File 302
File 302
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CHAPTER 1 SPIECES & okay, if you want it that way. These are more suggestions
and how I would run them. Sailor for example is hard to
fit into a culture and is more of a well this culture has
RACES sailors.
BACKGROUNDS
Each Culture has a group of backgrounds that support
the possible chooses that a player raised in that culture
could likely become (urchin is kind a bit of a strange one,
as it is how you started out as a kid. I think of it more as
maybe a circus took you in, but you were not actually
raised as part of a close knit family). If you have new
backgrounds or your setting has different views for some
races change it up. If a player really wants to play a
lightfoot halfling raised by dwarves and is an urchin that is
DRAGONBORN BLUE DRAGON ANCESTRY
4
development of a 10-year-old human child by the age of The damage increases to 3d6 at 6th level, 4d6 at 11th
3, and reach adulthood by 15. They live to be around 80 level, and 5d6 at 16th level .
years old. After you use your breath weapon, you can't use it again
Size. Dragonborn are taller and heavier than humans, until you complete a short or long rest.
standing well over 6 feet tall and averaging 250 pounds. Mind Tricks. You gain access to the friends cantrip.
Your size is Medium. Except as long as you are successful the person does not
Speed. Your base walking speed is 30 feet. know you used magic to sway their actions. The DC of
Fire Resistance. You have resistance to fire damage. the spell is Charisma based.
Fire Breath. You can use your action to exhale
destructive energy. RED DRAGON ANCESTRY
Your breath weapon affects all creatures in a 15-foot
cone in front of you.
When you use your breath weapon, each creature in the
area of the exhalation must make a Dexterity saving
throw. The DC for this saving throw equals 8 + your
Constitution modifier + your proficiency bonus. A
creature takes 2d6 fire damage on a failed save, and half as
much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th
level, and 5d6 at 16th level . smoke and sulfur, and you scales shine with shades of
After you use your breath weapon, you can't use it again crimson and scarlet.
until you complete a short or long rest. Age. Young Dragonborn grow quickly. They walk
Detect Gems. 2/day you can cast a spell similar to hours after hatching, attain the size and development of a
detect magic, except you detect gems. If you concentrate for 10-year-old human child by the age of 3, and reach
three minutes on an area you can detect the location, adulthood by 15. They live to be around 80 years old.
value, type and how many gems are in an area nearby. Size. Dragonborn are taller and heavier than humans,
standing well over 6 feet tall and averaging 250 pounds.
GREEN DRAGON ANCESTRY Your size is Medium.
Speed. Your base walking speed is 30 feet.
Fire Resistance. You have resistance to fire damage.
Fire Breath. You can use your action to exhale
destructive energy.
Your breath weapon affects all creatures in a 15-foot
cone in front of you.
When you use your breath weapon, each creature in the
area of the exhalation must make a Dexterity saving
scales radiate with a glowing emerald shine. throw. The DC for this saving throw equals 8 + your
Age. Young Dragonborn grow quickly. They walk Constitution modifier + your proficiency bonus. A
hours after hatching, attain the size and development of a creature takes 2d6 fire damage on a failed save, and half as
10-year-old human child by the age of 3, and reach much damage on a successful one.
adulthood by 15. They live to be around 80 years old. The damage increases to 3d6 at 6th level, 4d6 at 11th
Size. Dragonborn are taller and heavier than humans, level, and 5d6 at 16th level .
standing well over 6 feet tall and averaging 250 pounds. After you use your breath weapon, you can't use it again
Your size is Medium. until you complete a short or long rest.
Speed. Your base walking speed is 30 feet. Locate Minor Object. 2/day you can the locate object
Poison Resistance. You have resistance to lighting spell, except it has the following parameters. The object
damage. must weigh no more then 15 pounds, be non-magical, and
Poison Breath. You can use your action to exhale it must be within 300 yards of your location.
destructive energy.
Your breath weapon affects all creatures in a 15-foot SILVER DRAGON ANCESTRY
cone in front of you.
When you use your breath weapon, each creature in the
area of the exhalation must make a Constitution saving
throw. The DC for this saving throw equals 8 + your
Constitution modifier + your proficiency bonus. A
creature takes 2d6 poison damage on a failed save, and
half as much damage on a successful one.
frill. You have two smooth, shiny horns. You have the The damage increases to 3d6 at 6th level, 4d6 at 11th
scent of rain, and your scales gleam like liquid metal. level, and 5d6 at 16th level .
