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Auron's Guide to the Multiverse Volume II: Racial Diversity

Auron's Guide to the Multiverse Volume II: Racial Diversity

Auron's Guide to the Multiverse Volume II: Racial Diversity Legal Information Dungons & Dragons, D&D, Magic the Gathering, , , , , , , the draon ampersand and all other Wizards of the Coast product names, respective logos are trademarked and owned by Wizards of the Coast in the United States of America and other countries This work contains material that is copyright by wizards of the coast and/or other authors. Such material is used with permission under the Community Content Agreement for the 's Guild. All other original material in this work is copyright 2020 by Bladesong Gaming and published under the Community Content Agreement for the Dungeon Master's Guild.

Sample file Extras Current Version: 1 Written by AuronBladesong If you enjoy what we make at Bladesong Gaming, please consider supporting us on patreon! https://www.patreon.com/bladesonggaming Table of Contents Introduction 3 What is Auron's Guide? ...... 3 Using this supplement ...... 3 Chapter 1: Races of the Sands 4 Asherati ...... 4 Bhukas ...... 4 Dwarf Subrace: Badland Dwarf ...... 5 Subrace: Painted Elf ...... 5 Chapter 2: Races of the Seas 6 Darfellan ...... 6 Hadozee ...... 6 Dwarf Subrace: Seacliff Dwarf ...... 6 Elf Subrace: Aquatic Elf ...... 6 Gnome Subrace: Wavecrest Gnome ...... 6 Subrace: Shoal Halfling ...... 6 Human Subrace: Aventi ...... 6 Chapter 3: Races of the Ice 6 Uldra ...... 6 Dwarf Sunrace: Glacier Dwarf ...... 6 Elf Subrace: Snow Elf ...... 6 Gnome Subrace: Ice Gnome ...... 6 Halfling Subrace: Tundra Halfling ....6 Human Subrace Subrace: Neanderthal6 Chapter 4: Races of Dragonblood4 Spellscale ...... 6 Dwarf Subrace: Fireblood Dwarf ...... 6 Elf Subrace: Deepwyrm ...... 6 Elf Subrace: Forestlord Elf ...... 6 Gnome Subrace: Stonehunter Gnome .6 Half-Elf Subrace: Deepwyrm Half-Dr6 Half-Elf Subrace: Forestlord Half-E6 Half- Subrace: Frostblood Half-6 Halfling Subrace: Glimmerskin Halfl6 Hobgoblin Subrace: Sunscorch Hobgo6 Human Subrace: Silverbrow Human ...... 6 Lizardfolk Subrace: Viletooth Lizard6 OrSamplec Subrace: Frostblood Orc ...... 6 file

TABLE OF CONTENTS 3 Introduction he Multiverse is packed full with races of all kinds! The Dream Dwarves of Faerun, The Psi-forged of Eberron, the Calibans of Barovia, the Thrull of Ravnica, even the Nyxborn of Theros... Presented here is just a sample of the races I have encountered on my travels Tthrough the multiverse, races you yourself just might run into in your exploration. Hopefully the information presented here will help you diplomatically deal with the races in question, when you run into them. You will find races native to deserts, seas, and tundras of the planes of Faerun and Eberron. They may yet still be found in other planes, only our continued travels through the multiverse will say for certain. What is Auron's Guide? Auron's Guide to the Multiverse is a series of supplements intended to provide both converted and homebrew player options for your Dungeons & Dragons 5e campaign. Everything contained herein is aimed primarily to the player character, but can most definately be used by dungeon masters for NPC creation. How to use this book In this book you'll find thirty races and subraces convered from a few 3.5 books. Those books are , Sandstorm, , and Races of the Dragon, and . Each of the races are updated from their original 3.5 version to be more compatible with the 5e system as presented in the Players Handbook and Dungeon Master's Guide.

