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Volo's Complete Subrace Handbook V1.0

Volo's Complete Subrace Handbook V1.0

Sample file CONTENTS -S - Shroudeye...... 19 Azerblood...... 3 Snatchbeak...... 19 Dream Dwarf...... 3 Urdunnir...... 3 Dragonwrought...... 20 Wild Dwarf...... 4 Lickspittle...... 20 Pitstalker...... 21 Avariel (Revised)...... 5 Celadrin...... 5 Gray Orc...... 22 Grugach (Revised)...... 5 Mountain Orc...... 22 Lythari...... 5 Orog ( Orc)...... 23 Variant Sea Elf...... 6 Neo-Orog (Thayan Red Orc)... 23 Genasi Yuan-Ti Air...... 7 Yuan-Ti Malison...... 24 Earth...... 7 Yuan-Ti Pureblood (Revised)... 24 Fire...... 7 Storm...... 8 -   R - Water...... 8 Grung...... 25 Gnome Blue Skin...... 25 Deep Gnome (Revised)...... 9 Skin...... 25 Forest Gnome (Revised)...... 9 Green Skin...... 25 Imago (Chaos Gnome)...... 9 Orange Skin...... 25 River Gnome...... 10 Purple Skin...... 25 Rock Gnome (Revised)...... 10 Red Skin...... 25 Whisper Gnome...... 10 Hoardshine...... 11 -R V- Indigo...... 11 Aasimar Monkey (Forest Kith)...... 11 Angelic Heritage...... 26 Mountain...... 12 Alternate Appearance...... 26 Wolfraid...... 13 Goliath Chameleon...... 27 Cloudborn...... 13 Strangleclaw...... 27 Fireborn...... 14 Worghest...... 28 Frostborn...... 14 Dragonborn Hillborn...... 14 Black/Copper Breath...... 28 Stoneborn...... 15 Blue/Bronze Breath...... 28 Stormborn...... 15 Brass/Gold/Red Breath...... 28 Green Breath...... 28 Ghostwise (Revised)...... 16 Silver/White Breath...... 28 Lightfoot (Revised)...... 16 Firbolg Sample Stout (Revised)...... 17 Bloodbear...... file 29 Tallfellow...... 17 Ghostraven...... 29 Primalstag...... 30 Brightnose...... 17 Human Sunscorch...... 17 Variant Human 2...... 30 Koalinth (Sea Hobgoblin)..... 18 Lizardfolk Kenku Blackscale...... 31 1 Harrowfeather...... 18 Poison Dusk...... 31 Tabaxi CREDITS Pridehead...... 32 Stripeback...... 32 Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. Legacy of Dagon...... 33 Publisher’s Choice Quality Stock Art; Rick Hershey / Fat Goblin Games Legacy of Graz’zt...... 33 Legacy of Lolth...... 33 Some art courtesy of Jens Kuczwara, and Rodrigo Balmaceda. Legacy of Orcus...... 33 Legacy of Pale Night...... 33 Art by WotC used with permission as per the Community Content Agreement Legacy of Zuggtmoy...... 33 Additional Art by Jeff Brown ______-R F - Text excerpts and many ideas taken from the Alphabetical by Race following books and sources: Ascending Claws...... 34 Books: Bird of Prey...... 34 Complete Psionic Windcaller...... 34 Magazine Fiend Hunter...... 34 Player’s Handbook (3.5e) (4e) (5e) Bursting Breath...... 34 Races of Ansalon Renewed Breath...... 34 Races of Faerun Piercing Horns...... 34 Master of the Forge...... 34 Races of the Dragon Dumathoin’s Blessed...... 35 Manual 2 (4e) Leader of the Pack...... 35 The Complete Book of Poised Steps...... 35 Unnaproachable East Underdark Giantkin Blood...... 35 Volo’s Guide to One with the Elements...... 35 Psionics Unbound...... 35 Sources: Eiji-kun’s 3.5e Goblin Subraces Gnomish Transformation...... 35 Half- Races by Unknown Tree Hopper...... 36 Kenku Subraces by Willy DeWulfe & Parker Jewelcraft...... 36 Martin Expanded Subraces by Mjdoiron24 Spell Tinker...... 36 Expanded Racial Feats by Anathemys Goblin Contract...... 36 Race: Tabaxi, Variant by u/TextuallyExplicit Bomber Goblin...... 36 Genasi Variants by Keundt Scrapyard Mayhem...... 37 Harrows Concept by Robert Evans Goblin Worglord...... 37 ______Disclaimer: Simply because these races are Horde Commander...... 37 catalogued together does not imply they will get Oversized ...... 37 along, nor make appropriate party members. Weaponized Skin...... 37 Nonetheless, in the likely occurrence that the strangest members of each race all happen to Commanders Shout...... 37 meet in the same bar out in the wilderness, Fury from Beyond...... 37 Volo and the Clan Crafter Hralding have no Reaping Scythe...... 37 responsibility to cover the resulting damages to the bar, nor damage inflicted to other patrons. Unerring Eye...... 37 ______Soaring Flight...... 37 Special thanks to a lovely bean for constant Pitstalker Trap Magic...... 38 support, u/DougtheDragonborn for careful Samplereview, and a studied wizardfile for criticism. Master Artisan...... 38

