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MC DND

This document serves as a character creation guide for a Dungeons and Dragons campaign set in a Minecraft-inspired world, detailing various races and their traits. It introduces Natural Races and Race Transformed categories, including Humans, Half-Villagers, Half-Illagers, Slime-Folk, and Avians, each with unique characteristics and abilities. The guide aims to assist players in navigating character creation while immersing them in the lore of the campaign world.

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ben.m.colby
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0% found this document useful (0 votes)
29 views18 pages

MC DND

This document serves as a character creation guide for a Dungeons and Dragons campaign set in a Minecraft-inspired world, detailing various races and their traits. It introduces Natural Races and Race Transformed categories, including Humans, Half-Villagers, Half-Illagers, Slime-Folk, and Avians, each with unique characteristics and abilities. The guide aims to assist players in navigating character creation while immersing them in the lore of the campaign world.

Uploaded by

ben.m.colby
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
You are on page 1/ 18

Contents

INTRODUCTION 2 Slime-Folk 6
Avian 7
The format 2 Piglin 8
Elytrian 9
The Campaign at a glance 2
Endfolk 10
RACES 3 Bubblings
Blaze
11
12
Overview 3 Race Transformed and “Halfs” 13
Creating A Character 3 Halfs 13
Full Transformed 13
Natural Races 3 The Reanimated 14
Human 3 The Phantom 15
Half-Villager 4 The Sculk 16
Half-Illager 5 Strider 17

1
INTRODUCTION
WELCOME PLAYERS! This book will be the lifeblood of your campaign, starting as early as right now: Character
Creation. This book is set up to help you jump start your character creation, and also to give you a brief introduction to
the world you will be inhabiting. If you have any questions please reach out!!! 

The format
This little booklet is formatted so if you follow the
Official DND step by step character creation guide,
everything custom you’ll need is in order. The
information about the world and lore is a bit farther into
the book, and I also have printable character sheets.

The Campaign at a
glance
Forgot what you’re getting yourself into? As a buy and
large summary of the campaign, it is set within the
world of Minecraft. This is the only world your
characters have ever known. Imagine Minecraft, but a
lot more lore heavy, and where you can actually interact
with villagers and other entities in more meaningful
ways. Imagine Minecraft, but something lies dormant.
Imagine minecraft, and the inherent mystery of the
Nether and the End, waiting to be solved.
Imagine Minecraft, but Dungeons and Dragons.
Thats all you’re getting for now. The rest of this is just
character creation stuff

2
RACES
Overview Human
The world of Minecraft has two main divisions of race - Humans used to be thought of as an extinct race, their
Natural Race, as in the race someone has been born as, only remnants in ruins underground. They were a
and Race Transformed, where, in simple terms, smart, cunning race, that agaisnt all odds, survived.
someone’s race has been transformed into something They emerged from the caves they had been hiding in -
different by some force. Within Race transformed there and swore to never tell why they had been hiding.
are two subsets- Partial transformation, wherein you Generations later, their race is still scarred, but the
retain some of the features of both the Natural Race you secrets died with their ancestors. Humans are
were born as, but the Race Transformed one as well, innovators, making up for their small population by
and Full Transformation, wherein you are bringing forward some of the smartest minds of any
unrecognizable as a member of the previous race, in race.
traits and in form. Once a Transformation has begun, it
cannot be stopped, only slowed. The only way for more
Race Transformed individuals is for more Natural Race
individuals to transform. Nothing stays the same
forever.

Human

Creating A Character
When choosing which race you’d like to go with, I’d ask
that you don’t pick any Fully Transformed races just yet.
Partial transformed characters, however, are on the
table to go nutso with. If any of this Race stuff is
confusing, LMK and I can help!! Traits
• Ability Score Increase. Your ability scores each
Natural Races increase by 1.
• Age. Humans reach adulthood in their late teens and
Seen through the dimensions, these are the most live less than a century.
common races. You can’t go far in the overword without • Size. Humans vary widely in height and build, from
bumping into a half-villager or half-illager, or very far in barely 5 feet to well over 6 feet tall. Regardless of
the nether without running from Blaze or a Piglin. your position in that range, your size is Medium.
While some are more rare sights than others, you won’t • Speed. Your base walking speed is 30 feet.
find being gawked at too much. Some of the more • Languages. You can speak, read, and write Common
hostile races may be approached cautiously but you and one extra language of your choice. See the other
won’t be kicked out of a town for being a Piglin. languages near the back of this section, page XX.

3
Variant Traits
If you wish, you may have these traits instead of the
Ability Score Increase.
Traits
• Ability Score Increase. Two different ability scores • Ability Score Increase. Your Charisma score
of your choice increase by 1. increases by 2, and your Constitution score
• Skills. You gain proficiency in one skill of your increases by 1, both to a max of 20.
choice. • Age. Half-Villagers are on the longer lived side of
• Feat. You gain one Feat of your choice. things, reaching adulthood in their mid-twenties and
living about a Century and a half.
Race Transformed Traits • Size. Although taller than the average human, at
If you are playing a Human as a portion of a Race around 6-9 feet, your size is still medium.
Transformed character, mark these traits down. The • Trained in the Barter. have a 1d6 bonus to
rest of your traits will come from the Race you are persuasion rolls.
transforming into, under RACE TRANSFORMED. • Frightful. Villagers tend to run away instead of fight.
You have inherited that, and have a disadvantage on
Regular Human Traits saves against being frightened.
• Ability Score Increase. 3 ability scores of your choice • Hearty. You have advantage on Constitution saves.
increase by 1 • Speed. Your base walking speed is 30 feet.
• Speed. Your base walking speed is 30 feet. • Languages. You can speak, read, and write
• Languages. You can speak, read, and write Common Common, Villager, and one extra language of your
and one extra language of your choice. See the other choice. See the other languages near the back of this
languages near the back of this section, page XX. section, page XX.