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INTRODUCTION 4 Chapter 1: Races of the Sands Sneaky. You have proficiency on Dexterity (Stealth) Asherati checks. Water Vulnerability. Asheratis hate being too wet, and Asherati Names their dry bodies absorb water rapidly when they are Asherati have given names and family names. submerged. If completely wet, you take a -1 penalty on all Male Names. Amhapar, Het, Iputhut, Iu-same, Khankhe, attack roles. Menefer, M'ut, Nament, Tauah. Languages. You can speak, read, and write Asherati . Female Names. Abesukh, Aned, Ankheru, Djede, Kher-ra, Because of the frequent interactions with other races that go Nemenmo, Reht, Shis. through the desert, you can also speak Common to converse Family Names. Ambera, Atinani, Faihayl, Habah, Huridah, with wandering merchants, travellers, and adventurers. Imtimah, Manah, Nadeeha, Najeema, Nazihar, Nimah, Rawthay, Reedayl. Bhukas Asherati Traits Bhuka Names Your Asherati character has a number of inborn abilities, Bhuka names are long and carry much meaning, using the gained from spending their entire lives dwelling within desert harsh syllables of the Goblin tongue. A typical bhuka has a sands. given name, followed by the name of the mother's clan Ability Score Increase. Your Wisdom increases by 1, and (preceded by kha, or "born of) and the clan into which he or your Charisma increases by 2. she has married (preceded by gi). Children receive a pet Age. Asherati mature at the same rate as humans do, name until they come of age and choose a name that reaching adulthood at around the age of 20. They live describes their personality. considerably longer than humans, however, often reaching Male Given Names. Aghila'ak (Runs Like Lizard), over 100 years. Cochik'ukan (Eyes of Sunhawk), Gistik'uwa (High-Kick Alignment. Asheratis share a common concern for one Dancer), Kotigana (Ears of Hare), Niskigan (Snake Fang), another's welfare and are therefore, good. Observing no Piklit'akit (Jumping Mouse Grace), Takigini (Speaks with specific rules when it comes to behavior and having a Force), Wikitagan (Flight of Swallow). proclivity toward thievery, asheratis are usually chaotic. If you Female Given Names. Chinkichu (Basket of Corn), are using the alignment system detailed in Volume I, the Hintak'inai (Painted Frill), Kekkoti (Little Ear), Lakinigo Asherati tend to be white-aligned (Slow Smile), Namatagi'na (Sings with Paint), Stikuchi Size. An Asherati stands between 5 and 6 feet tall and (Dancing Mother), Takihoti (Speaks with Wisdom), Yukaki'na weighs about 170 lbs. Your size is Medium. (Leader of Songs). Speed. Your base walking speed is 30 feet. Clan Names. Chikuk (Sunhawk), Kekkinna (Ear of Corn), Natural Dryness. You only need one quarter the amount of Kichu (Basket), Niski (Rattlesnake), Pitlitak (Jumping Mouse), water that humanoids your size normally require. Wiki'i (Swallow), Wokuhoo (Moon Owl). Sandswim. As a merfolk is to the sea, an asherati is to sand, ash, dust, and even softsand (but not slipsand, packed Bhuka Traits dirt or rock). You can sandswim through such materials at As a bhuka you are used to the l your land speed while wearing light armor or carrying a light Ability Score Increase. Your Dexterity score increases by load. Your speed drops to five of you wear heavier armor or 2, and your Constitution increases by 1. carry a medium load, and you can not move through sand Age. Bhuka mature slightly faster than other goblinoid while carrying a heavy load. You can breath normally while races, reaching adulthood at 14 years rarely living past 49. under the sand. Body Lamp. You can make your skin glow at will, providing bright light out to 60 feet and shadowy illumination out to 120 feet. In a medium of loose soil, such as sand, dust, or ash, a peculiar quality of the light allows you to make out solid objects up to 60 feet away. Under the sand, this light is sufficient for navigation and general identification of objects but not for reading, recognizing individuals, or similar feats of finer perception. This does not allow you to see invisible creatres or creatures with concealment more easily than otherwise. Other creatures in the sand with you do not gain this special sight, but they can see the sand take on a warm orange glow. OncSamplee per day, as a bonus action, you can bring your skin up file to full brilliance so rapidly that it can blind all creatures within 30 feet for 1 minute. Creatures can avoid this effect with a successful Constitution save (DC 10 + Cha modifier).

CHAPTER 1: RACES OF THE SANDS 5 Alignment. A Bhuka village is held together by a complex system of community relationships. Respect for superiors and the need for contributions to the common good is taught to every member of the society, and those who do not follow these teachings become outcasts. As a result, Bhuka society is lawful with a strong inclination towards good. If using the alignment system presented in Volume I, Bhuka tend to be white aligned. Size. A typical bhuka stands between 4 and 5 feet tall and rarely weighs more than 90 pounds. Your size is medium. Speed. Your base walking speed is 30 feet. Glare Resistance. Dark skin and long lashes aroun the eyes protect you from sun glare, so you are never dazzled by bright sun. Water Resistance. Bhukas have the innate ability to detect a source of drinkable water within a distance of 100 feet. Doing this requires a Survival check; the DC depending on the depth below ground of the water source according to the wollowing table.

