughness. Your hit point of centuries with stoic endurance and little
maximum increases by 1, and it increases by change. They respect the traditions of their
every 1 every time you gain a level. clans, tracing their ancestry back to ther
founding of their most ancient strongholds
As a hill dwarf, you have keen senses, deep in the youth of the world, and dont abandon
intuitio, and a remarkably high resilience. those traditions lightly. Part of those tradi-
The gold dwarves of Faern in their mighty tions is devotion to the gods of the dwarves,
southern kingdom are hill dwarves, as are the who uphold the dwarven ideals of industrial
exiled Neidar and the debased Klar of Krynn labor, skill in battle and devotion to the forge.
in the Dragonlance setting. Individual dwarves are determined and
loyal, true to their word and decisive in ac-
Mountain Dwarf tion, sometimes to the point of stubbornness.
Ability Score Increase. +2 str Many dwarves have a strong sense of jus-
Dwarven Armor Training. You have tice, and they are slow to forget wrongs they
proficiency with light and medium armor. have suffered. A wrong done to one dwarf
is a wrong done to the dwarfs entire clan.
As a mountain dwarf, youre strong and har- So what begins as one dwarfs hunt for ven-
dy, accustomed to a difficult life in rugged geance can become a full-blown clan feud.
terrain. Youre probably on the tall side (for
a dwarf), and tend toward lighter coloration.
Clans and Kingdoms
Dwarven kingdoms stretch deep beneath the Dwarf Names
mountains where the dwarves mine gems and A dwarfs name is granted by a clan elder, in
precious metals and forge items of wonder. accordance with tradition. Every proper dwar-
They love the beauty and artistry of pre- ven name has ben used and reused down
cious metals and fine jewelry, and in some through the generations. A dwarfs name
dwarves this love festers into avarice. What- belongs to the clan, not to the individual. A
ever wealth they cant find in their moun- dwarf who misuses or brings shame to a clan
tains, they gain through trade. They dislike name is stripped of the name and forbidden
boats, so enterprising humans and halflings by law to use any dwarven name in its place.
frequently handle trade in dwarven goods
along water routes. Trustworthy members
of other races are welcome in dwarf settle-
ments, though some areas are off limits to
even them.
The Chief unit of dwarven society is the
clan, and dwarves highly value social stand-
ing. Even dwarves who live far from their own
kingdoms cherish their clan identitiess and
affliations, recognize related dwarves and
invoke their ancestorsnamees in oaths and
curses. To be clanless is the worst fate that
can befall a dwarf.
Dwarves in other lands are typically
artisans, especially weaponsmiths, armor-
ers, and jewelers. Some become mercenaries
or bodyguards, highly sought after for their
courage and loyalty.

Gods, Gold and Clan


Dwarves who take up the adventuring life
might be motivated by a desire for treasure-
for its own sake, for a specific purpose or
even out of an altruistic desire to help others.
Other dwarves are driven by the command or
inspiration of a deity, a direct callingor sim-
ply a desire to bring glory to one of the dwarf
gods. Clan and ancestry are also important
motivators. A darf might seek to restore a
clans lost honor, avenge an ancient wrong
the clan has suffered, or earn a new place
within the clan after having been exiled. Or
a dwarf might search for the axe wielded by
a mighty ancestor, lost on the field of battle
centuries ago.

Slow to trust
Elves. Dwarves do not usually like to
work with elves as they are usually quite cha-
otic and unpredictable.
Halflings. Dwarves do like halflings
but do not take them entirely serious.
Humans. Dwarves like humans, but
never really get to become friends as dwarves
take long to develop friendship. By the time
a dwarf would call a human a friend, theyre
already on their deathbed.
Elf
Elves are a magical people of otherworldy
The sun elves of Faernn have bronze skin
and hair of copper, black or golden blond.
Their eyes are golden, silver or black. Moon
elves are much paler, with alabaster skin
grace, living in the world but not entirely part sometimes tinges with blue. They often have
of it. They live in places of ethereal beauty, hair of silver-white, black or blue, but vari-
in the midst of ancient forests or in silvery ous shades of blond, brown, and red are not
spires glittering with faerie light, where soft uncommon. Their eyes are blue or green and
music drifts through the air and gentle fra- fleckled with gold.
grances waft on the breeze. Elves love nature
and magic, art and artistry, music and poetry, Wood Elf
and the good things of the world. Ability Score Increase. +1 wis.
Elf Weapon Training. You have profi-
Elf Traits ciency with the longsword, shortsword, short-
Ability Score Increase. +2 dex. bow and longbow.
Age. Adult at 100, live up to 750. Fleet of Foot. Base walking speed
Alignment. Usually chaotic neutral or increases to 35 ft.
chaotic good. Drow are usually chaotic evil. Mask of the Wild. You can attempt to
Size. Medium. 5-6 ft, about 150 hide even when you are only lightly obscured
pounds. by foliage, heavy rain, falling snow, mist and
Speed. 30 ft. other natural phenomena
Vision. Darkvision 60 ft.
Languages. Common and Elvish. As a wood elf, you have keen senses and
Keen Senses. You have proficiency in intuition, and your fleet feet carry you quickly
the perception skill. and stealthily through your native forests. In
Fey ancestry. You have advantage on Faern, wood elves are reclusive and dus-
saving throws against being charmed, and trusting of non-elves.
magic cant put you to sleep. Wood elvesskin tends to be copperish in hue,
Trance. Elves dont need to sleep, sometimes with traces of green. Their hair
instead they meditate deeply, remaining tends toward browns and blacks, but it is oc-
semiconscious, for 4 hours a day. While casionally blond or copper colored. Their eyes
meditating you can dream after a fashion; are green, brown, or hazel.
such dreams are actually mental excercises
that have become reflexive through years of Dark Elf (Drow)
practice. After resting in this way, you get the Ability Score Increase. +1 cha.
same benefit that a human does from 8 hours Superior Darkvision. Your darkvision
of sleep. has a radius of 120 ft.
Sunlight Sensitivity. You have disad-
High Elf ventage on attack rolls and on wisdom (per-
Ability Score Increase. +1 int. ception) checks hat rely on sight when you,
Elf Weapon Training. You have pro- the target of your attack or whatever you are
ficiency with the longsword, shortbow and trying to perceive is in direct sunlight.
longbow. Drow Magic. You know the dancing
Cantrip. You know one cantrip of your lights cantrip. Then you reach 3rd level, you
choice from the wizard spell list. Intelligence can cast the faerie fire spell once with this
is your spellcasting ability for it. trait and regain the ability to do so after a
Extra language. You can speak, read long rest. When you reach 5th level, you can
and write one extra language of your choice. cast the darkness spell once with this trait
and regain the ability to do so when you fin-
As a high elf you have a keen mind and a ish a long rest. Charisma is your spellcasting
mastery of at least the basics of magic. In ability for these spells.
many of the worlds of D&D, there are two
kind of high elves. One type is haughty and Descended from an earlier subrace of elves,
reclusive, believing themselves ot be superior the drow were banished from the surface
to non-elves and even other elves. The other world for following the goddess Lolth down
type are more common and more friendly, the path of evil. Now they have built their
and ofter encountered among humans and own civilization in the depths of the Un-
other races. derdark, patterned after the way of Lolth.
Also called dark elves, drow have skin that er food and grow vegetables, and their skill
resembles charcoal or obsidian, as well as and magic allow them to support themselves
stark white or pale yellow hair. They com- without the need for clearing and plowing
monly have very pale eyes (so pale as to be land. They are talented artisans, crafting fine-
mistaken for white) in shades of lilad, silver, ly worked clothes and art objects. Their con-
pink, red and blue. They tend to be smaller tact with outsiders is usually limited, though
and thinner than most elves. a few elves make a good living by trding
crafted items for metals (which they have no
Slender and Graceful interest in mining).
With their uneathly grace and fine features, Elves encountered outside their own lands are
elves appear hauntingly beautiful to humans commonly traveling minstrels, artists or sag-
and members of many other races. They are es. Human nobles compete for the services of
slightly shorter than humans on average, elf instructors to teach swordplay or magic to
ranging from well under 5 feet tall to just their children.
over 6 feet. They are more slender than hu-
mans, weighing only 100 to 145 punds. Males Exploration and Adventure
and females are about the same height, and Elves take up adventuring out of wanderlust.
males are only marginally heavier than fe- Since they are so long-lived, they can enjoy
males. centuries of exploration and discovery. They
Elves coloration encompasses the normal dislike the pace of human society, which is
human range and also includes skin in shades regimented from day to day but constantly
of copper, bronze, and almost bluish-white, changing over decades, so they find careers
hair of green or blue, and eyes like pools of that let them travel freely and set their own
liquid gold or silver. Elves have no facial and pace. Elves also enjoy exercising their mar-
little body hair. They favor elegant clothing in tial prowess or gaining greater magical power
bright clors and they enjoy simple yet lovely and adventuring allows them to do so. Some
jewelry. might join with rebels fighting against opres-
sion, and others might become champions of
A timeless perspective moral causes.
Elves can live well over 700 years, giving
them a broad perspective on events that Haughty but Gracious
might trouble the shorter-lived races more Dwarves. Elves think dwarves are
deeply. They are more often amused than dull, but they admire their valor.
excited and more likely to be curious than Halflings. Elves think halflings are
greedy. They tend to remain aloof and un- good folk that prove themselves tougher than
fazed by petty happenstance. When persu- they seem.
ing a goal, however, whether adventuring on Humans. Elves think humans live too
amission or learning a new skill or art, elves fast and lack refinement but they admire
can be focused and relentless. They are slow their achievements.
to make friends and enemies, and even slow-
er to forget them. They reply to petty insults Elf Names
with disdain and to serious insults with ven- Elves are considered children until they de-
geance. clare themselves adults, some time after the
Like the branches of a young tree, elves are hundreth birthday, and before this period
flexible in the face of danger. They trust in they are called by child names.
diplomacy and compromise to resolve differ- On declaring adulthood, an elf selects an
ences before they escalate to violence. They adult name, although those who knew him
have been known to retreat from intrusions or her might continue to use the child name.
into their woodland homes, confident they Each elfs adult name is a unique creation,
can simply wait the invadersout. But when though it might reflect the names of respect-
the need arises, elves reveal a stern martial ed individuals or other family members. Little
side, demonstrating skill with sword, bow and distinction exists between male names and
strategy. female names. In addition, every elf bears a
family name, typically a combination of oth-
Hidden Woodland Realms er Elvish words. Some elves traveling among
Most elves dwell in small forest villages hid- humans translate their family names into
den among the trees. Elves hunt game, gath- Common, but others retain the Elvish version.
Firbolg
Firbolg tribes cloister in remote forest strong-
nuts, fruit and berries. When winter arrives,
they scatter everything they can spare to
ensure the animals of the wood survive until
springtime.
holds, preferring to spend their days in quiet In a firbolgs eyes, there is no greater fault
harmony with the woods. When provoked, than greed. The firbolgs believe that the
firbolgs demon strate formidable skills with world remains healthiest when each creature
weapons and druidic magic. takes only what it needs. Material goods,
especially precious gems and gold, have little
Firbolg Traits appeal to them. What are such things when
Ability Score Increase. +2 wis, +1 winter lingers and food runs short?
str.
Age. Adult at 30, live up to 500. Natural Druids
Alignment. Usually neutral good. Firbolgs have a talent for druidic magic. Their
Size. Medium. 7-8 ft, about 240-300 cultural teverence for nature, combined with
pounds. their strong and insightful minds, makes
Speed. 30 ft. learning magic an instrinctive pars of their
Vision. Normal vision. development. Almost every firbolg learns a
Languages. Common, Elvish and Gi- few spells, typically those used to mask their
ant. presence, and many go on to master nature
Firbolg Magic. You can cast detect magic.
magic and disguise self with this trait, using Firbolgs who become druids seve as strong-
wisdom as your spellcasting ability for them. hold leaders. With every action the tribe
Once you cast either spell, you cant cast takes, the druids weigh not only the groups
it again until ou finish a short or long rest. needs, but the effect each action will hace on
When you use this version of disguise self, the forest and the rest of the natural world.
you can seem up to 3 feet shorter than nor- Firbolg tribes would rather go hungry than
mal, allowing you to more easily blend in with strain the land during a famine.
humans and elves.
Hidden Step. As a bonus action, you Hidden Shepherds
can magically turn invisible untiil the start As caretakers of the land, firbolgs prefer to
of your next turn or until you attack, make remain out of sight and out of mind. They
a damage roll, or force someone to make a dont try to dominate nature, but rather seek
saving throw. Once you use this trait, you to ensure that it prospers and survives ac-
cant use it again until you finish a short or cording to its own laws.
long rest. Firbolgs use their magic to keep their pres-
Powerful Build. You count as one size ence in a forest secret. This approach allows
larger when determining your carrying capac- them to avoid the politics and struggles of
ity and the weight you can push, drag, or lift. elves, humans, and orcs. Such events con-
Speech of Beast and Leaf. You have cern the firbolgs only when the events affect
the ability to communicate in a limited man- the forest.
ner with bests and plants. The can under- Even in the face of an intrusion, firbolgs
stand the meaning of your words, though you prefer a subtle, gentle approach to prevent
have no special ability to understand them in damage to their territory. They employ their
return. You have advantage on all charisma magic to make the forest an unappealing
checks you make to influence them. place to explore by temporarily diverting
springs, driving away game, stealing critical
Humble Guardians tools, and altering trails to leave unting or
Firbolgs love nothing more than a peaceful lumber parties hopelessly lost. The firbolgs
day spent among the trees of an old forest. presence is marked by an absence of animals
They see forests as sacred places, represent- and a strange quiet, as if the forest wishes to
ing the heart of the world and monuments to avoid attracting attention to itself. The faster
the durability of life. travelers decide to move on, the better.
In their role as caretakers, firbolgs live off the If these tactics fail, the firbolg take more di-
land while striving to remain in balance with rect action. Their opservations of a settlement
nature. Their methods reflect common sense determine what happens next. If the outsid-
and remarkable resourcefulness. During a ers seem peaceful, the firbolgs approach and
bountiful summer, they store away excess gently ask them to leave, even offering food
and other supplies to aid their departure. If
those who insist on remaining respect anture,
take only what they need, and live in harmo-
ny with the wood, firbolgs explore the possi-
bility of friendship with them, as long as the
outsiders vow to safeguard the forest. If the
settlers clearly display evil intentions, how-
ever, the firbolgs martial their strength and
magic for a single overwhelming attack.