Age. Young Dragonborn grow quickly. They walk After you use your breath weapon, you can't use it again
hours after hatching, attain the size and development of a until you complete a short or long rest.
10-year-old human child by the age of 3, and reach Icewalking. You can walk on any surface and climb up
adulthood by 15. They live to be around 80 years old. walls made of ice as if under the effect of spider climb.
Size. Dragonborn are taller and heavier than humans,
standing well over 6 feet tall and averaging 250 pounds.
Your size is Medium.
Speed. Your base walking speed is 30 feet.
Cold Resistance. You have resistance to cold damage.
Cold Breath. You can use your action to exhale
destructive energy.
Your breath weapon affects all creatures in a 15-foot
cone in front of you.
When you use your breath weapon, each creature in the
area of the exhalation must make a Constitution saving
throw. The DC for this saving throw equals 8 + your
Constitution modifier + your proficiency bonus. A
creature takes 2d6 cold damage on a failed save, and half
as much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th
level, and 5d6 at 16th level .
After you use your breath weapon, you can't use it again
until you complete a short or long rest.
Cloudwalking. You can walk on clouds or fog as
through on solid ground. You can climb them as if they
are normal solid objects and at will can fall through them
at a speed of your choice.
ABYSSAL BLOODLINE
Much like the madness that is the Abyss abyssal fiendlings
have a large variety of looks. It is hard to trace ones
bloodline due to the chaoticness of the Abyss.
Ability Score Adjustment. Your Constitution score
increases by 1.
Abyssal Fortitude. Your hit point maximum increases
by half your level (minimum 1) (This replaces Hellish
Resistance).
Abyssal Arcana. Each time you finish a long rest, you
gain the ability to cast cantrips and spells randomly
determined from a short list. At 1st level, you can cast a
Natural Illusionist. You know the minor illusion
GNOMES cantrip. Intelligence is your spellcasting ability for it.
Investigative. You have proficiency in the Investigation
Gnome's energy and enthusiasm for living shines through skill.
every inch his or her tiny body. Gnomes average slightly
over 3 feet tall and weigh 40 to 45 pounds. Their tan or ROCK GNOMES
brown face's are usually adorned with broad smiles
Age. Rock gnomes reach adulthood by around age 30.
(beneath their prodigious noses), and their bright eyes
They can live 150 to almost 300 years old.
shine with excitement. Their fair hair has a tendency to
Size. Chaos gnomes are around 3 to 3 ½ feet tall and
stick out in every direction, as if expressing the Gnome's
average about 40 pounds. Your size is Small.
insatiable interest in everything around.
Speed. Your base walking speed is 25 feet.
A Gnome's personality is writ large in his or her
Darkvision. You can see in dim light within 60 feet of
appearance. A male Gnome's beard, in contrast to his wild
you as if you were in bright light, and in darkness as if it
hair, is kept carefully trimmed but often styled into
were dim light. You can't discern color in darkness, only
curious forks or neat points. A Gnome's clothing, though
shades of gray.
usually made in modest earth tones, is elaborately
Disbelief. You have advantage on Perception checks to
decorated with embroidery, embossing, or gleaming
detect illusions.
jewels.
Trap Hunter. When you take the time search for traps,
Ability Score Maximum Increase. Your Max
you gain advantage on your rolls.
Intelligence score increases by 2.
Gnome Cunning. You have advantage on all
Intelligence, Wisdom, and Charisma saving throws against
magic.
DEEP GNOME
Age. Chaos gnomes reach adulthood by around age 30.
They can live 150 to almost 300 years old.
Size. Chaos gnomes are around 3 to 3 ½ feet tall and
average about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Superior Darkvision. You can see in dim light within
120 feet of you as if you were in bright light, and in
darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
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.
Stone Camouflage. You have advantage on Dexterity
(Stealth) rolls to hide in rocky terrain. If a creature is using
darkvision and you are standing still, you are considered
invisible.
Gem Appraisal. Whenever you make an Intelligence
(Nature) check to identify or learn the origins of gems add
twice your proficiency to the roll.
FOREST GNOME
Age. Forest gnomes reach adulthood by around age 30.
They can live 150 to almost 300 years old.
Size. Chaos gnomes are around 3 to 3 ½ feet tall and
average about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet of
you as if you were in bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.
