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FORGOTTEN CHARACTERS OF THE REALMS

A D&D Player’s Supplement for the and Other Settings

Sample file

By Thomas M. Costa

Additional Develoment, Editing, and Playtesting by Matthew "Hashimashadoo" Brown, Peter Bailey, and Andrew Husband of the Wizards & Warlords Games Club and Ross Cody Cover Art by David Revoy (http://deevad.deviantart.com/)

All art is hyperlinked to its and in the Public Domain or uses a commercial Creative Commons license

Version Date: July 9, 2017

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A reincarnated avenger, having lived a hundred lives, returns again to battle the wicked assassins of Set among the Plains of Purple Dust. A lone wolf scout in the Forest of Tethir tracks down his marauding prey among the dark boughs. In the , an ooze takes on humanoid form to converse with a marble- skinned human woman, who is not quite… human. A cleric of Sune frolics, while a warlock of Cyric plots. A High Old One of Dumathoin's body starts to calcify as he begins his transformation into a deathless thorsamsonn. All while the Jordain bodyguard disrupts the magical bolt of force launched at his elder Halruaan lord. A dwarven berserker, a lewd song on her lips, flips over the tail of a while smashing her greatsword into the monstrosity’s flank. All of these characters have a home in the Forgotten Realms of Faerûn. This ancient world has come out of a century of upheaval, but is still in dire need of heroes like you.

Well met fellow boldblades. This supplement offers several new character options for the 5th edition of Dungeons & Dragons, grounded in earlier editions of the Forgotten Realms, but useable in almost any set- ting. In addition to the Player's Handbook (PH), 's Guide (DMG), and (MM), this supplement references material in free ” website arti- cles and free DM’s Guild products such as Elemental Evil Player's Companion (EE), and though the follow- ing are not needed, Sword Coast Adventurer’s Guide (SCAG) and Volo’s Guide to Monsters (VGtM). Some spells noted below are known by different names and have a corresponding change in their description as indicated in parentheses following the spell's PH name. These descriptive differences have no effect on the spells mechanics unless noted. I hope you enjoy these new options. Please send any constructive feedback to [email protected], so I can continue to improve on what I've started. Thank you for your interest.

Thomas M. Costa has been an avid fan of Dungeons & Dragons and other roleplaying games from the age of 7 when his big brother introduced him to the first edition of the game. From 1998 through 2008, Thomas was a regular contributor to and game designer for the Forgotten Realms and other Dungeons & Dragons products, with credits that included: Demihuman Deities (1998), Races of Faerûn (2003), Dragons of Faerûn (2006), Grand History of the Realms (2007), and 10 other game products; 13 Wizards of the Coast website articles; 12 Dragon Magazine articles; and Sample3 fan-based Forgotten file Realms supplements co-written with Eric L. Boyd. From 1999-2001, Thomas also created several fan-based supplements for the Marvel Super Heroes “SAGA” Adventure Game.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’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.

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Contents INTRODUCTION Sky Domain CONTENTS Tomb Domain RACES Tribe of He Who Watches: Gruumsh, Ilneval, Luthic, Random Height and Weight Shargaas, Yurtrus Aasimar, Deva Wanderer in the Domain Centaur Windwalker Domain , Avariel Winter Domain Elf, Lythari Wrath Domain Elf, Star Alternate Wrath Domain: Tyranny Domain Genasi, Storm Druid Gnome, Fey Circle of the Gatekeepers Half-Dwarf Circle of the Hivemasters , Stoutheart Fighter Human, Deep Imaskari Steadfast Defender Kobold, Dragonwrought Monk Kobold, Urd Way of the Jordain , Gray Way of the Sacred Fist Orc, Ondonti Paladin Orc, Orog Oath of the Romantic Puck Ranger Shadowborn Hunter Shadar-kai Rogue Shade Shadow Walker Slyth Sorcerer Vanara Incantatrix Volodni Warlock CLASSES The Duelist PRESTIGE CLASS Scout Spellfire Channeler Path of the Master BACKGROUNDS Path of the Bounty Hunter Favored of Haela Path of the Outrider Sample fileInquisitor Path of the Saboteur Mountebank Path of the Skirmisher Pest Killer SUBCLASSES Wanderer from the Feywild Barbarian OPTIONAL SKILLS Path of the Brute Shaman Strength (Might) Path of the Shaman Charisma (Streetwise) Path of the Totem Warrior FEATS Bard Daylight Adaptation College of Spellsong Endurance Alternate Spellsinger: Loresinger Harper's Blessing Cleric Puck's Invisibility Charm Domain Shadow Magic Craft Domain Spellfire Wielder Darkness Domain Whip and Chain Mastery Elemental Domains: Air, Earth, Fire, Water CREDITS First Dragonspawn: Dakarnok, Gaknulak, Kuraulyek, SIDEBARS Kurtulmak Magic Item: Harper Pin Luck Domain Monster: Doombat Moon Domain Monster: Gondsman Prosperity Domain Monster: Lock Lurker Righteousness Domain Monster: Swarm of Bats Secrets under the Mountain Domain Monster: Veserab Domain Monster: Your Shadow