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 cln has been destroyed, might not
have a choice in the matter. Most adventuring
firbolgs fall in the 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 find-
ing a new place to call home.
Orphaned firbolgs are those whose clans or
homelands have been destroyed. They be-
come 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 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 for-
ests children by their deeds, habits and other
actions.
By the same token, theur tribe names mere-
ly refer to their homes. When dealing with
other races, firbolgs refer to their lands by
whatever name the surrounding folks 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 assump-
tion that those who need names can call
them whatever they wish.
Gnome
A constant hum of busy activity pervades the
an Intelligence (History) check related to
magical items, achemical objects, or tech-
nological devices, you can add twice your
proficiency bonus, instead of any proficiency
warrens and neighborhoods where gnomes bonus you normally apply.
form their closeknit communities. Loud- Tinker. You have proficiency with arti-
er sounds punctuate the hum: a crunch of sans tools. Using those tools, you can spend
grinding gears here, a minor explosion there, 1 hour and 10 gp worth of materials to con-
a yelp of surprise or triumph, and especially struct a tiny clockwork device (AC 5, 1 hp).
bursts of laughter. Gnomes take delight in The device ceases to function after 24 hours
life, enjoying every moment of invention, ex- (unless you spend 1 hour repairing it to keep
ploration, investigation, creation and play. the device functioning), or when you use your
action to dismantle it; at that time, you can
Gnome Traits reclaim the materials used to create it. You
Ability Score Increase. +2 int. can have up to three such devices at a time.
Age. Adult at 40 live up to 500. When you create a device, you can choose
Alignment. Usually good. one of the following options:
Size. Small. 3-4 ft, about 40 pounds. Clockwork toy. This toy resembles a
Speed. 25 ft. creature. When placed on the ground, the
Vision. Darkvision 60 ft. toy moves 5 feet across the ground on each
Languages. Common and Gnomish. of your turns in a random direction. It makes
Plus underdark when playing as a deep noises as appropriate to the creature it rep-
gnome. resents.
Gnome Cunning. You have advantage Fire starter. The device produces a
on all Intelligence, Wisdom, and Charisma miniature flame, which you can use to light
saving throws against magic. a candle, torch or campfire. Using the device
requires your action.
Forest Gnome Music box. When opened, this music
Ability Score Increase. +1 dex. box plays a single song at a moderate vol-
Natural Illusionist. You know the mi- ume. The box stops playing when the song
nor illusion cantrip. Intelligence is your spell- ends or when it is closed.
casting ability for it.
Speak with Small Beasts. Through As a rock gnome you have a natural inven-
sounds and gestures, you can communicate tiveness and hardiness beyond that of other
simple ideas with small or smaller beasts. gnomes. Most gnomes in the world of D&D
Forest gnomes love animals and often keep are rock gnomes.
squirrels, badgers, rabbits, moles, woodpeck-
ers and other creatures as beloved pets. Svirfneblin (deep gnome)
Ability Score Increase. +1 dex.
As a forest gnome, you have a natural klack Stone Camouflage. Advantage on
for illusion and inherent quickness and Stealth checks to hide in rocky terrain
stealth. In the worlds of D&D, forest gnomes Svirfneblin Magic. You can cast Non-
are rare and secretive. They gather in hidden detection on yourself at will, without material
communities in sylvan forests, using illusions components. You can also cast Blindness/
and trickery to conceal themselves from Deafness, Blur, and Disguise Self once each
threats or to mask themselves from threats between long rests.
or to mask their escape should they be de-
tected. Forest gnomes tend to be friendly Also called deep gnomes, svirfneblin are said
with other good-spirited woodland folk, and to dwell in great cities deep underground.
they regard elves and good fey as their most Svirfneblin are as good as their surface rela-
important allies. These gnomes also befirnd tives. However, their humor and enthousiasm
small forest animals and rely on them for are dampened by their opressive environ-
information about threats that might prowl ment, and their inventive expertise is direct-
their lands. ed mostly toward stonework. A svirfneblin
has wiry, rock-colored skin usually medium
Rock gnome brown to brownish gray. Only males are bald;
Ability Score Increase. +1 con. females have stringy gray hair. The average
Artificers Lore. Whenever you make svirfneblin lifespan is 250 years
bright, warm burrows. Those who are not
Vibrant Expression welcome are unlikely to find the burrows in
A gnomes energy and enthousiasm for living the first place.
shines throuh every inch of his or her tiny Gnomes who settle in human lands are com-
body. Gnomes average slightly over 3 feet monly gemcutters, engineers, sages or tin-
tall and weigh 40 to 45 pounds. Their tan or kers. Some human families retain gnome
brown faces are usually adorned with broad tutors, ensuring that their pupols enjoy a mix
smiles (beneath their prodigious noses), and of seriouslearning and delighted enjoyment.
their bright eyes shine with excitement. Their A gnome might tutor several generations of a
fair hair had a tendency to stick out in every single human family over the course of his or
direction, as if expressing the gnomes insa- her long life.
tiable interest in everything around.
A gnomes personality is writ large in his Seeing the World
orher appearance. A male gnomes beard, Curious and impulsive, gnomes might take
in contrast to his wild hair, is kept carefuly up adventuring as a way to see the world or
trimmed but often styled into curious forks for the love of exploring. s lovers of gems
or neat points. A gnomes clothing, though nd otherfine items, some gnomes take to
usually made in modest earth tones, is elabo- adventuring as a quick, if dangerous, path
rately decorated with embroidery, embossing to wealth. Regardless of what spurs them to
or gleaming jewels. adventure, gnomes who adopt this way of
life eke as much enjoyment out of it as they
Delighted Dedication do out of any other activity they undertake,
As far as gnomes are concerned, being alive sometimes ot the great annoyance of their
is a wonderful thing, and they squeeze every adventuring companions.
ounce of enjoyment out of their 3 to 5 cen-
turies of life. Humans might wonder about Uncommon appearance
getting bored over the course of such a long Gnomes dont look like a threat and can
life, and elves take plenty of time to savor the quickly disarm suspicion with good humor.
beauties of the world in their long years, but The common folk are often curious about
gnomes seem to worry that even with all that gnomes, likely never having seen one before,
time, the cant get in enough of the things but they are rarely hostile or fearful.
they want to do and see.
Gnomes speak as if they cant get the Gnome Names
thoughts of their head fast enough. Even as Gnomes love names, and most have half a
they offer ideas and opinions along a long dozen or so. A gnomes mother, father, clan
range of subjects, they still manage to listen elder, aunts, and uncles each give the gnome
carefully to others, adding the appropriate a name, and various nicknames from just
exclamations of surprise and sppreciation about everyone else might or might not stick
along the way. over time. Gnome names are typically vari-
Though gnomes love jokes of all kinds, par- ants of the names of ancestors or distant
ticularly puns and pranks, theyre just as relatives, though some are purely new inven-
dedicated to the more serious tasks they un- tions. When dealing with humans nd oth-
dertake. Many gnomes are skilled engineers, ers who are stuffy about names. a gnome
achemists, tinkers and inventors. Theyre learns to use no more than three names:
willing to make mistakes and laugh at them- a personal name, a clan name, and a nick-
selves in the process of perfecting whet they name, choosing the one in each caterogry
do, taking bold (sometimes foolhardy) risks thats the most fun to say.
and dreaming large.

