Spikulec's Guide to Fantastic Fellows

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ZUZANNA GRUŻLEWSKA





ZUZANNA GRUŻLEWSKA

SPIKULEC’S

GUIDE TO FANTASTIC FELLOWS

Compendium of Races for 5e Dungeons and Dragons


Title: Spikulec’s Guide to Fantastic Fellows Compendium of Races for 5e Dungeons and Dragons First Printing: Summer 2021 Graphics and Illustration: Zuzanna Grużlewska Editor/Support: Ula Łaszkiewicz Spellchecking/Language: @jeydis.winter (Dom), @thecolorofsunlight (Alicja Styczeń) @rachelmariesea (Rachel)


When I think of it, another book is needed just to mention every person who helped me in the development of this one. Forgive me for making the list shorter than it should be. So, thank you so much: To Ula, for being my editor, my design support, my emotional support. I couldn’t have done this without you. Sorry for messing with your workflow all the time. To Ali, for best-worst jokes. To Roena, for helping me with the homebrews and changes made to the original content. You two are the best, you nerds. To Melissa, for sending me a big package of watercolors and being generally awesome person. This book wouldn’t be as colorful without you. To my sister Sophie, who ran my first ever DnD campaign and ignited my love for the game. This wouldn’t exist without you. To my family, especially my parents. We may sometimes be far away from each other, but I always miss you. To all of my DnD teams and to the people who wanted to play with me. You keep on giving me creative ideas. Sorry for all the aberrations I am throwing at you. To people who shared their characters and allowed me to portray them for this book. To my three best spellcheckers, Rachel, Dom and Alice. To a small army of folks I met on Instagram, who gave me encouragement and critique, both of which I deeply appreciate. And finally, to Elle. For your support in tough times.



CONTENTS: INTRODUCTION 9

DISCLAIMER 9

HUMANS AND THEIR RELATIVES 11 HUMAN 12 HALF-ORC 13 HALF-ELF 14 HALFLING 16 DWARF 18 GNOME 20 GOLIATH 22 VEDALKEN 23

ELVES 25 WOOD ELF 26 DROW 27 MOON ELF 28 SUN ELF 29 ELADRIN 30 SHADAR KAI 31 SEA ELF 32 AVARIEL 33 GRUGACH 34 PALLID 35

GOBLINOIDS AND MONSTERS

37

HOBGOBLIN 38 ORC 39 GOBLIN 40 KOBOLD 41 VERDAN 42 BUGBEAR 43 GITHZERAI 44 GITHYANKI 45 YUAN-TI 46 DRAGONBORN 47 OOZELING 48 CHANGELING 49

ANIMALFOLKS 51 TABAXI 52 RAAVASTA 53 KENKU 54 AARAKOCRA 55 HARENGON and other rodents 56 MINOTAUR 57 LOXODON 58 TORTLE 59 LOCATHAN 60 GRUNG 61 GRIG 62 LIZARDFOLK 63

CREATURES OF NATURE

65

HEXBLOOD 66 FIRBOLG 67 SATYR 68 TRITON 69 SHIFTER 70 FAIRY 72 CENTAUR 73 MYCONID 74 WILDEN 75

MAGICAL BEINGS

77

AASIMAR 78 TIEFLING 80 GENASI 82 DHAMPIR 84 REBORN 85 KALASHTAR 86 AETHERBORN 87 WARFORGED 88 SHARDMIND 89

INDEX 9



INTRODUCTION First thing’s first - thank you so much for reading this book. It took almost 2 years to make and it started its life as an online document I made for my players, compiling all the 5e playable races into one list. We found it kind of useful - if you look at the index placed in the end, you’ll see that, under normal conditions, we had to go through 16 books to find them all. Despite this book being a compendium of the original fifth edition’s races, we made several changes to them. The minor (mechanical) ones are listed in the index at the end of the book. Major ones include our division into chapters. We decided to split them in an uncanonical way, between Humans, Elves, Monsters, Nature creatures, Magical creatures and the Animalfolk. All elves are obviously subraces, but there are so many of them that we had to make a separate category. The designs I decided to use may not reflect your view on how a certain race should look - and it is a perfectly valid thing to disagree with how I portrayed certain species. I don’t want to fight over it. I enjoy whiskers on kobolds, you may not. You may find plenty of books with many different interpretations, but because I had to illustrate this behemoth alone, I took creative freedom to change some stuff. Hence whiskers on kobolds, sparkly moon elves, a medusa yuan ti etc. After spending too many days on this project, I blame it all on exhaustion . That said, I hope you will enjoy the art and the content I added. Have fun! - Spikulec DISCLAIMER This is NOT an official DnD book. This compendium wasn’t made to replace the original Dungeons and Dragons publications, nor do I make a claim to the franchise, the original text, the races or anything created originally by the Wizards of the Coast. I encourage you to use this book as a catalog of sorts. I didn’t include the full racial descriptions beyond few sentences about each species, so if I managed to pique your interest, please go and purchase the dedicated book from its original creators. A full index connecting each respective race to the publication can be found in the end, behind all the illustrated chapters. This book was created by a single artist with support of a single editor. Both of us are students at the time of the book’s publication. In fact, the whole thing was designed as a part of the author’s (Zuzanna Grużlewska/Spikulec) Master’s Degree in Arts. This is an addition to an essay written in Polish concerning the development of art style in Dungeons and Dragons. I deeply love this game - what I prepared here wasn’t made to profit off of Wizards of the Coast’s creations. It is a testament of mine and my editor’s engagement, excitement and appreciation for Dungeons and Dragons. No company has the rights to distribute this book nor its online copies. The creation and the assembly of this book took place at the sole expense of the author. All of the art found in this book was made by the author. The backgrounds were created in ink and pencil and the sides were originally painted with watercolor. Almost 200 portraits were prepared, most of them were rejected for technical reasons. The majority of the characters presented come from my or my friends’ DnD campaigns. The rest of the characters were invented by people participating in a giveaway hosted on Instagram (without any affiliations with the platform itself). Character owners voluntarily agreed to share their ideas for the purpose of this publication. To put it simply - they gave me descriptions/visual references, and I painted them portraits based on their creativity. All the art and the layout design belongs to me, and cannot be replicated without my permission.



HUMANS AND THEIR RELATIVES Humans and their relatives (or humanoids for short) are a variety of sentient species that make up the world’s primary inhabitants, both savage and civilized. Dwarves, gnomes, halflings and similar beings live in their respectful communities, blissfully unaware of what is happening in the rest of the world. But even simple men can show courage in times of grave danger, no matter how tall or short they are.


HUMAN In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundations of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

HUMAN FEATURES +1 any +1 any ~80 years

30ft. per turn

5-6ft. (M)

Skills. You gain proficiency in one choosen skill. Feat. You gain one Feat of your choice. Extra Language. You can read, speak, and write one additional language of your choice.

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HALF-ORC When alliances or wars between humans and orcs occur, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.