HALF-ELVES
To Elves who have an extreme viewpoint on the matter,
Half-Elves are emblematic of the decline of Elven
civilization, a dilution of the race's heritage and culture
that will lead to its eventual dissolution. To the Humans at
the other end of the spectrum, Half-Elves have an unfair
advantage over their fully Human peers, and are seen as
privileged or favored regardless of the actual
circumstances of their birth.
Ability Score Maximum Increase. Your Max
Charisma score increases by 2.
Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can't put you to sleep.
HALF-HIGH ELF
Age. Half-elves mature at the same rate humans do and
reach adulthood around the age of 20. They live much
longer than humans, however often exceeding 180 years.
Size. Half-elves are about the same size as humans,
ranging form 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of
you as if you were in bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.
Skilled. You gain proficiency in one skill of your
choice.
Diversity. When you pick your culture and it only
teaches you common and one other language you also get
to choose one extra language of your choice.
HALF-ORC
Orc and human tribes sometimes form alliances, joining
forces into a larger horde to the terror of civilized lands
nearby. When these alliances are sealed by marriages, half-
orcs are born. Some half-orcs rise to become proud chiefs
of orc tribes, their human blood giving them an edge over
their full-blooded orc rivals. Some venture into the world
to prove their worth among humans and other civilized
races. Many of these become adventurers, achieving
greatness for their mighty deeds and notoriety for their
barbaric customs and savage fury.
Ability Score Maximum Increase. Your Max Strength
score increases by 2.
Menacing. You are proficient in the Intimidation skill.
HALF-MOUNTAIN ORC
Age. Half-mountain orcs mature a little faster then
humans, reaching adulthood around age 14. They age
noticeably faster and rarely live longer then 60 years.
Size. Half-mountain orcs bigger and more powerful
then even their other half-orc cousins. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of
you as if you were in bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.
Relentless Endurance. When you are reduced to 0 hit
points, but not killed outright, you can drop to 1 hit point
instead. You can't use this feature again until you finish a
long rest.
Blood Rage. When you take damage in combat, you
can enter a blood rage. While in this rage, your attacks deal
2 additional damage per turn. This stacks with the
Barbarian's Rage class feature.
Stout Resilience. You have advantage on saving
HALFLINGS throws against poison, and you have resistance against
poison damage.
The diminutive Halflings survive in a world full of larger Sturdy. Your speed is not reduced by heavy armor. You
creatures by avoiding notice or, barring that, avoiding also gain advantage on being knocked prone. You can
offense. Standing about 3 feet tall, they appear relatively wield weapons with the heavy property.
harmless and so have managed to survive for centuries in
the shadow of empires and on the edges of wars and
political strife. They are inclined to be stout, weighing
between 40 and 45 pounds.
Halflings' skin ranges from tan to pale with a ruddy
cast, and their hair is usually brown or sandy brown and
wavy. They have brown or hazel eyes. Halfling men often
sport long sideburns, but beards are rare among them and
mustaches even more so. They like to wear simple,
comfortable, and practical clothes, favoring bright colors.
Halfling practicality extends beyond their clothing.
They're concerned with basic needs and simple pleasures
and have little use for ostentation. Even the wealthiest of
Halflings keep their treasures locked in a cellar rather than
on display for all to see. They have a knack for finding the
most straightforward solution to a problem, and have little
patience for dithering.
LIGHTFOOT HALFLINGS
Age. Lightfoot halflings reach adulthood at the age of
20 and generally live into their second century.
Size. Lightfoot halflings average about 3 feet tall and
weigh about 30 to 35 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet
Halfling Nimbleness. You can move through the
space of any creature that is of a size larger than you.
Naturally Stealthy. You can attempt to hide even when
you are obscured only by a creature that is at least one size
larger than you.
Low Blow. When you move through an enemies space,
you can attempt to make an attack against them. You gain
advantage on this attack.
STOUT HALFLINGS
Age. Stout halflings reach adulthood at the age of 20
and generally live into their second century.
Size. Stout halflings average about 3 feet tall and weigh
about 50 to 55 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet
Darkvision. You can see in dim light within 60 feet of
you as if you were in bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.
HUMANS
In the reckonings of most worlds, Humans are the
youngest of the common races, late to arrive on the world
scene and short-lived in comparison to Dwarves, Elves,
and Dragons. Perhaps it is because of their shorter lives
that they strive to achieve as much as they can in the years
they are given. Or maybe they feel they have something to
prove to the elder races, and that's why they build their
mighty empires on the foundation of conquest and trade.