Bright Burrows.
Gnomes make their homes in hilly, wooded
lands. They live underground but get more
fresh air than dwarves do, enjoying the nat-
ural, living world on the surface whenever
they can. Their homes are well hidden by
both clever construction and simple illusions.
Welcome visitors are quickly ushered into the
Goliath
At the highest mountain peaks - far above
and tallying their accomplishments to com-
pare to others. Goliaths love to win, but they
see defeat as a prod to improve their skills.
This dedication to competition has a dark
the slopes where trees grow and where the side. Goliaths are fericious competitors, but
air is thin and the frigid winds howl - dwell above all else they are driven to outdo their
the reclusive goliaths. Few folk can claim ti past efforts. If a goliath slays a dragon, he
have seen a goliath, and fewer still can claim or she might seek out a larger, more power-
friendship with one. Goliaths wander a bleak ful wyrm to battle. Few goliath adventurers
realm of rock, wind, and cold. Their bodies reach old age, as most die attempting to sur-
look as if the are carved from mountain stone pass their past accomplishments.
and give them great physical power. Their
spirits take after the wandering wind, making Fair Play
them nomads who wander from peak to peak. For goliaths, competition exists only when it
Their hearts are infused with the cold regard is supported by a level playing field. Compe-
of their frigid realm, leaving each goliath with tition measures talent, dedication and effort.
the responsibility to earn a place in the tribe Those factors determine survival in their
or die trying. home territory, not reliance on magic items,
money or other elements that can tip the
Goliath Traits balance one way or the other. Goliaths happi-
Ability Score Increase. +2 str, +1 ly rely on such benefits, but they are careful
con. to remember that such an adventage can
Age. Adult at 18, live up to 90. always be lost. A goliath who relies too much
Alignment. Usually lawful. on them can grow complacement, a recipe for
Size. Medium. 7-8 ft, about 280-340 disaster in the mountains.
pounds. This trait manifests manifests most stringly
Speed. 30 ft. when goliaths interact with other folk. The
Vision. Normal Vision. relationship with peasants and nobles puzzles
Languages. Common and Giant. goliaths. If a king lacks the intelligence or
Natural Athlete. You have proficiency leadership to lead, then clearly the most tal-
in the Athletics skill. ented person in the kingdom should take his
Stones Endurance. You can focus place. Goliaths rarely keep such opinions to
yourself to occasionally shrug off injury. When themselves, and mock folk who rely on soci-
you take damage, you cn use your reaction to etys structures or rules maintain power.
roll a d12. Add your constitution modifier to
the number rolled, and reduce the damage by Survival of the Fittest
that total. After you use this trait, you cant Among goliaths, any adult who cant contrib-
use it again until you finish a short or long ute to the tribe is expelled. A lone goliath has
rest. little chance of survival, especially an older or
Powerful Build. You count as one size weaker one. Goliath have little pity for adults
bigger when determingin your carrying ca- who cant take care of themselves, though a
pacity and the weight you can push, drag, or sick or injured individual is treated, as a re-
lift. sult of the goliath concept of fair play.
Mountain Born. Youre acclimated A permanently injusred goliath is still expect-
to high altitude, including elevations above ed to pull his or her weight in the tribe. Typ-
20,000 feet. Youre also naturally adapted to ically, such a goliath dies attempting to keep
cold climates. up, or the goliath slips away in the night to
seek the cold will of fate.
Driven Competitors In some ways, the goliath drive to outdo
Every day brings a new challenge to a goli- themselves feeds into the grim inevita-
ath. Food, water, and shelter are rare in the bility of their decline and death. A goliath
uppermost mountain reaches. A single mis- would much rather die in battle, at the peak
take can bring doom to an entire tribe, while of strength and skill, than endure the slow
an individuals heroic effort can ensure the decay of old age. Few folk have ever met an
entire groups survival. elderly goliath, and even those goliath who
Goliaths thus place a premium on self-suffi- have left their people grapple with the urge
ciency and individual skill. They have a com- to give up their lives as their physical skills
pulsion to keep score, counting their deeds decay.
Because of their risk taking, goliath tribes
suffer from a chronic lack of the experience
offered by long-term leaders. Thye hope for
innate wisdom in their leadership, for they
can rarely count on a wisdom grown with
age.

Goliath Names
Every goliath has three names: a birthname
assigned by the newborns 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 syl-
lables or more and end in a vowel.
Birthnames are rarely linked to gender. Go-
liaths see females and males equal in all
things, and they find societies with roled
divided by gender to be puzzling or worthy of
mockery. To a goliath, the person who is best
at a job should be te one tasked with doing it.
A goliaths 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 individuals notable deeds.
Goliaths present all hree names when identi-
fying themselves, in the order of birthname,
nickname and clan name. In casual conversa-
tion, they use their nickname.
Halfling
The comforts of home are the goals of most
on saving throws against poison, and ou have
resistance against poison damage.

As a stout halfling, youre hardier than av-


halflings lives: a place to settle in peace erage and have some resistance to poison.
and quiet, far from marauding monsters and Some say that stouts have dwarven blood.
clashing armies; a blazing fire and a gener- In the Forgotten Realms, these halflings are
ous meal; fine drink and fine conversation. called stronghearts, and theyre most com-
Though some halflings live out their days in mon in the south.
remote agricultural communities, others form
nomadic bands that travel constantly, lured Small and Practical
by the open road and the wide horizon to The diminutive halflings survive in a world full
discover the wonders of new lands and peo- of larger creatures by avoiding notice or, bar-
ples. But even these wanderers love peace, ring that, avoiding offense. Standing about 3
food, hearth, and home, though home might feet tall, they appear relatively harmless and
be a wagon jostling along a dirt road or a raft so have mamaged to survive for centuries
floating downriver. in the shadow of empires and on the edges
of wars and political strife. They are inclined
Halfling Traits to be stout, weighing between 40 and 45
Ability Score Increase. +2 dex. pounds.
Age. Adult at 20, live up to 150. Halflings skin ranges from tan to pale with
Alignment. Usually lawful good. a ruddy cast, and their hair is usually brown
Size. Small. 4 ft, about 40 pounds. or sandy brown and wavy. They have brown
Speed. 25 ft. or hazel eyes. Halfling men often sport long
Vision. Normal vision. sideburns, but bears are rare among them
Languages. Common and halfling. and mustaches even more so. They like
Lucky. When you roll a 1 on the d20 to wear simple, comfortable and practical
for an attack roll, ability check, or saving clothes, favoring bright colors.
throw, you can reroll the die and must use Halfling practicality extends beyond their
the new roll. clopthing. Theyre ocncerned with basic needs
Brave. You have advantage on saving and simple leasures and have little use for
throws against being frightened. ostentation. Even the wealthiest of halflings
Halfling Nimbleness. You can move keep their treasures locked in a cellaar rath-
through the space of any creature that is of a er than on display for all to see. They have
size larger than yours. a knack for finding the most straightforward
solution to a problem, and have little patience
Lightfoot for dithering.
Ability Score Increase. +1 cha.
Naturally stealthy. You can attempt Kind and Curious
to hide even when you are obscured only by Halflings are an affable and cheerful people.
a creature that is at least one size larger than They cherish the bonds of family and friend-
you. ship as well as the comforts of hearth and
home, harboring few dreams of gold or fglory.
As a lightfoot halfling, you can easily hide Even adventurers among them usually ven-
from notice, even when using other people ture into the world for reasons of community,
as a cover. Youre inclined to be affable and friendship, wanderlust or curiosity. They love
get along well with others. In the Forgotten discovering new things, even simple things,
Realms, lightfoot halflings have spred the far- such as an exotic food or an unfamiliar style
thest and thus are the most common variety. of clothing.
Lightfoots are more prone to wanderlust than Halflings are easily moved to pity and haate
other halflings and often dwell alongside to see any living thing suffer. They are gener-
other races or take up a nomadic life. In the ous, happily sharing what they have even in
world of Greyhawk, these halflings are called lean times.
hairfeet or tallfellows.

Stout
Blend into the Crowd
Halflings are adept at fitting into a community
Ability Score Increase. +1 con.
of humans, dwarves, or elves, making them-
Stout resilience. You have advantage
selves valuable and welcome. The combina-
tion of their inherent stealth and their unas-
suming nature helps halflings avoid unwanted
attention.
Halflings work readily with others, and they
are loyal to their friends, whether halfling or
otherwise. They can display remarkable fe-
rocity when their friends, families or commu-
nities are threatened.

Pastoral Pleasantries
Most halflings live in small, peaceful commu-
nities with large farms and well-kept groves.
They rarely build kingdoms of their own
or even hold much land beyond their quiet
shires. They typically dont recognize any sort
of halfling nobility or royalty, instead looking
to famlily elders to guide them. Families pre-
serve their traditional ways despite the rise
and fall of empires.
Many halflings live among other races, where
the halflings hard work and loyal outlook
offer them abundant rewards and creature
comforts. Some halfling communities travel
as a way of life, driving wagons or guiding
boats from place to place and maintaining no
permanent home.