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Paladin Orders Fumble Poison: Sprite Sleep Poison Hivemaster Story of Spellfire Iron Vigil Tool: Trapmaker's Kit Rapture Weapon: Bola Scare Weapon: Reaper's Scythe Shadowlight Weapon: Spiked Chain Stone Sphere SPELL DESCRIPTIONS Swim Animate Rope Touch of Pain Bahgtru's Gauntlets Uncanny Vigilance Blessed Watchfulness Watery Fist Conjure Bats Wood Shape Fantastic Machine Wrack

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Art by David Revoy

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Races Memories of a Thousand Lifetimes Devas are not a race native to the Prime Material Plane; they came to Faerûn when the long-suffering Mulan people, slaves Faerûn is home to hundreds of intelligent peoples. Some of of the Imaskari, summoned their ancient deities from the these races are monstrous predators armed with terrible world from whence they had been stolen. Just as the Mulan powers and some are bloodthirsty marauders who terrorize deities could only send avatars into Faerûn, the angelic more civilized beings, but most are good-hearted folk who servants who accompanied them also had to incorporate wish to live in peace in whatever manner they find most themselves in mortal flesh, becoming the race of devas. Like prosperous and fulfilling. A few of these folk are detailed their masters, devas accepted the fate of perpetual below. reincarnation. For almost four thousand years, each deva has You may roll for your character's height and weight using been incarnated again and again in the world of Toril. the table below if you choose. The roll in the Height Modifier When a deva dies, his or her spirit is reincarnated in a new, column adds a number in inches to your character's base adult body that appears in some sacred place, such as a height. That same number is multiplied by the dice roll in the mountain peak, riverbank, or desert oasis. All devas Weight Modifier column and added to your base weight. remember elements of the life they had before their incarnation in flesh and the beginning of their cycle of rebirth, Random Height and Weight and they share some common cultural elements of dress, religion, and habits. In other ways, they prefer to live simply, Race Base Base Height Weight without extravagance, often adopting the ways of those they Height Weight Modifier Modifier live among. Centaur 6'8" 920 lb. +2d8 ×(4d6) lb. In recent years, the devas were seemingly aimless following Elf, Avariel 4'8" 65 lb. +2d10 ×(1d6) lb. the destruction of Mulhorand and Unther during the Elf, Lythari 4'6" 100 lb. +2d10 ×(1d4) lb. Spellplague. However, with both nations reconstituted, they Half-dwarf 4'5" 135 lb. +2d8 ×(2d6) lb. are returning to support the beneficent gods and people of Human, their ancestral lands. Deep Imaskari 4'10" 120 lb. +2d10 ×(1d6) lb. Kobold 2'1" 25 lb. +2d4 ×1 lb. Painted by the Gods Orc, Gray 5'2" 155 lb. +2d10 ×(2d6) lb. In appearance, devas are very similar to humans, but with an or Ondonti unearthly beauty and uncanny stillness about them. Their Orog 6'2" 275 lb. +2d10 ×(2d6) lb. coloration most distinguishes them. All devas have patterns of Puck 8" 2 lb. +1d10 ×(1d2) lb. light and dark colors on their skin. The light portions are Shadow- 4'8" 100 +2d8 ×(1d6) lb white or pale gray, and the dark areas range from blue or born Sample purplefile to dark gray or black. In any individual deva, either Slyth 4'8" 110 lb. +2d12 ×(2d6) lb. light or dark can be dominant, with the opposite shade appearing in simple, elegant patterns on the face, chest, and Vanara 4'4" 88 lb. +1d8 ×(1d6) lb shoulders. A deva’s hair is typically the same color as these Volodni 5'3" 100 lb. +2d12 ×(2d4) lb. skin patterns. Devas favor flowing clothes of fine silk, polished metal armor with wing-like shoulder ornaments, and headdresses or helmets that suggest crowns or halos. Aasimar Devout Warriors Because they remember, at least dimly, a life in the Astral Sea spent in close company with the gods, most devas are devout Deva worshipers of the gods of good. Devas seek to achieve a Deep in the recesses of memory, devas recall what they once personal connection with the gods rather than approach them were: immortal servitors of the gods of good, spirits who through temples and priests. They worship at meals in their chose to bind themselves to the world in mortal flesh as homes and strive through meditation and prayer to become aasimars. In truth, most devas may have once been the angelic more like the gods they serve. beings of the same name. Nevertheless, for millennia, their Deva adventurers are commonly clerics and paladins that souls have been reborn to wage an endless war against the savor the experience of divine power flowing through them forces of darkness. Most devas are fiercely committed to the without any intermediary. They believe that the pursuit of cause of good. A deva whose soul becomes corrupted risks good is an eternal war with the forces of evil, embodied in being reborn as a rakshasa. rakshasas, demons, devils, and the evil gods and their servants. Devas wage that war in their hearts as well, constantly vigilant lest evil take root and corrupt their souls,