DUNGEONS & , D&D, , , the dragon ampersand, Player’s Handbook, , ’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 2 D S Three new subraces of dwarf populate the planes, as objects and creatures on the ethereal worlds of D&D. Azerblood, Urdunnir and Wild plane appear translucent. This benefit lasts until Dwarf. In addition to the options presented in the you end the effect as a bonus action, or until you PHB, you can choose one of these subraces. are incapacitated. Earth Dream. Once per day, when you take a Azerblood long rest in a natural environment, you can enter Azerblood dwarves are a rare sight, having been a trance-like state where the earth speaks to you born from an azer, slaves of the efreet and through your dreams. This feature doesn't natives of the Plane of fire. Legends function where nature has been replaced by say that long ago dwarves and azer were once construction, such as in dungeons and towns. the same race, but today's dwarves escaped their At the end of your rest, you instantly gain giant masters, while the azer were corrupted knowledge of one fact of your choice about one into beings of fire. Because the azer and dwarves of the following subjects as it relates to the area share this ancient ancestry, there have been within 500 feet of you: groups of escaped azer who found dwarven . Terrain and bodies of water mates on the material plane, and these gave rise . to the first Azerblood dwarves. These dwarves Prevalent plants, minerals, animals, or have deep red hair, eyes that burn like a yellow peoples or orange flame, and an innate magic that allows . Buildings them to channel heat into material around them. Ability Score Increase. Your Wisdom score Urdunnir increases by 1. Urdunnirs are a long forgotten offshoot of Fire Resistance. You have resistance to fire dwarves who have become one with the earth damage. thanks to the blessings of Dumathoin. Urdunnirs Inner Fire. Once you reach 5th level, you can use this blessing walk through earth and stone cast the heat metal spell once per day as a as if it were air and shape metal and stone with 2nd-level spell. Wisdom is your spellcasting their hands. Urdunnirs see the world as a work ability for this spell.

To make an Inugaakalikurit, Arctic Dwarf, or Glacier Dwarf, replace the Azerblood’s resistance to fire damage with resistance to cold damage, and replace the heat metal spell with a 2nd-level ice knife spell. Also, since these dwarves reside in glaciers, rather than underground, they can use their Stonecunning trait on ice, but not stone.

Dream Dwarf Dream dwarves are an ordinary looking, but mystically gifted subset of the stout-folk who possess ethereal sight. They share a profound connection with the earth around them, and are able to enter a trance they call the earth dream, which allows them to learn through the earth by accessingSample a sort of collective consciousness. file Dream dwarves are a rare sight, and most can’t tell them apart from a hill dwarf. Ability Score Increase. Your Wisdom or Intelligence score increases by 1. Ethereal Sight. You can use your bonus action to enter a state that allows you to see into the Ethereal plane for 30 feet around you. You 3 can easily differentiate the Ethereal and Material Wild Dwarf of living beauty, journeying through stone and Wild dwarves, who call themselves “dur earth much as a diver might explore the wonders Authalar” (the People), are primitive inhabitants of the ocean depths. The skin of an urdunnir is of Chult and the deep jungles of the realms. light gray, and their eyes are always silver. Both They have largely rejected the culture of their genders wear their hair long, and males have cousins, choosing instead to live in hunting long, carefully groomed beards and mustaches. bands with ever-shifting memberships. Dur Hair color is uniformly gray, with varying Authalar have more in common with the beasts degrees of silver and black highlights. of the jungle than they do with their dwarven kin, Ability Score Increase. Your Charisma score viewing life as an endless hunt and each day a increases by 1. struggle to kill or be killed. Wild dwarves are One with Stone. Urdunnirs have been dark-skinned, short, and stout, with dark brown blessed to move through the earth. You may use eyes. Their heavily tattooed bodies are covered your bonus action to channel Dumathoin's power with grease to ward off insects and make them to walk through through unworked stone and hard to hold. Wild dwarves wear little except earth as though it were air until the end of your their long, woven hair, which serves as adequate next turn. You can carry up to twice your body clothing. weight with you in this manner. Urdunnirs (and Altered Base Statistics. Wild Dwarves do not anyone carried with them) cannot breathe while gain the Stonecunning or Tool Proficiency within stone or earth and must hold their breath traits. They have left the crafting and smithing while traveling in this manner. Once you use this aspects of dwarven life behind. trait, you can't use it again until you complete a short or long rest. Ability Score Increase. Your Strength and Handcrafter. Dumathoin's blessings allow Wisdom scores each increase by 1. Urdunnir the strength to shape stone and metal Wild Training. You are proficient with the with their bare hands. You may use your hands poison kit, nature skill, and blowgun. as a set of smith's tools and mason's supplies, Slick Skin. If you are wearing a salve for with which you are proficient. insect repellent (ToA p. 32) or at least 1/10 of a In addition, starting at 5th level, once per day flask of oil, and you are not wearing armor, you you may spend 4 hours actively molding stone have advantage on attempts to escape a grapple. with your hands to cast the stone shape spell on In addition, you can use your action to make a that stone. When you reach 11th level you may DC 15 sleight of hand check to escape from also shape metal this way. nonmagical restraints, such as manacles or a rope bound around your limbs. Toughened Resillience. You have advantage on saving throws against disease.