Exploring Opportunities
Halflings usually set out on the adventurers
pth to defend their communities, support
their friends or explore a wide and won-
der-filled world. For them, adventuring is less
a career than an oppurtunity or sometimes a
necessity.

Haughty but Gracious


Dwarves. Halflings think dwarves are
loyal friends but they also think they could
smile more often.
Elves. Halflings think elves are beau-
tiful and wonderful but more secretive than
necissary.
Humans. Halflings think humans are
very much like their own kind, but do not like
the greed most humans inside the town and
castle walls have.

Halfling Names
A halfling has a given name, a family name
and possibly a nickname. Family names are
often nicknames that stuck so tenaciously
they have passed down thrugh the genera-
tions.
Half-Elf
Walking in two worlds but truly belonging to
they are welcome in human cities and some-
what less welcome in elven forests. In large
cities in regions where elves and humans
interact often, half-elves are sometimes nu-
neither, half-elves combine what some say merous enough to form small communities
are the best qualities of their elf and human of their own. They enjo the company of other
parents: human curiosity, inventiveness and half-elves, the only people who truly under-
ambition tempeted by the refined senses, stand what it is to live between these two
love of nature, and artistic tastes of the elves. worlds.
Some half-elves live among humans, set In most parts of the world, though, half-elves
apart by their emotional and physical differ- are uncommon enough that one might live for
ences, watching friends and loved ones age years without meeting another. Some half-
while time barely touches them. Others live elves prefer to avoid company altogether,
with the elves, growing restless as they reach wandering the wilds as trappers, foresters,
adulthood in the timeless elven realms, while hunters or adventurers and visiting civiliza-
their peers continue to live as children. Many tions only rarely. Like elves, they are driven
half-elves, unable to fit into wither society, by the wanderlust that comes of their longev-
choose lives of solitary wandering or join with ity. Others, in contrast, throw themselves into
other misfits and outcasts in the adventuring the thick of society, putting their charisma
life. and social skills to great use in diplomatic
roles or as swindlers.
Half-Elf Traits
Ability Score Increase. +2 cha and Excellent Ambassadors
tho other ability scores increase by +1. Many half-elves learn at an early age to get
Age. Adult at 20 live up to 180. along with everyone, defusing hostility and
Alignment. Usually chaotic. finding common ground. As a race, they
Size. Medium. 5-6 ft, about 100-180 have elven grace without elven aloofness and
pounds. human energy without human boorishness,
Speed. 30 ft. They often make excellent ambassadors and
Vision. Darkvision 60 ft. go-betweens (except between elves and hu-
Languages. Common, Elvish, and one mans, since each side suspects the half-elf of
extra language of your choice. favoring the other).
Fey ancestry. You have advantage on
saving throws against being charmed, and Uncommon appearance
magic cant put you to sleep. Although many people have never seen a
Skill versatility. You gain proficiency half-elf, virtually everyone knows they ex-
in two skills of your choice. ist. A half-elf strangers arrival is followed by
gossip behind the half-elfs back and stolen
Of Two Worlds glances from across the common room, rath-
To humans, half-elves look like elves, and to er than any confrontation or open curiousity.
elves, they look human. In height, theyre on
par with both parents, though there neither Half-Elf Names
as slender as elves or as broad as humans. Half-elves use either human or elven nam-
They range from under 5 feet to about 6 feet ing conventions. As if to emphasize that they
tall, and from 100 to 180 pounds, with men dont really fit into society, half-elves raised
only slightly taller and heavier than women. among humans are often given elven names,
Half-elf men do have facial hair, and some- and those raised among elves often take hu-
times grow beards to mask their elven an- man names.
cestry. 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 el-
ven parents.

Diplomats or Wanderers
Half-elves have no lands of their own, though
Half-Orc
Whether united under the leadership of a
humans might display these scars proudly or
hide them in shame.

The Mark of Gruumsh


mighty warlock or having fought to a stand- The one-eyed god Gruumsh created the orcs,
still after years of conflict, orc and human and even those orcs who turn away from
trubes sometimes form allicances, joining his worship cant fully escape his influence.
forces into a larger horde to the terror of The same is true for half-orcs, though their
civilized lands nearby. When these alliances human blood moderates the impact of their
are sealed by marriages, half-orc are born. orcish heritage. Some half-orcs hear the
Some half-orcs rise to become proud chiefs whispers of Gruumsh in their dreams, calling
of tribes, their human blood giving them an them to unleash the rage that simmers within
edge over their full-blooded orc rivals. Some them. Others feel Gruumshs exultation when
venture into the world to prove their worth they join in melee combat - and wither exult
among humans and other more civilized along with him or shiver with fear and loath-
races. Many of these become adventurers, ing. Half-orcs are not evil by nature, but evil
achieving greatness for their mighty deeds does lurk within them, thether they embrace
and notoriety for their barbaric customs and it or rebel against it.
savage fury. Beyond the rage of Gruumsh, half-orcs feel
emotion pwerfully. Rage doesnt just quicken
Half-Orc Traits their pulse, it makes their bodies burn. And
Ability Score Increase. +2 str +1 insult stings like acid, and sadness saps their
con. strength. But they laugh loudly and heartily,
Age. Adult at 14 live up to 75. and simple bodily pleasures - feasting, drink-
Alignment. Usually chaotic. ing, wrestling, drumming and wild dancing
Size. Medium. 5-7 ft, about 180-250 - fill their hearts with joy. They tend to be
pounds. short-rempered and sometimes sullen, more
Speed. 30 ft. inclined to action than contemplating and to
Vision. Darkvision 60 ft. fighting than arguing. The most accomplished
Languages. Common, Orc. half-orcs are thise with enough self-control to
Menacing. You gain proficiency in the get by in a civilized land.
intimidation skill.
Relentless Endurance. When you are Tribes and Slums
reduced to 0 hit points but not killed outright, Half-orcs often live mong orcs. Of the other
you can drop to 1 hit point instead. You cant races, humans are most likely to accept half-
use this feature again until you finish a long orcs and half-orcs almost always live in hu-
rest. man lands when not living among orc tribes.
Savage Attacks. When you score a Whether proving themselves amon slums of
critical hit with a melee weapon attack, you larger cities, half-orcs get by ontheir physical
can roll one of the weapons damage dice one might, their endurance, and the sheer deter-
additional time and add it to the extra dam- mination they inherit from their human an-
age of the critical hit. cestry.

Scarred and Strong Grudging Acceptance


Half-orcs grayish pigmentation, sloping fore- Each half-orc finds a way to gain accep-
heads, jutting jaws, prominent teeth, and tance from those who hate orcs. Some are
towering builds make their orcish heritage reserved, trying not to draw attention to
plain for all to see. Half-orcs stand between 5 themselves. A few demonstrate piety and
and 7 feet tall and usually weigh between 180 good-heartedness as publicly as they can
and 250 pounds. (whether or not such demonstrations are
Orcs regard battle scars as tokens of pride genuine). And some simply try to be so tough
and ornamental scars as things of beauty.
that others just avoid them.
Other scars, though, mark an orc or half-orc
as a former slave or a disgraced exile. Any
half-orc who has lived among or near orcs Uncommon appearance
has scars, whether they are marks of humil- Its usually safe to assume that a half-orc
iation or pride, recounting their past exploits is bellerigent and quick to anger, so people
and injuries. Such a half-orc living among watch themselves around an unfamiliar half-
orc. Shopkeepers might surreptitiously hide
valuable or fragile goods when a half-orc
comes in, and people slowly dlear out of a
tavern, assuming a fight will break out soon.

Half-Orc Names
Half-orcs usually have names appropriate to
the culture in which they were raised. A half-
orc who wants to fit in among humans might
trade an orc name for a human name. Some
half-orcs with human names decide to adopt
a gutteral orc name because they think it
makes them more intimidating.
Human
In the reckonings of most worlds, humans
have wildly varying tastes, morals, and cus-
toms in the many different lands where they
have settled. When they settle, though, they
stay: they build cities to last for the ages,
are the youngest of the common races, late and great kingdoms that can persist for long
to arrive on the world scene and short-lived centuries. An individual human might have a
in comparison to dwarves, elves and dragons. relatively short lifespan, but a human nation
Perhaps it is because of their shorter lives or culture preserves traditions with origins far
that they strive to achieve as much as they beyond the reach of a single humans mem-
can in the years they are given. Or baybe ory. They live fully in the present - making
they feel they have something to prove to them well suited to the adventuring life - but
the elder races, and thats why they build also plan for the future, striving to leave a
their mighty empires on the foundation of lasting legacy. Individually and as a group,
conquest and trade. Whatever drives them, humans are adaptable opportunists, and they
humans are the innovators, the achievers and stay alert to changing political and social dy-
the pioneers of the world. namics.