HALF-ORC FEATURES +2 Str +1 Con ~75 years

30ft. per turn

5-6ft. (M)

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Menacing. You gain proficiency in the Intimidation skill. Relentless Endurance. When you are reduced to 0 hit points but not killed, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

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HALF-ELF Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves.

HALF-ELF FEATURES +2 Cha +1 any +1 any

>180 years

30ft. per turn

5-6ft. (M)

Darkvision. Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

HALF-ELF VERSATILITY.

Choose one of the following traits: Skill Versatility (Any). You gain proficiency in two skills of your choice. Fleet of Foot (Wood Elf or Grugach Heritage). Your base walking speed increases to 35 feet. Cantrip (Sun or Moon Elf Heritage). You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

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Swim Speed (Sea Elf Heritage). You have a swimming speed of 30 feet. Elf Weapon Training (Sun, Moon or Wood Elf Heritage). You have proficiency with the longsword, shortsword, shortbow, and longbow. Magical Detection (Any Heritage). You can cast the Detect Magic and the Detect Poison and Disease spells with this trait. Starting at 3rd level, you can also cast the See Invisibility spell with it. Once you cast either spell with this trait, you can’t cast that spell again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don’t require material components for them. Mask of the Wild (Wood Elf or Eladrin Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Drow Magic (Dark Elf Heritage). You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells. Pallid Magic (Pallid Elf Heritage). You know the Light cantrip. When you reach 3rd level, you can cast Sleep once - it recharges after a long rest. When you reach 5th level, you can cast Invisibility (Self Only) once, and it also recharges after a long rest. You do not need the material components required of the spells. Wisdom is your spellcasting ability for these spells. Blessing of the Raven (Shadar Kai Heritage). As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Headwinds (Avariel Heritage). You know the Gust cantrip. Starting at 3rd level, you can also cast the Gust of Wind spell with it. Once you cast this spell with this trait, you can’t cast that spell again until you finish a Long Rest. Charisma is your Spellcasting Ability for this spell.

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HALFLING The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies. Others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.

HALFLING FEATURES

+2 Dex ~150 years

25ft. per turn

3-3.5ft. (S)

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. Brave. You have advantage on saving throws against being frightened. Nimble. You can move through the space of any creature that is of a size larger than yours.

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• HALFLING VARIANTS • LIGHTFOOT HALFLING [CHA +1]

Lightfoots, the adventurers among their kin, are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

STOUT HALFLING [CON +1]

Stouts are bigger and hardier than average halflings. Some say that they have dwarven blood. Stout Resilience. You have advantage on saving throws against poison, and you have resistance to poison damage.

GHOSTWISE HALFLING [WIS +1]

Ghostwise halflings are very elusive and isolated from the outside world. They are often interested in nature and dark magic. Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

LOTUSDEN HALFLING [WIS +1]

Halflings of the Lotusden use their wisdom to become in tune with nature, letting them easily pass through the underbrush of their home while leaving very little trace. Children of the Woods. You know the Druidcraft cantrip. At 3rd level, you can cast the Entangle spell once per long rest. At 5th level, you can cast the Spike Growth spell once per long rest. These spells don’t require the material components normally required. Wisdom is your spellcasting ability for these spells. These spells don’t require material components. Timberwalk. Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.

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DWARF Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs – these common threads unite all dwarves.

DWARF FEATURES

+2 Con ~350 years

25ft. per turn

4-5ft. (M)

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.

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• DWARF VARIANTS • HILL DWARF [WIS +1]

Hill dwarves are confident and proud of their traditions. They are known to be particularly stalwart warriors and shrewd traders. They are often trained specifically to battle the horrendous aberrations in the Underdark. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

MOUNTAIN DWARF [STR + 2]

Mountain dwarfs are strong and hardy, accustomed to a difficult life in rugged terrain. They are on the tall side for their kin, not afraid to leave the mines and to travel through the surface. Dwarven Armor Training. You have proficiency with light and medium armor.

DUERGAR DWARF [STR +1]

The duergar were once normal dwarves, before their greed and endless delving beneath the earth brought them into contact with dark forces. The gray dwarves dwell in fantastic cities deep in the Underdark. Using ancient knowledge, they work tirelessly to expand their subterranean kingdoms. Most duergar have ashen gray skin. They wear drab clothing designed to blend in with stone. Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Duergar Resilience. You have advantage on saving throws against illusions, being charmed or paralyzed. Duergar Magic. When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, but using only the spell’s enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself. You don’t need material components for either spell, and you can’t cast them while you’re in direct sunlight. You regain the ability to cast each spell when you finish a long rest. Intelligence is your spellcasting ability for these spells. Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when whatever you are trying to perceive is in direct sunlight.

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GNOME A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.

GNOME FEATURES

+2 Int ~350 years

25ft. per turn

3-4ft. (S)

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

• DWARF VARIANTS • FOREST GNOME [DEX +1]

Forest gnomes are painfully shy creatures who neither feel the need nor want to interact with other races. For the most part forest gnomes would simply like to be ignored as they have been for millennia. Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for it. 22


Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

ROCK GNOME [CON +1]

Rock gnomes are a curious, childlike race. When most people think of gnomes, they are thinking of the rock gnome. They choose to spend their long lives by filling each day with as much creativity and enjoyment as possible. Artificer’s Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply. Tinker. You have proficiency with artisan tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the options: • Clockwork Toy: This toy is a clockwork animal, monster, or person. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. • Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. • Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. You may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.

SVIRFNEBLIN (DEEP GNOME) [DEX +1]

The deep gnomes (or svirfneblin) live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework. Superior Darkvision. Your darkvision has a range of 120 feet. Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

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GOLIATH At the highest mountain peaks dwell the reclusive goliaths, wandering a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.

GOLIATH FEATURES

+2 Str +1 Con < 100 years

30ft. per turn

7-8ft. (M)

Natural Athlete. You have proficiency in the Athletics skill. Stone’s Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

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VEDALKEN Vedalken are extremaly intelligent humanoids, tall and slender, standing almost a head taller than humans but weighing about the same. Their hairless skin comes in a range of shades of blue. They sometimes lack external ears, their noses are broad and flat, and they are partially amphibious. All vedalken are hermaphrodites, but they typically use pronouns of chosen human gender.

VEDALKEN FEATURES +2 Int +1 Wis ~350 years

30ft. per turn

6-6.5ft. (M)

Tireless Precision. You are proficient in one of the following skills: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check’s total. Vedalken Dispassion. You have advantage on all Intelligence, Wisdom, or Charisma saving throws (choose one). Partially Amphibious. By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you’ve reached that limit, you can’t use this trait again until you finish a long rest. Mystical Lore. Whenever you make an Intelligence (History) check related to magic items or magic-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. 25



ELVES Elves are a magical people of otherworldly grace, living in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry. All of the elves gain following abilities, in addition to their variant abilities: Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is “trance.” While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Keen Senses. You have proficiency in the Perception skill.


WOOD ELF As a people, wood elves are largely seen as calm and wise. They feel a strong aversion to large cities, preferring deep forests and other types of wilderness. Wood elves commonly search for harmony with their natural surroundings. They cultivate various forms of art to achieve that, expressing appreciation for freedom and beauty.