Not for resale. Permission granted to print or photocopy this document for personal use only. FORGOTTEN CHARACTERS 5 transforming them into the creatures they most despise. humanoids a ride in times of need—and are often willing to offer such assistance when it’s needed—they are offended when asked for such. They are noble and intelligent creatures, Deva Names not beasts of burden, and they are touchy about anyone even Devas typically have a single name that it instinctively knows insinuating otherwise. upon its reincarnation.

Male Names: Adiah, Ansis, Ayab, Babak, Beriah, Eben, Wilderness Guardians Elyas, Galad, Gamal, Hiyal, Iannes, Kerem, Mahar, Centaurs see themselves as the noble guardians of the wild Marach, Mathas, Natan, Nehem, Oris, Raham, Ronen, spaces. They are the royalty of the wilderness. Because of Samel, Sered, Tavar, Vered, Zachar this, they feel very protective of their homes. At the same Female Names: Abea, Adara, Asha, Chana, Danel, Darah, time, they feel a responsibility to protect these same homes Davi, Elka, Eranah, Hania, Hava, Idria, Isa, Jael, Kana, and the creatures with which they share their space. The main Kayah, Lihi, Mahel, Marek, Noma, Navah, Paziah, Ravah, aim of most centaurs is to work in harmony with their Ria, Sada, Shara, Tirah environment to assure the survival of their tribe. They are generally uneducated, but few are wiser than they in the ways of the woods. Similarly, while centaurs are not terribly Deva Traits devout, those that are most often serve as druids of Silvanus, When you create an aasimar character, you can choose the whom they know as Skerrit. They share the Oak Father's love deva as an alternative subrace to the aasimar (DMG 286 or for the deep forests and the mighty trees of Faerûn, and like VGtM 104-105). You only gain the Age, Alignment, Size, Silvanus are not afraid to confront those who would injure the Speed, Darkvision, Resistance, and Language forests. aasimar traits, plus those detailed below. Ability Score Increase. Your Wisdom score increases by 1, and your Intelligence score increases by 2. This replaces the Centaur Traits standard aasimar ability score increases. By and large, centaurs are honorable and affable people. Immortal Memory. You gain proficiency in History or While they generally prefer to stick to their own kind, they are Religion and learn two additional languages of your choice. not afraid to socialize with those from other races. They deal Memory of a Thousand Lifetimes. The dreamlike freely with elves, mostly for elven foods and wines—though, memories of your previous lives lend insight to aid you. After they can be notorious drunks. They don’t care to trade with rolling an ability check (including initiative), saving throw humans, as centaurs consider them generally untrustworthy (including death saving throw), or damage roll, you can roll a Most centaurs that take up adventuring are young mares or d6 and add the number rolled to a single chosen roll. You stallions looking for a bit of adventure in their lives before can't double this d6 with a critical hit or other abilities. You they settle down. They are often happy to join up with a band can’t use this trait again until you finish a short or longSample rest. offile adventurers, especially if there are any elves in it. They know that they are unschooled in the ways of civilization, and they are always happy to be given a hand dealing with such situations. Centaur Centaurs are most often fighters, rangers, druids, and bards with the Outlander background. You have the following racial traits. Ability Score Increase. Your Strength score increases by 2, Man-Horses and your Constitution score increases by 1. There are many different species of creatures that appear to be Age. Centaurs mature early and live short but generally conglomerations of two or more other species, but few if any happy lives. Like horses, they are born already able to walk, are as handsome, dignified, and articulate as the centaur. albeit on shaky hooves at first. They are considered children Centaurs are magnificent creatures. From the waist up, they for only two years, after which they are adolescents for appear like a well-muscled human, though their pointed ears another three. Once they reach five years of age, centaurs are suggest they may have some relation to elves or fey. From the considered full adults. On average, centaurs live around 40 waist down, however, they have the body of a horse, the years, although some have been known to reach the ripe, old bottom part of the centaur’s humanoid torso sitting atop the age of 60. horse’s shoulders. The centaur’s humanoid skin is usually Alignment. By and large, centaurs are an honorable people bronzed from many hours in the sun. Their equine coats vary that while preferring to stick with their own kind, are not greatly in color and pattern, just as much as any traditional afraid to socialize with other races. They strive to care for and horse. work in harmony with their environment to assure the Although they have generally wonderful senses of humor, survival of the tribe. As such most centaurs tend towards centaurs are sensitive about their physiology. They take direct good. offense at any horse jokes, and while centaurs can give most