Human Traits Lasting Institutions


Ability Score Increase. +1 to all. Where a single elf or dwarf might take on the
Age. Adult at 18, live up to 90. responsibility of guarding a special location
Alignment. No standard alignment. or a powerful secret, humans found sacred
Size. Medium. 5-6 ft, about 125-250 orders and institutions for such purposes.
pounds. While dwarf clans and halfling elders pass on
Speed. 30 ft. the ancient traditions to each new generation,
Vision. Normal vision. human temples, governments, libraries, and
Languages. Common and one extra codes of law fix their traditions in the bedrock
language of choice. of history. Humans dream of immortality, but
(except for those few who seek undeath or
Variant human traits divine ascension to escape deaths clutches)
If your dungeon master allows variant traits, they achieve it by ensuring that they will be
these will replace the humans Ability Score remembered when they are gone.
Increase stat. Although some humans can be xenophobic, in
Ability Score Increase. 2 different general their societies are inclusive. Human
ability scores get +1 lands welcome large numbers of nonhumans
Skills. You gain proficiency in one skill compared to the humans who live in nonhu-
of your choice. man lands.
Feat. you gain one feat of your choice.
Exemplars of Ambition
A Broad Spectrum Humans who seek adventure are the most
With their penchant for migration and con- daring and ambitious members of a daring
quest, humans are more physically diverse and ambitious race. They seek to earn glory
than other common races. There is no typical in the eyes of their fellows by amassing pow-
human. An individual can stand from 5 feet to er, wealth, and fame. More than other people,
a little over 6 feet tall and weigh from 125 to humans champion cuases rather than territo-
250 pounds. Human skin shades range from ries or groups.
nearly black to very pale, and hair colors
from black to blond (curly, kinky or straight); Everyones Second-Best Friends
males might sport facial hair that is sparse or Dwarves. Humans think dwarves are
thick. A lot of humans have a dash of nonhu- true to their word, but that their greed for
man blood, revealing hints of elf, orc or other gold is their downfall.
lineages. Humans reach adulthood in their Halflings. Humans think halflings are
late teens and rarely live to see an single kind and welcoming people, but that they
century. lack ambition.
Elves. Humans think elves arent very
Variety in All Things welcoming, but once elves get past their
Humans are the most adaptable and ambi- racial pride, they will treat you like an equal
tious people among the common races. They and you can learn a lot from them.
Human Names
Having so much more variety than other
cultures, humans as a whole have no typi-
cal names. Some human parents give their
children names from other languages such
as Dwarvish or Elvish, but most parents give
names that are linked to their regions culture
or to the naming traditions of their ancestors.
Kenku
Haunted by an ancient crime that robbed
Finally, to ensure that the kenku could never
divulge ny secrets, their master took away
their voices. Once the entity was satisfied
that they had been sufficiently punished, the
them of their wings, the kenku wander the kenku were set loose on the Material Plane.
world as vagabonds and burglars who live Since then, the kenku have wandered the
at the edge of human society. Kenku suffer world, they settle in places that accept them,
from a sinister reputation that is not wholly usually bleak cities that have fallen on hard
unearned, but they can prove to be valuable times and are overrun with crime.
allies.
Dreams of Flight
Kenku Traits Above all else, kenku wish to regain their
Ability Score Increase. +2 dex, +1 bility to fly. Every kenku is born with a de-
wis. sire to take to the air, and those who learn
Age. Adult at 12, live up to 60. spellcasting do so in hope of mastering spells
Alignment. Usually chaotic. that will allow them to fly. Rumors of magic
Size. Medium. 5 ft, about 90-120 items such as flying carpets, brooms capable
pounds. of flight, and similar objects provoke a great
Speed. 30 ft. desre for the kenku to acquire the items for
Vision. Darkvision 60 ft. themselves.
Languages. Common and Auran, but Despire their lack of wings, kenku love dwell-
you can only speak using your Mimicry trait. ing in towers and other tall structures. They
Expert forgery. you can duplicate seek out ruins that reach to the sky, though
other creatures handwriting and craftwork. they lack the motivation and creativity to
You have adventage on all checks made to make repairs or fortify such places. Even so,
produce forgeries or duplicates of existing their light weight and size allow them to dwell
objects. in rickety structures that would collapse be-
Kenku Training. You are proficient neath a human or an orc.
in your choice of two of the following skills: Some thievesguilds use kenku as lookouts
Acrobatics, Deception, Stealth and Sleight of and messengers. The kenku dwell in the
Hand. talles buildings and towers the guild controld,
Mimicry. You can mimic sounds you allowing them to lurk in the highest levels
have heard, including voices. A creature that and to keep watch on the city below.
hears the sound you make can tell they are
imitations with a successful Wisdom (Insight) Hopeless Plagiarists
check opposed by your Charisma (Deception) As a result of their lack of creativity, kenku
check. function comfortably as minions of a powerful
master. Flock leaders enforce discipline and
An Ancient Curse minimize conflicts, but they fail at effective
The kenku once served a mysterious, pow- planning or crafting long-term schemes.
erful entity on another plane of existence. Although unable to speak in their own voices,
Some believe they were minions of Grazzt, kenku can perfectly mimic any sound they
while others say that they were scouts and hear, from a halflings voice to the noice of
explorers for the Wind Dukes of Aaqa. What- rocks clattering down a hillside. However,
ever the truth, accorting to legend, the kenku kenku cannot create new sounds and can
betrayed their master. Unable to resist the communicate only by using sounds they have
lure of a beautiful sparkling treasure, the heard. Most kenku use a combination of over-
kenku plotted to steal the item and escape to heard phrases and sound effects to convey
the Material Plane. their ideas and thoughts.
Unfortunately for the kenku, their master By the same token, kenku have no ability to
discovered their plan before they could enact invent new ideas or create new things. Kenku
it. Enraged, the entity imposed three dreadful can copy existing items with exceptional skill,
curses upon them. First, the kenkus beloved allowing them to become excellent artisans
wings withered and fell away from their bod- and scribes. They can copy books, make rep-
ies, leaving them bound to the earth. Second, licas of objects, and otherwise thrive in situa-
because their ingenuity and skill had turned tions where they can produce large numbers
toward scheming against their patron, the of identical items. Few kenku find this work
spark of creativity was torn from their souls. satisfying, since their quest for freedom of
flight makes them ill-suited to settle into a mace against armor or the sound made by a
routine. breaking bone. Non-kenku refer to the ken-
ku by describing this noise. Examples of this
Ideal Minions type of name include Smasher, Clanger, Slicer
Kenku gather in groups called flocks. A flock and Basher.
is led by the oldest and most experienced Kenku thieves, con artists and burglars adopt
kenku with the widest store of knowledge to animal noises, typiclly those common in ur-
draw on, often called Master. ban settings. In this manner, kenku can call
Although kenku cant create new things, they out to each other while thos eoverhear them
have a talent for learning and memorizing mistake them for common animals. Non-ken-
details. This, ambitious kenku can excel as ku use names that refer to the sound made
superb spies and scouts. A kenku who learns or the animal a kenku mimics, such as Rat
of clever schemes and plans devised by oter Scratch, Whistler, Mouser and Growler.
creatures can put them to use. The kneku Some kenku turn their back on crime to
lack the talent to improvise or alter a plan, pursue legitimate trades. Thee kenku adopt
but a wise Master sets multiple plans in mo- noises made as a part of their craft. A sailor
tion at once, confident that underlings can duplicates the sound of a fluttering sail, while
follow orders to the letter. a smith mimics the clanging of a hammer on
For this reason, many kenku make an easy metal. Non-kenku describe these folk by their
living serving as messeners, spies, and look- trade sounds, such as Sail Snap, Hammerer
outs for thieves guilds, bandits and other and Cutter.
criminal cartels. A network of kenku can relay
a bird call or similar noice across the city,
alerting their allies to the approach of a guard
patrol or signaling a prime opportunity for a
robbery.
Since kenku can precisely reproduce any
sound, the messages they carry rarely suf-
fer degradation or shifts in meaning. Human
messengers might switch words of phrases
and garble a message inadvertently, but the
kenku produce perfect copies of whatever
they hear.

Kenku Adventurers
Kenku adventurers are usually the survivors
of a flock that has sustained heavy losses, or
a rare kenku who has grown weary of a life of
crime. These kenku are more ambitious and
daring than their fellows. Others strike out
on their own in search of the secret of their
curse and find a method to break it.
Kenku dventurers, despite their relative inde-
pendence, still have a tendency to seek out
a companion to emulate and follow. A kenku
loves to mimic the voice and words of its cho-
sen companion.

Kenku Names
Given that kenku can duplicate any sound,
their names are drawn from a staggering
variety of noises and phrases. Kenku names
tend to break down into three categories that
make no distinction between male and female
names.
Kenku thugs, warriors and toughs adopt nois-
es made by weapons, such as the clang of a
Lizardfolk
Only a fool looks at the lizardfolk and sees
in how they think and act. Lizardfolk experi-
ence a more limited emotional life than other
humanoids. Like most reptiles, their feelings
largely revolve around fear, aggression and
nothing more than scaly humanoids. Their pleasure.
physical shape notwithstanding, lizardfolk Lizardfolk experience most feelings as de-
have more in common with iguanas or drag- tached descriptions of creatues and situa-
ons than they do with humand, dwarves, tions. For example, humans confronted by an
or elves. Lizardfolk posess an alien and in- angry troll experience fear on a basic level.
scrutible mindset, their desires and thoughts Their limbs shake, their thinking becomes
driven by a different set of basic principles panicked and jumbled, and they react by
than those of warm-blooded creatures. Their instinct. The emotion of fear takes hold and
dismal swamp homes might lie hundreds of controls their actions. In contrast, lizard-
miles from the nearest human settlement, folk see emotions as traits assigned to other
but the gap between their way of thinking creatures, objects and situations. A lizardfolk
and that of the smooth-skins is far greater. foesnt think Im scared. Instead, aggres-
Despite their alien outlook, some lizardfolk sive, stronger creatures register to the lizard-
make an effort to understand and, in their folk as fearsome beings to be avoided if pos-
own manner, befriend people of other rac- sible. If such creatures attack, lizardfolk flee,
es. Such lizardfolk make faithful and skilled fighting only if cornered. Lizardfolk arent
allies. scared of a troll; instead, they understand
that a troll is a fearsome, dangerous creature
Lizardfolk Traits and react accordingly.
Ability Score Increase. +2 con, +1 Lizardfolk never become angry in the way
wis. others do, but they act with aggression to-
Age. Adult at 14, live up to 60. ward creatures that they could defeat in a
Alignment. Usually neutral. fight and that cant be dealt with in some oth-
Size. Medium. 6-7 ft, about 175-300 ermanner. They are aggressive toward prey
pounds. they want to eat, creatures that want to harm
Speed. 30 ft, and a swimming speed them, and so on.
of 30 ft. Pleasurable people and things make life easi-
Vision. Normal vision. er for lizardfolk. Pleasurable things should be
Languages. Common and Draconic. preserved and protected, sometimes at the
Bite. Your fanged maw is a natural cost of the lizardfolks own safety. The most
wepon, which you can use to make unarmed pleasurable creatures nd things are ones that
strikes. If you hit with it, you feal piercing allow lizardfolk to assess more situations as
damage equal to 1d6 + your Strength modifi- benign rather than fearsome.
et, instead of the bludgeoning gamage nor-
mal for an unarmed strike. Cold and Calculating
Cunning Artisan. As part of a short Most humanoids describe cold-blooded people
rest, you can harvest bone and hide from a as lacking in emotion and empathy. The same
slain beast, construct, dragon, monstrosity, label serves as an apt depiction of lizardfolk.
or plant creature of size Small or larger to Lacking any internal emotional reactions,
create one of the following items: a shield, a lizardfolk behave in a distant manner. They
club, a javelin or 1d4 darts or blowgun nee- dont mourn fallen comrades or rage against
dles. To use this trait, you need a blade, such their enemies. They simply observe and react
as dagger, or appropriate artisans tools, as a situation warrants.
such as leatherworkers toold. Lizardfolk lack meaningful emotional ties
Hold Breath. You can hold your breath to the past. They assess situations based
for up to 15 minutes at a time. on their current and future utility and im-
Hunters lore. You gain proficiency portance. Nowhere does this come through
with two of the following skills of your choice: as strongly as when lizardfolk deal with the
Animal Handling, Nature, Perception, Stealth, dead. To a lizardfolk, a comrade who dies
and Survival. becomes a potential source of food. That
companion might have once been a warrior or
Alien Minds hunter, but now the body is just freshly killed
The lizardfolks reptilian nature comes meat.
through not only in their appearance, but also A lizardfolk who lives among humanoids
can, over time, learn to respect other crea- Lizardfolk Quirks
turesemotions. The lizardfolk doesnt share
those feelings, but instead assesses them d8 Quirk
in the same clinical manner. Yes, the fallen 1 You hate waste and see no reason not
dwarf might most be useful as a meal, but to scavenge fallen enemies. Fingers are
hacking the body into steaks provokes ag- tasty and portable!
gression in the other humanoids and mkes 2 You sleep best while mostly submerged
them less helpful in battle. in water.
3 Money is meaningless to you.
Utility and Survival 4 You think there are only two species of
The lizardfolk mindset might seem unnec- humanoid: lizardfolk and meat.
essarily cruel, but it helps them survive in a 5 You have learned to laugh. You use
hostile environment. The swamps they in- this talent in response to all emotional
habit are filled with a staggering variety of situations, to better fit in with your
threats. Lizardfolk focus on survival above all, comrades.
without sentiment. 6 You still dont understand how
Lizardfolk assess everyone and everything metaphors work. That doesnt stop you
in terms of utility. Art and beauty have little from using them at every opportunity.
meaning for them. A sharp sword serves a 7 You appreciate the soft humanoids who
useful and good purpose, while a dull sword realize they need chain mail and
is a dead weight without a whetstone. swords to match the gifts you were
Lizardfolk see little need to plan more than born with.
a season or so in the future. This approach 8 You enjoy eating your food while its
allows them to maintain their current level still wriggling.
of influence in the world, but it limits their
growth. Lizardfolk have no interest in de- Lizardfolk Names
veloping writing, mking long-term plans or Lizardfolk take their names from the Draconic
cultivating other methods to progress beyond language. They use simple descriptions grant-
their simple existence as hunters and gather- ed by the tribe based on an individuals nota-
ers. ble deeds or actions.