The Urdunnir may be secluded folk, but once my companion brought me within their underground cities the Urdunnir showed me much kindness, in feasts, in songs, and in Samplejourneys alike.file Their cities glitter like the night sky--- thousands of jewels lining the ceiling, shining with a brilliant magic that illuminates the cavernous structures below. ---Volo

4 E S Five more elf subraces populate the worlds of D&D, Avariel, Celadrin, Grugach, Lythari and Sea Elf. In addition to the options presented in the PHB you can choose one of these subraces. Avariel (Revised) The avariel are winged . These rare creatures were more common when the worlds of the multiverse were young, but frequent conflicts No matter how far I’ve wandered, there always with dragons much reduced the winged elves’ seems to be a local subtype of elf with some degree number. Still, a few colonies persist in the of unique characteristics. I remain amazed at the Material Plane and on the Plane of Air. incredible ability of the elves to propagate even in Ability Score Increase. Your Wisdom score the farthest reaches of the realms. ---Volo increases by 1. Avariel Weapon Training. You are proficient with the javelin, spear, shortbow, and longbow. Grugach (Revised) Flight. You have a flying speed of 30 feet. You The grugach of the world of shun can fly only in short bursts; you fall if you end contact with other folk, preferring the solace of your turn in the air and nothing else is holding the deepest forests and the companionship of you aloft. To use this speed, you can’t be wearing wild animals. Even other elves draw their medium or heavy armor. suspicion. The grugach tend toward chaos and Languages. You can speak, read, and write neutrality. They feel no special duty to anyone Auran. beyond their own folk and the forest that is their home. Troubles beyond their borders are best Celadrin kept there. At the same time, they harbor little Celadrins are a subrace of elf related to eladrin, ambition beyond a peaceful coexistence with and touched by the plane of fire. Celadrin are nature. gifted with a beautiful voice, and filled with a Ability Score Increase. Your Strength score natural warmth and wanderlust. They are rarer or Wisdom score increases by 1. than other elves, and are typically found in Grugach Weapon Training. You are proficient communities of high elves. Free-spirited like the with the spear, shortbow, longbow, and net. flame, they are more chaotic than most other Druidic Talent. You know the druidcraft elves, and value their freedom more than most. cantrip. Once you reach 3rd level, you can cast Celadrins mostly resemble high elves, but with the entangle spell once per day as a 1st-level flame-red hair, bronze skin, and gold eyes that spell using this trait. Wisdom is your spellcasting glimmer and glow with an unstable inner fire. ability for this spell. Ability Score Increase. Your Charisma score Languages. You can speak, read, and write increases by 1. Sylvan. In addition, you can choose not to speak, Melodious Voice. You are proficient in the read, or write Common and instead speak, read, performance skill. and write one additional language of your Elven Weapon Training. You are proficient choice. with the longsword, shortsword, shortbow and longbow. Lythari FierySample Gaze. Once you reach 5th level, you can Lythari are true lycanthropes, file elves given the cast the scorching ray spell as a 2nd-level spell ancient curse of the through a ritual of once per day. You do not require somatic transformation, or a birth to lycanthropic components when casting the spell in this way, parents. Unlike their parents, Lythari do not and the spell emerges from your eyes. Charisma transform into a hybrid of and wolf, is your spellcasting ability for this spell. instead possessing a true wolf form. Lythari are Languages. You can speak, read, and write almost exclusively found in wood elf lands Ignan. roaming in packs. Lythari have shaggier hair, 5 -S - Dwarf Azerblood...... 3 Dream Dwarf...... 3 Urdunnir...... 3 Wild Dwarf...... 4 Elf Avariel (Revised)...... 5 Celadrin...... 5 Grugach (Revised)...... 5 Lythari...... 5 Variant Sea Elf...... 6 Genasi Air...... 7 Earth...... 7 Fire...... 7 Storm...... 8 Water...... 8 Gnome Deep Gnome (Revised)...... 9 Forest Gnome (Revised)...... 9 Imago (Chaos Gnome)...... 9 River Gnome...... 10 Rock Gnome (Revised)...... 10 Whisper Gnome...... 10 Goblin Hoardshine...... 11 Indigo...... 11 Monkey (Forest Kith)...... 11 Mountain...... 12 Wolfraid...... 13 Goliath Cloudborn...... 13 Fireborn...... 14 Frostborn...... 14 Hillborn...... 14 Stoneborn...... 15 Stormborn...... 15 Halfling Ghostwise (Revised)...... 16 Lightfoot (Revised)...... 16 Stout (Revised)...... 17 Tallfellow...... 17 Hobgoblin Brightnose...... 17 Sunscorch...... 17 Koalinth (Sea Hobgoblin)..... 18 Kenku Harrowfeather...... 18

