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Phalcon's Phenomenal Assemblage: Species Chronicle (PHB Advanced Edition) introduces significant changes to character creation in Dungeons & Dragons, focusing on races, subraces, and cultures. The document allows players to choose their character's culture and provides new wizard traditions and NPC collections. It emphasizes the importance of character backgrounds and the impact of upbringing on abilities and traits.

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Akbar Ramadhan
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0% found this document useful (0 votes)
93 views26 pages

File 302

Phalcon's Phenomenal Assemblage: Species Chronicle (PHB Advanced Edition) introduces significant changes to character creation in Dungeons & Dragons, focusing on races, subraces, and cultures. The document allows players to choose their character's culture and provides new wizard traditions and NPC collections. It emphasizes the importance of character backgrounds and the impact of upbringing on abilities and traits.

Uploaded by

Akbar Ramadhan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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INTRODUCTION OTHER PUBLICATIONS

PAY WHAT YOU WANT


Races, Subraces, and Cultures In this work, We divide
Welcome to Phalcon's Phenomenal Assemblage: Species races up into three sections and allow players to choose
Chronicle (PHB Advanced Edition). This version of of what culture they grow up in.
the Races, Subraces, & Culture contain my balance for the School of the Wands In this work, we explore a new
listed above. This product has major changes to not only wizard tradition that focus on the art of using wands.
the character creation flow, but also relatively increases the You're a wizard Harry.
power of PCs. Training Downtime and Traits In this work, we learn learn
about a new type of downtime training and traits that can
be learned from it.
ABOUT THE AUTHOR Wu Jen Tradition In this work, we explore a wizard
My name is Will aka Phalcon. I am a long time gamer and archetype that focus on the elements, spirits, and fire …
over the past 6 years hard working DM. I love coming up lots of fire... I love fire. Okay more then just fire, but still.
with new concepts and reviving old fragments of the past. NPC Collection I In this work, I revise a bunch of NPCs
I won't bore you with my situation, but know if you like I created for a friend awhile back. Also added a special
this and decide you have a few dollars to spare, that I am NPC to honor someone who passed away.
greatly thankful. I have a few other works and am trying
to work on a plan to release things faster.

If you enjoy my material come follow me and my friends


on Twitter and Discord.

Phalcon777 A link to my twitter.


Remedeez Is a close friend and someone you should
check out.
Term
Discord Come hang out with me and lets talk about
D&D

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the
Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This
material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.

©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley
Park, Uxbridge, Middlesex, UB11 1ET, UK.
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.

This supplement is made to solve a problem with races


and that is growing up. Below discuses a few key points
HOW TO USE THIS SUPPLEMENT
When you go to start your character creation follow all the
that need to be known before this is read.
rules in the PHB except with the following. When you go
to pick your character race come to Chapter 1 (This
SPECIES chapter) which is Races and Subraces. Pick a race and a
Much about the species that most people know have been subrace that fit your desired character. Then in Chapter 2
cut down. A species gains an Ability Score Maximum you pick a culture. You can choose a culture that your
Increase, showing that no matter what the species has the subrace already belongs to or pick another. Try to come
ability to be better at one thing. Next we have one core up with the story of why your dark elf was raised by wood
trait. This is formally known as what a race is. However it elves. Why were they not killed. It is generally assumed
is an incorrect label. Feel free to refer to it as such if you that you are raised from childbirth to 4 or 5, but some
feel that is easier, but for this project, it will be referred to races live longer and a certain culture could override
as species. previous teachings. An elf who lives 100s of years could
be up to 50 when they adopt a new culture. Then you pick
a background from the list or ask your DM if you can play
RACES another. This represents some of your upbringing, but
Race is where the meat of the identity of your character mostly the years after you were raised in a culture. This is
comes from. This is where you get the characters age, size, all done before the adventure begins.
speed, vision type, and one or two traits depending on the
race. This was formally known as subraces. However that
is an incorrect label. Feel free to refer to it as such if you CHANGES
feel that is easier, but for this project, it will be referred to This booklet is designed with the many changes I would
as race. make to races, subraces, and cultures. This is me balancing
out races and subraces as far as making them interesting
and mechanically balanced.
Ethnicity
There are two types of cultures, racial cultures and
organizational cultures ( things like growing up in a WHAT IS PRESENTED HERE
church, or in thieves guild changes how a character is Inside this booklet is the PHB races, subraces, and
raised). Characters gain an Ability Score Adjustment, cultures based on sources of old.
showing things that they have been trained and how
growing up where they do has impacted their character.
Some races are xenophobic and do not allow outsiders
WHAT YOU WILL NEED
You will need the following resources in order to fully use
into their cultures and some races are considered such
this book. The Players Handbook (PHB)
outcasts that they do not gain the benefit of culture.
Furthermore some race cultures might take others in, but
not as equals, but as slaves. A character that picks one of
these races are going to get less benefits from their
culture, but their story could be all the greater because of
it.