Hapless Soft Ones


At their core, lizardfolk view other humanoids
with an indifference verging on pity. Born
into the world lacking stout scales and sharp
teeth, its a wonder they have managed to
survive for so long. The typical human would
barely make it through a day in the swamps.
Still, if other creatures prove useful to lizard-
folk, those creatures can trigger a positive
response made all the stronger by their ap-
parent weakness. The lizardfolk assess such
beings as hatchlings, young ones incapable of
protecting themselves but who might prove
useful in the future if they receive care.

Lizardfolk Personality
You can use the Lizardfolk Quirks table to
determine a personality quirk for a lizardfolk
character ot to inspire a unique mannerism.
Minotaur (Krynn)
In the world of Krynn, the setting of the
Trial by Combat
Minotaur society is built on the principle that
might makes right, and that considerations
of justice are unnecessary. The minotaurs
Dragonlance saga, minotaurs live in an hon- are led by an emperor served by a council of
or -based society where strength determines eight minotaurs called the Supreme Circle.
power in both the gladiatorial arenas and in All posts within the government, including
daily life. the emperors, are won by the strongest and
At home on both land and sea, the minotaurs cleverest minotaurs, as proved by combat
of Krynn are ferocious sea raiders who rank in the Circus. The Circus is the only means
as the ablest and most dangerous sailors by which a minotaur can rise in society. It is
in the world. a grand, annual display of single combat in
which minotaurs battle each other for su-
Minotaur Traits premacy. Minotaur youths must prove them-
Ability Score Increase. +1 str. selves in the Circus to earn their passage to
Age. Adult at 17 live up to 150. adulthood. Participation in the Circus is yet
Alignment. Usually lawful. another reason why minotaurs look down on
Size. Medium. 6 ft, about 300 pounds. other folk. To the minotaurs, death and glory
Speed. 30 ft. in battle are a natural process. Combat is the
Vision. Normal vision. key to ensuring that the strong survive, and
Languages. Common. that the weak are set aside before they can
Horns. You are never unarmed. You undermine their superiors grand schemes of
are proficient with your horns, which are a conquest.
melee weapon that deals 1d10 piercing dam-
age. Your horns grant you advantage on all Honor above all
checks made to shove a creature, but not to For all their cruelty, minotaurs are bound by a
avoid being shoved yourself. powerful sense of honor. Each victory brings
Goring Rush. When you use the Dash greater honor to both individual minotaurs
action during your turn, you can make a me- and their families. Defeat invokes a stain that
lee attack with your horns as a bonus action. only death can fully wash away.
Hammering Horns. When you use Honor demands that minotaurs keep their
the Attack action during your turn to make word once it is offered, and each minotaur
a melee attack, you can attempt to shove a remains faithful to friends and clan above all
creature with your horns as a bonus action. else. Minotaurs rarely befriend folk of other
You cannot use this shove attempt to knock a races, as they all too often encounter them
creature prone. only in battle. If a minotaur does strike up a
Labyrinthine Recall. You can perfect- friendship, it is typically with other creatures
ly recall any path you have traveled. that display the minotaurs virtues and love of
Sea Reaver. You gain proficiency with battle. To such friends, a minotaur becomes
navigators tools and vehicles (water). an ally whose support will never waver.

Arrogant Conquerers Sea Reavers


Minotaurs embrace the notion that the weak In the world of Krynn, the minotaurs rule a
should perish and that the strong must rule chain of islands dominated by the isles of
and that they themselves are the strongest Mithas and Kothas. Bound by the sea on all
and most powerful race on Krynn. They be- sides, the minotaurs focused their tenacity,
lieve their destiny is to rule the world, and strength, and cunning to become some of the
that their dominion will be one of conquest most skilled and ferocious mariners in the
and military might. To that end, all minotaurs world. They range across the water in their
are trained in weapons, armor, and tactics ships, raiding and pillaging as they wish. Mi-
from a young age. The minotaurs arrogance notaurs sometimes engage in trade, but they
stems from a combination of strength, cun- much prefer to take what they want by force.
ning, and intellect three virtues they hold After all, as the strongest of all folk, they
dear, and which they deem the foundation of deserve the treasures and goods that lesser
their greatness. They believe that this combi- creatures have gathered.
nation of traits is what sets them apart from
their rivals.
Minotaur Names
Minotaur clan names originate with a great
hero whose descendants take on that name
as their own, doing their best to live up to the
ideals of their ancestor. On Krynn, clan names
are always preceded by the prefix es- for
minotaurs from lands controlled by the island
of Mithas, or de- for minotaurs from areas
under the sway of Kothas.
Shifter
Shifters, sometimes called the weretouched,
Longtooth


Ability Score Increase. +1 str.
Shifting Feature. While shifting, you
can make a bite attack as an action. This is a
are descended from humans and natural ly- melee weapon attack that uses Strength for
canthropes, now nearly extinct on Khorvaire. its attack roll and damage bonus and deals
Shifters cannot fully change shape but can 1d6 piercing damage. If this attack hits a tar-
take on animalistic featuresa state they call get that is your size or smaller, the target is
shifting. Shifters have evolved into a unique also grappled.
race that breeds true. They have a distinct
culture with its own traditions and identity. As a longtooth shifter, you are a ferocious
combatant.
Shifter Traits
Ability Score Increase. +1 dex. Razorclaw
Age. Adult at 18, live up to 90. Ability Score Increase. +1 dex.
Alignment. Usually Chaotic. Shifting Feature. While shifting, you
Size. Medium. 5-6 ft, about 125 can make an unarmed strike as a bonus ac-
pounds. tion. You can use your Dexterity for its attack
Speed. 30 ft. roll and damage bonus, and this attack deals
Vision. Darkvision 60 ft. slashing damage.
Languages. Common and two extra
languages of choice. As a razorclaw shifter, you make swift, slash-
Duplicity. You gain proficiency in the ing strikes in battle.
Deception skill.
Shapechanger. As an action, you can Wildhunt
polymorph into any humanoid of your size Ability Score Increase. +1 wis.
that you have seen, or back into your true Shifting Feature. While shifting, you
form. However, your equipment does not gain advantage on all Wisdom-based checks
change with you. If you die, you revert to and saving throws.
your natural appearance.
Languages. Common and Sylvan. Your wildhunt heritage makes you a consum-
mate tracker and survivor
Beasthide
Ability Score Increase. +1 con. Personality
Shifting Feature. While shifting, you Shifters commonly have chaotic personalities
gain a +1 bonus to AC. and experience extremes in their emotions.
They are often temperamental and are lia-
As a beasthide shifter, you are especially ble to change moods in swift and dramatic
tough and persistent in battle. fashion. Shifters find it difficult to control
their emotions, especially in stressful sit-
Cliffwalk uations. Some have learnt to control their
Ability Score Increase. +1 dex. emotions however, it is obvious to others that
Shifting Feature. While shifting, you theyre finding it difficult to do so. The shifter
gain a climb speed of 30 feet. mind-set is built up around the idea of being
self-sufficient and being able to conjure inner
Your cliffwalk heritage grants you the agility strength in times of need rather than relying
of a mountain goat. on ones allies. Shifters can seem overly cau-
tious or constantly ready for future events. A
Longstride common saying among shifters is preparing
Ability Score Increase. +1 con. for the journey yet to come which reflects
Shifting Feature. While shifting, you how they believe the world can change in-
can use the Dash action as a bonus action. stantly and how important it is to be prepared
to avoid the danger that those changes can
Longstride shifters are fleet and elusive. bring. Shifters believe that the reward for
independence is freedom and thus they feel
uncomfortable around those who attempt to
impose their will and beliefs upon others. It
is also common for a shifter to feel restricted
in a human settlement with its rules and law
enforcement. Due to their predator instincts
shifters cant help acting or thinking like ani-
mals and think in terms of hunting and prey.
Like wolves longtooth shifters feel the urge
to form packs with companions whether they
be family or even a group consisting of no
other shifters. They make useful companions
as they work well in teams, capable of coordi-
nating attacks and will come to the rescue of
any of its pack members. Razorclaw shifters
are more independent, self-reliant and adapt-
able than their longtooth cousins. Theyre just
as loyal to their group as longtooth shifters
however, they expect their companions to be
just as self-reliant and capable as they are.
Razorclaw shifters strive to carry their own
weight within their groups. Shifters are ac-
customed to distrust and dont expect bet-
ter treatment from the other races though,
some try to earn trust with their companions
through good deeds. Most shifters are neutral
and are concerned more with their survival
than ethics and morals.