Variant Sea Elf sharper teeth, and more pointed ears, making These elves long ago became enamored with them more animalistic looking than their and explored the many deep oceans of the wood-elf cousins. Though they may share in the realms. The millenia have transformed them into curse of lycanthropy, unlike a werewolf or mysterious creatures of the deep. They spend similar creature, the bite of the lythari does not their time in the shallow waters building spread their curse. intricate structures out of rock, sand, and coral. Elven Weapon Training. You are proficient with the longsword, shortsword, shortbow and Subrace Variant---- When you choose the Sea Elf longbow. subrace, you can choose to take this trait in Wolf Shape. You can use your action to place of the Child of the Sea trait presented in polymorph into a medium wolf, or back into your ’s Tome of Foes. true form. Your statistics are the same in each form, except your wolf form’s AC is equal to 10 + Child of the Sea. You can breathe air and your Dexterity modifier. Any equipment you are water. In addition, as an action you can wearing or carrying transforms with you, transform your lower half into a tail with fins like becoming part of your wolf form, and your a fish, whale, or another aquatic creature. While corpse transforms back into your true form if transformed your walking speed becomes 5 feet you die while in your wolf shape. You cannot and you gain a swimming speed of 40 feet. You speak or cast spells while transformed. can end this transformation as a bonus action. While transformed, your sharp teeth become a natural weapon, which you can use to make A triton can also take the Child of the Sea trait unarmed strikes. If you hit with your bite you presented here by replacing your Amphibious deal 2d4 piercing damage and if the target is trait and amending your Speed trait as follows: large or smaller you can use your bonus action You do not have a swimming speed of 30 feet. to force the creature to make a Dexterity saving throw or fall prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. The damage of your bite increases to 2d6 at 11th level. Languages. You can speak, read, and write Gnoll.

Sample file

6 Tabaxi Pridehead...... 32 Stripeback...... 32 Tiefling Legacy of Dagon...... 33 Legacy of Graz’zt...... 33 Legacy of Lolth...... 33 Legacy of Orcus...... 33 Legacy of Pale Night...... 33 Legacy of Zuggtmoy...... 33

-R F - Alphabetical by Race Ascending Claws...... 34 Bird of Prey...... 34 Windcaller...... 34 Fiend Hunter...... 34 Bursting Breath...... 34 Renewed Breath...... 34 Piercing Horns...... 34 Master of the Forge...... 34 Dumathoin’s Blessed...... 35 Leader of the Pack...... 35 Poised Steps...... 35 Giantkin Blood...... 35 One with the Elements...... 35 Psionics Unbound...... 35 Gnomish Transformation...... 35 Tree Hopper...... 36 Jewelcraft...... 36 Spell Tinker...... 36 Goblin Contract...... 36 Bomber Goblin...... 36 Scrapyard Mayhem...... 37 Goblin Worglord...... 37 Horde Commander...... 37 Oversized Grip...... 37 Weaponized Skin...... 37 Commanders Shout...... 37 Fury from Beyond...... 37 Reaping Scythe...... 37 Unerring Eye...... 37 Soaring Flight...... 37 Pitstalker Trap Magic...... 38 Master Artisan...... 38