WOOD ELF FEATURES +2 Dex +1 Wis <750 years

35ft. per turn

5-6ft. (M)

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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DROW Drow are a race of marauders dwelling in the subterranean depths of the Underdark, emerging only on the blackest nights to pillage and slaughter the surface dwellers they despise. Their society is depraved and preoccupied with the favor of Lolth, their spider-goddess, who sanctions murder and the extermination of entire families as noble houses vie for position. Drow grow up believing that surface-dwelling races are inferior, worthless except as slaves. Drow who develop a conscience or find it necessary to cooperate with members of other races find it hard to overcome that prejudice, especially when they are so often on the receiving end of hatred.

DROW FEATURES

+2 Dex +1 Cha <750 years

30ft. per turn

4-5.5ft. (M)

Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60. Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. Drow Magic. You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell on identical terms. Charisma is your spellcasting ability for these spells. Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. 29


MOON ELF Moon elves are a secretive subrace of elvenkind that dwell deep within the forests, hidden out of sight from all but the most perceptive explorers. They are considered high elves, though they are polar opposites to the sun elves. Moon elves have more purple skin than their other kin, ranging from light lavender to dark violet, most often covered by bright star markings and constellations.

MOON ELF FEATURES

+2 Dex +1 Wis <750 years

30ft. per turn

5-6ft. (M)

Elf Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. Cantrip. You know one cantrip of your choice from the Sorcerer spell list. Wisdom is your spellcasting ability for it. Extra Language. You can speak, read, and write one extra language of your choice.

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SUN ELF The sun elves, also sometimes known as gold elves or high elves due to their stereotypically elitist ways, firmly believe that they stand the sole protectors of law and order. Patient and deliberate in most of what they do, they demonstrate a nature uncommon to most elves, preferring to master a skill before applying it rather than learning as they go. Sun elves organize their society along firm and hierarchical traditions. Communities are typically run by members of an esteemed nobility, some of whom can trace their ancestry to gods, celestials and other beings of power.

SUN ELF FEATURES

+2 Dex +1 Int <750 years

30ft. per turn

5-6.5ft. (M)

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it. Extra Language. You can read, speak, and write one additional language of your choice.

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ELADRIN Of all the elves, eladrin are closest in form and ability to the first generation of elves. After centuries of exposure to the Feywild’s magic, they acquired supernatural abilities not seen in most of their kin from the Prime Material plane. Emotional and in tune with nature, eladrin are capable of changing their physical appearance and powers according to their mood, assuming characteristics of the seasons.

ELADRIN FEATURES

+2 Dex +1 Cha <750 years

30ft. per turn

5-6ft. (M)

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. When you use the Fey Step, the following effect happens immediately: • Autumn. Up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to them. • Winter. One creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. • Spring. You can touch one willing creature within 5 feet of you. That creature then teleports instead of you. • Summer. Each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage). 32


SHADAR KAI Sworn to the dark forces’ service, the mysterious shadar kai venture into the Material Plane from the Shadowfell to advance the Raven Queen’s will. Once they were elves like the rest of their kin, but now they exist in a strange state between life and death, their skin pale and their bodies marked by piercings and eerie tattoos. They are said to be nearly devoid of emotions.

SHADAR KAI FEATURES

+2 Dex +1 Con <750 years

30ft. per turn

5-6ft. (M)

Necrotic Resistance. You have resistance to necrotic damage. Blessing of the Raven. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

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SEA ELF Sea elves, also known as mermaids, fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.

SEA ELF FEATURES

+2 Dex +1 Con <750 years

30ft. per turn

5-6.5ft. (M)

Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net. Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water. You may also, subject to DM’s approval, allow your sea elf’s legs to change into a mermaid-like tail whenever they go inside water. Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

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AVARIEL The avariel, harpies or “winged folk” in Evish, have the most beautiful voices, and their songs are greatly sought after by bards of other races. Young avariel used to spend time immersed in other cultures, so that they could gain a deep understanding and respect of how others live. Unfortunately avariel settlements are rare, as conflict with dragons almost wiped the winged elves out. While some of them managed to survive, they lost their culture and are considered to be a myth by most people.

AVARIEL FEATURES

+2 Dex <750 years

30ft. per turn

5-6ft. (M)

Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.

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GRUGACH Agressive grugach, aslo called wild elves, shun contact with other folk, preferring the solace of the deepest forests and the companionship of wild animals. Even other elves draw their suspicion. They refuse to learn other languages and communicate mostly by means of simple gestures. If anyone is fool enough to disturb a grugach realm, these elves take to arms and fight in earnest. Grugach master weapons needed to hunt and forage in the woods. Every copse of trees becomes a sniper’s nest, and each meadow is an ambush point. The grugach fight to the death and they take no prisoners.

GRUGACH FEATURES

+2 Dex +1 Str <650 years

30ft. per turn

7-8ft. (M)

Grugach Weapon Training. You have proficiency with the spear, shortbow, longbow, and net. Cantrip. You know one cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for it. Languages. Unlike other elves, you don’t speak, read, or write Common. You instead use Sylvan. In addition, you can cast the Speak With Animals spell and regain the ability to do so when you finish a long rest.

36


PALLID Pallid elves are a subrace of elves made distinguished by their pale, pastel skin rresembling shades of the aurora. The ancestors of the pallid elves were a group of reclusive elves who lived in a woodland on top of mountain plateau, protected by illusion magic by their priests. Pallid elves are seen as mystical and insightful. They wander the world with a childlike curiosity.

PALLID ELF FEATURES +2 Dex +1 Wis <750 years

30ft. per turn

5-6ft. (M)

Incisive Sense. You have advantage on Investigation and Insight checks. Blessing of the Moonweaver. You know the Light cantrip. When you reach 3rd level, you can cast Sleep once - it recharges after a long rest. When you reach 5th level, you can cast Invisibility (Self Only) once, and it also recharges after a long rest. You do not need the material components required of the spells. Wisdom is your spellcasting ability for these spells. You do not need material components to cast these spells.

37



GOBLINOIDS AND MONSTERS The typical goblinoid is repulsive, cruel and power-hungry. As all monsters, they are not welcomed amongst other races, and while exceptions exist, most of these creatures end up as enemies of civilized species. Monsters rarely get along with themselves, even though in rare circumstances they unite to achieve one common, often malicious goal.


HOBGOBLIN War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal. Hobgoblins are often in command of either goblins or bugbears, or sometimes both. The most civilized goblinoid communities are ruled by the race. Hobgoblin society is more industrious, honorbound and less savage than that of their kin.

HOBGOBLIN FEATURES +2 Con +1 Int ~80 years

30ft. per turn

5-6ft. (M)

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Martial Training. You are proficient with two martial weapons of your choice and with light armor. Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.

40


ORC Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to destroy, motivated by hatred of the civilized races and their need to satisfy the demands of their deities. Orcs have poor temperaments. Easily offended and impatient, orcs generally prefer violent solutions and rarely consider multiple ways of approaching a problem.