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Size. From their chests to the back of their rumps, full-grown centaurs measure 6 to 8-feet long. From their front hooves to their crowns, they are 7 to 8-feet tall. Centaurs weigh anywhere from 950 to 1,200 pounds. Your size is Large. Speed. Your four hooves grant you great speed. Your base walking speed is 50 feet. Gallop. Centaurs thrill when they have opportunities to simply gallop. When you take the Dash action, you gain extra movement equal to double your speed, after applying any modifiers, for the current turn.You can't use this trait again until you finish a short or long rest. Equine Body. Centaurs are generally tougher and less vulnerable than humans, with many of their major organs located underneath their lower torso. You start with an additional hit die and one level's worth of "hit points at higher levels." Despite your size, you still wield weapons sized for a Medium humanoid and are treated as Medium if using the Disarm action (DMG 271). However, armor generally costs about four times as much, and you have to eat four times as much Art by Mariana Ruiz Villarreal as a human (though you are capable of eating many wild plants that humans cannot digest). Moreover, there are more situations when your size and shape will force you to squeezeSample Afile Note on Play Balance or prevent you from fitting into certain spaces. Centaurs are more powerful than other races. They should Charge. If the centaur moves at least 30 feet straight toward only be chosen with permission from your DM, and the DM a target and then hits it with a lance, pike, or spear (all of should also consider starting a centaur character one level which can be wielded one-handed or two-handed for the behind the rest of the players. charge) on the same turn, the target takes 1 extra die of damage. At 5th level, this increases to an additional 2 die of damage. Hooves. Your hooves are natural weapons. Your hooves have a reach of 5 feet, and if you hit with them, you deal Elf bludgeoning damage equal to 2d4 + your Strength modifier. Starting at 5th level, you can attack with your hooves as an attack action or a bonus action and the damage increases to Avariel 2d6 + your Strength modifier. The avariels, or Aril'Tel'Quessir, the winged elves, are Strong as a Horse. You add your proficiency bonus to all without a doubt the most reclusive and least numerous of the Strength checks to push, pull, drag, lift, or break things elven subraces on Faerûn. Many scholars have long dismissed (treated as proficiency in the Might skill [see below] in some them as creatures of myth. In truth, small numbers of avariels campaigns). You also gain advantage on Strength checks and still dwell in Faerûn, concealed in hidden enclaves and remote saving throws against being shoved or knocked prone. In regions. addition, as a Large creature, your carrying capacity and the amount you can push, drag, or lift is double that of a Medium creature. The Blessing of Flight Languages. You can speak, read, and write Common and The most striking feature of the avariels is their soft, feathered Sylvan.