Earth Genasi becomes clear when anyone tries G S to push them in a direction they do not want to Genasi Base Statistics (Same as EE) go. When this happens, Earth Genasi resist with Ability Score Increase. Your Constitution the might of the stone and the earth, and they score increases by 2. knock down anyone that stands in the way. Size. Your size is Medium. Ability Score Increase. Your Strength score Speed. Your base walking speed is 30 feet. increases by 1. Languages. You can speak, read, and write Earth Walk. You can move across difficult Common and Primordial. terrain made of earth or stone without expending extra movement. Five main subraces of Genasi populate the Stone Skin. Your stone exterior lends you worlds of D&D: Air, Earth, Fire, Storm and rock-hard natural armor. Your AC can't be less Water. Choose one of these subraces. than 12 + your Constitution modifier, regardless of what kind of armor you are wearing Air Genasi (Revised) Earthbreaker. You know the mold earth Quick of speech and of gait, Air Genasi are cantrip and can have up to three of its prone to flights of fancy and rapid changes in non-instantaneous effects active instead of two. mood. They drift from one emotion to the next, When you reach at 3rd level you may cast the though most have an ever-present air of earth tremor spell centered on yourself once carelessness about them. Air Genasi don’t form with this trait, requiring no material strong attachments, at least not without great components, and you regain the ability to cast it reason, and as a result they are seen as loners this way when you finish a long rest. and drifters. Likewise, Air Genasi are among the Constitution is your spellcasting ability for these most adaptive, and they can take whatever spells. comes their way with aplomb. Ability Score Increase. Your Dexterity score Fire Genasi (Revised) increases by 1. Of all the genasi manifestations, Fire Genasi are Unending Breath. You can hold your breath the most aggressive, most impulsive, and the indefinitely while you’re not incapacitated. easiest to anger. They are also the most in tune Mingle with the Wind. You know the gust with the raw power of their elemental heritage. cantrip and can cast the levitate spell once with Fire genasi feel the raw energy at their fingertips this trait, requiring no material components, and and are among the most eager to use it. The you regain the ability to cast it this way when you tempers of firesoul genasi burn hot, but also finish a long rest. Constitution is your burn out quickly, and once the heat of the spellcasting ability for these spells. moment has passed, they are just as likely to Wind Strike. Whenever you make a melee jump from rage to elation in a matter of seconds. attack, as a bonus action you can use the gust Ability Score Increase. Your Intelligence cantrip against the target of your melee attack, score increases by 1. sending out a wave of magical wind with your Darkvision. You have darkvision to a range of strike. 60 feet. Your ties to the Elemental Plane of Fire Airborne Leap. Your long jump is up to 30 make your darkvision unusual: everything you feet and your high jump is up to 10 feet, with or see in darkness is in a shade of red. without a running start. In addition, you may fall Fire Resistance. You have resistance to fire from heights of up to 50 feet without taking damage. damage. Reach to the Blaze. You know the produce flame cantrip. You also know the control flames EarthSample Genasi (Revised) cantrip and can have up to fourfile of its Earth Genasi are stubborn and immovable, non-instantaneous effects active instead of three. proud and confident, and sometimes this spills Once you reach 3rd level, you can cast the over into vanity. They are strong like mountains burning hands spell once with this trait as a and they know it. Of all the genasi elemental lst-level spell, and you regain the ability to cast it manifestations, Earth Genasi come the closest this way when you finish a long rest. to possessing patience and engaging in true Constitution is your spellcasting ability for these 7 contemplation. However, the true strength of all spells. Three new subraces of dwarf populate the planes, as objects and creatures on the ethereal worlds of D&D. Azerblood, Urdunnir and Wild plane appear translucent. This benefit lasts until Dwarf. In addition to the options presented in the you end the effect as a bonus action, or until you PHB, you can choose one of these subraces. are incapacitated. Earth Dream. Once per day, when you take a Azerblood long rest in a natural environment, you can enter Azerblood dwarves are a rare sight, having been a trance-like state where the earth speaks to you born from an azer, slaves of the efreet and through your dreams. This feature doesn't natives of the Elemental Plane of fire. Legends function where nature has been replaced by say that long ago dwarves and azer were once construction, such as in dungeons and towns. the same race, but today's dwarves escaped their At the end of your rest, you instantly gain giant masters, while the azer were corrupted knowledge of one fact of your choice about one into beings of fire. Because the azer and dwarves of the following subjects as it relates to the area share this ancient ancestry, there have been within 500 feet of you: groups of escaped azer who found dwarven Terrain and bodies of water mates on the material plane, and these gave rise to the first Azerblood dwarves. These dwarves Prevalent plants, minerals, animals, or have deep red hair, eyes that burn like a yellow peoples or orange flame, and an innate magic that allows Buildings them to channel heat into material around them. Ability Score Increase. Your Wisdom score Urdunnir increases by 1. Urdunnirs are a long forgotten offshoot of Fire Resistance. You have resistance to fire dwarves who have become one with the earth damage. thanks to the blessings of Dumathoin. Urdunnirs Inner Fire. Once you reach 5th level, you can use this blessing walk through earth and stone cast the heat metal spell once per day as a as if it were air and shape metal and stone with 2nd-level spell. Wisdom is your spellcasting their hands. Urdunnirs see the world as a work ability for this spell.

Dream Dwarf Dream dwarves are an ordinary looking, but mystically gifted subset of the stout-folk who possess ethereal sight. They share a profound connection with the earth around them, and are able to enter a trance they call the earth dream, which allows them to learn through the earth by accessing a sort of collective consciousness. Dream dwarves are a rare sight, and most can’t tell them apart from a hill dwarf. Ability Score Increase. Your Wisdom or Intelligence score increases by 1. Ethereal Sight. You can use your bonus action to enter a state that allows you to see into the Ethereal plane for 30 feet around you. You can easily differentiate the Ethereal and Material