ORC FEATURES +2 Con +1 Str <50 years

30ft. per turn

6-7ft. (M)

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Primal Intuition. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

41


GOBLIN Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat. A goblin tribe is organized in a caste system made up of lashers, hunters, gatherers, and pariahs. The status of every family in the tribe is based on its importance to its survival.

GOBLIN FEATURES +2 Dex +1 Con <60 years

30ft. per turn

3-4ft. (S)

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

42


KOBOLD Kobolds are often dismissed as cowardly, foolish, and weak, but these little creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations.

KOBOLD FEATURES

+2 Dex <120 years

30ft. per turn

2-3ft. (S)

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Feign Death. As an action on your turn, you can fall on the ground convulsing and screaming to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest. Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

43


VERDAN Verdan, a race born from both orcs and elves, are hungry to undertake challenges and absorb new experiences. When they meet other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels. However, their inexperience in the world sometimes lends the verdan a kind of innocence that works against them. Even so, most verdan have an intuition bred by empathy that helps them eventually sort out those who are sincere from those who are not.

VERDAN FEATURES +2 Cha +1 Con <200 years

30ft. per turn

4-6ft. (M)

Orcish Healing. Your endurance boosts your natural healing. When you roll a 1 or 2 on any Hit Die at the end of a short rest, you can reroll the die but you have to accept the new outcome. Persuasive. Your people’s lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill. Natural Insight. Your mind’s connection to the world around you strengthens your will. You have advantage on Wisdom and Charisma saving throws against magic. Animal Speech. You can cast the Speak With Animals spell and regain the ability to do so when you finish a long rest.

44


BUGBEAR Bugbears are hairy goblinoids born for battle and mayhem. They survive by raiding and hunting, but are fond of setting ambushes and fleeing when outmatched. They rely on stealth and strength to attack, preferring to operate at night. When they’re not in battle, bugbears spend much of their time resting or dozing, and bully weaker creatures into doing their bidding. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy.

BUGBEAR FEATURES +2 Str +1 Dex <80 years

30ft. per turn

7-8ft. (M)

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Long-Limbed. When you make a melee attack on your turn, your reach is 5 feet greater than normal. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Sneaky. You are proficient in the Stealth skill. Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

45


GITHZERAI Githzerai hone their minds to a razor’s edge. Focused philosophers and austere ascetics, they pursue lives of rigid order since their hardwon victory against the mind flayers. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict lifestyle. They tend to avoid conflict and stay neutral, even passive, when faced with others’ troubles.

GITHZERAI FEATURES +2 Wis +1 Int ~110 years

30ft. per turn

5-6ft. (M)

Mental Discipline. You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds. Githzerai Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the Shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components. 46


GITHYANKI Githyanki are trained from birth as warriors. Since winning their freedom from the mind flayers, they have become corrupt raiders and destroyers. Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the illithids enslaved and changed them, none can say. Not even the original name of their race remains from that distant time. The githyanki assume that they can take revenge on the world for years of slavery. They plunder countless worlds from the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons - all of which are trophies looted from their victims.

GITHYANKI FEATURES +2 Str +1 Int ~90 years

30ft. per turn

6-6.5ft. (M)

Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice. Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords. Githyanki Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the Jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components. 47


YUAN-TI The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, dark rituals to mix their flesh with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.

YUAN-TI FEATURES +2 Cha +1 Int ~80 years

30ft. per turn

5-6ft. (M)

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Innate Spellcasting. You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells. Magic Resistance. You have advantage on saving throws against spells and other magical effects. Poison Immunity. You are immune to poison damage and the poisoned condition.

48


DRAGONBORN The tailless dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids.

DRAGONBORN FEATURES +2 Str +1 Cha ~80 years

30ft. per turn

6-7ft. (M)

Draconic Ancestry. You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage of your breath weapon, and the type of resistance you gain. Black/Copper - Acid, Blue/ Bronze - Lightning, Brass/Gold/Red - Fire, Green - Poison, Silver/White - Cold Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the 5’ by 30’ line or 15’ cone must make a Dexterity saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. You may use your breath weapon a number of times equal to your Constitution modifier. You regain expended uses on a short or long rest.

49


OOZELING Oozelings are docile creatures that spawned from oblexes and other more intelligent oozes. Getting inspiration from memories of fallen travelers, they desire to explore the world and experience adventures of their own. Oozelings are characterized by semi-liquid bodies with various objects and suspiciously human-looking bones floating inside. Despite being able to assume any form for a short time, oozelings always seem to eventually come back to humanoid shape.

OOZELING FEATURES +2 Con +1 Wis ~350 years

25ft. per turn

5-6ft. (M)

Blindsight. You can sense the environment within 60 feet of you and are blind beyond this distance. You are also immune to the blind condition. Amorphous. You can move through a space as narrow as 6 inches wide without squeezing anything but your skull. Breathless. You don’t need to breathe. In consequence. Consequently, you can travel through water, toxic air or void without any penalties. However, you do not possess a sense of smell (so any perception checks relying on smell are automatically failed). Pudding. You have resistance to Acid damage. Sticky Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings. You have to use both of your legs and arms. 50


CHANGELING Sometimes doppelgangers do not raise their young. They assume attractive male forms and seduce women, leaving them to raise their progeny. A half doppelganger child is called a changeling and it appears to be a normal member of its mother’s species until it reaches adolescence, at which point it discovers its true nature. Changelings can shift their forms with just a thought. Many of them use this gift as a form of artistic and emotional expression. It’s also an invaluable tool for grifters and spies. This leads many people to treat changelings with suspicion.

CHANGELING FEATURES +2 Cha +1 any <100 years

30ft. per turn

5-6ft. (M)

Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die. Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. 51



ANIMALFOLKS Animalfolk are a group of races that bear strong resemblance to animals. Whether through blessing or curse they gain characteristics and abilities of wild beasts. They tend to form small communities, particularly if they are of the same species. Animalfolk are highly intelligent and cunning, even if the rest of the world sees them as savage creatures.


TABAXI Hailing from a strange and distant land, wandering tabaxi are feline humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world’s wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

TABAXI FEATURES +2 Dex +1 Cha ~80 years

30ft. per turn

6-6.5ft. (M)

Darkvision. You have a cat’s keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns. Cat’s Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Cat’s Talent. You have proficiency in the Perception and Stealth skills. 54


RAAVASTA Raavasta, the cunning hellhounds, are kin to Arcanoloths, devils and evil deities. Similar to tieflings, they are infused with the touch of both the Fiendish Planes and the Material Planes. They appear as tall humanoids, with the heads of jackals, wolves, foxes or war dogs. Some of them have small, goat-like horns, forked tongues, or glowing eyes. Raavasta raised by fiends serve as contract enforcers, chasing and punishing the damned who dared to bargain with hellish forces. Those who grow outside a fiend’s influence still tend to show unbreakable loyalty and aggressive protectiveness to their allies.