Not for resale. Permission granted to print or photocopy this document for personal use only. FORGOTTEN CHARACTERS 7 wings. These wings have spans of anywhere from twelve to use to guide and temper their militaristic activities and sixteen feet and are usually white, but may also be gray, training. These avariels spend their lives defending their kin, brown, black, or speckled. Avariels take great pride in their often favoring ranged weapons to gain an advantage. They are wings and spend long hours grooming them. proud and form eternal friendships with those who earn their Avariels hold a special reverence for a single member of the respect and trust. In combat, these avariels have little pity or Seldarine, Aerdrie Faenya, the elven goddess of skies, remorse about cutting down their enemies. The concept of weather, and birds of all sorts. Avariels believe that it is due surrendering is highly dishonorable to these avariels. to Aerdrie's intervention that they are able to survive at all. The peaceful avariels focus mainly on the arts and Ages ago, Aerdrie gifted the avariels with wings because she intellectual aspects of life. When faced with conflict, they rely knew that they would face great trials and danger in the future on their brains, diplomatic abilities, and magic. They are and would need the advantage of flight if they were to have artisans, philosophers, and researchers who spend their lives any hope of survival. They came dangerously close to studying the world and its history and creating works of art extinction at the claws of dragons long ago, and it has taken simply for the sheer joy of creation. They are also responsible them thousands of years to recover to the point where they for providing their society with food and education. Many of don't have to worry about the fate of their race. these avariels spend much of their time contemplating the The last redoubt of the avariels today is known as the Aerie ways of their goddess, Aerdrie Faenya. of the Snow Eagles, a citadel hidden atop one of the most remote peaks in the Icerim Mountains of distant Sossal. The exact location of the Aerie is one of the avariels' most Avariel Traits closely guarded secrets. Only over the last century have the You can soar among the clouds. Your avariel character has avariels begun to expand back into the world, sending the elf traits in the Player’s Handbook (PH 23), plus the explorers, diplomats, and merchants south into Faerûn proper. subrace traits below. Ability Score Increase. Your Wisdom score increases by 1. Size. Like other elves, you are slender, but you also are Irrepressible and Delicate surprisingly lightweight, weighing only about 100 pounds. Avariels are free spirits who would like nothing better than to Your size is Medium. simply soar on the currents high above the ground, taking in Avariel Weapon Training. You gain proficiency with the the views Faerûn has to offer. They possess an irrepressible bola (see below) and light crossbow. zest for life. Even in the darkest, most desperate situations, an Eagle Eyes. You gain advantage on all Wisdom avariel remains cheerful. Too often, however, this élan is (Perception) checks that rely on sight. This trait replaces the marred by haughtiness and condescension toward their land elf’s Darkvision trait. bound kin, whom they often pity. Despite the élan with which Flight. You have a flying speed of 50 feet. To use this they soar through life, many avariel find enclosed spaces speed, you can’t be wearing medium or heavy armor, be frightening, and a common flaw among the avariel is encumbered, or have had your speed reduced. claustrophobia. Sample file Avariels are even more delicate than other elves, and their movements are seemingly more calculated and graceful. They prefer to wear loose fitting, diaphanous clothing that catches the wind in flight and ripples and weaves in the air. Armor is Martial Weapon: Bola almost never worn, because it tends to weigh the avariels Cost: 1 gp; Damage: 1d3 bludgeoning; Weight 1 lb.; down and hinder their graceful motion. Properties: Special, thrown (range 20/60). Their skin is pale, often porcelain white, with tinges of blue This leather thong with leather wrapped stones is used to trip foes. A Large or smaller legged or faint silver. They have silver, white, or black hair, with creature that is hit with the bola must make a DC 10 other shades, such as blue or violet, being rare. The avariels' Dexterity check or fall prone. eyes are rather large and more expressive than those of other elves, and they tend to be brilliant shades of blue or green. A few avariel have scintillating violet eyes as pure as amethysts. They have angular facial features and thin, graceful limbs. A Note on Play Balance A People of War and Peace Avariel are more powerful than other races. They should only be chosen with permission from your DM and probably aren't Avariels have a unique model for their society, separating into appropriate for characters starting play in tier 1. The DM two groups: a warlike caste of fighters and soldiers, and a might also consider starting an avariel character one level peaceful caste of religious scholars and thinkers. These two behind the rest of the players. subcultures, as diametrically opposed as their separate philosophies may be, work together, forging a powerful symbiotic relationship. Warlike avariels have a complex code of honor that they

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Shapechanger. You can shapechange into a silver wolf the Lythari size of a pony. You can use this trait twice—once to turn into The elusive lythari, or Ly'Tel'Quessir, are known as silver a wolf and once to turn back into an elf (or vice versa). You shadows among their elven brethren. These reclusive regain expended uses when you finish a short or long rest. shapechangers prefer to live life more often as wolves and In wolf form, you take on many characteristics of a wolf more simply, eschewing the trappings of modernity. and the following rules apply:

 Your Strength score increases by 2 and your Dexterity Silver Wolves score increases by 2. Neither bonus can increase the Much like the werewolf, which the lythari are sometimes score above 20. mistaken for, lythari can shapechange into the form of a wolf,  Your base walking speed increases to 40 feet but lack the hybrid form of most lycanthropes. Lythari also  You gain a natural melee bite attack with a reach of 5 lack the cursed bite of lycanthropes, though they are capable feet that deals 2d4 + your Strength modifier piercing of performing a special ritual that will turn a consenting elf damage. Once per turn, if the target is a creature, you into a lythari. can force it to make a Strength saving throw or be In wolf form, lythari are beautiful, with pale gray or silver knocked prone. The DC for the saving throw equals 10 fur and intelligent, blue or brown eyes. Wolf-form lythari give + your Strength modifier. no impression of danger or ferocity, but rather seem friendly  You gain advantage on Wisdom (Perception) checks and companionable. An adult is the size of a small pony and that rely on hearing or smell. might carry a man-sized ally if the need is great.  You retain the benefit of any features from your race, In the rare times that they assume elf form, the lythari are class, or other source and can use them if your wolf beautiful and otherworldly. Tall and pale skinned, they have form is physically capable of doing so, including your light blue or green eyes and silver hair. elven darkvision.  In wolf form, your equipment falls to the ground in your space, and you cannot wear armor, wield Nomads of the Feywild weapons, manipulate most objects, speak—though you Most lythari live between worlds, not dwelling wholly in the can communicate with other lythari in the manner of mortal realm, but living in forested places that can be reached wolves, or cast spells that require a verbal or somatic only through hidden Fey Crossings. They are a shy race, component. Shapechanging, however, doesn’t break preferring to remain in the forest, far from civilization, and your concentration on a spell you’ve already cast or even away from their own elven kin. Bands of lythari are prevent you from taking actions that are part of spell, known to inhabit the magical, primeval forests on Faerûn's such as call lightning, that you’ve already cast. Some Evermeet, the Forest of Tethir, and the Endless Wastes. Their lythari wear small packs, which are often partially small bands are anarchic, communal societies, with no real covered by their fur, to hold certain possessions when leaders, and complete equality for all members. Sample filein wolf form. The lythari do not produce metal objects of any sort. They build nothing more elaborate than brush shelters. They dress At 5th level, you gain a natural Armor Class of 11 + your in furs, hides, and other natural garb decorating themselves Dexterity modifier and your base walking speed increases to with feathers, bone jewelry, and similar objects in a fashion 45 feet. more ancient than the oldest wood elf tribes At 11th level, your Strength score in wolf form increases by Many lythari are barbarians that follow the path of the wolf an additional +2 (total +4), your natural armor class in wolf totem warrior, though druids, rangers, scouts, and fey form increases to 12, and your base walking speed increases warlocks are also prevalent, Lythari revere Rillifane Rallathil to 50 feet. and other wilderness Seldarine deities (including ), Speak with Wolves. You can speak with canines of all sorts, but worship and Titania of the Seelie Court with the especially wolves, whether in elf or wolf form. Your ability to most devotion. clearly convey your intent is diminished with other wild canines, such as coyotes and foxes, and further diminished with domesticated canines, such as dogs. It is as if these other Lythari Traits groups of canines speak with a very different accent or in a Unlike a werewolf, your transformation is a blessing and not a different dialect. curse. Your lythari character has the elf traits in the Player’s Handbook (PH 23), plus the subrace traits below. Lythari Weapon Training. You have proficiency with the dagger, spear, and shortbow. Star Elf Mask of the Wild. You can attempt to hide even when you The green depths of the Yuirwood hide an ancient secret are only lightly obscured by foliage, heavy rain, falling snow, mostly forgotten by folk beyond Aglarond’s borders and not mist, and other natural phenomena. widely known even within—the star elves or