Whatever drives them, Humans are the innovators, the
achievers, and the pioneers of the worlds. With their
penchant for migration and conquest.
Humans are more physically diverse than other
common races. There is no typical Human. An individual
can stand from 5 feet to a little over 6 feet tall and weigh
from 125 to 250 pounds. Human skin shades range from
nearly black to very pale, and hair colors from black to
blond (curly, wavy, or straight); males might sport facial
hair that is sparse or thick. A lot of Humans have a dash
of nonhuman blood, revealing hints of elf, orc, or other
lineages. Humans reach adulthood in their late teens and
rarely live even a single century.
Ability Score Maximum Increase. Two ability scores
of your choice have their maximum increases by 2 .
HOMO SAPIENS
Age. Humans reach adulthood in their late teens and
live less then a century.
Size. Humans vary widely in height and build, from
barely 5 feet to well over 6 feet tall. Regardless of your
position in that range, your size is Medium.
Speed. Your base movement speed is 30 feet.
Duergar Magic. When you reach 3rd level, you can
RACIAL ETHNICITIES cast the enlarge/reduce spell on yourself once with this trait,
using only the spell's enlarge option. When you reach 5th
level, you can cast the invisibility spell on yourself once
DRAGONBORN with this trait. You don't need material components for
either spell, and you can't cast them while you're in direct
sunlight, although sunlight has no effect on them once
DRAGONBORN CITIES (XENOPHOBIC) cast. You regain the ability to cast these spells with this
Dragonborn cities are a large cities focused around trait when you finish a long rest. Intelligence is your
many different clans working together. Clans are made up spellcasting ability for these spells.
generally of a single ancestry of dragonborn or many Gray Dwarf Training. You have proficiency with the
types, few know why this is. Dragonborn tend to be ruled light crossbows, mauls, warhammers and warpicks. If your
by a council with the head of each clan. class later gives you proficiency with any of these, then
Dragonborn are Xenophobic and do not allow you deal +1 damage when wielding them.
outsiders to learn their secrets. They are not hostile toward Gray Dwarf Professions. You gain proficiency with
outsiders though and if a child somehow finds its way one of the following artisan's tools of your choice:
inside its walls they are brought to an outsider city and brewer's, smith's, or mason's tools.
often give coin in promise that the child will be taken care Languages. You can speak, read, and write
of. Undercommon and Dwarvish. Dwarvish is full of hard
Ability Score Adjustment. Charisma score increases consonants and guttural sounds, and those characteristics
by 1. spill over into whatever other language you might speak.
Dragon's Fury. Through intense magical training you Background. You are able to take the following
are able to increase the potency of your breath weapon backgrounds based on your time inside a gray dwarf
and spells that correspond with your ancestry elemental culture. Acolyte, Criminal, Entertainer, Hermit, Noble,
type. You deal additional damage equal to your Charisma Sage, or Soldier.
modifier.
Dragon's Wrath. When you use your breath weapon SLAVES
for the first time during a day roll a d6, If it is a 5 or 6 you Ability Score Adjustment. Your Strength score
regain use of it. increases by 1.
Languages. You speak, read and write Common and Slave Training. You have proficiency with the mauls,
Draconic. Draconic is thought to be one of the oldest warhammers and warpicks. If your class later gives you
languages and is often used in the study of magic. The proficiency with any of these, then you deal +1 damage
language sounds harsh to most other creatures and when wielding them.
includes numerous hard constants and sibilants Slave's Stonecunning. Whenever you make a History
Backgrounds. You are able to use any background check relating to the origin of stonework, you are
inside of a dragonborn city. considered proficient in the History skill.
Languages. You speak and read Common,
DWARVES Undercommon and two other language of your choice
learned from fellow slaves.
Background. You are able to take the following
GRAY DWARF CITY (SLAVERS) backgrounds based on your time as a gray dwarf slave.