RAAVASTA FEATURES +1 Str +1 Cha +1 Wis

~100 years

35ft. per turn

6-7ft. (M)

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Hunting Hound. Your base walking speed increases to 35 feet. Hellish Howl. As an action, you let out a terrifying roar at your enemies within 10 feet of you. Creatures of your choice that can hear you must succeed on a Charisma saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Charisma modifier. You can use this trait a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. Infernal Legacy. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hunter’s Mark spell once with this trait. When you reach 5th level, you can cast the Compelled Duel spell once. You regain the ability cast again when you finish a long rest. Charisma or Wisdom is your spellcasting ability for these spells. 55


KENKU Haunted by an ancient crime that robbed them of their wings, the flightless kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies. They tend to be selfish and secretive in nature and are often engaged in plots to acquire wealth and power. They operate in small gangs and often live in large human cities where they work as spies, assassins, or thieves.

KENKU FEATURES +2 Dex +1 Wis <60 years

30ft. per turn

4-5ft. (M)

Expert Forgery. You can duplicate other creatures’ handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects. Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand. Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. Kenku Language. You can speak only by using your Mimicry trait.

56


AARAKOCRA Sequestered in high mountains atop tall trees, aarakocra evoke fear and wonder. Many of these birdfolk hail from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien. Aarakocra are generally peaceful creatures who cherish their solitude. They are known to be extremely claustrophobic.

AARAKOCRA FEATURES +2 Dex +1 Wis ~30 years

25ft. per turn

5-6ft. (M)

Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor. Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

57


HARENGON

and other rodents Bounding across the wilds, both rabbitfolk and other smallfolk from the Feywild embody a spirit of freedom and travel. They share keen senses and are full of energy, like a wound-up spring. Rabbitfolk and mousefolk are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.

SMALLFOLK FEATURES +2 Wis +1 Dex ~30 years

30ft. per turn

3-6ft. (S/M)

Hare-Trigger. You add your proficiency bonus to your initiative rolls. Keen Senses. You have proficiency in the Perception skill. Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the result, potentially turning the failure into a success. You can’t use this reaction if you are prone or your speed is 0. Rabbit Hop. As a bonus action you can jump number of feet equal to 5x [your proficiency bonus], without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

58


MINOTAUR Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage. They allegedly have demonic or cursed ancestry, being sometimes born to human parents who offended their gods.

MINOTAUR FEATURES +2 Str +1 Con ~80 years

30ft. per turn

6-7ft. (M)

Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier. Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. Hammering Horns. Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you. Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion. 59


LOXODON “Loxodons are known for their calm approach to life, often found as skillful merchants or politicians. They hum or chant in sonorous tones, move slowly or sit in perfect stillness. It is said that there are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man.

LOXODON FEATURES +2 Con +1 Wis <450 years

30ft. per turn

7-8ft. (M)

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Loxodon Serenity. You have advantage against being charmed or frightened. Natural Armor. You have thick, leathery skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal. Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list. It can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell. 60


TORTLE Tortles are large, humanoid turtles or tortoises walking slowly with heavy shells attached to their backs. What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they’re able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.

TORTLE FEATURES +2 Str +1 Wis ~1000 years

30ft. per turn

5-6ft. (M)

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier. Hold Breath. You can hold your breath for up to 1 hour at a time. Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal. Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell. Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts. 61


LOCATHAN These resilient and proud fish-folk have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the water. It is easy to unintentionally offend a locathah as they have many unwritten rules of etiquette.

LOCATHAN FEATURES +2 Str +1 Dex <80 years

30ft. per turn

5-5.5ft. (M)

Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. Observant and Athletic. You have proficiency in the Athletics and Perception skills. Leviathan Will. You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. Limited Adaptability. You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating. Also, you have a swim speed of 30 feet.

62


GRUNG Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial. Grung society is a caste system. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. From lowest to highest caste, grungs can be green, blue, purple, red, orange, or gold.

GRUNG FEATURES +2 Dex +1 Con <50 years

25ft. per turn

2-4ft. (S)

Arboreal Alertness. You have proficiency in the Perception skill. Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. Your sticky finger and toe pads give you a climb speed of 25 feet. Amphibious. You can breathe air and water. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour. Poison Immunity. You are immune to poison damage and the poisoned condition. Poisonous Skin. Any creature that comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. When creature breaks contact it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage. 63


GRIG Grigs are small, humanoid insects originating from the Feywild. They are known to be quite intelligent creatures, typically shy around strangers, but overall good-natured and friendly. They love to engage in mischief and light-hearted pranks, especially against larger creatures. Most of the Grigs resemble moths, crickets or beetles. Even if Grigs have wings, they are used for jumping or hovering rather than flying.

GRIG FEATURES +2 Cha +1 Wis ~50 years

30ft. per turn

3-6ft. (S/M)

Creature Type. You are a Fey. Song of the Forest. You gain proficiency in one musical instrument of your choice, alternatively, you can use your own body as an instrument when you are cricket-shaped. Heart Sight. You touch a creature and magically know its current emotional state. You make an Insight check (Wisdom) against an opposing Deception (Charisma) roll. If the target fails you also learn the creature’s alignment. Celestials, fiends, and undead have disadvantage in this roll. Standing Leap. Your long jump is up to 30 feet and high jump is up to 15 feet, with or without a running start. Rainbow Carapace. You can change the color of your carapace to match the color and texture of your surroundings. As a result, you have advantage on Dexterity (Stealth) checks made to hide. You lose this advantage if you move more than half your speed in a round. 64


LIZARDFOLK Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.

LIZARDFOLK FEATURES +2 Con +1 Wis <60 years

30ft. per turn

6-7ft. (M)

Bite. Your maw is a natural weapon, which you can use to make unarmed strikes. You deal piercing damage equal to 1d6 + your Strength modifier. Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade or appropriate artisan’s tools. Hold Breath. You can hold your breath for up to 15 minutes. Your swimming speed is 30ft. Hunter’s Lore. You gain proficiency with two skills of your choice: Animal Handling, Nature, Perception, Stealth, or Survival. Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal. Hungry Jaws. In battle, you can throw yourself into a vicious frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier. You can’t use this trait again until you finish a short or long rest. 65



CREATURES OF NATURE Creatures of nature are usually tied to the forest of both Material Plane and the Feywild. They are so rare that most people consider them myths and legends. Many of them don’t want to be seen, and use a variety of supernatural abilities and a connection to nature to avoid (or fight) civilization. The language of the creatures of nature is called Sylvan.


HEXBLOOD Where wishing fails, ancient magic can offer a heart’s desire, at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. They are recognized by ears that split in forked points, skin in wild shades, lengthy hair that regrows if cut, or an irremovable living crown. While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age.