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

Born of dragons, as their name proclaims, the dragonborn


walk proudly through the a world that greets them with
fearful incomprehension. Shaped by the draconic gods or
the dragons themselves, dragonborn originally hatched
from dragon eggs as a unique race, combining the best
attributes of dragons and humanoids. Some dragonborn
are faithful servants to true dragons, others form the
ranks of soldiers in great wars and still others find
themselves adrift, with no clear calling in life.
Age. Young Dragonborn grow quickly. They walk
Ability Score Maximum Increase. Your Max Strength
hours after hatching, attain the size and development of a
score maximum increases by 2.
10-year-old human child by the age of 3, and reach
adulthood by 15. They live to be around 80 years old.
BLACK DRAGON ANCESTRY 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.
Lightning Resistance. You have resistance to lighting
damage.
Lightning Breath. You can use your action to exhale
destructive energy.
Your breath weapon affects all creatures in a 5-foot by
30-foot line in front of you.
When you use your breath weapon, each creature in the
ebony and dark gray. area of the exhalation must make a Dexterity saving
Age. Young Dragonborn grow quickly. They walk throw. The DC for this saving throw equals 8 + your
hours after hatching, attain the size and development of a Constitution modifier + your proficiency bonus. A
10-year-old human child by the age of 3, and reach creature takes 2d6 lightning damage on a failed save, and
adulthood by 15. They live to be around 80 years old. half as much damage on a successful one.
Size. Dragonborn are taller and heavier than humans, The damage increases to 3d6 at 6th level, 4d6 at 11th
standing well over 6 feet tall and averaging 250 pounds. level, and 5d6 at 16th level .
Your size is Medium. After you use your breath weapon, you can't use it again
Speed. Your base walking speed is 30 feet. until you complete a short or long rest.
Acid Resistance. You have resistance to acid damage. Sound Imitation. You can mimic any voice or sound
Acid Breath. You can use your action to exhale you have heard anytime you like. Listeners must succeed
destructive energy. on a Wisdom saving throw to detect that the voice or
Your breath weapon affects all creatures in a 5-foot by sound is fake. The DC is Charisma based.
30-foot line in front of you.
When you use your breath weapon, each creature in the BRASS DRAGON ANCESTRY
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 acid 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.
Water Breathing. You can breathe underwater
indefinitely and can use your breath weapon, spells and
other abilities while submerged with no penalties. (This
does not include penalties such as firing a bow
by 15. They live to be around 80 years old.
underwater).
Size. Dragonborn are taller and heavier than humans, Strong Swimmer. You have a swim speed of 30 feet
standing well over 6 feet tall and averaging 250 pounds. and can hold your breath for 8 x Constitution score
Your size is Medium. rounds
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 COPPER DRAGON ANCESTRY
destructive energy.
Your breath weapon affects all creatures in a 5-foot by
30-foot line 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 forward slightly. Layers of triangular blades point down
level, and 5d6 at 16th level . from your chin. You have an acrid odor and reddish scales
After you use your breath weapon, you can't use it again have a metallic shine.
until you complete a short or long rest. Age. Young Dragonborn grow quickly. They walk
Burrow. You have a burrow speed of 20 ft. hours after hatching, attain the size and development of a
10-year-old human child by the age of 3, and reach
BRONZE DRAGON ANCESTRY adulthood by 15. They live to be around 80 years old.
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.
Acid Resistance. You have resistance to acid damage.
Acid Breath. You can use your action to exhale
destructive energy.
Your breath weapon affects all creatures in a 5-foot by
30-foot line in front of you.
When you use your breath weapon, each creature in the
have a metallic, golden brown cast. area of the exhalation must make a Dexterity saving
Age. Young Dragonborn grow quickly. They walk throw. The DC for this saving throw equals 8 + your
hours after hatching, attain the size and development of a Constitution modifier + your proficiency bonus. A
10-year-old human child by the age of 3, and reach creature takes 2d6 acid damage on a failed save, and half
adulthood by 15. They live to be around 80 years old. as much damage on a successful one.
Size. Dragonborn are taller and heavier than humans, The damage increases to 3d6 at 6th level, 4d6 at 11th
standing well over 6 feet tall and averaging 250 pounds. level, and 5d6 at 16th level .
Your size is Medium. After you use your breath weapon, you can't use it again
Speed. Your base walking speed is 30 feet. until you complete a short or long rest.
Lightning Resistance. You have resistance to lighting Stone Climb. You can climb on a unworked stone
damage. surface as though using the spider climb spell.
Lightning Breath. You can use your action to exhale
destructive energy. GOLD DRAGON ANCESTRY
Your breath weapon affects all creatures in a 5-foot by As a gold blooded dragonborn,
30-foot line in front of you. You have large, smooth twin
When you use your breath weapon, each creature in the horns that sweep back form your
area of the exhalation must make a Dexterity saving nose and brow. Twin frills adorn
throw. The DC for this saving throw equals 8 + your your neck, and whiskers around
Constitution modifier + your proficiency bonus. A your mouth look like the barbels
creature takes 2d6 lightning damage on a failed save, and of a catfish. You smell of saffron
half as much damage on a successful one. and incense, and your scales
The damage increases to 3d6 at 6th level, 4d6 at 11th glisten like polished gold.
level, and 5d6 at 16th level . Age. Young Dragonborn grow
After you use your breath weapon, you can't use it again quickly. They walk hours after hatching, attain the size and
until you complete a short or long rest.