Variant Human Traits


• Ability Score Increase. Two different ability scores
Race Transformed Traits
of your choice increase by 1. If you are playing a Half-Villager as a portion of a Race
• Skills. You gain proficiency in one skill of your Transformed character, mark these traits down. The
choice. rest of your traits will come from the Race you are
• Speed. Your base walking speed is 30 feet. transforming into, under RACE TRANSFORMED.
• Languages. You can speak, read, and write Common
and one extra language of your choice. See the other Half-Villager Traits
languages near the back of this section, page XX. • Ability Score Increase. Your Charisma score
increases by 2.
Half-Villager • Age Half-Villagers are on the longer lived side of
things, reaching adulthood in their mid-twenties and
Found in all nearly all biomes of the Overworld, there living about a Century and a half.
exists a subrace of villager. They’re more stronger, • Size. Your size will be Medium or the size of the
smarter and tougher than their counterparts, although Race you transformed into at the same age.
no one really can track down how they come to be. • Trained in the Barter. You have a 1d6 bonus to
They’re a pleasant outlier within villages, and are persuasion rolls.
strong enough to venture beyond the boundaries of one, • Frightful. Villagers tend to run away instead of fight.
unlike how most villagers stay in one town forever. If You have inherited that, and have a disadvantage on
you ever see a villager like being outside of a town, be saves against being frightened.
sure to pay them respect, its not easy to leave home. • Speed. Your walking speed is an average of 30 feet
and the walking speed of the Race Transformed you
I SAW A FIGURE OUTSIDE MY HOME THIS MORNING, are turning into, rounded down to the nearest 5.
his grip tight around two leads roped around his llamas • Languages. You can speak, read, and write
neck. The sun was sinking along the horizon as I bade Common, Villager, and one extra language of your
choice. See the other languages near the back of this
him to come inside- it’s not safe after dark. He raised his
section, page XX.
eyes to mine when I gaped at what I saw- A villager. Or,
something that looked like a villager. He gave me a nod,
as to what, I dont know, as he downed a mysterious
potion and vanished before my eyes. I’ll never forget his
face, I reckon.
--- H. M Franklin, On Villagers

4
Half-Illag er
Confined to woodland mansions and outposts, a Illager
unlike any other can be found. They are as strong as Race Transformed Traits
their counterparts, sometimes even stronger, and will If you are playing a Half-Illager as a portion of a Race
naturally glide up through the ranks of the Illager and Transformed character, mark these traits down. The
Pillager system. They command with ease, and while rest of your traits will come from the Race you are
any Illager is someone to be wary of, you would never transforming into, under RACE TRANSFORMED.
want to be on the wrong side of a Half-Illager.
Half-Illager Traits
Traits • Ability Score Increase. Your Intelligence score
• Ability Score Increase. Your Intelligence score increases by 2.
increases by 2, and your Constitution score • Age Half-Illagers are on the longer lived side of
increases by 1, both to a max of 20. things, reaching adulthood in their mid-twenties and
• Age. Half-Illagers are on the longer lived side of living about a Century and a half.
things, reaching adulthood in their mid-twenties and • Size. Your size will be Medium or the size of the
living about a Century and a half. Race you transformed into at the same age.
• Size. Although taller than the average human, at • Grey Skin. You have a 1d6 bonus to intimidation
around 6-9 feet, your size is still medium. rolls
• Grey Skin. You have a 1d6 bonus to intimidation • Speed. Your walking speed is an average of 30 feet
rolls and the walking speed of the Race Transformed you
• Innate Spellcasting Illagers are naturally gifted at are turning into, rounded down to the nearest 5.
magic and learn the following cantrips and spells: • Languages. You can speak, read, and write Common
• Minor Illusion Cantrip and Villager. See the other languages near the back
• At 3rd Level Beast Sense x1 per day of this section, page XX.
• At 5th Level Dominate Beast x1 per Day
• Speed. Your base walking speed is 30 feet.
• Languages. You can speak, read, and write Common
and Villager. See the other languages near the back
of this section, page XX.
• Magical Ancestry You have advantage against being
charmed.

A night out

5
• Speed. Your base walking speed is 25 feet.
• Languages. You can speak, read, and write
Common, Villager, and one extra language of your
choice. See the other languages near the back of this
section, page XX.

Race Transformed Traits


If you are playing a Slime-Folk as a portion of a Race
Transformed character, mark these traits down. The
rest of your traits will come from the Race you are
transforming into, under RACE TRANSFORMED.

Slime Folk Traits


• Ability Score Increase. Your Dexterity score
increases by 2.
• Age Slime can live nearly forever, if they take care of
themselves properly, the oldest being 5 centuries. A
Slime-Folk reaches Maturity around the age of 40.
• Size. Your size will be Small or the size of the Race
Slime-Folk you transformed into at the same age.
These short statued humanoids live deep within the • Relentless Endurance. When you are reduced to 0
swamps of the Overworld. Their body is composed hit points but not killed outright, you can drop to 1
entirely of slime, making them some of the most playful hit point instead. You can’t use this feature again
humanoids of the Overworld. These slimy creatures until you finish a long rest.
also come in a variety of colors, and as their body is • Amorphous form. You can move through the space
amorphous, they tend to take on new looks whenever of any creature that is of a size larger than yours.
they feel like. Left to their own devices, most Slime-Folk • Speed. Your walking speed is an average of 25 feet
are keen on sleeping the day away in a dark cave, or and the walking speed of the Race Transformed you
playing in the recesses of the swamp. However docile are turning into, rounded down to the nearest 5.
they may seem, slime-folk have a strong sense of • Languages. You can speak, read, and write
justice, and will go out of their way to right wrongs, that Common, Villager, and one extra language of your
is, if they venture out of their swamp cave. choice. See the other languages near the back of this
section, page XX.
DEEP IN THE SWAMP LIVED AN UGLY SLIME.
His frown drooped past his chin, and past his
shoulders, and past his knees, and rested on the floor
with a sigh.
--- Slimpk, The Swamp, and Other Slimefolk Tales