HEXBLOOD FEATURES +2 Wis +1 Cha <100 years

30ft. per turn

5-6ft. (M)

Creature Type. You are a Fey. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies and any climbing, flying, or swimming speed you gained from it. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. Eerie Token. As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or teeth. This token is imbued with magic until you finish a long rest., at which point your missing part regrows. While the token is imbued, you can take these actions: • Telepathic Message. You can send a telepathic message (< 25 words) to the creature carrying the token, as long as you are within 10 miles. • Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using this ability, you are blinded and deafened. When the trance ends, the token is harmlessly destroyed. Hex Magic. You can cast the Disguise Self and Hex spells with this trait. You can’t cast either of those spells again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose one). 68


FIRBOLG Firbolgs are fey-oriented half-giants. Their tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic. Firbolgs enjoy quiet time in harmony with nature. Plant life is sacred to them. Firbolg see themselves as the forests’ caretakers.

FIRBOLG FEATURES +2 Wis +1 Str <500 years

30ft. per turn

7-8ft. (M)

Firbolg Magic. You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can’t cast it again with this trait until you finish a short or long rest. When you use this version of Disguise Self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves. Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to do that in return. You have advantage on all Charisma checks you make to influence them. 69


SATYR Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by two simple desires: to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness.

SATYR FEATURES +2 Cha +1 Dex ~80 years

35ft. per turn

5-6ft. (M)

Creature Type. You are a Fey. Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier. Magic Resistance. You have advantage on saving throws against spells and other magical effects. Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal. Reveler. You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

70


TRITON Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, the noble tritons have gradually become increasingly active in the world above. In contrary to the Sea Elves and Merfolk, tritons are more alien and otherwordly, resembling deep sea monsters.

TRITON FEATURES +1 Cha +1 Str +1 Con

<200 years

30ft. per turn

4-5ft. (M)

Amphibious. You can breathe air and water. You have a swimming speed of 30 feet. Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind, and starting at 5th level, Wall of Water. Once you cast a spell with this trait, you can’t do it again until you finish a long rest. Charisma is your spellcasting ability for these spells. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with them. They can understand the meaning of your words, though you have no special ability to do that in return. Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage. 71


SHIFTER Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape, they can temporarily enhance their animalistic features – a state they call shifting. Whatever their origins, shifters have evolved into a unique race. A shifter walks on the knife’s edge between the wilds and the world around them. Do they embrace their primal instincts or favor the path of civilization?

SHIFTER FEATURES

+1 Dex <70 years

30ft. per turn

5-7ft. (M)

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert willingly as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest. 72


• SHIFTER VARIANTS • BEASTHIDE [CON +2]

Stoic and solid, a beasthide shifter embodies strength and stability. They are typically tied to the bear or the boar. Tough. You have proficiency in the Athletics skill. Shifting Feature. Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.

LONGTOOTH [STR +2]

Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift. Fierce. You have proficiency in the Intimidation skill. Shifting Feature. While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier.

SWIFTSTRIDE [CHA +2]

Swiftstride shifters are graceful and quick. Typically feline, they are often aloof and difficult to pin down physically or socially. Graceful. You have proficiency in the Acrobatics skill. Swift Stride. Your walking speed increases by 5 feet. Shifting Feature. While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

WILDHUNT [WIS +2]

Wildhunt shifters are insightful, ever wary for possible threats. They tend to become the spiritual leaders of shifter communities, assuming characteristics of rats and bats. Natural Tracker. You have proficiency in the Survival skill. Mark the Scent. As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know its location if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest. Shifting Feature. While shifted, you have advantage on Wisdom checks.

73


FAIRY The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. Infused with the magic of the Feywild, fairies share a few commonalities with one another and can differ widely in appearance, behavior, and attitude.

FAIRY FEATURES +2 Cha +1 Wis ~100 years

30ft. per turn

2-3ft. (S)

Fey. Your creature type is fey. Fairy Flight. You have a flying speed equal to your walking speed and can hover. This flight is magical and does not require the use of your wings (if you have them). Fairy Magic. You know the Druidcraft and Faerie Fire spells. You can cast Faerie Fire without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma. Fey Passage. You can squeeze through a space as narrow as 1 inch wide.

74


CENTAUR Roamers at heart, centaurs love open spaces and the freedom to travel. As much as they can, centaurs run. They race the wind, hooves thundering and tails streaming behind them. Although some are solitary, centaurs generally live in tribal hunter-gatherer societies. Those that felt a sense of wanderlust to explore the world make excellent companions, and occasionally offer a ride to allies.

CENTAUR FEATURES +2 Str +1 Wis ~80 years

40ft. per turn

6-7ft. (M)

Fey. Your creature type is fey. Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves. Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier. Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1. Survivor. You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival. 75


MYCONID Myconids, also known as fungus folk, are a race of ambulatory mushroom creatures. They are known for their peacefulness and appreciation of silence, making their homes in the darker corners of the world, especially in the Underdark. Despite being considered monsters, myconids have a complete aversion to violent behavior.

MYCONID FEATURES +2 Con +1 Wis <30 years

30ft. per turn

3-7ft. (S/M)

Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60. Myconid Magic. You know the Druidcraft cantrip. When you reach 3rd level, you can cast the Sleep spell once and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast either the Warding Bond or Calm Emotion spell on identical terms (pick one during character creation). Wisdom is your spellcasting ability for these spells. Spores Connection. You can speak telepathically to any creature within 30 feet of you through the spores you produce. The creature understands you only if the two of you share a language. You can communicate this way only with one creature at a time. Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. 76


WILDEN Nature’s guardians, hunters and destroyers, keepers of ancient knowledge - wilden, or treants, as they are sometimes called, emerged from the unspoiled reaches: the ancient bogs and primeval forests of the Feywild. Awakened to fight the growing corruption plaguing the land, they strive to restore the natural order and to purge its enemies from the world.

WILDEN FEATURES +1 Wis +1 Str +1 Con

<200 years

30ft. per turn

6-7ft. (M)

Fey. Your creature type is fey. Heart of the Woods. You have proficiency in either Nature or Survival. Wilden Magic. You know the Thorn Whip cantrip. When you reach 3rd level, you can cast the Entangle spell once and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. Wooden Armor. You have thick, bark-like skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal. Forest Giant. You count as one size larger when determining your carrying capacity and the weight you can push or drag.

77



MAGICAL BEINGS Magical beings (also known as planetouched) are mortals cursed by powerful spells or connected to an otherworldly creature. Sometimes their lineages trace back to celestial or demon, causing them some unusual characteristics that persist in the families. Planetouched are exceptionally rare. They are devoid of their own culture, instead they tend to adopt the rules of society they are born into.


AASIMAR Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the divine power. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage. An aasimar, except for one who has turned to evil, has a link to an angelic being. That being – usually a deva – provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.

AASIMAR FEATURES

+2 Cha <160 years

30ft. per turn

5-6ft. (M)

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Celestial Resistance. You have resistance to necrotic damage and radiant damage. Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t do it again until you finish a long rest. Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it. Tranformation. Each of the aasimar variants gives you a different type of transformation ability. Starting at 3rd level, you can use your action to unleash energy from yourself. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you use this trait, you can’t use it again until you finish a long rest. 80


• AASIMAR VARIANTS • PROTECTOR AASIMAR [+1 WIS]

Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. Radiant Soul. The transformation causes your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. You gain a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target (when you deal damage with an attack or a spell.) The extra radiant damage equals your level.