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.

WHITE DRAGON ANCESTRY

hatching, attain the size and development of a 10-year-old


human child by the age of 3, and reach adulthood by 15.
They live to be around 80 years old.
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.
DWARVES
HILL DWARVES
Bold and hardy, dwarves are known as
As a hill dwarf, you have a keen sense, deep
skilled warriors, miners, and workers of
intuition, and remarkable resilience. You are also
stone and metal. Though they stand well
extremely relentless on the battlefield.
under 5 feet tall, dwarves are so broad
Age. Hill dwarves mature at about the same
and compact that they can weigh as much
rate as humans, but they are considered
as a human standing nearly two feet
young until they reach 50. On average they
taller. Their courage and endurance are also
live to be 350 years old.
easily a match for any of the larger folk.
Size. Hill dwarves stand between 4 and 5
Dwarven skin ranges from deep brown
foot tall and average about 150 pounds. Your size
to a paler hue tinged with red, but the most
is Medium.
common shades are light brown or deep
Speed. Your base walking speed is 25 feet.
tan, like certain tones of earth.
Your speed is not reduced by wearing heavy
Their hair, worn long but in simple styles,
armor. You also gain advantage on being knocked
is usually black, gray, or brown, though paler
prone.
dwarves often have red hair. Male dwarves value their
Darkvision. You can see in dim light within 60 feet of
beards highly and groom them carefully.
you as if you were in bright light, and in darkness as if it
Ability Score Maximum Increase. Your Max
were dim light. You can't discern color in darkness, only
Constitution score increases by 2.
shades of gray.
Dwarven Resilience. You have advantage on saving
Stonecunning. Whenever you make a history check
throws against poison, and have resistance against poison
related to the origin of stonework, you are considered
damage.
proficient in the History skill and double your proficiency
bonus to the check, instead of your normal proficiency
GRAY DWARVES bonus.
As a gray dwarf, your ancestors suffered a great sense of Relentless. You gain proficiency on Strength checks
greed that drove them deep underground. There they and saves. If your class or another feature gives you
were enslaved by mindflayers. Once they broke free they proficiency in both or either of these then gain advantage
become isolationist and mountain and hill dwarves look at on the one that you are proficient with.
them with disdain if not outright hate. Chances are you
are an exile as gray dwarves rarely leave on adventure. MOUNTAIN DWARVES
Age. Gray dwarves mature at about the same rate as
As a mountain dwarf, you're strong and hardy, your
humans, but they are considered young until they reach ancestors difficult life has caused you to become
50. On average they live to be 350 years old. accustomed to life in rugged terrains, you are on the tall
Size. Gray dwarves average 4 feet tall and average side (for a dwarf) and you are at your best when inside
about 150 pounds. Your size is Medium. caves and on mountain paths.
Speed. Your base walking speed is 25 feet. Your speed Age. Mountain dwarves mature at about the same rate
is not reduced by wearing heavy armor. You also gain as humans, but they are considered young until they reach
advantage on being knocked prone. 50. On average they live to be 350 years old.
Superior Darkvision. You can see in dim light within Size. Mountain dwarves stand between 4 and 5 foot tall
120 feet of you as if you were in bright light, and in and average about 150 pounds. Your size is Medium.
darkness as if it were dim light. You can't discern color in Speed. Your base walking speed is 25 feet. Your speed
is not reduced by wearing heavy armor. You also gain
darkness, only shades of gray.
advantage on being knocked prone.
Stonecunning. Whenever you make a history check Darkvision. You can see in dim light within 60 feet of
related to the origin of stonework, you are considered you as if you were in bright light, and in darkness as if it
proficient in the History skill and double your proficiency were dim light. You can't discern color in darkness, only
bonus to the check, instead of your normal proficiency shades of gray.
bonus. Stonecunning. Whenever you make a history check
Sunlight Sensitivity. You have disadvantage on attack related to the origin of stonework, you are considered
rolls and on Wisdom (Perception) checks that rely on sight proficient in the History skill and double your proficiency
when you, the target of your attack, or whatever you are bonus to the check, instead of your normal proficiency
trying to perceive is in direct sunlight. bonus.
Gray Dwarf Resilience. You have advantage on saving Rock Stepper. You are skillful at crossing rocky terrain.
You ignore difficult terrain created by rubble, broken
throws against illusions and against being charmed or
ground or steep stairs.
paralyzed.
more common and more friendly, and
ELVES often encountered among humans and
other races. These are the Moon (Silver)
Elves are a magical people of elves.
otherworldly grace. They live in Sun elves often have brown
places of ethereal beauty, in the skin and hair that is copper, black
midst of ancient forests or in silvery or golden blond. Their eyes are gold,
spires glittering with faerie light, silver, or black. Silver elves are often
where soft music drifts through the much paler, with alabaster skin
air and gentle fragrances waft on the sometimes tinged with blue. Their hair
breeze. Elves love nature and magic, is often silver, white, black or blue, but