Traits
• Ability Score Increase. Your Dexterity score
increases by 2, and your Wisdom score increases by
1, both to a max of 20.
• Age. Slime can live nearly forever, if they take care of
themselves properly, the oldest being 5 centuries. A
Slime-Folk reaches Maturity around the age of 40.
• Size. While Slimes can vary drastically in height,
they never reach taller than 5 foot at the most, with a
3-4 foot average. Your size is Small.
• 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.
• Amorphous form. You can move through the space
of any creature that is of a size larger than yours.
• Bouncy. You are immune to taking fall damage

6
Avian
The rulers of the skies, Avians have been a staple race
of the Overworld for eons now. They vary from location
to location, cultures adapted for their surroundings.
Other Overworld races consider them lively. If you need
something done fast, hire an Avian.
However, deep underground lies a subspecies of
Avian, with leathery wings and bright, black eyes. . If
you go out at night, and see someone flying in the air, Its
more likely than not a Chiropterachal Avian– A bat.
Traits
• Ability Score Increase. Your Dexterity score score
increases by 2.
• Age. Avians of both types live roughly a half a
century, reaching maturity in size in their early teens.
• Size. On average, Avians are shorter than humans,
they cap out at around 4 and a half feet. Your size is
Medium.
• Speed. Your base walking speed is 30 feet.
• Wings. Race Transformed Traits
• You have a flying speed of 30 feet, and you If you are playing an Avian as a portion of a Race
must be proficient in the armor you are Transformed character, mark these traits down. The
wearing in order to fly in it. rest of your traits will come from the Race you are
• You can hover, staying stationary for multiple transforming into, under RACE TRANSFORMED.
turns.
• To fly, you must be in a space large enough to Avian Traits
accommodate your wingspan, which is double • Ability Score Increase. Your Dexterity score
your height, around 10 feet. increases by 2.
• To fly, you cannot be wearing medium or • Age. Avians of both types live roughly a half a
heavy armor. century, reaching maturity in size in their early teens.
• Language of the Sky. You can communicate simple • Size. Your size will be Medium or the size of the
ideas and interpret body language to hold Race you transformed into at the same age.
‘conversation’ with most flighted creatures, • Wings.
conveying simple ideas and concepts • You have a flying speet of 30 feet, and you
• Talons. You have sharp talons that can cut and grab. must be proficient in the armor you are
You have an automatic proficiency with attacking wearing in order to fly in it.
with these. • You can hover, staying stationary for multiple
• 1D4+dex modifier slashing damage. turns.
• Speed Your base walking speed is 30 feet. • To fly, you must be in a space large enough to
• Languages. You can speak, read, and write Common accommodate your wingspan, which is double
and one extra language of your choice. See the other your height, around 10 feet.
languages near the back of this section, page XX. • To fly, you cannot be wearing medium or
heavy armor.
Feathered Avian (subrace) • Talons. You have sharp talons that can cut and grab.
• Natural Stealthy You can attempt to hide even when You have an automatic proficiency with attacking
you are obscured only by a creature that is at least with these.
one size larger than you. • 1D4+dex modifier slashing damage.
• Ability Score Increase Your Strength score • Speed. Your walking speed is an average of 30 feet
increases by 1. and the walking speed of the Race Transformed you
are turning into, rounded down to the nearest 5.
Chiropterach Avian (subrace) • Languages. You can speak, read, and write Common
• Echolocation You can see in magical and and one extra language of your choice. See the other
nonmagical darkness as if it were dim light, up to 6.0 languages near the back of this section, page XX.
feet. You cannot discern color in darkness.
• Ability Score Increase Your Wisdom score increases
by 1.

7
Piglin

Race Transformed Traits


If you are playing a Piglin as a portion of a Race
Transformed character, mark these traits down. The
rest of your traits will come from the Race you are
transforming into, under RACE TRANSFORMED.

Piglin Traits
• Ability Score Increase. Your Strength score
increases by 2.
• Age. Piglins, like humans, reach adulthood in their
late teens and live less than a century.
• Size. Your size will be Medium or the size of the
Race you transformed into at the same age.
• Cloven Claws. Claws. You can use your claws to
make unarmed strikes. When you hit with them, the
strike deals 1d4 + your Strength modifier slashing
damage, instead of the bludgeoning damage normal
for an unarmed strike.
• Brutish Mind. You have advantage against becoming
fearful or being charmed.
• Speed. Your walking speed is an average of 30 feet
and the walking speed of the Race Transformed you
The most common humanoid in the Nether, Piglins are are turning into, rounded down to the nearest 5.
a fierce, reclusive sort. Their societies are built around • Languages. You can speak, read, and write Common
gold, who has the most of it, and who has none. Despite and Netherin. See the other languages near the back
their violent reputation, Piglins are often fervently of this section, page XX.
dedicated to their own families and groups. Some even
visit the Overworld to trade with Villages, though in
short bursts
Traits
• Ability Score Increase. Your Strength score
increases by 2, and your Wisdom score by 1, both to
a max of 20.
• Age. Piglins, like humans, reach adulthood in their
late teens and live less than a century. CLOVEN CLAWS DUG DEEP,
• Size. Piglands are slightly taller than the average
human, usually 6 to 7 feet tall. Your size is Medium. deep, deep, into the meat,
• Nethrin Resistance. Resistant to nonmagical fire
damage Hoglin stood no chance,
• Hoglin Hunter. You gain a proficiency in survival.
• Cloven Claws. Claws. You can use your claws to watching the Piglin’s Dance.
make unarmed strikes. When you hit with them, the
strike deals 1d4 + your Strength modifier slashing
It sang hunt complete;
damage, instead of the bludgeoning damage normal
for an unarmed strike.
It sang that they could eat.
• Brutish Mind. You have advantage against becoming
fearful or being charmed. --- Slimpk, Cloven Claws
• Speed. Your base walking speed is 30.
• Languages. You can speak, read, and write Common
and Netherin. See the other languages near the back
of this section, page XX.