Description
Shifters resemble humans but with more an-
imal like features. Their bodies are physically
fit and lithe, they tend to move around in an
animal like manner, crouching, springing and
leaping. Like cats they have wide flat noses
with large eyes, pointed ears and claw-like
nails on both their toes and fingers. Their hair
is thick and worn long and some have long
sideburns to match. Longtooth shifters claim
that werewolves are their ancestors and have
canine features while the razorclaw shifters
claim weretigers to be their ancestors and
display feline features.

Shifter Names
Shifters use the same names as humans, of-
ten ones that sound rustic to city-dwellers.
Tabaxi
Hailing from a strange and distang land, wan-
Batterers of Lore
Tabaxi treasure knowledge rather than mate-
rial things. A chest filled with gold coins might
be useful to buy food or a coil of rope, but its
dering tabaxi are catlike humanoids driven noth intrinsically interesting. In the tabaxis
by curiousity to collect interesting artifacts, eyes, gathering wealth is like packing rations
gather tales and stories, and lay eyes on all for a long trip. Its important to survive in the
the worlds wonders. Ultimate trabelers, the world, but not worth fussing over.
inquisite tabaxi rarely stay in one place for Instead, tabaxi value knowledge and new
long. Their innate nature pushes them to experiences. Their ears perk up in a busy tav-
leave no secrets uncovered, no treasures or ern, and they tease out stories with offers of
legends lost. food, drink, and coin. Tabaxi might walk away
with empty purses, but they mull over the
Tabaxi Traits stories and rumors they collected like a miser
Ability Score Increase. +2 dex, +1 counting coins.
cha. Although material wealth holds little attrac-
Age. Adult at 18, live up to 80. tion for the tabaxi, they have an insatiable
Alignment. Usually chaotic. desire to find and inspect ancient relics, mag-
Size. Medium. 6-6,5 ft, about 100-175 ical items, and other rae objects. Aside from
pounds. the power such items might confer, a tab-
Speed. 30 ft. axi takes great joy in unraveling the stories
Vision. Darkvision 60 ft. behind their creation and the history of their
Languages. Common and one extra use.
language of your choice.
Feline Agility. Your reflexes and agil- Fleeting Fancies
ity llow you to move with a burst of speed. Wandering tabaxi are mercurial creatures.
When you move on your turn in combat, you trading one obsession or passion for the next
can double your speed until the end of the as the whim strikes. A tabaxis desire burns
turn. You can not use it again until you move bright, but once met it deisappears to be
0 feet on one of your turns. replaced with a new obsession. Objects re-
Cats Claws. Because of your claws, main intriguing only as long as they still hold
you have a climbing speed of 20 feet. In ad- secrets.
dition, your claws are natural weapons, which A tabaxi rogue could happily spend months
you can use to make unarmed strikes. If you plotting to steal a strange gem from a no-
hit with them, you deal slashing damage ble, only to trade it for passage on a ship or
equal to 1d4+ your strength modifier, instead a weeks lodging after stealing it. The tabaxi
of the bludgeoning damage normal for an might take extensive notes or memorize ev-
unarmed strike. ery facet of the gem before passing it on, but
Cats Talent. You have proficiency in the gem holds no more allure once its secrets
the perception and stealth skills. and nature have been laid bare.

Wandering Outcasts Tinkerers and Minstrels


Most tabaxi remain in their distant homeland, Curiosity drives most of the tabaxi found
content to dwell in small, tight clans. These outside their homeland, but not all of them
tabaxi hunt for food, craft goods, and largely become adventurers. Tabaxi who seek a safer
keep to themselves. path to satisfy their obsessions become wan-
However, not all tabaxi are satisfied with such dering tinkers and minstrels.
a life. The Cat Lords, the divine figure respon- These tbaxi work in small troupes, usual-
sible for the creation of the tabaxi, gifts each ly consisting of an elder, more experienced
of his children with one specific feline trait. tabaxi who guides up to four young ones
Those tabaxi gifted with curiosity are com- learning their way into the world. They travel
pelled to wander far and wide. They seek out in small, colorful wagons, moving from settle-
stories, artifacts, and lore. Thosw who survive ment to settlement. When they arrive, they
this period of wanderlust return home in their set up a small stage in a public square where
elder years to share the news of the outside they sing, play instruments, tell stories, and
world. In this manner, the tabaxi remain iso- offer exotic goods in trade for items that
lated but never ignorant of the world beyond spark their interest. Tabaxi reluctantly accept
their home.
gold, but they much prefer interesting objects 10 You cant help but pocket interesting
or pieces of lore as payment. objects you come across.
These wanderes keep to civilized realms, pre-
ferring to bargain instead of pursuing more Tabaxi Names
dangerous methods of sating their curiosity. Each tabaxi has a single name, determined
However, they arent above a little discreet by clan and based on a complex formula that
theft to get their claws on a particularly inter- involves astrology, prophecy, clan history, and
esting item when an owner refuses to sell or other esoteric factors. Tabaxi names can ap-
trade it. ply to both males and femles, and most use
nicknames derived from or inspired by their
Tabaxi Personality full names.
A tabaxi might have motivations and quirks Clan names are usually based on a geograph-
much different from a dwarf or elf with sim- ical feature located in or near the clans terri-
ilar background. You can use the following tory.
tables to customize your character in addition
to the trait, ideal, bond and flaw from your
background.
The Tabaxi Obsession table can help hone
your characters goals. For extra fun, roll a
new result every few days that pass in the
campaign to reflect your ever-changing
curiosity.

Tabaxi Obsessions
d8 My curiosity is currently fixed on ...
1 A god or planar entity
2 A monster
3 A lost civilization
4 A wizards secrets
5 A mundane item
6 A magic item
7 A location
8 A legend or tale

Tabaxi Quirks
d10 Quirk
1 You miss your tropical home and
complain endlessly about the freezing
weather, even in the 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 ball of yarn in your hand,
which you constantly fidget with.
7 You are always in debt, since you
spend your gold on lavish parties and
gifts for friends.
8 When talking about something youre
obsessed about you speak quickly and
never pause and others cant
understand you.
9 You are a font of random trivia from
the lore and stories you have
discovered.
Tiefling
To be greeted with stares and whispers, to
black or brown to dark red, blue or purple.