art and artistry, music and poetry, and various shades of blond, brown and
the good things of the world. With red are not uncommon. Their eyes are
their unearthly grace and fine features, blue or green and flecked with gold.
Elves appear hauntingly beautiful to Age. Although high elves reach
Humans and members of many other races. physical maturity at about the same age as Humans, the
Ability Score Maximum Increase. Your Dexterity Elven understanding of adulthood goes beyond physical
score increases by 2. growth to encompass worldly experience. An Elf typically
Fey Ancestry. You have advantage on saving throws claims adulthood and an adult name around the age of
against being charmed, and magic can't put you to sleep. 100 and can live to be 750 years old.
Keen Senses. You gain proficiency in the Perception Size. Elves range from 5 to over 6 feet tall and have
skill. slender builds. They weigh about 100 to 145 pounds. Your
size is Medium.
DARK ELF Speed. You have a base walking speed of 30 feet.
Darkvision. You can see in dim light within 60 feet of
As a dark elf, you are likely to be shunned and possibly you as if you were in bright light, and in darkness as if it
even attacked, depending on the culture you find yourself were dim light. You can't discern color in darkness, only
in. Your skin is black and your hair is stark white. Your shades of gray.
race are from the deep underground. Trance. High elves don't sleep. Instead, they mediate
Age. Although dark elves reach physical maturity at deeply, remaining semiconscious, for 4 hours a day. After
about the same age as Humans, the Elven understanding resting in this way, you gain the same benefit that a human
of adulthood goes beyond physical growth to encompass does from 8 hours of sleep.
worldly experience. An Elf typically claims adulthood and Magical Initiate. You know one cantrip of your
an adult name around the age of 100 and can live to be choice from the wizard spell list. Intelligence is your
750 years old. spellcasting ability for it.
Size. Elves range from 5 to over 6 feet tall and have
slender builds. They weigh about 100 to 145 pounds. Your WOOD ELF
size is Medium. As a wood elf, you have keen sense and intuition, and your
Speed. You have a base walking speed of 30 feet. fleet feet carry you quickly and stealthily through your
Superior Darkvision. You can see in dim light within native forests. You are sometimes called a copper elf.
120 feet of you as if you were in bright light, and in Your skin tens to be copperish in hue and sometimes
darkness as if it were dim light. You can't discern color in with traces of green. Your hair tends toward browns and
darkness, only shades of gray. blacks, but it is occasionally blond or copper-colored.
Sunlight Sensitivity. You have disadvantage on attack Your eyes are green, brown or hazel.
rolls and on Wisdom (Perception) checks that rely on sight Age. Although wood elves reach physical maturity at
when you, the target of your attack, or whatever you are about the same age as humans, the elven understanding of
trying to perceive is in direct sunlight. adulthood goes beyond physical growth to encompass
Trance. Dark elves don't sleep. Instead, they mediate worldly experience. An elf typically claims adulthood and
deeply, remaining semiconscious, for 4 hours a day. After an adult name around the age of 100 and can live to be
resting in this way, you gain the same benefit that a human 750 years old.
does from 8 hours of sleep. Size. Elves range from 5 to over 6 feet tall and have
Ambidexterity. You can no longer use your bonus slender builds. They weigh about 100 to 145 pounds. Your
action to attack with your offhand. Instead once per size is medium.
round, when you make an attack action, you can also Speed. You have a base walking speed of 35 feet.
attack with your offhand. 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
HIGH ELF were dim light. You can't discern color in darkness, only
As a high elf, you have keen mind and mastery of basics shades of gray.
of magic. In many D&D worlds, there are two kinds of Trance. Wood elves don't sleep. Instead, they mediate
high elves, one type is haughty and reclusive, believing deeply, remaining semiconscious, for 4 hours a day. After
themselves to be superior to non-elves and even other resting in this way, you gain the same benefit that a human
elves. These are the Sun (Gold) elves, the second type are does from 8 hours of sleep.
Ability Score Adjustment. Your
FIENDLING Intelligence score increases by 1.
Hellish Resistance. You have
Fiendlings are born from the ancestors of a resistance to fire damage.
fiend and a mortal race. They are almost Nessus Legacy. You know the
always treated out as outcasts, even within thaumaturgy cantrip. After you reach 3rd
communities that have excepted them. level, you can cast the hellish rebuke spell
Their fiendish features often make them once per day as a 2nd-level spell. Once
scape goats for crimes committed by you reach 5th level, you can also cast the
others. Tieflings are by far the most darkness spell once per day. You regain
common of the fiendlings, but others are the ability to cast these spells with this
known to exist. trait upon completion of a long rest.
Ability Score Maximum Increase. Charisma is your spellcasting ability for
Your Charisma score increases by 2. these spells.
Darkvision. You can see in dim light
within 60 feet of you as if it were bright BAALZEBUL BLOODLINE
light, and in darkness as if it were dim light.
Fiendlings that hail from Baalzebul are
You can't discern color in darkness, only
generally tall, blue or red skinned and have face tend to