8
Elytrian
Elytrianns, the people of sky and end, are uncommon in
the end islands, and even more-so on the overworld.
They glide with beetle-like wings through the skies.
Often regarded as the master-builders of the end,
constructing large purpur battleships through the sky,
Elytrians are an intelligent, very sturdy folk.They used
to be the dominating race of the end, but after the
shattering they’ve dissipated from their central hubs.
Those left stick together in small, concentrated groups,
protecting themselves and their families from the
hostile terrain.
Traits
• Ability Score Increase. Your Constitution score
increases by 2, and your Strength score by 1, both to
a max of 20.
• Age. Elytrians, like humans, reach adulthood in their
late teens and live just under a century.
• Size. Elytrians vary widely in height, from 4 to 6 feet
tall. Your size is medium.
Race Transformed Traits
• Wings. If you are playing an Elytrian as a portion of a Race
• You have a flying speed of 40 feet, and cannot Transformed character, mark these traits down. The
be wearing armor of any kind to fly. rest of your traits will come from the Race you are
• You cannot hover, descending 5 feet per transforming into, under RACE TRANSFORMED.
round and will fall to the ground if you haven’t
used at least half of your flying movement in a Elytrian Traits
turn. • Ability Score Increase. Your Constitution score
• To fly, you must be in a space large enough to increases by 2.
accommodate your wingspan, which is slightly • Age. Elytrians, like humans, reach adulthood in their
more than your height, around 7 feet. late teens and live just under a century.
• To fly, you cannot be wearing medium or • Size. Your size will be Medium or the size of the
heavy armor. Race you transformed into at the same age.
• Natural Armor. Your beetle-like scutes provide you a • Wings.
base AC of 13 + Constitution modifier. You can’t • You have a flying speed of 40 feet, and cannot
wear armor of any kind, but if you are using a shield, be wearing armor of any kind to fly.
you can apply the shield’s bonus as normal. • You cannot hover, descending 5 feet per
• Liftoff. You have a base jumping range of 15 feet, round and will fall to the ground if you haven’t
which doubles if you moved 10 feet in the same turn used at least half of your flying movement in a
beforehand. turn.
• Speed. You have a base walking speed of 30 feet. • To fly, you must be in a space large enough to
• Languages. You can speak, read, and write Common accommodate your wingspan, which is slightly
and New Draconic. See the other languages near the more than your height, around 7 feet.
back of this section, page XX. • To fly, you cannot be wearing medium or
heavy armor.
• Liftoff. You have a base jumping range of 15 feet,
which doubles if you moved 10 feet in the same turn
beforehand.
• Speed. Your walking speed is an average of 30 feet
and the walking speed of the Race Transformed you
are turning into, rounded down to the nearest 5.
• Languages. You can speak, read, and write Common
and New Draconic. See the other languages near the
back of this section, page XX.

9
• Darkvision. You have superior vision in dark and
Endfolk dim conditions. You can see in dim light within 60
The main inhabitants of the shattered End Islands, feet of you as if it were bright light, and in darkness
End-folk are rumored to be a non-hostile evolution of as if it were dim light. You can’t discern color in
Enderman. They maintain some traits of their more darkness, only shades of gray.
monstrous cousins, like their enhanced dexterity and • Speed. You have a base walking speed of 30 feet.
otherworldly warping abilities. However connected they • Languages You can speak, read, and write Common
are to the End Islands, its not that uncommon to see and New Draconic. See the other languages near the
them in the Overworld’s various towns and cities, and back of this section, page XX.
sometimes, though less often, exploring the Nether. Race Transformed Traits
Endfolk don’t often build strong communities in one
place, rather traveling through dimensions in small If you are playing an Endfolk as a portion of a Race
families or parties. Transformed character, mark these traits down. The
rest of your traits will come from the Race you are
Traits transforming into, under RACE TRANSFORMED.
• Ability Score Increase. Your Intelligence score
increases by 2, and your Dexterity score by 1, both to Endfolk Traits
a max of 20. • Ability Score Increase. Your Intelligence score
• Age. Endfolk are known to be quite long lived, living increases by 2 to a max of 20.
up to 2 to 4 centuries long. They reach maturity in • Age. Endfolk are known to be quite long lived, living
their late 30s. up to a 2 to 4 centuries long. They reach maturity in
• Size. End folk often tower over other races, ranging their late 30s.
from 6 to even 9 feet tall. Your size is Medium. • Size. Your size will be Medium or the size of the
• End Walk. Starting at Level 3, once per Long Rest Race you transformed into at the same age.
you may cast Misty step: Briefly surrounded by • End Walk. Starting at Level 3, once per Long Rest
purple mist, you teleport up to 30 feet to an you may cast Misty step: Briefly surrounded by
unoccupied space that you can see. At level 8 you purple mist, you teleport up to 30 feet to an
can cast it an additional time per long rest. At level unoccupied space that you can see. At level 8 you
15, you may cast it an additional 2 times (4 times per can cast it an additional time per long rest. At level
long rest total), and finally at level 20 you can cast it 15, you may cast it an additional 2 times (4 times per
an additional 3 (7 times per long rest). long rest total), and finally at level 20 you can cast it
• Water Sensitivity. End Folk have a natural sensitivity an additional 3 (7 times per long rest).
to external water. For every turn in contact with • Water Sensitivity. End Folk have a natural sensitivity
water, either by submersion, rain, or being splashed, to external water. For every turn in contact with
you take 1d4 acid damage. water, either by submersion, rain, or being splashed,
• Dragons Breath. Despite the name, Dragon’s breath you take 1d4 acid damage.
is not a solitary trait held by the Ender Dragon, as all • Darkvision. You have superior vision in dark and
End Folk have a similar, albeit less powerful version. dim conditions. You can see in dim light within 60
• Using an action, you can unleash your feet of you as if it were bright light, and in darkness
Dragons Breath in a 15ft cone. All creatures as if it were dim light. You can’t discern color in
inside the cone must make a Dexterity saving darkness, only shades of gray.
throw. The DC for this saving throw equals 8 • Speed. Your walking speed is an average of 30 feet
+ your Constitution modifier + your and the walking speed of the Race Transformed you
proficiency bonus. A creature takes 2d6 acid are turning into, rounded down to the nearest 5.
damage on a failed save, and half as much • Languages You can speak, read, and write Common
damage on a successful one. The damage and New Draconic. See the other languages near the
increases to 3d6 at 6th level, 4d6 at 11th level, back of this section, page XX.
and 5d6 at 16th level. After using your
Dragon’s Breath, you can’t use it until you
complete a short or long rest.
• Endless Fury. When you score a critical hit with a
melee weapon attack, you can roll one of the
weapon’s damage dice one additional time and add it
to the extra damage of the critical hit.