Gray Dwarf cities are vast and grand, but lack the beauty Criminal, Soldier, or Urchin.
you might expect from a race of dwarves. They build their
homes based purely for utilitarian needs. Gray dwarves are HILL DWARF CITIES
a grim and cruel people. They are ruled by the a king. Hill dwarves make their cities on and inside of hills and
Gray dwarves do not take outsiders in, they are slavers smaller mountains. They miners and builders at heart like
and children found or captured in raids are raised by other their mountain cousins, but wiser and even a bit tougher
slaves to be slaves. Gray Dwarves are taught how to fight, or some of them say. They are prone to being attacked by
how to cast their innate spells and a profession. Slaves on orcs, dragons, and giants alike and they must always be
the other hand learn to use warpicks and warhammers that ready to fight. They raise any whom need to be raised.
they use to smash rocks and mine with and gain learn Ability Score Adjustment. Your Wisdom score
much about the history of various stones. increases by 1.
Dwarven Toughness. Your hit point maximum
GRAY DWARVES increases by 1, and it increases by 1 every time you gain a
Ability Score Adjustment. Your Strength score level.
increases by 1.
Hill Dwarf Training. You have proficiency with the allowed inside the great cities and those who might
battleaxe, handaxes, light hammers, and warhammers. If possibly be raised here are slaves. Because anyone who is
your class later gives you proficiency with any of these, not a dark elf is below a dark elf.
then you deal +1 damage when wielding them.
Hill Dwarf Professions. You gain proficiency with DARK ELF
one of the following artisan's tools of your choice: Ability Score Adjustment. Your Charisma score
brewer's, smith's, or mason's tools. increases by 1.
Languages. You can speak, read, and write Common Dark Elf Magic. You know the dancing lights cantrip,
and Dwarvish. Dwarvish is full of hard consonants and when you reach 3rd level, you can cast faerie fire spell once
guttural sounds, and those characteristics spill over into per day. When you reach 5th level you can cast the
whatever other language you might speak. darkness spell once per day. Charisma is your spellcasting
Background. You are able to take the following ability for these spells.
backgrounds based on your time inside a hill dwarf Dark Elf Training. You have proficiency with the
culture. Criminal, Charlatan, Entertainer, Folk Hero, Guild handbow, rapier, and shortsword.
Artisan, Hermit, Noble, Outsider, Sage, or Soldier. Languages. You can speak, read, and write, Elvish and
Undercommon. Elvish is fluid, with subtle intonations
MOUNTAIN DWARF CITIES and intricate grammar. Elven literature is rich and varied,
Making their home deep in the mountains, mountain and their songs and poems are famous among other races.
dwarves build larger then life cities, with grand forges, Background. You are able to take the following
mines, and halls that cause even elves to truly marvel at backgrounds based on your time inside a dark elf culture.
their skills. Mountain dwarves are hearty, tough, and Acolyte, Criminal, Entertainer, Guild Artisan, Hermit,
trained to fight the many evils that lurk deep in the Noble, Sage, or Soldier.
mountains. They are more then willing to take in outsiders
and raise them as their own kin. As long as they are willing SLAVES
to bend over a lot in small tunnels and drink. Ability Score Adjustment. Your Charisma score
Ability Score Adjustment. Your Strength score increases by 1.
increases by 1. Restless Sleep. Slaves have learned how to adapt to the
Dwarven Armor Training. You have proficiency with harsh conditions set by the drow. You do not need 8 hours
light and medium armor. If your class gives you asleep. You instead learn to rest with one eye open for 4
proficiency with medium armor, you gain proficiency with hours a day. After resting this way, you gain the same
heavy armor. benefits that a human does from 8 hours of sleep. You are
Mountain Dwarf Training. You have proficiency with still required to maintain light activities for the remaining 4
the battleaxe, handaxes, light hammers, and warhammers. hours.
If your class later gives you proficiency with any of these, Slave Training. You have proficiency with rapiers and
then you deal +1 damage when wielding them. shortswords. If your class later gives you proficiency with
Mountain Dwarf Professions. You gain proficiency any of these, then you deal +1 damage when wielding
with one of the following artisan's tools of your choice: them.
brewer's, smith's, or mason's tools. Languages. You can speak and read Common,
Languages. You can speak, read, and write Common Undercommon and two other languages of your choice
and Dwarvish. Dwarvish is full of hard consonants and that you learned from fellow slaves.
guttural sounds, and those characteristics spill over into Background. You are able to take the following
whatever other language you might speak. backgrounds based on your time as a dark elf slave.