shades of gray.
look slightly dog like.
Special. When a fiendlings adopts a culture they only
Ability Score Adjustment. Your Dexterity score
learn the language of the culture.
increases by 1.
Hellish Regeneration. You regen 2 HP every round.
TIEFLING If you lose a limb or body part, the lost portion regrows
Tiefling are derived from Human bloodlines, and in the in 1d6 days. You can reattach a severed member instantly
broadest possible sense, they still look Human. However, by holding it to its stump.
their infernal heritage has left a clear imprint on their Legacy of Maladomini. You know the thaumaturgy
appearance. Tieflings have large horns that take any of a cantrip. When you reach 3rd level, you can cast the ray of
variety of shapes - some have curling horns like a ram, sickness spell as a 2nd-level spell once with this trait and
others have straight and tall horns like a gazelle' s, and regain the ability to do so when you finish a long rest.
some spiral upward like an antelopes' horns. They have When you reach 5th level, you can cast the crown of
thick tails, four to live feet long, which lash or coil around madness spell once with this trait and regain the ability to
their legs when they get upset or nervous. Their canine do so when you finish a long rest. Charisma is your
teeth are sharply pointed, and their eyes are solid colors spellcasting ability for these spells.
black, red, white, silver, or gold with no visible sclera or
pupil. DISPATER BLOODLINE
Their skin tones cover the full range of Human
Fiendlings that hail from Dispater are generally tall, with
coloration, but also include various shades of red. Their
small horns and have gray, blue or lavender skin.
hair, cascading down from behind their horns, is usually
Ability Score Adjustment. Your Dexterity score
dark, from black or brown to dark red, blue, or purple.
increases by 1.
Age. Tieflings mature at the same rate as Humans but
Hellish Escape (1/Day). As a reaction when this
live a few years longer.
creature takes damage, it may roll a 1d6+1 and reduce the
Size. Tieflings are about the same size and build as
damage by that amount and teleports up to 60 feet to an
Humans. Your size is Medium.
unoccupied space it can see.
Speed. Your base walking speed is 30 feet.
Legacy of Dis. You know the thaumaturgy cantrip.
Silver Tongue. You have proficiency with Deception
When you reach 3rd level, you can cast the disguise self
checks.
spell once with this trait and regain the ability to
Fiendbound Bloodline. Choose one bloodline from
do so when you finish a long rest. When you reach 5th
the listed below. By default Asmodeus bloodline.
level, you can cast the detect thoughts spell once with
this trait and regain the ability to do so when you finish
BLOODLINES a long rest. Charisma is your spellcasting ability for
these spells.
ASMODEUS BLOODLINE
Fiendlings that hail from Asmodeus are generally tall, red FIERNA BLOODLINE
skinned, and smaller horn that curve in like a crescent Tieflings that from Fierna's bloodline tend to look very
moon. beautiful and very much like their mortal bloodline, except
they all have two small curved horns that come from their Of all the bloodlines Leviticus's is perhaps the most
forehead. strange. They look the least infernal of all other arch-
Ability Score Adjustment. Your Wisdom score devils. In fact if it were not for the chill in the air around
increases by 1. them and the slight sheets of ice that seem to form
Hellish Loyalty (1/Day). As a reaction when an ally around them, one might not assume that they are anything
this creature can see is reduced to 0 hit points, that ally but their mortal race.
gains one successful saving throws and advantage on its Ability Score Adjustment. Your Constitution score
next death saving throw. increases by 1.
Legacy of Phlegethos. You know the friends cantrip. Hellish Irony. You have resistance to frost damage.
When you reach 3rd level, you can cast the charm person Legacy of Stygia. You know the ray of frost cantrip.
spell as a 2nd-level spell once with this trait and When you reach 3rd level, you can cast the armor of
regain the ability to do so when you finish a long rest. Agathys spell as a 2nd-level spell once with this trait and
When you reach 5th level, you can cast the suggestion spell regain the ability to do so when you finish a long rest.
once with this trait and regain the ability to do so When you reach 5th level, you can cast the darkness
when you finish a long rest. Charisma is your spellcasting spell once with this trait and regain the ability to do so
ability for these spells. when you finish a long rest. Charisma is your spellcasting
ability for these spells.
GERYON BLOODLINE
Fiendlings that are of Geryon's bloodline all have a tail MAMMON BLOODLINE
that has a stinger on the end. They tend to be a mixture of Mammon's fiendlings are perhaps some of the most
scales and lots of hair, but beyond that look much like hideous of all the other Arch-Devils. They tend to be
their mortal bloodline. extremely serpent like with fangs and a long forked
Ability Score Adjustment. Your Strength score tongue. They tend to have odd shaped heads that come to
increases by 1. a point like a cone.
Hellish Stinger. Melee Weapon Attack +STR to hit, Ability Score Maximum Increase. Your Intelligence
reach 5ft, one creature: Hit 1d4+Str piercing damage, and score increases by 1.
the target must make a DC (Constitution based) Hellish Storage. You are able to cast Leomud's secret
Legacy of Coldsteel. You know the thaumaturgy chest without need of the material components, but with
cantrip. When you reach 3rd level, you can cast the disguise the following restrictions: The chest can only hold of