10
• Sea Speak. You can communicate simple ideas to
Bubblings any Beast, Elemental, or Monstrosity that has a
If you travel over long distances by boat, most likely swimming speed. It can understand your words,
you’ll come across a Bubbling or two in the water below though you have no special or magical ability to
you. Bubblings, above all else, revel in two things: Their understand it in return.
connections to their gods and goddesses of the Sea, and
Race Transformed Traits
the deep communities they are known for building.
You’ll find pods of them underwater, building If you are playing a Bubbling as a portion of a Race
extravagant shrines and temples to their gods. The Transformed character, mark these traits down. The
waterfolk you find closer to shore are lively, hosting rest of your traits will come from the Race you are
parties and get-togethers at every possible occasion. transforming into, under RACE TRANSFORMED.
Dive a bit deeper and you find a culture more built for
Bubbling Traits
defense, and have adapted themselves to dark deep • Ability Score Increase. Your Constitution increases
water. These deep dwellers also have an affinity by 2, to a max of 20.
towards the creatures of the deep, and while they might • Age. Bubblings have a lifespan around 2 centuries,
be a little less party-inclined as the shallow dwellers, but the healthiest among them have been known to
they are known for their deep bonds with very few live to 5. They reach maturity in their late 20s.
people. • Size. Your size is either Medium or Small.
Traits • Temperature Adaptability. You are resistant to cold
damage.
• Ability Score Increase. Your Constitution increases
• Amphibious. You can breathe both air and water.
by 2, to a max of 20.
• Speed. Your walking speed is an average of 30 feet
• Age. Bubblings have a lifespan around 2 centuries,
and the walking speed of the Race Transformed you
but the healthiest among them have been known to
are turning into, rounded down to the nearest 5.
live to 5. They reach maturity in their late 20s.
• Languages. You can speak, read, and write Common
• Temperature Adaptability. You are resistant to cold
and Bubblin. See the other languages near the back
damage.
of this section, page XX.
• Amphibious. You can breathe both air and water.
• Languages. You can speak, read, and write Common TWAS A FINE PARTY THAT THE BUBBLINGS HOSTED.
and Bubblin. See the other languages near the back
of this section, page XX. Though– the bread was soggy (as it was made
underwater), and the hors d’oeuvres were made from
Shallow Dweller (subrace) unidentified fish( as they were prepared underwater)
• Size. Shallow Dwellers are smaller and shorter than
and the tablecloths were soaking wet (as someone
an average humanoid, their heights ranging from 2
to 3 feet. Your size is small. spilled the punch).
• Ability Score Increase. Your Wisdom score --- Caspian Adella, The Adventure of a Life-Line
increases by 1, to a max of 20.
• Speed. You have a walking speed of 35 and a
swimming speed of 30.
• Sea Sleep. Shallow Dwellers, due to the constantly
changing tides and often rough waves, have adapted
themselves to not sleep. Instead, you fall into a
meditative trance, where you maintain semi-
conscious for 4 hours. After resting in this way, you
gain the same benefit a human would from 8 hours
of sleep.

Deep Dweller (subrace)


• Size. Deep Dwellers, because of the wide, abyssal
space of the deep, are able to grow much larger than
their Shallow Dweller cousins’ heights varying from
4 to 6 feet. Your size is Medium.
• Ability Score Increase. Your Intelligence score
increases by 1, to a max of 20.

11
transforming into, under RACE TRANSFORMED.
Blaze
Blaze Traits
A fiery culmination of soul magic and ancient
• Ability Score Increase. Your Dexterity score
technology, Blaze are sentries, designed originally to
increases by 2 to a max of 20.
guard and maintain the Nether Fortresses. While some
• Age. Blaze are not born, rather created as fully
stay mindlessly loyal to orders from eons past, a lot of
fledged automatons of defense. They have no age of
Blaze in the recent centuries have begun to forge their
maturity and can live technically indefinitely if they
own path. That takes Blazes lots of different places,
maintain themselves properly.
though they tend to stay in small communities or off on
• Water Sensitivity. Blazes have a natural sensitivity to
their own in the Nether. They are humanoids, with
external water. For every turn in contact with water,
barely separate mechanical limbs powered by their
either by submersion, rain, or being splashed, you
magical technological core.
take 1d4 acid damage.
• Infernal Fuelings. You know the Fire Bolt cantrip.
THEY HAVE NO CULTURE. THEY WALK IN FIRE. THEY
Wisdom is your spell casting modifier for it.
walk paths of solitude. If there is one thing you need to • Hellish Glow. You can spend a bonus action to make
know about these machines, is that they are to be your constructed limbs glow, illuminating a nearby
feared. 20 foot radius in bright light, and dim light for an
additional 25 feet.
--- James Gurzius, Overworld’s Nether Survival Guide
• Speed. Your walking speed is an average of 30 feet
and the walking speed of the Race Transformed you
Traits are turning into, rounded down to the nearest 5.
Blaze Traits • Languages You can speak, read, and write Common
• Ability Score Increase. Your Dexterity score and Nethrin. See the other languages near the back
increases by 2, and your Strength score by 1, both to of this section, page XX.
a max of 20.
• Age. Blaze are not born, rather created as fully
fledged automatons of defense. They have no age of
maturity and can live technically indefinitely if they
maintain themselves properly.
• Water Sensitivity. Blazes have a natural sensitivity to
external water. For every turn in contact with water,
either by submersion, rain, or being splashed, you
take 1d4 acid damage.
• Fiery Core. You are resistant to Fire Damage.
• Infernal Fuelings. You know the Fire Bolt cantrip.
Wisdom is your spell casting modifier for it.
• Living Construct. Even though you were
constructed, you are a living creature. You are
immune to disease. You do not need to eat or
breathe, but you can ingest food and drink if you
wish. Instead of sleeping, you enter an inactive state
for 4 hours each day. You do not dream in this state;
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
• Hellish Glow. You can spend a bonus action to make
your constructed limbs glow, illuminating a nearby
20 foot radius in bright light, and dim light for an
additional 25 feet.
• Speed. You have a base walking speed of 30 feet.
• Languages You can speak, read, and write Common
and Nethrin. See the other languages near the back
of this section, page XX.