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Ruar’Tel’Quessir, an elven subrace that retreated from Faerûn aggressive expansionists. Away from their homeland, they are to an extraplanar refuge known as Sildëyuir. Sometimes slow to bestow the gift of their voice or artistry. However, referred to in ancient texts as mithral elves, the star elves once their friendship is won, even humans find it is deep and concealed the existence of their hidden kingdom for almost long lasting. two thousand years, leaving behind nothing but mysterious Star elves closely resemble moon elves in both size and ruins and old, strong magic in the stone circles of the appearance. They have pale skin that sometimes takes on a Yuirwood. However, after two millennia in isolation, the star pearly gray or faintly violet tinge, and hair of gold, red, or elves have realized they know little about the world and need silver-white. Their eyes are gray or violet, sometimes with its help. gold flecks. They favor elegant embroidered tunics, but tend to dress in neutral colors. Star elves enjoy the beauty and functionality of dancing lights and often keep one or more Centuries of Conflict and Isolation floating about their heads like starlit crowns or tiaras. In -6950 DR, the star elves began to gather in the Yuirwood, leaving behind the other elven nations of their time. Over the next several centuries they helped found the nation of Star Elf Traits Yuireshanyaar with their green elf kin. By -1250 DR, the rise The star elf subrace has the elf traits in the Player’s of humanity forced Yuireshanyaar into conflict with first the Handbook (PH 23), plus the subrace traits below. nation of Unther, then the gray that arrived in the Orcgate Ability Score Increases. Your Charisma score increases by Wars, and then the nations of Narfell and Raumathar. 1. By -699 DR, the star elves had harnessed the stars of the Dancing Lights. You have the power of the Feywild’s stars Feywild to create Sildëyuir—a demiplane magically linked to within you. You learn the dancing lights cantrip. the Feywild, the Yuirwood of Aglarond, and the Ethereal Elf Weapon Training. You have proficiency with the Plane—and had abandoned Yuireshanyaar. In so doing, they shortsword, longsword, shortbow, and longbow. had also empowered themselves with the Feywild's stardust. Portal Sense. You can sense magical portals, including fey For over a millennium, the elves lived in peaceful isolation crossings (DMG 50), within 10 feet of you with a DC 15 cut off from the Realms, but some centuries ago that peace Wisdom (Perception) check. came to an end. Ethereal aberrations, the nilshai, began to Starlit Weapon. You can use a bonus action to infuse any slowly infiltrate Sildëyuir, and in time, that infiltration turned melee weapon you wield or unarmed strike you make with the to open warfare. While few in number, the nilshai were power of the stars. For one minute, your melee attacks strike powerful sorcerers and began to attack the magical fabric that ethereal or incorporeal creatures as if they were magical and created Sildëyuir. with each successful hit against such a creature, your weapon By the early 1370s, the star elves were forced back to sheds dim light in a 10-foot radius for 1 round. You can't Faerûn to seek allies, but their timing could hardly have been reuse this feature again until you finish a long rest. worse; it was not long after that the shades of Netheril returned ushering in a decade of war and godly strife thatSample file culminated in the Spellplague. The Spellplague ripped into Sildëyuir, further destroying the demiplane and many of its Genasi portals. Fortunately for the remaining star elves, a large part of their realm was pulled into the Feywild where they reunited with their eladrin kin, while others found shelter in the Yuirwood. Storm Genasi Following the Second Sundering, many of the portals As a storm genasi or stormsoul, you are touched by the connecting Sildëyuir to both the Feywild and Faerûn were Elemental Chaos. Your moods are as the storm, often calm to repaired and some itinerant star elves returned to their home. start, then growing visibly more intense, and in the eye of Nevertheless, the demiplane has been much ravaged by the your moods, you often find some serenity for a time. depredations of the nilshai and the Spellplague. Were it not Storm genasi typically have purple skin and glowing, for reinforcements from the Feywild and elsewhere, the star crystalline spikes in lieu of hair. Most have deep, throaty elves of Sildëyuir would likely be lost. As it stands, however, voices and many display silvery energy lines across their skin. they remain in desperate need of help. With the disappearance of Akanûl following the Second Sundering, many storm genasi also disappeared from the People of Beauty and Caution Realms. They retain, however, a strong presence on the earthmotes of Airspur in Chessenta. Star elf society values individual accomplishment over collective effort, and despite centuries of conflict, among their own kind, star elves still share their love of art and beauty; Storm Genasi Traits they delight in song, dance, and works of magic. However, Your soul is one with the storms of the Elemental Chaos. centuries of isolation have left the star elves seemingly aloof Your storm genasi character has all the genasi traits in the and cautious, especially of humans whom they see as

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Elemental Evil Player's Companion (EE 9), in addition to the relate to creature type. subrace traits below. Reactive Stealth. If you have any cover or are in a lightly or Ability Score Increase. Your Charisma score increases by heavily obscured area when you make an initiative check, you 1. can make a Dexterity (Stealth) check to hide. Lightning and Thunder Resistance. You have resistance to Fade Away. You turn invisible in response to harm. As a lightning and thunder damage. reaction to taking damage (it can't self inflicted), you can turn Promise of the Storm. You know either the shocking grasp invisible as the spell invisibility (PH 254) until you attack or or thunderclapEE cantrip (player’s choice). When you reach cast a spell or until the end of your next turn. You can’t use 3rd level, you can cast either the thunderwave or witchbolt this feature again until finish a short or long rest. spell (player’s choice) as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. Designer's Note This is a conversion of the 4E version of the gnome.