Storm Genasi Water Genasi (Revised) Wild and powerful as a sudden thunderstorm, Water Genasi are strongly independent and Storm Genasi can be a terrible sight to behold, determined to make their way on their own. lashing out at those that trouble them, like a Feeling close ties to rivers and oceans, they see lightning strike that is accompanied by a roar of themselves as possessing the same deep thunder. Storm Genasi in the grip of their own strength as those great bodies of water. Since emotions can be extremely unpredictable, since they can live both on land and beneath the sea, once they reach the point of unleashing their unlike any of their kin, they feel empowered by rage, they will do so until their wrath has run its the ability to determine their own path in life. course. Ability Score Increase. Your Wisdom score Ability Score Increase. Your Charisma score increases by 1. increases by 1. Acid Resistance. You have resistance to acid Lightning Resistance. energy flows damage. through your body without you being shocked. Amphibious. You can breathe air and water. You have resistance to lightning damage. Swim. You have a swimming speed of 30 feet. Predict Weather. Once per day you can create Call to the Wave. You know the shape water a tiny, harmless sensory effect that predicts what cantrip, and you can have up to four of its the weather will be at your location for the next non-instantaneous effects active instead of three. 24 hours. This effect persists for 1 round. When you reach 3rd level, you can cast the Lightning’s Swiftness. Your base walking create or destroy water spell as a 2nd-level spell speed increases by 5 feet. Whenever you use once with this trait, and you regain the ability to your action to take the Dash action, this bonus cast it this way when you finish a long rest. increases to 15 feet until the end of your turn. Constitution is your spellcasting ability for these Fury of the Storm. You know the thunderclap spells. cantrip. Once you reach 3rd level, you can cast the witch bolt spell once with this trait as a lst-level spell, and you regain the ability to cast it I find when dealing with genasi, their this way when you finish a long rest. emotions are easy to excite, but they fade Constitution is your spellcasting ability for these just as quickly back into a state of stability. spells. ---Volo

Sample file

8 Wild Dwarf of living beauty, journeying through stone and Wild dwarves, who call themselves “dur earth much as a diver might explore the wonders Authalar” (the People), are primitive inhabitants of the ocean depths. The skin of an urdunnir is of Chult and the deep jungles of the realms. light gray, and their eyes are always silver. Both They have largely rejected the culture of their genders wear their hair long, and males have cousins, choosing instead to live in hunting long, carefully groomed beards and mustaches. bands with ever-shifting memberships. Dur Hair color is uniformly gray, with varying Authalar have more in common with the beasts degrees of silver and black highlights. of the jungle than they do with their dwarven kin, Ability Score Increase. Your Charisma score viewing life as an endless hunt and each day a increases by 1. struggle to kill or be killed. Wild dwarves are One with Stone. Urdunnirs have been dark-skinned, short, and stout, with dark brown blessed to move through the earth. You may use eyes. Their heavily tattooed bodies are covered your bonus action to channel Dumathoin's power with grease to ward off insects and make them to walk through through unworked stone and hard to hold. Wild dwarves wear little except earth as though it were air until the end of your their long, woven hair, which serves as adequate next turn. You can carry up to twice your body clothing. weight with you in this manner. Urdunnirs (and Altered Base Statistics. Wild Dwarves do not anyone carried with them) cannot breathe while gain the Stonecunning or Tool Proficiency within stone or earth and must hold their breath traits. They have left the crafting and smithing while traveling in this manner. Once you use this aspects of dwarven life behind. trait, you can't use it again until you complete a short or long rest. Ability Score Increase. Your Strength and Handcrafter. Dumathoin's blessings allow Wisdom scores each increase by 1. Urdunnir the strength to shape stone and metal Wild Training. You are proficient with the with their bare hands. You may use your hands poison kit, nature skill, and blowgun. as a set of smith's tools and mason's supplies, Slick Skin. If you are wearing a salve for with which you are proficient. insect repellent (ToA p. 32) or at least 1/10 of a In addition, starting at 5th level, once per day flask of oil, and you are not wearing armor, you you may spend 4 hours actively molding stone have advantage on attempts to escape a grapple. with your hands to cast the stone shape spell on In addition, you can use your action to make a that stone. When you reach 11th level you may DC 15 sleight of hand check to escape from also shape metal this way. nonmagical restraints, such as manacles or a rope bound around your limbs. Toughened Resillience. You have advantage on saving throws against disease.