Race Transformed Traits


If you are playing a Blaze as a portion of a Race
Transformed character, mark these traits down. The
rest of your traits will come from the Race you are

12
Race Transformed and
“Halfs”
Full Transformed
Halfs
Once their condition has progressed to a state where
Sometimes things happen. People die, lose themselves none of their original body or traits of their natural race
to their nightmares, and even become magically is apparent, they become Fully Transformed.
corrupted. Not a lot of in-world literature is dedicated to Mechanically, a full transformation occurs after failing 3
these people, which some of the common Natural Races Saving Throws appropriate for the transformation,
refer to as “Halfs”. Half entities. Because these are not given out at the DMs discretion. The character (and by
natural, in the sense that they can build communities extension the player) can choose to fail those saves,
and genuine families with other members, they tend to furthering their transformation. {{note
be sparse and unfortunately often lose what sense of
community they had before becoming “half”. Under Moving around this section
each Race Transformed is a Tenet of Transformation,
• When turning from a natural race to a partial
which describes what would have to occur to begin the
transformation, minus out the additional traits and
transformation, and any extra flavor text of what
ABIs of the Natural Race that are not listed in the
transformation physically looks like. Transformation
Race Transformed Traits, then add the additional
retains all your class traits, and, barring extreme
traits of the partial transformation.
situations, your memories and personality.
• When turning from a partial transformation to a full
transformation keep in mind the full transformation
stats are cumulative (if the partial transformation
says dex+1 and the full transformation says dex +2
and str +1, add one to the dex score and one to
strength).
• You don’t lose languages.

13
• Speed Your base walking speed is 30.
The Reanimated
Tenets of Transformation
The most common form of Transformation,
Reanimateds are those who have died but have returned • Transformation Triggers. There are a couple
to life by some supernatural means. different ways a dead person may be transformed
into a Reanimated. The main cause is simply
Partial Reanimated chance: 1/20 deaths create a Reanimated. Once
In addition to the traits granted by your Natural Race someone fails all three of their death saving throws
(seen in each Natural Race’s ‘Race Transformed and remains dead for a full 24 hours, they roll a D20.
Traits’), you also gain the following traits: On a 1-19, they remain dead, but on a 20 the corpse
inexplicably animates. The secondary cause is due to
• Ability Score Increase Your Constitution score magical tampering during when a person is rolling
increases by 1, to a max of 20. death saves. Sometimes a God or Goddess, or even
• Age You maintain the same age in appearance to Warlock Patrons or other semi-powerful entities may
your natural race, though aging does not affect you wish for the person to keep living. If they cannot
anymore. -Size. Your size perform a full resurrection, they instead grant them
• Sunlight Sensitivity While in sunlight, you have the Reanimated status. Recurring Deaths and
disadvantage on attack rolls, as well as on Wisdom Resurrections also may (1/10 chance after 3
(Perception) checks that rely on sight. resurrections ) be brought back as a Reanimated.
• Undead Strength. You have advantage on saving Depending on circumstances up to DM discretion,
throws against disease and being poisoned, and you they can either animate and retain all their memories
have resistance to poison damage. and sense of self, or, if their cause of death was
• Sleepless You don’t need to sleep, and magic can’t particularly tragic they do not have access to some or
put you to sleep. You can finish a long rest in 4 hours all of their memories and or sense of self.
if you spend those hours in an inactive, motionless • Transformation Qualities. Reanimation, while at
state, during which you retain consciousness. first glance seems to keep the person alive, they still
• Speed. Your base walking speed is an average of 30 suffer cosmetic effects of being dead. Their skin
and the base speed of your Natural Race, rounded could turn paler, their heartbeat shockingly low, or it
down to the nearest 5. could begin to rot as they become something more
skeletal. They often maintain the smells their body
Full Reanimated had as they died (wafty burnt flesh if they died to fire
Shifting from a partial to Full Reanimated is an arduous or lightning damage, something very lightly salty and
process, and you lose any benefits and traits granted to unnatural if they had drowned, etc). These smells
you from your Natural race. You are, by all terms, now don’t overpower them, but can be noticed.
foreign to your own body and what it can do. Reanimates also, depending on cause of death, may
be able to cosmetically show parts of their body that
• Ability Score Increase Your Constitution score
would cause massive harm to those who are living
increases by 2, and your Strength score by 1 to a
(such as exposed bones or brains or anything else
max of 20.
that really shouldn’t be exposed).
• Age Fully transforming into a Reantimated renders
• Reanimation Cure Discovered in the last few
you fully ageless by virtue, though you might retain
centuries, there is a chance to cure someone of
artifacts of aging from when you were alive.
Reanimation, given they are only a “half”. The first of
• Sunlight Sensitivity While in sunlight, you have
which is to kill the Reanimate, finally sending them
disadvantage on attack rolls, as well as on Wisdom
to rest,as once someone reanimates they cannot
(Perception) checks that rely on sight.
reanimate again. A less lethal cure, however, is
• Undead Strength. You have advantage on saving
found in secretive rituals performed by powerful
throws against disease and being poisoned, and you
village priests for a high cost. These rituals have
have resistance to poison damage.
seldom been performed publicly or recorded, but the
• Sleepless. You don’t need to sleep, and magic can’t
half-reanimates who have undergone get a new lease
put you to sleep. You can finish a long rest in 4 hours
on life, and return to their full natural race. These
if you spend those hours in an inactive, motionless
rituals must be performed with a willing half
state, during which you retain consciousness.
Reanimate, else the ritual would destroy them from
• Reanimated Perseverance Due to your refusal to
the inside out.
die, you roll Death Saving throws with Advantage.
• Beyond the Plane. As a Full Reanimated, you have
experienced death to a degree fully living persons
cannot comprehend. As such, it has granted you the
ability to cast Speak with Dead once per long rest.