SCOURGE AASIMAR [+1 CON]

Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy - a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks or other covers to block out the world and focus on containing this power. Radiant Consumption. The transformation causes a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. During transformation, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target (when you deal damage with an attack or a spell). The extra radiant damage equals your level.

FALLEN AASIMAR [+1 STR]

An aasimar who was touched by dark powers as a youth or one who turns to evil in adulthood can become one of the fallen, an aasimar whose inner light has been replaced by shadow. Necrotic Shroud. The transformation causes your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened until the end of your next turn. Once on each of your turns, you can deal extra necrotic damage to one target (when you deal damage with an attack or a spell). The extra necrotic damage equals your level.

81


TIEFLING To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus, overlord of the Nine Hells (and many of the other powerful devils serving under him) into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.

TIEFLING FEATURES

+2 Cha ~90 years

30ft. per turn

5-6ft. (M)

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Hellish Resistance. You have resistance to fire damage. Dark Legacy. Each variant of tiefling possesses a cantrip and two spells you can cast once. You must finish a long rest to cast these spells again. Charisma is your spellcasting ability for these spells.

• TIEFLING VARIANTS • BLOODLINE OF ASMODEUS [INT +1] (Pride) Those red tieflings command the power of fire and darkness, guided by a keen intellect. Infernal Legacy. Cantrip: Thaumaturgy. 3rd level: Hellish Rebuke (as a 2nd-level spell). 5th level: Darkness. 82


BLOODLINE OF GLASYA [DEX +1]

(Gluttony) Purple Glasya tieflings are criminal masterminds, powerful in magic useful for committing heists. Legacy of Malbolge. Cantrip: Minor Illusion. 3rd level: Disguise Self (as a 2nd-level spell). 5th level: Invisibility (as a 2nd-level spell).

BLOODLINE OF BAALZEBUL [INT +1]

(Envy) Golden tieflings linked to this archdevil can corrupt others both physically and mentally. Legacy of Maladomini. Cantrip: Thaumaturgy. 3rd level: Ray of Sickness (as a 2nd-level spell). 5th level: Crown of Madness.

BLOODLINE OF DISPATER [DEX +1]

(Sloth) Apathetic grey tieflings tied to Dispater are excellent spies and infiltrators, gathering information and secrets which they never use. Legacy of Dis. Cantrip: Thaumaturgy. 3rd level: Disguise Self (as a 2nd-level spell). 5th level: Detect Thoughts.

BLOODLINE OF FIERNA [WIS +1]

(Lust) Pink Fierna tieflings are master manipulators, unique with their dominant personalities. Legacy of Phlegethos. Cantrip: Friends. 3rd level: Charm Person (as a 2nd-level spell). 5th level: Suggestion.

BLOODLINE OF LEVISTUS [CON +1] (Treachery) Icy lue Levistus tieflings are known for helping devils in offering bargains to those who face an inescapable doom. Legacy of Stygia. Cantrip: Ray of Frost. 3rd level: Armor of Agathys (as a 2nd-level spell). 5th level: Darkness. BLOODLINE OF MAMMON [INT +1]

(Greed) The great Mammon loves coins above all else. Copper tieflings tied to this bloodline excel at gathering and safeguarding wealth. Legacy of Minauros. Cantrip: Mage Hand. 3rd level: Tenser’s Floating Disk (as a 2nd-level spell). 5th level: Arcane Lock.

BLOODLINE OF MEPHISTOPHELES [INT +1] (Heresy) Mephistopheles offers arcane power to those who entreat with him. Pale tieflings linked to this bloodline master powerful arcane magic. Legacy of Cania. Cantrip: Mage Hand. 3rd level: Burning Hands (as a 2nd-level spell). 5th level: Flame Blade (as a 3rd-level spell). BLOODLINE OF ZARIEL [STR +1]

(Wrath) Brown tieflings of this bloodline are larger and stronger than the typical tiefling and receive magical abilities aiding them in battle. Legacy of Avernus. Cantrip: Thaumaturgy. 3rd level: Searing Smite (as a 2nd-level spell). 5th level: Branding Smite (as a 3rd-level spell).

83


GENASI Those who think of other planes consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes and elements in their blood. The genasi are one such people, examples of walking elemental magic, sometimes offspring of genies and mortals.

GENASI FEATURES

+2 Con <120 years

30ft. per turn

5-6ft. (M)

Elemental Legacy. Each variant of genasi possesses either a cantrip, a spell or both. Spells can be cast only once, then you must finish a long rest to be able to cast them again. Constitution is your spellcasting ability for these spells.

• GENASI VARIANTS • AIR GENASI [DEX +1] Air genasi are as changeable as the weather. Their moods shift from calm to wild and violent with little warning, but these storms rarely last long. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Unending Breath. You can hold your breath indefinitely while you’re not incapacitated. Mingle with the Wind. You can cast the Levitate spell. 84


EARTH GENASI [STR +1]

Earth genasi have inherited some measure of control over earth, reveling in superior strength and solid power. They tend to avoid rash decisions, pausing long enough to consider options before taking action. Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement. Merge with Stone. You can cast Pass without Trace spell.

FIRE GENASI [INT +1]

As a fire genasi, you have inherited a volatile mood and keen mind.. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exalt in it. Nearly all fire genasi are feverishly hot as if burning inside. Some sport actual flames dancing on their heads, and their eyes flare when angered. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red. Fire Resistance. You have resistance to fire damage. Reach to the Blaze. You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell as a 1st-level spell.

WATER GENASI [WIS +1]

Water genasi wander freely and take pride in their independence. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes. Acid Resistance. You have resistance to acid damage. Amphibious. You can breathe air and water. Swim. You have a swimming speed of 30 feet. Call to the Wave. You know the Shape Water cantrip. When you reach 3rd level, you can cast Create or Destroy Water as a 2nd-level spell. 85


DHAMPIR Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hunger.. Many dhampirs turn to the lives of adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.

DHAMPIR FEATURES +2 Int +1 Str ? years

35ft. per turn

5-6ft. (M)

Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies and any climbing, flying, or swimming speed you gained from it. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. Deathless Nature. You don’t need to breathe. Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon, you are proficient in it. You add your Constitution modifier to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with the bite. If you hit a creature that isn’t a Construct or an Undead, you can use: • Strong Bite. You regain hit points equal to the piercing damwage dealt by the bite. • Vicious Bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite. You can empower yourself with bites a number of times equal to your proficiency bonus. You regain all expended uses after a long rest. 86


REBORN Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal fates, their ashen flesh, missing limbs, or bloodless veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.

REBORN FEATURES +2 Con +1 Wis ? years

30ft. per turn

5-6ft. (M)

Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies and any climbing, flying, or swimming speed you gained from it. Deathless Nature. You have escaped death, a fact represented by the following benefits: You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. You have advantage on death saving throws. You don’t need to eat, drink, or breathe. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness. Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 87


KALASHTAR Kalashtar are a race created by the influence of magic and spirits from the plane of dreams. They are often seen as wise people with great compassion for others. But there is an unmistakable alien quality to kalashtar, as they are haunted by others’ dreams and desires. Sometimes the dreams become so overwhelming that kalashtar becomes the gateway to evil spirits and people’s worst nightmares.

