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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.