Background. You are able to take the following Charlatan, Criminal, Soldier, or Urchin.
backgrounds based on your time inside a mountain dwarf
culture. Criminal, Charlatan, Entertainer, Folk Hero, Guild HIGH ELVES CITIES
Artisan, Hermit, Noble, Outsider, Sage, or Soldier. High elven cities are marvels of engineering mixed with
the shock and awe of magics. High elves can be snarky, up
ELVES tight, and stuck on themselves, but even with that they are
still for the most part a good people. They are willing to
raise any outsider. Outsiders and their own kin alike learn
DARK ELF CITIES (SLAVERS) the ebb and flow of magic. Their schooling makes them
Dark Elf cities are found deep in the Underdark, a realm smarter, and their martial training, makes them sharp of
of mystery and terror. Each city is divided into houses mind and blade.
each containing a Matron Mother, her daughters, a Ability Score Adjustment. Your Intelligence score
weapon master, and her two sons. Dark elves raised here increases by 1.
learn one rule always watch your back. Few outsiders are
Educated. You add half your proficiency bonus to all Ability Score Adjustment. Your Charisma score
knowledge skills that you are not already proficient with. increases by 1.
High Elf Training. You have proficiency with the Natural Illusionist. You know the minor illusion
longbow, longsword, shortbow, and short sword. If your cantrip. Intelligence is your spellcasting ability for it.
class later gives you proficiency with any of these, then Deep Magic. You have inherited the innate spellcasting
you deal +1 damage when wielding them. ability of your ancestors. This ability allows you to cast
Mind Over Body. You may use your Intelligence nondetection on yourself at will, without needing a material
modifier instead of your Constitution modifier to component. You can also cast each of the following spells
determine bonus hit points. once with this ability: blindness/deafness, blur, and disguise self.
Languages. You can speak, read, and write Common, You regain the ability to cast these spells when you finish a
Elvish, and one other language of their choice. Elvish is long rest. Intelligence is your spellcasting ability for these
fluid, with subtle intonations and intricate grammar. Elven spells.
literature is rich and varied, and their songs and poems are Deep Training. You have proficiency with the light
famous among other races. crossbows, and warpicks .
Background. You are able to take the following Languages. You can speak, read, and write Common,
backgrounds based on your time inside a high elf culture Gnomish. The Gnomish language, which uses the
Acolyte, Charlatan, Criminal, Entertainer, Folk Hero, Dwarvish script, is renown for its technical treaties and its
Guild Artisan, Hermit, Noble, Sage, or Soldier. catalogs of knowledge about the natural world.
Background. You are able to take the following
WOOD ELF SETTLEMENTS backgrounds based on your time as deep gnome gnome
Wood elves are perhaps one of the most accepting and culture. Entertainer, Folk Hero, Guild Artisan, Hermit,
nurturing to outsiders, at least for an elf. They are nature Noble, Outsider, Sage, or Soldier.
loving, use great magics to shape homes out of trees
without harming them, and they are masters of hunting FOREST BURROWS
and living in their woodland lands. A forest gnome's burrow is often found in hilly, wooded
Ability Score Adjustment. Your Wisdom score lands. They live underground, but get more fresh air then
increases by 1. dwarves. They keep their homes hidden with simple
Mask of the Wild. You can attempt to hide even when illusions.
you are only slightly obscured by foliage, heavy rain, falling Ability Score Adjustment. Your Dexterity score
snow, mist, and other natural phenomena. increases by 1.
Fleet of Foot. Whenever you use the dash action you Animal Friends. You are able to get a CR ¼ beast as a
can run an additional 10 feet. pet, as long as it is Medium or smaller. This beast uses the
Wood Elf Training. You have proficiency with the same rules as the Ranger (Beastmaster)'s pet.
longbow, longsword, shortbow, and short sword. If your Speak With Small Animals. Through sound and
class later gives you proficiency with any of these, then gestures, you can communicate simple ideas with small or
you deal +1 damage when wielding them. smaller beast. Forest gnomes love animals and keep any
Languages. You can speak, read, and write Common, animal they can find as a beloved pet – squirrels, badgers,
Elvish, and one other language of their choice. Elvish is rabbits, moles, wood peckers, and so on.
fluid, with subtle intonations and intricate grammar. Elven Forester. You gain advantage on Survival checks.
literature is rich and varied, and their songs and poems are Languages. You can speak, read, and write Common,
famous among other races. Gnomish. The Gnomish language, which uses the
Background. You are able to take the following Dwarvish script, is renown for its technical treaties and its
backgrounds based on your time inside a wood elf culture. catalogs of knowledge about the natural world.