KALASHTAR FEATURES +2 Wis +1 Cha ~80 years

30ft. per turn

6-6.5ft. (M)

Altered Soul. You have advantage on all Wisdom saving throws. Mental Discipline. You have resistance to psychic damage. Distorted Dreams. Kalashtar don’t connect to the plane of dreams as other creatures do. Their minds draw from the memories of spirits and people around them while they sleep. You are immune to magical spells and effects that require dreaming, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell. Soul Link. You can speak telepathically to any creature you can see, provided the creature is within (10x your level) number of feet. You don’t need to share a language to understand telepathic utterances, but it must be able to understand at least one language. You can also use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, it must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time. 88


AETHERBORN Ghost-like aetherborn, the awakened manifestation of magical energy, come into being spontaneously as part of a botched spellcasting. This race is little understood, and few aetherborn are willing to waste any of their short lives allowing scholars to study their characteristics. They don’t eat or sleep, and they don’t reproduce. Most aetherborn prefer that others use the pronoun “they” to refer to them, since it doesn’t attribute a gender that they don’t possess.

AETHERBORN FEATURES +2 Cha +1 any +1 any

<10 years

30ft. per turn

5-6ft. (M)

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Born of Aether. You have resistance to necrotic damage. Menacing. You gain proficiency in the Intimidation skill. Languages. You can speak two adidtional languages of your choice. Gift of The Aetherborn (optional). Some aetherborn can develop a hunger for life essence. A “gifted” aetherborn can prolong their life by feeding on the energy of others. You receive the Drain Life ability, a natural skill that uses Strength for attack and damage rolls, dealing 1d6 necrotic damage. It restores the same number of hit points to you. However, if you go for 7 days without feeding, your hit point maximum is reduced by 1d6 per week. This reduction can’t be removed until you use Drain Life ability and complete a long rest. As long as the gifted aetherborn is draining somebody’s energy, it can live beyond its natural limitation. 89


WARFORGED The warforged were built to fight. The first warforged were mindless automatons, but their creators devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient beings, blending organic and inorganic materials. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.

WARFORGED FEATURES +2 Con +1 any ? years

30ft. per turn

6-7ft. (M)

Constructed Resilience. You were created to have remarkable fortitude: you gain advantage on saving throws against being poisoned, and resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor. You gain a +1 bonus to Armor Class.You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor can’t be removed from your body against your will. Specialized Design. You gain one skill proficiency and one tool proficiency of your choice. 90


SHARDMIND Shardminds are crystalline creatures born from enhanced crystals from the deepest mines of the Underdark and animated by a force of pure psionic energy. Shardminds choose their forms to mimic the shapes of other humanoids. They are fragments of pure thought given life and substance. They have a deeply philosophical approach to life and tend to overthink new concepts. The crystalline fragments making up their body are in constant, silent motion, almost like the circulation of blood. When a shardmind is unconscious, it might lose control of the tight mental reins that keep its body in humanoid form, a few shards slipping free into orbits around its body until the shardmind regains control.

SHARDMIND FEATURES +2 Int +1 Con ? years

30ft. per turn

6-7ft. (M)

Seeker of Knowledge. You have proficiency in Arcana. In addition, you can also pick a proficiency in either Religion or History. Crystaline Being. Shardminds are living creatures only in the loosest sense. Their crystalline bodies require no sustenance: you have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. For some unexplainable reason, you still need to sleep. Natural Psionics. You know the Message cantrip. Mental Shield. You have resistance to psychic damage. In addition, your AC equals 10 + your Inteligence modifier. You can use it to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal. 91


INDEX

The following Index lists the books used as a base for the races presented in this compilation. All the major changes to the original materials are also listed below. We heavilly reccomend purchasing and reading everything mentioned here as our publication doesn’t present full versions of species’ lore and abilities, and is only made to serve as a bare minimum required to create a character. Player’s Handbook (2014) Dragonborn, Dwarf, Elf (Wood, Drow, High Elf*) Gnome, Half-Elf, Halfling, Half-Orc, Human, Tiefling** *We decided to split high elves into Sun/Moon elves and change their appearance to better suit their characteristics. **We added “sins” to all 9 tiefling variants, connecting them to Dante’s Inferno, to simplify the concepts and avoid making paragraphs about all the characters involved in tiefling’s creations. This change also allows to use Tieflings in campaigns without touching on the concept of the Nine Hells. Sword Coast Adventurer’s Guide (2015) Duergar (Grey Dwarf) Elemental Evil Player’s Companion (2015) Aarakocra, Genasi, Goliath, Svirfneblin (Deep Gnome) Volo’s Guide to Monsters (2016) Aasimar, Bugbear, Firbolg, Goblin, Hobgoblin, Kenku, Kobold, Lizardfolk, Orc*, Tabaxi, Triton, Yuan-Ti (Pureblood) *We modified the Orc’s stats to differentiate them from the Half-Orcs. The Tortle Package (2017) Tortle* *We expanded the tortle’s lifespan, as we prefer it to mirror that of a real turtle’s. We weren’t content with the fact that they lived shorter than kobolds in the original version. Plane Shift - Kaladesh (2017) Aetherborn* *We made Aetherborn a magical creature instead of aether creature so they can suit more campaign settings. Mordenkainen’s Tome of Foes (2018) Elf (Eladrin, Sea Elf*, Shadar Kai), Githyanki, Githzerai Guildmasters’ Guide to Ravnica (2019) Centaur, Loxodon, Vedalken* *Minor change to Vedalken’s biology and abilities.


Acquisitions Incorporated (2019) Verdan* *This is the largest change we made. The only thing left after the original concept is the name and the abilities. Locathah Rising, One Grung Above (2019) Locathah, Grung Eberron: Rising from the Last War (2019) Changeling*, Kalashtar**, Shifter, Warforged * Minor lore changes ** Major lore changes. We wanted the Kalashtar to be playable in every setting, not only Eberron, so we removed the concept of the quori and made this race more neutral in concept. Explorer’s Guide to Wildemount (2020) Elf (Pallid)* *We completely reworked the concept of the Pallid elf, making it ice/aurora borealis themed, so it can suit more campaign settings. Mythic Odysseys of Theros (2020) Satyr, Minotaur Van Richten’s Guide to Ravenloft (2021) Dhampir*, Hexblood*, Reborn* *All of the Ravenloft races have their stats assigned, instead of living it on “any”. Unearthed Arcana (UA 46 form 2017 and UA 77 from 2021) Elf (Grugach, Avariel), Harengon (Rabbitfolk)*, Fairy *We added other rodents to the mix, to give players more options during character creation. Our Homebrew Oozeling, Raavasta, Grig, Wilden, Myconid, Shardmind


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