self spell once with this trait and regain the ability to do so value such as coins, gems, jewelry and small art pieces.
when you finish a long rest. When you reach 5th level, you The chest is 1 foot by 2 foot by 2 foot and holds 4 cubic
can cast the suggestion spell once with this trait and regain feet of treasure. There is no chance of the spell ending.
the ability to do so when you finish a long rest. Charisma Legacy of Minauros. You know the mage hand cantrip.
is your spellcasting ability for these spells. When you reach 3rd level , you can cast the Tenser's
floating disk spell once with this trait and regain the
GLASYA BLOODLINE ability to do so when you finish a short or long rest.
Similar to Feirna's bloodline, Galsya's are often very When you reach 5th level, you can cast the arcane lock
beautiful, however their horns are often small and straight. spell once with this trait, requiring no material
On top of this they often have copper colored skin and component, and regain the ability to do so when you
have a tell that has a crescent moon at the tip. finish a long rest. Charisma is your spellcasting ability for
Ability Score Adjustment. Your Dexterity score these spells.
increases by 1.
Hellish Scam (1/Day). You are able to transmute an MEPHISTOPHELES BLOODLINE
ounce of lead into gold. The effect lasts 1 hour for ever Fiendlings that come from Mephistopheles are perhaps
player level you have. A successful DC 14 Investigation the most recognizable. They tend to have multiple large
check will determine that something is off with the gold. curved horns coming from their head, their skin is almost
Legacy of Malbolge. You know the minor illusion always bright red and their hair the darkest shade of
cantrip. When you reach 3rd level, you can cast the disguise crimson.
self spell once with this trait and regain the ability to do so Ability Score Adjustment. Your Intelligence score
when you finish a long rest. When you reach 5th level, you increases by 1.
can cast the invisibility spell once with this trait and regain Hellish Shield. You gain advantage on saving throws
the ability to do so when you finish a long rest. against spells. If you succeed on such a saving throw, you
Charisma is your spellcasting ability for these spells. gain temporary hit points equal to the spells level.
ability for these spells. Legacy of Cania. You know the mage hand cantrip.
When you reach 3rd level, you can cast the burning
LEVITICUS BLOODLINE hands spell as a 2nd-level spell once with this trait and
regain the ability to do so when you finish a long rest. cantrip. When you reach 3rd level, you can also cast a 1st-
When you reach 5th level, you can cast the flame blade level spell. At 5th level, you can cast a second level spell.
spell once with this trait and regain the ability to do so You can cast a spell gained from this trait only once
when you finish a long rest. Charisma is your spellcasting until you complete your next long rest. You can cast a
ability for these spells. cantrip gained from this trait at will, as normal. For 1st-
level spells whose effect changes if it is cast using a spell
MOLOCH BLOODLINE slot of 2nd level or higher, you can cast as if using a
Fiendlings that hail from Molch are shorter and more second level slot. Spells of 2nd level are cast as if using a
stout. Most have blood red skin, sharp teeth and cleft 2nd-level slot.
wolves for feet. They sometimes have a large crown of At the end of each long rest, you can lose the cantrip
horns with two larger ones coming from just above their and previously granted by this feature, even if you did not
ears. cast them. You replace those cantrips and spells by rolling
Ability Score Adjustment. Your Intelligence score for new ones on the Abyssal Arcane Spell table. Roll
increases by 1. separately for each cantrip and spell. If you roll the same
Legacy of Exile. You know the minor illusion cantrip. spell or cantrip you gained at the end of your previous
When you reach 3rd level, you can cast the disguise self long rest, roll again until you get a different result.
spell as a 2nd-level spell once with this trait and
regain the ability to do so when you finish a long rest. ABYSSAL ARCANA SPELL
When you reach 5th level, you can cast the invisibility D6 1st Level 3rd Level 5th Level
1 Dancing Lights Burning Hands Alter Self
spell once with this trait and regain the ability to do so
2 True strike Charm person Darkness
when you finish a long rest. Charisma is your spellcasting 3 Light Magic missile Invisibility
ability for these spells. 4 Spare the Dying Cure Wounds Mirror Image
Hellish Immunity. You are immune to being charmed 5 Message Tasha's hideous Levitate
or poisoned, but not against poison damage. laughter
6 Prestidigitation Thunderwave Spider climb
ZARIEL BLOODLINE
Fiendlings that hail from Zariel are a mixture of beautiful
and terrifying at the same time. Their skin is a mix
between blood red and black, eyes that look like fiery orbs,
and all of Zariel's bloodline have a innate love for fire.
Ability Score Adjustment. Your Strength score
increases by 1.
Hellish Fury. You are able to ignite your weapon and
have it deal additional fire damage equal to your Charisma
or Wisdom modifier which ever is higher.
Legacy of Avernus. You know the thaumaturgy cantrip.
When you reach 3rd level, you can cast the searing
smite spell as a 2nd-level spell once with this trait and
regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the branding
smite spell once with this trait and regain the ability
to do so when you finish a long rest. Charisma is your
spellcasting ability for these spells.