14
• Talons. You have sharp talons that can cut and grab.
The Phantom You have an automatic proficiency with attacking
Phantoms are those eternally haunted by their own with these.
insomnia. Weeks pass sleeplessly and they become a
• 1D4+dex modifier slashing damage.
creature of their own nightmares.
• Wings.
Partial Phantom
• You have a flying speed of 30 feet, and you
In addition to the traits granted by your Natural Race
must be proficient in the armor you are
(seen in each Natural Race’s ‘Race Transformed
wearing in order to fly in it.
Traits’), you also gain the following traits:
• You can hover, staying stationary for multiple
• Ability Score Increase. Your Dexterity score turns.
increases by 1, to a max of 20. • To fly, you must be in a space large enough to
• Age. Partial Phantoms continue to age as the race accommodate your wingspan, which is double
they transformed from did. your height, around 10 feet.
• Sunlight Sensitivity While in sunlight, you have • To fly, you cannot be wearing medium or
disadvantage on attack rolls, as well as on Wisdom heavy armor.
(Perception) checks that rely on sight. • Speed. Your base walking speed is 35.
• Phantasmal Passing. You feel disconnected to the Tenets of Transformation
waking world. As such, you can use an action pass
into a mirrored realm of dreams and nightmares, • Transformation Triggers. Suffering 3 days of
that looks like a hazy reflection of the material plane, sleeplessness puts you at risk of developing
effectively casting invisibility on yourself. You can phantasmic properties, at a 1/20 chance (getting a 1
use this ability once per long rest. on a Wisdom saving throw that third night). Every
• Darkvision. You have superior vision in dark and sleepless night afterwards adds +5% to your chances
dim conditions. You can see in dim light within 60 of partial transformation (rolling a 1 or a 2 on a
feet of you as if it were bright light, and in darkness wisdom saving throw the fourth night, rolling a 1,2,
as if it were dim light. You can’t discern color in or 3 on the 5th night, etc). At 20 sleepless nights,
darkness, only shades of gray. however, You begin the transformation without the
• Speed. Your base walking speed is an average of 35 need of failing a wisdom saving throw. Some
and the base speed of your Natural Race, rounded dimensions may diminish your quality of sleep if you
down to the nearest 5. are not native to them, but there will not contribute
to your sleepless nights counter.
Full Phantom • Transformation Qualities. The Phantom
Shifting from a partial to Full Phantom is an arduous transformation starts off slower than other Race
process, and you lose any benefits and traits granted to Transformed’s do. It begins narratively with the
you from your Natural race. You are, by all terms, now sunlight sensitivity and the sudden development to
foreign to your own body and what it can do. turn invisible once a day, with the other partial traits
forming soon after. Physically no matter the original
• Ability Score Increase. Your Dexterity score hue of the skin, it takes on an otherworldly purple
increases by 2 and your wisdom score increases by tone, and those who have developed their
1, to a max of 20. darkvisions scleras turn bright, unnatural green. As
• Age. Full Phantoms continue to age as the race they they then develop into a full phantom, their spine,
transformed from did. ribs and elbows begin to protrude, growing
• Sunlight Sensitivity While in sunlight, you have additional marrow on top of the skin.It takes several
disadvantage on attack rolls, as well as on Wisdom days, and on occasion multiple weeks, but they
(Perception) checks that rely on sight. develop bat-like membranous wings as well, and
• Phantasmal Passing. You feel disconnected to the their hands become claw-like and sharp.
waking world. As such, you can use an action pass
into a mirrored realm of dreams and nightmares,
that looks like a hazy reflection of the material plane,
effectively casting invisibility on yourself. You can
use this ability once per long rest.
• Darkvision. You have superior vision in dark and
dim conditions. You can see in dim light within 60
feet of you as if it were bright light, and in darkness
as if it were dim light. You can’t discern color in
darkness, only shades of gray.