Criminal, Charlatan, Entertainer, Folk Hero, Guild Background. You are able to take the following
Artisan, Hermit, Noble, Outsider, Sage, or Soldier. backgrounds based on your time inside a forest gnome
culture. Charlatan, Criminal, Entertainer, Folk Hero,
Hermit, Noble, Outsider, Sage, Soldier, or Urchin.
GNOMES
ROCK BURROWS
DEEP CITIES (XENOPHOBIC) Much like their kin the forest gnomes, rock gnomes build
Deep Gnomes do not raise the children of others. They in hilly, wooded lands. They tend to build their burrows
are likely to transport the child to a civilized culture that is underground as well, however they manage to keep their
nearby. Dwarves or Gnomes being the most likely of
burrows hidden by the use of cleaver construction .
choices. They are not evil creatures, they just do not trust
anything.
Ability Score Adjustment. Your Constitution score
increases by 1.
Artificer's Lore. Whenever you make a History check You have advantage on stealth checks and you can always
related to magical items, alchemical objects, or found the perfect place to lay an ambush.
technological devices you can add twice your proficiency Artisan Versatility. You are proficient with one artisan
bonus, instead of any proficiency bonus you normally tool of your choice.
apply. Languages. You can speak, read, and write Common,
Rock Gnome Training. You have proficiency with the Elvish, and one other language of their choice. Elvish is
light crossbows, hand crossbows and (if DM permitted) fluid, with subtle intonations and intricate grammar. Elven
one handed firearms. If your class later gives you literature is rich and varied, and their songs and poems are
proficiency with any of these, then you deal +1 damage famous among other races.
when wielding them. Background. You are able to take the following
Tinker. You have proficiency with tinker's tools. Using backgrounds based on your time as a member of a mage
these tools you can spend 1 hour and 10 gp worth of guild. Acolyte, Charlatan, Criminal, Entertainer, Folk
materials to construct a Tiny clockwork device (AC 5, Hero, Hermit, Noble, Outsider, Sage, Soldier, or Urchin.
1hp)
The device ceases to function after 24 hours, or when
you use your action to dismantle it; at that time, you can
HALF ORCS
reclaim the materials used to create it. You can have up to
three such devices active at a time. HALF-ORC VILLAGE
When you create a device, choose one of the following Half-orc villages are very rare. Most half-orcs grow up in
options. other cultures such as the slums, but when enough half-
Clockwork Toy: This toy is a clockwork animal or person, orcs come together they do form villages. These villages
such as a frog, mouse, bird or soldier. When placed on the are normally remote, near the frontier of civilization, but
ground, the toy moves 5 feet across the ground on each never too far away. They generally feel neither welcome
of your turns in a random direction. It makes noises as from orc, nor human societies.
appropriate to the creature it represents Outsiders are rare within half-orc villages, but not
Fire Starter: The device produces a miniature flame, shunned. They are taught to be strong, hunters, gathers
which you can use to light a candle, torch, or campfire. and fighters. While they are not miners themselves they
Using the device requires your action. often trade their leather wears and herbs they find for iron
Music Box: When opened this music box plays a single and steel, to work their own weapons.
song at moderate volume. The box stops playing when it Ability Score Adjustment. Constitution score
reaches the song's end or when it is closed. increases by 1.
Languages. You can speak, read, and write Common, Half-Orc Professions. You gain proficiency with one
Gnomish. The Gnomish language, which uses the of the following artisan's tools of your choice:
Dwarvish script, is renown for its technical treaties and its leatherworkers's, smith's tools or a herbalism kit.
catalogs of knowledge about the natural world. Half-Orc Training. You have proficiency with the
Background. You are able to take the following battleaxes, great axes, javelins, and spears. If your class
backgrounds based on your time as a member of a mage later gives you proficiency with any of these, then you deal
guild. Charlatan, Criminal, Entertainer, Folk Hero, +1 damage when wielding them.
Hermit, Noble, Outsider, Sage, Soldier, or Urchin. Savage Attacks. When you score a critical hit with a
melee weapon, you can roll one of the weapon's damage
HALF-ELF dice one additional time and add it to the extra damage of
the critical hit.
