MC DND
MC DND
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.
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.
    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
                                                                 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.
                                                                                                                         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.
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.
                                                                                                                          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.