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.

Ability Score Maximum Increase. Your Max


Dexterity score increases by 2.
Lucky. When you roll a 1 on an attack roll, ability
check, or saving throw, you can reroll the die and must use
the new roll.

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.

HUMANS Other Cultures


Sometimes your culture isn't a town you grow up in.
HOMO SAPIEN CITIES Sometimes it is somethings smaller. Orphans might join a
circus becauses no one else will take them in, you might
be a member of a roaming barbarian tribe, taken or given MAGES GUILD
from or to a magic guild or a religious order, fallin into a Bright young children can sometimes be taken from their
dark seedy past in a thieves guild, had your village sacked homes and raised inside mage guilds to better hone their
and grew up learning to fight inside a pit for talents at their young impressionable age.
entertainment, or grew up in the wild within a druid circle. Ability Score Adjustment. Your Intelligence score
What ever the case theses smaller cultures shape your increases by 1.
world. These smaller specialized cultures likely define your Knowledge is Power. You have proficiency in a
class, but not always. Knowledge skill of your choice.
Quick Study. Your are able to cast magical spell
CIRCUS scrolls that do not belong to your class. You use your
You grew up in a traveling circus. This band of misfits as spellcasting modifier instead of what is required for the
they tend to be took you in and raised you as one of their scroll.
own. Arcane Student. You learn two of the following
Ability Score Adjustment. Your Charisma score cantrips: light, mage hand, mending, message, or prestidigitation.
increases by 1. If you choose the sorcerer, warlock, or wizard class you
Performance. You have proficiency in the Perform gain one additional spell from their spell list and can cast it
skill. once per day without consuming a spell slot. In addition if
Showmanship. As a bonus action you may perform a you choose the eldritch knight or arcane trickster
trick that catches others off guard. The next attack this subclasses you learn one additional spell and and can cast
round against the target has advantage or a saving throw it once per day without consuming a spell slot.
made this round the target makes is at disadvantage. If Languages. You can speak, read, and write any two
you choose the bard class, you can use this additional languages of your choice.
times per day at the cost of a bardic inspiration. Background. You are able to take the following
Circus Training. You have +1 to hit and damage with backgrounds based on your time as a member of a mage
any thrown weapon. If you choose the bard class, this guild. Acolyte, Criminal, Entertainer, Hermit, Noble,
bonus also applies to crossbows, handbows, and cantrips. Outsider, or Sage.
Languages. You can speak, read, and write any two
languages of your choice. BARBARIAN TRIBES
Background. You are able to choose any background Either taken as part of a raid or perhaps born into it by
in a circus. your parents. You are part of a mixed barbarian tribe.
Their may be one race that is dominant or not. What ever
THIEVES GUILD the case you are fated take on a rough life in the
Thieves guilds regularly raise children that they put out on wilderness
the streets as pickpockets and beggars. Some impress their Ability Score Adjustment. Your Constitution score
masters and are brought into the guild and taught more of increases by 1.
a trade and some might find a way to break free. Wilderness Training. You have proficiency in the
Ability Score Adjustment. Your Dexterity score Survival skill.
increases by 1. On the Hunt. As long as you in a wilderness, you are
Pick Pocket. You have proficiency in the Slight of able to provide food for up to 5 people including yourself.
Hand skill. Primal Instincts. One time per day, you can enter a
Fast Hands. Your skills at picking pockets gives you primal state. Bludgeoning, piercing and slashing damage
the ability to pull items out of your pockets and other deal deal 3 less damage to you. You also deal 1 additional
storage areas and use them as a bonus action instead of an damage. If you choose the barbarian class, these primal
action. instincts apply to your rage.
Advantageous Strike. You learn how to strike when Languages. You can speak any to languages of your
enemies are most vulnerable. One per turn, whenever you choice. If your intelligence is 10 or higher you are able to
have advantage on an attack or an ally is threatening an read and write in those languages as well.
enemy and you do not have disadvantage, you deal 1d4 Background. You are able to take the following
additional damage to the enemy. backgrounds based on your time as a member of a
Languages. You can speak, read, and write any two barbarian tribe. Acolyte, Entertainer, Hermit, Outsider, or
languages of your choice. Soldier.
Background. You are able to take the following
backgrounds based on your time as a member of a mage DRUID CIRCLE
guild. Criminal, Entertainer, Hermit, Noble, Outsider, You are raised as part of a Druidic Circle. This circle cares
Sage or Urchin. for you and while you yourself may not become a druid,