Languages. You can speak, read, and write Common,
HALF-ELF DISTRICTS orc, and one other language of their choice. Orc is a
In larger cities half-elves have been known to take over harsh, granting language with hard constants. It has no
their own districts. Not only do half-elves live there, but scripts on its own, but is written in the Dwarvish script.
other races are treated as family as well. They learn how to Background. You are able to take the following
blend into crowds and how to seek information. backgrounds based on your time as a member of a mage
Ability Score Adjustment. You increase two of your guild. Charlatan, Criminal, Entertainer, Folk Hero,
ability scores by 1. Hermit, Noble, Outsider, Sage, Soldier, or Urchin.
City Slicker. You have learned while growing up how
to obtain any information that you seek. When you make
an investigation check to find the location of something
HALFLING
you are looking for.
Urban Stealth. While inside a city you have learned LIGHTFOOT HALFLING COMMUNITIES
how to hide in plain sight and how to blend into crowds. Lightfoot and Stout halflings are very similar when it
comes to communities. The main differences tends to be
that Lightfoot halflings are generally more outgoing and Humans raised in their own cities and towns tend to gain
outspoken and Stout halflings tend to raise their own to a balanced learning experience. Outsiders who grow up in
be of hardier build due to the work on the land. Other these cities tend to get a much more narrow experience
then that halflings and outsiders raised in these halfling and generally are picked up by the many other types of
communities tends to always seem to have a bit of luck on cultures that exist inside of the cities.
their side and have learned to be braver then most folks.
Ability Score Adjustment. Your Charisma score HOMO SAPIENS
increases by 1. Ability Score Adjustment. You increase three of your
Brave. You have advantage on saving throws against ability scores by 1.
being frightened. Languages. You can speak, read, and write Common
Survivor. You gain proficiency in Survival and Nature and one extra language of your choice. Humans typically
skills. learn the languages of other peoples they deal with,
Traceless. When a creature attempts to track your including obscure dialects. They are fond of sprinkling
location or find you they have disadvantage on any rolls their speech with words borrowed from other tongues -
except if they are using scent. It is almost a natural instinct Orc curses, Elvish musical expressions, Dwarvish military
to simply put everything back the way it was when you phrases, and so on.
entered a room or area. You shut doors, redo locks, and Backgrounds. You are able to use any background
even replace traps, quickly and perfectly. This leaves no inside of a human city.
trace you were ever in the area, except of course if you
decide something tickles your fancy and you must have it. OUTSIDERS
Languages. You can speak, read, and write Common Depending on the outsider you may be greeted with open
and Halfling. The Halfling language isn't secret, but arms or with stares as cold as ice. You may pick Half-Elf
Halflings are loath to share it with others. They write very District, Thieves Guild, Mages Guild, Religious Order, or
little, so they don't have a rich body of literature. Their Pit Fighter and be considered to be part of a human city.
oral tradition, however, is very strong. If you do you learn the language from the homo sapien
Background. You are able to take the following list, but learn all other traits from the other culture.
backgrounds based on your time as a member of a mage
guild. Charlatan, Criminal, Entertainer, Folk Hero,
Hermit, Noble, Outsider, Sage Soldier, or Urchin.
HOMO SAPIEN (VARIANT) CITY
Humans using the variant homo sapien tend to be highly
specialized cities.
STOUT HALFLING COMMUNITIES
Ability Score Adjustment. Your Constitution score HUMANS
increases by 1. Well Trained. You gain access to one feat. If the feat
Brave. You have advantage on saving throws against has an ability point as part of the benefits you gain from
being frightened. it, you do not get that ability point.
Militia Training. You have proficiency with the Skilled. You gain proficiency with one skill of your
shortbow & shortsword. If your class later gives you choice.
proficiency with any of these, then you deal +1 damage Languages. You can speak, read, and write Common
when wielding them. and one extra language of your choice. Humans typically
Strong Soul. You gain a 1d4 on Constitution, Wisdom, learn the languages of other peoples they deal with,
and Death saving throws. including obscure dialects. They are fond of sprinkling
Languages. You can speak, read, and write Common their speech with words borrowed from other tongues -
and Halfling. The Halfling language isn't secret, but Orc curses, Elvish musical expressions, Dwarvish military
Halflings are loath to share it with others. They write very phrases, and so on.
little, so they don't have a rich body of literature. Their Backgrounds. You are able to use any background
oral tradition, however, is very strong. inside of a human city.
Background. You are able to take the following
backgrounds based on your time as a member of a mage
guild. Criminal, Entertainer, Folk Hero, Hermit, Noble,
OUTSIDERS
Outsider, Sage, Soldier, or Urchin. Same as outsiders for normal cities.