G S Forest Gnome (Revised) Forest are creatures of nature far more Four main subraces of gnomes are found among than any of their cousins, and to those rare folks the worlds of D&D: deep gnomes, forest who meet them they can prove to be steadfast gnomes, Imago, and rock gnomes. allies and delightful companions. They are the Choose one of these subraces. one of few gnomes inclined to wear beards and hair very long, and an older male is likely to have Deep Gnome (Revised) a beard that extends to within a few inches of the Deep gnomes survive in domains that are ground. populated by dangerous foes. The two most Ability Score Increase. Your Dexterity score hated by the deep gnomes are the kuo-toa and increases by 1. the dark elves, who continually seek to drive Natural Illusionist. (PHB) these gnomes from territory they consider Speak with Small Beasts. (PHB) rightfully theirs. To escape from the threats of Wilderness Tracker. Forest gnomes are the underdark, Deep gnomes have developed protective of the places they live, and can tell many ways to stay hidden in the cavernous when even a twig is out of place. You gain darkness. Their skin is rock-colored, most often proficiency in the Nature and Survival skills. You brown or gray. Their eye color is always a shade have advantage on Wisdom (Survival) checks of gray, sometimes so dark as to be almost black. made to track a creature in forest, grassland, hill Ability Score Increase. Your Dexterity score or jungle terrain. increases by 1. Superior Darkvision. Your darkvision Imago (Chaos Gnome) increases to 120 feet. Infused with the of chaos, these gnomes Stone Camouflage. (SCAG) are energetic, flamboyant, and charismatic, Mask of the Deep. You can cast the disguise having bright, or white hair and beards. They self spell once with this trait, requiring no also wear bright colors and are especially fond of material components, and you regain the ability bright red and pink hats. They possess an to cast it this way when you finish a short or long uncanny luck and have great talent as sorcerers. rest. If you are in direct sunlight, enemies have Colorful cousins of gnomes, they are advantage on rolls made to see through your adventurous; even the most staid among them is disguise. Intelligence is your spellcasting ability prone to wander. Although commonly referred to for this spell. as chaos gnomes, they call themselves “Imago” Extra Language. You can speak, read, and (singular and plural). write Undercommon. Ability Score Increase. Your Charisma score increases by 1. Luck of Chaos. Once per day when you make a die roll, you can choose to reroll one die. You can choose to do so after you roll the die, but before the DM tells you whether you succeed or fail. You must take the result of the reroll, even if it's worse than the original roll. In addition, once per day when an attack hits you, you may force an enemy to roll the attack again. The enemy must take the result of the reroll, even if it’s worse than the original roll. Chaos Magic. You learn the prestidigitation cantrip. When you reach 3rd level, you can cast Samplethe chaos bolt spell as a 1st-levelfile spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for these spells. Also, if you score a critical hit while casting the chaos bolt spell using this feature, the bolt deals damage as though it were cast as a 2nd- level spell. 9 River Gnome intricate metal to decorate their clothes. Their River gnomes are cousins of forest gnomes who skin ranges from tan to woody brown, their hair reside in the fresh waters of the realms. Singing is fair, and their eyes can be nearly any shade. behind a waterfall, or drifting lazily downriver, Male Rock Gnomes prefer short, carefully these gnomes can be seen from a distance trimmed beards. laughing and being merry, but when approached Ability Score Increase. Your Constitution by an outsider these gnomes are quick to jump score increases by 1. into the river and swim swiftly away. These Artificer's Lore. (PHB) gnomes form a close bond with animals and Tinker. (PHB) wildlife that live in their river. They are defenders Whatever’s at Hand. You have Proficiency of the waters, and will show bravery and ferocity with improvised weapons, and your damage die far beyond their size when the river they call when striking with an improvised weapon their home is threatened. becomes a d6, instead of a d4. Ability Score Increase. Your Dexterity score increases by 1. Whisper Gnome Speak with River Beasts. Through sounds, Whisper gnomes may look much like common simple gestures, and patterns of bubbles, you gnomes, but these gnomes are quiet, suspicious can communicate simple ideas with medium or sorts who have a limited control over sound and smaller beasts that naturally have a swimming silence, using it mostly to communicate. speed. Wherever they are found, whisper gnomes are Swift Swimmer. You gain a swimming speed seen by others as spies, informants and recluses. of 25 feet. In addition, you can hold your breath Whisper gnomes are skinny, almost gaunt for a number of minutes equal to twice your creatures, and their skin ranges in color from Constitution score. light gray to light green, with dark brown or Aquabatics. You have advantage on black hair. acrobatics and stealth checks made while Ability Score Increase. Your Dexterity or submerged. Charisma score increases by 1. Gnomish Whisper. Your mastery of gnomish Rock Gnome (Revised) whispering makes you able to silently Rock Gnomes are said to be the most adept at communicate. You know the message cantrip, gemcutting of any gnomish race. The industry is and you can cast it as a bonus action. pursued with good humor, songs, and bawdy Whisper Magic. Once you reach 3rd level, stories to lighten the load, but the humor rarely you can cast the silence spell centered on interferes with the work. Rock Gnomes are also yourself once per day as a 2nd-level spell. exceptional jewelers, producing fine works of Wisdom is your spellcasting ability for this spell.