Water Depth Survival DC 0 feet (on the surface) 10 10 feet or less 12 11-20 feet 15 21-40 feet 20 41-70 feet 25 71-100 feet 30 Dwarf Subrace: Badland Dwarves As a Badlands Dwarf, you are accustomed to harsh life in the wastes. Where other dwarves would fall to the heat, you stand tall and proud. . . Metaphorically speaking. Ability Score Increase. Your wisdom score increases by 2. Wasteland Adaption. You are able to go two days without water and have proficiency on Wisdom (survival) checks made to find water. Elf Subrace: Painted As a painted elf, you try to use the nature of the wastes to your personal advantage, painting yourself in abstract yet elaborate patters to hide in the sands. Ability Score Increase. Your constitution Score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Wasteland Camoflage. You can attempt to hide while against the desert sands and dunes, even when you are only lightlySample obscured by the sands. file

CHAPTER 1: RACES OF THE SANDS 6 Chapter 2: Races of the Seas Darfellan Hadozee The Darfellans were, at one point in time, a peaceful race of The Hadozee are a race of simianlike humanoids and are hunter-gatherers, living among the surf and sea stacks of often referred to as "winged deck apes." It is exceptionally forbidding coastlines. However, it was not fated to remain so, easy to see how they could acquire such a racial nickname; as the sahuagin led a genocide campaign that almost resulted covered in light brown fur, with a slightly stooped posture, a in the extinction of the Darfellan race. Now, they are an shaggy mane, and a fanged muzzle. The most fascinating anger-ridden survivor race and diaspora far from their thing about their anatomy is the patagial flaps - flaps of skin ancestral homes. between legs and arms, similar to those of a flying squirrel. In regards to appearance, the most striking feature of a With these patagia, the hadozee can launch themselves into given darfellan is their jet-black skin, which is glossy and the air and glide for a rather significant distance. It is not hairless, and broken by various white markings of vastly uncommon for hadozee in the ships rigging to not bother different shapes and sizes. It is rare for a darfellan to be born climbing down, instead throwing themselves off to glide to comepletely black, and even rarer for them to be born another part of the ship. Because they're also good flimbers completely white. and balancers, hadozee are particularly suited for life aboard a ship sailing the seals of adventure. The eyes of a hadozee Darfellan Names are black and glitter brightly, and their fur can range in color from a light tawny golden brown to a deep chocolate. Darfellans coin a new for name for each child, with careful Generally hadozee do not really need clothing due to their fur thought of its meaning. Names might be revealed in dreams covering, though many who work aboard ships wear or visions and could even be named after relatives, but names harnesses and belts for their tools and weapons. were never copied from other families. Other races interacting with hadoze have noted how they Darfellan Names. Akilu, Ekitilooit, Fee'itii', Keitilili, tend to be very active, curious, and intense; often prone to Likiki'ta, Ootiliktik, Shooki'alui, Silooti'oo, Weililikoo. expressing themselves exhuberantly. When a Hadozee is enjoying themselves they can chuckle but will more than Darfellan Traits likely whoop aloud instead. When angry, they bare their blerb about Darfellan racial traits fanggs and snarl. Ability Score Increase. Your Strength score increases by two, and your constitution score increases by 1. Hadozee Names Age. Darfellan's reach adulthood when they turn 14 years Hadozee take great pride in the ships that they serve aboard, old. and will often incorporate part of that ship's name into their Alignment. Darfellans can be of any alignment. Many own. Thus, Garsh, who has served aboard the Dream of the younger darfellans have an affinity for chaotic alignments Night, might call himself Garsh Nightdream. This "ship- because they've never lived in an ordered society. If you are name" often binds hadozee together in ways that family or are using the alternate alignment system presented in clan names do for other races--a hadozee who meeds another Volume I, Darfellans are typically blue/red-aligned hadozee who has served aboard the same ship feels more of Size. Darfellans typically stand not much taller than six a bond with that hadozee than with their own blood kin. feet and weigh almost 200 pounds. Your size is medium. Male Names: Bansh, Darsh, Falth, Garsh, Grath, Groh, Speed. Your base walking speed is 20 feet; your base swim Harth, Krath, Marn, Polth speed is 40 feet. A darfellan's webbed feet are more suited for Female Names: Bahasha, Bannithi, Dashi, Kalla, Kasha, movement through water than on land. Mara, Risha, Yasha, Yetha. Hold Breath. You can hold your breath for a number of Ship-Names: The following names are examples of some rounds equal to 8 multiplied by your constitution score before ship-names known among hadozee, including (in you risk drowning or suffocation. parenthesis) the name of the ship they served aboard to get Natural Attack. You can bite the enemy to deal 1d6 points that name. When the name of the ship includes a term that of damage. denotes a woman, hadozee ship-names replace it with some Echolocation. Under water you have blindsense out to form of "son" or "child" or "daughter," indicating that they feel twenty feet, but only in the water. some kinship to the ship, as a child might to a mother. Languages. You can speak, read, and write Darfellan and Hadozee don't change their name for every ship that they Common. serve aboard--the captain, crew, or adventure must be of such Samplea quality as to inspire such a namfilee change.

CHAPTER 2: RACES OF THE SEAS 7