you learn how to be part of it.
Ability Score Adjustment. Your Wisdom score languages of your choice.
increases by 1. Background. You are able to take the following
Living Off the Land. You have proficiency with backgrounds based on your time as a member of a druid
Alchemy tool set and animal handling circle. Acolyte, Hermit, Noble, Outsider, or Sage.
Aid of the Wild. As an action, you are able to create a
salve from herbs using your Alchemy Set that cures a RELIGIOUS ORDER
creature of any poisons and heals them for 1d4 + Either abandoned at a church, or sent to receive religious
Wisdom Modifier + Proficiency Bonus. This can only training by your parents children raised inside of a
work on a creature once per day and does not stop a religious order maintain strict rules and even stricter
creature from being treated with the Healer Feat. training.
Animal Companion. You may begin play with an Ability Score Adjustment. Your Wisdom score
animal companion that is 1/8 CR or lower beast. This increases by 1.
animal is a loyal companion that accompanies you on your Divine Student. You have proficiency with Religion
adventure. knowledge skill.
Your companion starts play with 1 max hit die for its Sanctuary. Whenever you take a short rest, you can
type plus its Constitution modifier. Any attacks that deal 1 use your hit dice to heal allies. When you roll your hit dice,
damage instead deal 1d4 plus finesse damage. You also you can take and divide the total amount healing as you
place two ability score points when you tame the see fit.
companion. Whenever you level up, your companion Divine Calling. Choose a domain from the Clerics
levels with you gaining half its average hit points each domain list. You may choose one of the 1st level cleric
time. When you gain an ability score increase it gains 1 spells that that domain can cast. Once per day, you may
ability score increase, but can not gain feats. cast that spell without needing material components or a
Your companion can do simple tricks, like slight of divine focus. If later your class allows you to cast spells,
hand checks to steal things, picking locks, and other skill you may cast this spell as if it was a spell from your class's
checks. You can roll your skill check instead of your spell list.
companions that you have proficiency in. In combat as a Languages. You can speak, read, and write any two
free action you can command your companion to attack languages of your choice.
or do other tasks, but this requires an animal handling Backgrounds. You are able to take the following
check. If you fail they will stay by your side and can only backgrounds based on your time within a religious order.
use their reaction. Acolyte, Charlatan, Entertainer, Hermit, Noble, Sage, or
If you release your companion or it dies, you may Soldier.
preform a 24 hour ceremony to call a new companion to
your side. If you are interrupted for any reason you must
start the ceremony over.
PIT FIGHTER
If you choose the druid class your companion you Some cruel fate has caused you to left in the service as a
may choose any CR 1/4 beast, it gains its full hit die every pit fighter. If you are lucky it is a sanctioned pit fighting
time you level up and gains the following special abilities: club, if not is one of that runs illegal righting which has
Link. At 1st level, you can handle your animal fights to the death and injuries with no priest around to
companion better then most, you gain advantage on heal.
animal handling checks and your companion will do Ability Score Adjustment. Your Strength score
almost anything you command it to. increases by 1.
Share Spell. At 1st level, you may choose to have any Workout Regiment. You have proficiency Athletics
spell cast upon you to also be applied to your animal in the skill.
companion. Your companion must be within 5 feet of Gladiator Servant. You have learned how to maintain
you. Your companion can share spells even if the spells and sharpen a gladiators weapons. Weapons you keep gain
normally do not affect the creatures type. +1 to damage due to your ability to keep them in fine
Evasion. At 3rd level, your companion is able to better working order.
evade damage. Whenever they succeed a Dexterity saving Bonus Surge. Fighting in the pit has taught you how
throw to avoid damage they take no damage instead of to be quick on your feet. On your turn, you can take one
half. additional bonus action
Devotion. At 6th level, your companion gains advantage Once you use this feature, you must finish a short or
against Wisdom saving throws against enchantment spells long rest before you can use it again. If you take the
and effects. fighter class starting at 17th level, you can use this twice
Multiattack. At 9th level, your companion gains before you rest, but only once on the same turn.
multiattack. It can use any of its attacks up to 2 times in a Languages. You can speak, read, and write any two
round. At 17th level it gains a 3rd attack. languages of your choice.
Languages. You can speak, read, and write any two Backgrounds. You are able to take the following
backgrounds based on your time as a pit fighter. Criminal,
Entertainer (Gladiator variant), or Soldier.

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