In my travels through gnomish lands I endured an astounding number pranks, gags, and jokes from the little folks. I don’t think I’ll be going back that way any time soon. Sample file ---Volo

10 Variant Sea Elf sharper teeth, and more pointed ears, making These elves long ago became enamored with them more animalistic looking than their and explored the many deep oceans of the wood-elf cousins. Though they may share in the realms. The millenia have transformed them into curse of lycanthropy, unlike a werewolf or mysterious creatures of the deep. They spend similar creature, the bite of the lythari does not their time in the shallow waters building spread their curse. intricate structures out of rock, sand, and coral. Elven Weapon Training. You are proficient with the longsword, shortsword, shortbow and Subrace Variant---- When you choose the Sea Elf longbow. subrace, you can choose to take this trait in Wolf Shape. You can use your action to place of the Child of the Sea trait presented in polymorph into a medium wolf, or back into your Mordenkainen’s Tome of Foes. true form. Your statistics are the same in each form, except your wolf form’s AC is equal to 10 + Child of the Sea. You can breathe air and your Dexterity modifier. Any equipment you are water. In addition, as an action you can wearing or carrying transforms with you, transform your lower half into a tail with fins like becoming part of your wolf form, and your a fish, whale, or another aquatic creature. While corpse transforms back into your true form if transformed your walking speed becomes 5 feet you die while in your wolf shape. You cannot and you gain a swimming speed of 40 feet. You speak or cast spells while transformed. can end this transformation as a bonus action. While transformed, your sharp teeth become a natural weapon, which you can use to make unarmed strikes. If you hit with your bite you deal 2d4 piercing damage and if the target is large or smaller you can use your bonus action to force the creature to make a Dexterity saving throw or fall prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. The damage of your bite increases to 2d6 at 11th level. Languages. You can speak, read, and write Gnoll.

G S Indigo Goblin Also called “Blues”, these are born Goblin Base Statistics different, with strange psychic abilities unlike (As in Volo’s Guide to Monsters, except -1 their kin. Blues support other normal goblins in Constitution and Fury of the Small has been combat and often are called upon to lead a gang moved to Wolfraid) of goblins from the rear into battle. It is not Ability Score Increase. Your Dexterity score uncommon for Blues to be killed by their own increases by 2. kin out of fear of their powers. As such, Blues Size. Your size is Small. are often extremely paranoid. Speed. Your base walking speed is 30 feet. Ability Score Increase. Your Intelligence Darkvision. 0 feet. score increases by 1. Nimble Escape. (VGM) Mind Shield. Your psionic capabilities give Five main subraces of Goblin populate the you resistance to psychic damage. worlds of D&D: Forest Kith, Hoardshine, Indigo, Contact . Blues huddle with their Mountain, and Wolfraid. goblin gang to coordinate attack plans. You can Choose one of these subraces. communicate telepathically with any creature you are touching that you share a language with. Hoardshine Goblin Psionic Talent. Objects around you tend to Having emerged less than two centuries from a move and fly about. You know the mage hand portal to the Feywild, Hoardshine Goblins cantrip. greatly resemble other goblins, with yellow, red-brown or green skin and similarly colored Monkey Goblin (Forest Kith) eyes. Their behaviour is their greatest Though they can stand upright, the jungle difference, as they are more talkative, inventive, dwelling Forest Kith tend to run and walk on all and more interested in barter than conquest. A fours in a manner like primates, perhaps proper market of the Hordeshine Goblin is a because their arms are longer than their legs. sight to behold, rivaling the greatest bazaars of Unlike most goblins, Forest Kith also have an mortal cities for the variety of exotic goods ape-like tail for climbing trees. Forest Kith hunt available. most creatures that travel through their forest Ability Score Increase. Your Charisma score territories. In lean times, they often plan and increases by 1. execute raids on humanoid frontier communities Golden Bribe. When you are bartering, for food, preferring snatch-and-run tactics. bargaining, or dealing with currency and you fail Ability Score Increase. Your Constitution a persuasion roll you may spend a number of score increases by 1. gold coins equal to two times the number you Perehensile Tail. You have a tail that allows failed by to instead succeed on the persuasion you to grab and manipulate objects, as well as roll. If the failed roll had disadvantage, you must assist you in climbing and swinging. You have a spend a number of gold coins equal to five times climbing speed of 20 feet. You can also use your the number you failed by. tail to interact with items up to 5 lbs as though it Feywild Token. Hoardshine goblins are were a third hand. You cannot attack with the tail. capable of enchanting currency with fey charms. Tree Shape. You can use your action to Once per day, you may take one coin and rub it change form into a small tree, or shrub with 1 between your hands, charming the coin for 10 HP and 14 AC. While transformed you do not minutes. Whenever a creature holds the coin or need to eat, sleep or breathe, you cannot see, hasSample it on their person, that creature must make a speak, or perform any actions,file and your speed Charisma saving throw. (DC equals 8 + your becomes 0. You can still hear while transformed. Charisma modifier + your Proficiency bonus) On You can dismiss this effect as an action, and it a failed save, you have advantage on any ability ends automatically at sunset or if you take check to interact socially with the creature until damage. the charm on the coin ends. A creature that is Brush Break. If you use your Nimble Escape immune to the charmed condition automatically trait to use the Hide action while you are hiding succeeds the saving throw. in a tree or bush, you have advantage on that roll. 11