15
• Death infection. Once per long rest, you can select a
The Sculk dead small creature that you can toTheseuch and
Deep, Deep underground, farther than most people are raiseit to serve by your side, under your command. It
willing to go, lies a living infection called the sculk. It has all its actions that it had while alive, but cannot
takes over one’s body, numbing their senses in order to cast spells. After 24 hours, the Sculk infection
encourage its own growth. destroys it from the inside out, rendering the corpse
useless and destroyed.
Partial Sculk • Speed. Your base walking speed is 30.
In addition to the traits granted by your Natural Race
(seen in each Natural Race’s ‘Race Transformed Tenets of Transformation
Traits’), you also gain the following traits: • Transformation Triggers. Like reanimation, there
are a couple different triggers that cause an Sculk
• Ability Score Increase. Your Wisdom score infection. Dying in a Sculk biome, or on a Sculk
increases by 1, to a max of 20. patch may raise you from the dead, but inhabited by
• Age. Entities infected with Sculk do not age the Sculk( DC 10 constitution saving throw as you go
anymore, though they may maintain artifacts of unconscious). The people who are infected this way
aging from before infection. may have more visible Sculk during their partial
• Half Blind. If a targeted opponent has used its transformation, as it is filling in for any missing flesh
movement speed within the round and they fail a or mending any wounds that caused that death, if
DC8+ your Constitution Modifier saving throw, you any. Sculk infectants may also have contradicted the
get advantage on all attacks against them this turn. condition from a Sculk Harbinger, a creature that
Likewise, if an opponent has not used its movement lives deep underground. They only exist to spread
speed and you fail a contested roll (enemies stealth Sculk, kind of like a living catalyst. These creatures
versus your perception) you get disadvantage on rolls have the ability to infect living creatures with Sculk.
against that particular opponent. • Transformation Qualities. Sculk is a living infection.
• Speed. Your base walking speed is an average of 30 It likes its host to be in tip-top shape, so instead of
and the base speed of your Natural Race, rounded healing naturally over time, it seems into wounds or
down to the nearest 5. physical damage, patching it itself. For example, if a
creature infected with Sculk was stabbed, as they
Full Sculk heal the Sculk would patch the wound, turning the
Shifting from a partial to Full Sculk is an arduous area a deep slightly bioluminescent cyan. Over time,
process, and you lose any benefits and traits granted to as the condition nears full envelopment, the infection
you from your Natural race. You are, by all terms, now grows to cover all the creature’s body and limbs,
foreign to your own body and what it can do. sometimes growing fungal sensors on top of the
creature’s head or limbs. It eats away at the
• Ability Score Increase. Your Dexterity score
creature’s chest, exposing their ribcage and their
increases by 2 and your wisdom score increases by
now fungal heart as they lose any indication that they
1, to a max of 20.
were anything else. During transformation, their
• Age. Entities infected with Sculk do not age
eyes begin to lose function, and the Skulk grows over
anymore, though they may maintain artifacts of
them, allowing them to ‘see’ with the fungal sensors
aging from before infection.
that they’ve developed.
• Half Blind. If a targeted opponent has used its
movement speed within the round and they fail a
DC8+ your Constitution Modifier saving throw, you
get advantage on all attacks against them this turn.
Likewise, if an opponent has not used its movement
speed and you fail a contested roll (enemies stealth
versus your perception) you get disadvantage on rolls
against that particular opponent.
• Infectious Strength. If an ally within 20 feet of you
fails either a Strength or Constitution saving throw,
you can spend a reaction to grant them advantage as
you channel your infection to help. Once used, you
have to wait until your next long rest to do it again.

16
Tenets of Transformation
Strider • Transformation Triggers. If a non-nethrin spends 3
If something not native to the Nether spends too much months unbroken in the nether, their body begins to
time there, they’ll lose their body as it attempts to adapt force itself to adapt to the climate. The creature must
to the harsh climate. This condition is named after the make a DC18 Constitution saving throw for every
creature of the Strider, as the entities who undergo this month spent after the original 3 months spent in the
process develop similar features. nether. After 6 months the transformation begind
regardless of rolls. Returning to the end or the
Partial Strider overworld in this time effetvly resets this counter.
In addition to the traits granted by your Natural Race • Transformation Qualities. Creatures devleoping
(seen in each Natural Race’s ‘Race Transformed Strider-like qualities begin with a flushing of the
Traits’), you also gain the following traits: face, turning into a deep, desaturated red. Their body
begins to develop black bonelike callus structures
• Ability Score Increase. Your Strength score
over your body. –palceholder flavor text–
increases by 1, to a max of 20.
• Age. People who undergo this process continue to
age, at a rapid pace. No matter the age this process
began, they have about 30 years left in their expected
lifespan.
• Netherin Adaptability. You are resistant to fire
damage.
• Speed. Your base walking speed is an average of 30
and the base speed of your Natural Race, rounded
down to the nearest 5.

Full Strider
Shifting from a partial to Full Sculk is an arduous
process, and you lose any benefits and traits granted to
you from your Natural race. You are, by all terms, now
foreign to your own body and what it can do.

• Ability Score Increase. Your Dexterity score


increases by 2 and your wisdom score increases by
1, to a max of 20.
• Age. People who undergo this process continue to
age, at a rapid pace. No matter the age this process
began, they have about 30 years left in their expected
lifespan.
• Netherin Adaptability. You are resistant to fire
damage.
• Callus Armor. You begin to grow thick, bone-like
skin, akin to armor. You have an unarmored AC of
12+Dexterity modifier.
• Toughness You gain the tough feat–Your hit point
maximum increases by an amount equal to twice
your level when you gain this feat. Whenever you
gain a level thereafter, your hit point maximum
increases by an additional 2 hit points.
• Lava Walking. You may walk on Lava as if it were
any solid terrain. You do not take fire damage from
the heat.
• Speed. Your base walking speed is 30.

17
Languages
• Common (the most universally used lagnuage. Most
everyone knows it, and it became the standard
between dimensions bout 300 years prior to the start
of the game).
• Netherin (As societies in the Nether built themselves
up oriningally with very little contact if any at all to
other dimensions like the End and the Overworld, a
tense-sounding language emerged. As it is unique to
those who grew up in the Nether, it has been called
Nethrin.
• Villager (A very casually constructed language, the
stric rules change from village to village. There are
intonations that are universal, but a lot of the
communication is based around context and a
complex familiarity respect system.
• New Draconic (After the fall of the Ender Dragon 50
years ago, people of the end have consiously rewrote
large portions of their language as a symbol of their
freedom from the Ender Dragon. The language has
adapted some new interesting lingustic rules, and
has now the largest list of referencial pronouns of
any other language.)
• Bubblin (A language mainly spoken underwater,
Bubblin is the language of the Bubblings. It has long,
elegant words (think like elvish), and varing levels of
‘formality’, which is referencial to the physical depth
the conversation is occuring at.

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