Self-Reliant and Suspicious


Tieflings subsist in small minorities found
suffer violence and insult on the street, to se mostly in human cities or towns, often in the
mistrust and fear in every eye: this is the lot roughest quarters of those places, where they
of the tiefling. And to twist the knife, tieflings grow up to be swindlers, thieves, or crime
know that thisis because a pact struck gen- lords. Sometimes they live among other mi-
erations ago infused the essence of Asmo- norities enclaves where they are treated with
deus - overlord of the Nine Hells - into their more respect.
bloodline. Their appearance and their nature Lacking a homeland, tieflings know they have
are not their fault but the result of an ancient to make their own way in the world and that
sin, for which they and their children and they have to be strong to survive. They are
their childrens children will always be held not quick to trust anyone who claims to be
accountable. a friend, but when a tieflings companions
demonstrate that they trust him or her, the
Tiefling Traits tiefling learns to extend the same trust to
Ability Score Increase. +1 int +2 them. And once a tiefling gives someone loy-
cha. alty, the tiefling is a firm friend or ally for life.
Age. Adult at 18, live up to 100.
Alignment. Usually chaotic. Mutual Mistrust
Size. Medium. 5-6 ft, about 125-250 People tend to be suspicious of tieflings, as-
pounds. suming that their infernal heritage has left its
Speed. 30 ft. mark on their personality and morality, not
Vision. Darkvision 60 ft. just their appearance. Shopkeepers keep a
Languages. Common, Infernal. close eye on their goods when tieflings en-
Hellish Resistance. You have Resis- ter their stores, the town watch might follow
tance to fire damage. around the tiefling for a while, and dema-
Infernal Legacy. You know the gogues blame tieflings for strange happen-
Thaumaturgy cantrip. When you reach 3rd ings. The reality, though, is that a tieflings
level, you can cast the Hellish Rebuke spell bloodline doesnt affect his or her person-
as a 2nd-level spell once with this trait and ality to any great degree. Years of dealing
regain the ability to do so when you finish a with mistrust does leave its mark on most
Long Rest. When you reach 5th level, you can tieflings, and they respond to it in different
cast the Darkness spell once with this trait ways. Some choose to live up to the wicked
and regain the ability to do so when you fin- stereotype, but others are virtuous. Most are
ish a Long Rest. Charisma is your spellcasting simply very aware of how people respond
ability for these Spells. to them. After dealing with this mistrust
throughout youth, a tiefling often develops
Infernal Bloodline the ability to overcome prejudice through
Tieflings are derived from human bloodlines, charm or intimidation.
and in the broadest possible sense, they still
look human. However, their infernalheritage Uncommon Appearance
has left a clear imprint on their appearance. Half-orcs are greeted with a practical caution,
Tieflings have large horns that take any of a but tieflings are subject of supernatural fear.
variety of shapes: some have curling horns The evil of their heritage is plainly visible in
like a ram, others have straight and tall horns their features, and as far as most people are
like a gazelles, and some spiral upward like concerned, a tiefling could very well be a dev-
an antelopes horns. They have thick tails, il straight from the Nine Hells. People might
four to five feet long, which lash or coil make warding signs as a tiefling approaches,
around their legs when they get upset or ner- cross the street to avoid passing near, or bar
vous. Their canine teeth are sharply pointed, shop doors before a tiefling can enter.
and their eyes are solid colors - black, red,
white, silver, or gold - with no visible sclera
or pupil. Their skin tones cover the full range
Tiefling Names
Tiefling names fall into three broad catego-
of human coloration, but also includes vari-
ries. Tieflings born into another culture typ-
ous shades of red. Their hair cascading down
ically have names reflective of that culture.
from behind their horns, is usually dark, from
Some have names derived from the Infernal
language, passed down through generations,
that reflect their fiendish heritage. And some
younger tieflings, striving to find a place in
the world, adopt a name that signifies a vir-
tue or another concept. For some, the chosen
name is a noble quest. For others, its a grim
destiny.
Triton
Tritons guard the ocean depths, building
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
small settlements beside deep trenches, por- chose volunteers skilled in weapons and mag-
tals to the elemental planes, and other dan- ic as part of an expeditionary force to enter
gerous spots far from the eyes of land-bound the Material Plane and seek out their ene-
folk. Long-established guardians of the deep mies.
ocean floor, in recent years the noble tritons Those tritons spread across the worlds
have become increasingly active in the world oceans and established protectorates to
above. watch over deep sea trenches, portals, un-
dersea caves, and other locations where their
Triton Traits enemies might lurk. They defeated their foes
Ability Score Increase. +1 str, +1 when they found them and drove the rest
con, +1 cha. into hiding.
Age. Adult at 15, live up to 200. With their foes banished to the deepest
Alignment. Usually lawful good. reaches of the sea, tritons settled in to watch
Size. Medium. 5 ft, about 100-175 for any sign of their return. Over time, the
pounds. tritons extended their stewardship over the
Speed. 30 ft, and a swimming speed sea floor from their initial settlements and
of 30 ft. built outposts to create trade with other rac-
Vision. Normal vision. es. Despite this expansion, few folk know of
Languages. Common and Primordal. them. Their settlements are so remote even
Amphibious. You can breathe air and merfolk and sea elves rarely encounter them.
water.
Control Air and Water. A child of the Haughty Nobles
sea, you can call on the magic of elemental As a result of their isoltion and limited un-
air and water. You can cast fog cloud with this derstanding of the Material Plane, tritons can
trait. Starting at 3rd level, you can cast gust come across as haughty and arrogant. They
of wind with it, and starting at 5th level, you see themselves as caretakers of the sea, and
can also cast wall of water with it. Once you they expect other creatures ot pay them deep
cast a spell with this trait, you cant do so respect, if not complete deference.
again until you finish a long rest. Charisma is This attitude might grate on others, but it
your spellcasting ability for these spells. arises from a seed of truth. Few know the
Emissary of the Sea. Aquatic beasts tritons great victories over dreadful undersea
have an extraotdinary affinity with your peo- threats. The tritons make little allowance for
ple. You can communnicate simple ideas with such ignorance and are delighted to expound
beasts that can breathe water. they can un- upon the great debt others owe them.
derstand the meaning of your words, though Tritons also have a tendency to emerge from
you have no special ability to understand their isolation under the assumption that oth-
them in return. er folk will welcome them as respected allies
Guardian of the Depths. Adapted to and mentors. Again, distance drives much of
even the most extreme ocean depths, you this attitude. The tritonss limited view of the
have resistance to cold damage, and you ig- world leaves them ignorant of the kingdoms,
nore any of the drawbacks caused by a deep, wars, and other struggles of the surface
underwater environment. world. Tritons readily see such concerns as
minor events, a sideshow to the tritons role
Aquatic Crusaders as the worlds true protectors.
Centuries ago, tritons entered the world in
response to the growing threat of evil ele- Staunch Champions
mentals. Tritons waged many wars against Despite their off-putting manners, tritons are
their enemies on the Plane of Water, driving benevolent creatures at heart, convinced that
them into the Darkened Depths where they other civilized races deserve their protection.
escaped into the crushing pressure and utter Their attitude might grate, but when pirate
darkness. In time, the tritons noticed that fleets prowl the waves or a kraken awakens
their ancient elemental foed had grown quiet. from its slumber, they are among the first to
Expeditions to the depths revealed that krak- take up arms to protect the others.
ens, sahuagin and gar worse foes had fled Tritons readily sacrifice themselves for the
common good. They will fight and die for Triton Quirks
humand, merfolk and other creatures without d6 Quirk
question. Their self-absorbed nature makes 1 You phrase requests as orders that you
them overlook the history of other creatures, expect to be obeyed.
but they also endure a sense of guilt over 2 You are quick to boast of the greatness
llowing the evils of the Plane of Water to en- of your civilization.
ter the Material Plane and threaten its inhab- 3 You learned an antiquated version of
itants. The tritons believe they owe a debt of Common and drop thee and thou
honor to the world, and they will have to fight into your speech.
and die to pay it. 4 You assume that people are telling you
At times their fervor and ignorance of the the truth about local customs and
world can lead them astray. Tritons encoun- expectations.
tering other creatures for the first time can 5 The surface world is a wondrous place,
underestimate them, leaving the tritons vul- and you catalog all its details in a
nerable to deception. With their strong mar- journal .
tial tradition, tritons can cometimes be too 6 You mistakenly assume that surface
eager to leap into a fight. folk know about and are impressed by
your peoples history.
Strangers to the surface
Given their isolation, most tritons have never Triton Names
been to the surface world. They struggle with Most triton names have two or three sylla-
the idea that they cant easily move up and bles. Male names typically end with a vowel
down out of water, and the changing of the and the letter s, and female names tradition-
seasons mystifies them. ally end with an n. Tritons use their home
Tritons also find the variety of social institu- protectorate as a surname, with the name
tions, kingdoms, and other customs bewilder- formed by adding a vowel followed by a th
ing. For all their proud culture, they remain to the end of the protectorates name.
innocent of the surface world. The typical tri-
ton protectorate is tightly regimented, orga-
nized and unified around a common cause. A
triton on the surface becomes easily confused
by the bewildering array of alliances, rivalries,
and petty grievances that prevent the surface
folk from truly unifying.
At its worst, a tritons arrogance compounds
the tendency for a triton not to understand
the ways of the surface world. Its easy for
a triton to blame baffling social practices on
what the triton perceives as the barbarism,
weakness, or cowardice of the surface folk.

Triton Personality
Far from flawless, these champions of good
mean well, but they are easily frustrated by
others. You can select, roll or adapt a tri-
ton-specific quirk from the Triton Quirks ta-
ble. Use the quirk to inform how you portray
your character.
Warforged
The warforged were made as the ideal sol-
a small group of comrades. Warforged often
have little life experience as they spent most
of their time assigned to one specific duty,
usually soldiering. If there is one interest all
diers to serve in the devastating Last War. Al- warforged share it is the love of working and
though they are constructs, they have much many create endless lists of goals and chores.
in common with living creatures, including They take pride in their work and work in-
emotions and social bonds, and perhaps even credibly hard which makes them dislike
souls. idleness and failure. Warforged can excel at
most tasks having a single-minded efficiency,
Warforged Traits especially in combat related roles. War and
Ability Score Increase. +1 str, +1 military conditioning create the foundation
con. of warforged personalities, they understand
Age. Warforged do not age. duty, the chain of command and conflict. Due
Alignment. No usual alignment. to their bodies more closely resembling males
Size. Medium. 6-7 ft, about 270-300 than females, most warforged prefer to be
pounds. called he than it. Some warforged adopt
Speed. 30 ft. female names though most of their names
Vision. Normal Vision. are straightforward and are related to their
Languages. Common and one extra job, abilities or rank. Many warforged simply
language of choice. accept the nicknames given to them by their
Composite Plating. Your construction comrades while others seek to earn more
incorporates wood and metal, granting you a meaningful names that best describe them.
+1 bonus to Armor Class.
Living Construct. Even though you Description
were constructed, you are a living creature. The warforged are made of stone, metal and
You are immune to disease. You do not need wood fibres. The core of a warforged is a
to eat or breathe, but you can ingest food skeletal frame made of metal and stone with
and drink if you wish. Instead of sleeping, wood fibres acting as a muscular system.
you enter an inactive state for 4 hours each Covering the warforged is an outer shell of
day. You do not dream in this state; you are metal and stone plates. An internal network
fully aware of your surroundings and notice of tubes run through the warforgeds body,
approaching enemies and other events as these tubes are filled with a blood like fluid
normal. that is designed to lubricate and nourish their
systems. Their hands have only two thick fin-
Personality gers and a thumb whilst their feet only have
Warforged can have unique personality traits two broad toes. The warforgeds face loosely
though, being constructs, they are restricted resembles their human creators though they
in some ways. They experience anger, pain, have a toothless jaw, heavy brow line and are
fear and hatred like their human creators; lacking noses and hair. Each warforged has a
not all warforged are incredibly reserved and ghulra engraved upon their foreheads. Each
pensive, hiding an array of emotions behind of these runes are unique to the warforged
their metallic face. Their faces were not de- giving them a sense of individuality. The war-
signed to display facial expressions and so forged have a sexless form and are consid-
it can seem like they are distant to the con- ered to be mono-gender. The warforged are
versation. Despite their lack of physical facial able to be repaired and modified by artificers
expressions theyre not completely without or even themselves giving them an endless
them as their eyes tend to brighten when possibility to their appearances.
experiencing strong or specific emotions.
Some warforged are incredibly naive and lack Warforged Names
introspection; however, many others are the Warforged do not name themselves and only
opposite and question their existence, won- recently have begun to understand the need
der if they have souls and ask what becomes of other races to have names for everything.
of them in the after life. The more intelli- Many accept whatever names others see fit
gent warforged create complex philosophies to give them, and warforged traveling with
about what they perceive and learn. Though humans often are referred to by nicknames.
warforged can show loyalty to religions and Some warforged, however, have come to see
organisations, typically they become loyal to having a name as a defining moment of their
new existence, and thus search long and hard
for the perfect name to attach to themselves.

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