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Races

Player Races for the Rage of Demons

Introduction: Optional player character races inspired by the Rage of Demons Campaign Setting. There are opportunities for out of the ordinary player race options because of the unorthodox companions, and eclectic series of allies encountered along the way in this campaign setting. The player character races contained within include: Derro, Kuo-Toa, Myconid, and Quaggoth. There are additional feats included for the derro and kuo-toa, as well as a variant quaggoth available. There is a new rogue archetype duergar, the Soulblade, and a new rogue archetype for derro and duergar, the Gray Ghost. There is also a new druid circle specifically for myconid, the Grove Tender.

Player Races for Characters of All Levels Sample file by Matt Dillingham

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UNDERDARK RACES 1 Derro Age. Derro mature and are able to procreate very quickly. They also have a long lifespan of 150 Like duergar, derro were dwarves at one time that years or longer. Because of their use of as a were enslaved and experimented upon by mind method of population control, it is not known how flayers. Unfortunately, by the time the derro won much older derro may become or how large their their freedom they did not emerge quite as “intact” communities may grow. as the duergar had. Derro are smaller and thinner than duergar as well as not being as hardy as Alignment. Because of their insane nature, other dwarves. Derro are also universally insane. derro are usually chaotic. Also because of their life of attrition, they have a devalued opinion of life in Derro are small in size, and are thinner or less general, cooperation with others, and creating muscular than other dwarves. Their pin straight objects or institutions of lasting importance. hair is typically either white or yellow in color. Their skin ranges from a blueish gray to dark gray in Size. Derro are smaller than other dwarves and tone. Derro eyes appear to have no pupil or iris count as a Small sized humanoids. They have an and are uniformly white in coloration. Derro dress average size of 3-4 feet, and weigh an average of is very eclectic, and can range from simply being a 50-60 lbs. collection of rags to mimicking the dress of the race of whatever other community they have Speed. Your base walking speed is 30 feet. become a member of. Languages. You can speak, read, and write Derro do not typically develop communities of their Dwarvish, Undercommon, and one additional own due to their unpredictable and mercurial language of your choice. nature. This means that small communities of derro sometimes “attach” to other communities Superior . Accustomed to life they encounter within the Underdark. Derro are underground, you have superior vision in dark & usually treated as second class citizens by these dim conditions. You can see in dim light within 120 communities and at times are exploited or even feet of you as if it were bright light, and in darkness enslaved by them for a time. Derro usually just as if it were dim light. You can’t discern color in endure these hardships because of their lack of darkness, only shades of gray. cooperation and coordination within their own kind. Sunlight Sensitivity. You have disadvantage Derro adventurers are rare, and the race does not on attack rolls and on Wisdom (Perception) checks exist in all worlds. Check with your Dungeon Sample thatfile rely on sight when you, the target of your Master to see if you can play a derro character. attack, or whatever you are trying to perceive is in direct sunlight. Derro Names Derro typically have names influenced by their Insanity. You have advantage on saving dwarven ancestry. Because of their tendency to throws against being charmed or frightened. You mix with other cultures and communities, many also possess an Indefinite Madness as detailed in derro names are influenced by duergar, , and chapter 8 of the DMG (pages 258-260). You may naming conventions. Due to their choose from or randomly roll on the Indefinite heightened reproductive rate, there are many more Madness table. Alternatively you may create and repeated and common names within derro describe your own type of indefinite madness that communities. Also, because of their insane nature, may or may not be inspired by any of the choices many derro use unusual or made-up words from the madness tables in the DMG. This resulting in a nonsensical name. madness may not be cured or removed by any means short of divine intervention. Derro Traits As a derro, you possess the following racial traits. Magic Resistance. You have advantage on saving throws against magical spells. Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

UNDERDARK RACES 2 Derro Weapon Training. You are proficient unhinged and eccentric, they are not insane as a with both spear and light crossbow. You also have whole quite to the degree that derro are. access to unique modified derro weapons of each of these types of weapons. One is a derro hooked Kuo-Toa are Medium build humanoids with short spear; the other is a derro repeating light webbed feet and hands. They have a fish-like crossbow. Each weapon is detailed below. head, complete with fins, gills, a wide teeth filled  Hooked Short Spear: Damage 1d4 + Strength mouth, and an unblinking myopic stare. Dress bonus in piercing damage; does not possess consists of typically simple leathers, at times the Thrown, or Versatile weapon properties; consisting of only a loincloth. Their jewelry is also possesses the Finesse, and Light weapon hand crafted from their kills, consisting of various properties; on a hit with this weapon, you may bones and teeth on leather cords. forego dealing damage to trip your target, who may resist with a Strength saving throw with Kuo-Toa society is a constantly changing DC = 8 + your Strength modifier + your theocracy. The structure is very cult-like, and proficiency bonus. revolves around the most charismatic theocratic  Repeating Light Crossbow: cartridge holds up to rulers. Revered kuo-toa deities are as ever 6 crossbow bolts; reduced range of 40/160 feet; changing as the seasons on the surface world. does not possess the Loading weapon property; automatically reloads after firing until Kuo-Toa adventurers are rare, and the race does cartridge is expended; cartridge may be not exist in all worlds. Check with your Dungeon reloaded by spending an action. Master to see if you can play a kuo-toa character. Derro Feat Kuo-Toa Names If your DM allows the use of feats, your derro Kuo-Toan names have a common theme of character has the option of taking the following feat. containing many long and short “o” sounds combined with “s”, “l”, and “p”. Many kuo-toan Prerequisites: Derro, Sorcerer names sound like dripping or bubbling water. Even when out of water, kuo-toans sound as if they are Derro Savant speaking under water. Some derro have a natural talent for magic. Sorcerers have access to additional spells as Kuo-Toa Traits listed below. You gain access to these spells as As a kuo-toa, you possess the following racial you achieve the associated required level. These traits. spells are added to your list of known spells,Sample and file do not count towards you maximum number of Ability Score Increase. Your Strength score known spells. These spells cannot be exchanged increases by 1, and your Constitution score for other spells at higher levels. increases by 1.  : Acid Splash, Light, Mage Hand, Message, Ray of Frost Age. Kuo-Toa mature quickly, and reach st adulthood around 10 years of age. They have  1 Level: Burning Hands, Chromatic Orb, Sleep nd shorter life spans, and many do not live past 50  2 Level: Invisibility, Spider Climb years of age.  3rd Level: Blink, Lightning Bolt

Alignment. The harshness of life in the Kuo-Toa Underdark, combined with their history of enslavement by the mind flayers, has left the kuo- Kuo-Toa were once, long ago, more civilized toa with an alien mindset and a unique sense of surface dwellers; living in wetlands and coastal morality. Many are evil, but they have personalities regions. Much like the quaggoth though, the kuo- as varied and complex as humans. toa were forced underground due to competition for lands. The kuo-toa had to adapt. Many were Size. Kuo-Toa are a similar in size to humans. enslaved by the mind flayers, while many more They are Medium sized and range from 4-5 feet in were slain during encounters with the drow. height on average. It is very rare for a kuo-toa to Though while many kuo-toa are somewhat break 6 feet in height.

UNDERDARK RACES 3