Gnome Half-Dwarf Half-dwarves are born from the rare union of a dwarf and human. Most appear more dwarven than distinctly human, Fey Gnome though they are, of course, generally a good half-foot taller In the Feywild, the best way for a small creature to survive is than most dwarves. to be overlooked. While suffering in servitude to the fomorian tyrants of the Feydark, fey gnomes learned to hide, to mislead and to deflect—and by these means, to survive. The same A Rare Breed talents sustain them still, allowing them to prosper in a world At one time, half-dwarves were more common than today and filled with creatures much larger and far more dangerous than found among the long-fallen, multicultural realms of Ardeep, they are. Fey gnomes are sly tricksters who excel at avoiding Eaerlann, and Myth Drannor. (Though they are not detailed notice as they move between the Feywild and the world, here, half-dwarf, half-elves known as dwelves were also driven by curiosity and wanderlust. When they are noticed, known, particularly in fabled Myth Drannor. You can also use they tend to use humor to deflect attention and hide their true stout to represent half-dwarf, half-halflings.) By the thoughts. time of the Spellplague, there was not a single half-dwarf of Fey gnomes are about the size of halflings, but otherwise any repute known to the history books of the time. The last resemble elves or eladrin, with pointed ears and chiseled century, however, saw the birth of several half-dwarves, facial features such as high cheekbones and sharp jaws. They particularly in Silverymoon. And yet, the chances of more, have a wilder look, however, particularly in the hair thatSample hasfile diminished with the breaking of the League of the Silver sprouts from their heads in random directions. Their hair can Marches ere the departure of the dwarfholds from that be virtually any color, from stark white to blond and various alliance. shades of brown to autumnal orange or green. Some male Many half-dwarves of the North believe that Marthammor gnomes sprout tufts of hair from their chins, but they Duin has blessed them with an understanding of and ability to otherwise lack body hair. Their skin tone ranges from a ruddy bridge their two cultures. These faithful half-dwarves spend tan through woody brown to rocky gray. Their eyes are their time trying to repair the damage wrought by orcs during glittering black orbs. the recent war on the Silver Marches. In Faerûn, fey gnomes are rare, often living much like their It also is rumored that in some parts of the Underdark forest gnome kin, sometimes blending in among rock gnome have forced humans to crossbreed with dwarves to create a communities, but most are visitors for a time, only looking to race of half-dwarf slaves. These half-dwarves are rumored to explore a world so different from the Feywild. be known as muls by their human forebears because the drow treat them like humans treat mules, as pack animals. They Fey Gnome Traits also are said to have no mercy for their enemies… ever. If not for your ability to avoid the monsters and other dangers, your curiosity would likely have killed you nine times over. One D’tarig in a Hundred Your fey gnome character has the gnome traits in the Player's The D'tarig are short folk suspected of being descended from Handbook (PH 36-37), plus the subrace traits below. marriages between an outcast clan of Bedine humans and Ability Score Increase. Your Charisma score increases by dwarven refugees from fallen Tethyamar. Most are 1. humans, however, from time to time, one is born with a Fey Origin. Your ancestors were native to the Feywild, so stronger trace of their dwarven blood as a half-dwarf. They you are also considered a fey for the purposes of effects that retain the broad shoulders, leathery brows, and puggish noses

Not for resale. Permission granted to print or photocopy this document for personal use only. FORGOTTEN CHARACTERS 11 of their dwarven ancestors coupled with the dark eyes, dark darkness as if it were dim light. You can’t discern color in hair, and brown skin characteristic of the Bedine. darkness, only shades of gray. Following Tethyamar’s fall, the tribe spent years fleeing Dwarven Fortitude. You have advantage on Constitution their human brethren, goblins, orcs, and worse, taking their checks and saving throws involving lack of sleep, laboring new tribal name, D’tarig, which means “heavy road,” from without rest, running a marathon, forced marches, food and their unfortunate circumstances. Sometime during the mid- water deprivation, holding your breath, extreme temperatures, 1100s DR, the tribe settled along the eastern edge of and other effects that can result in exhaustion, such as certain Anauroch’s Sword and established trade with those who had illnesses and diseases, and you also have advantage on saving dealings in the Great Desert. throws against poison. Lacking the power and unity of their dwarven forebears, the Skilled. You gain proficiency in one skill of your choice D’tarig have been easily victimized by the larger humans, and one set of artisan's tools of your choice. orcs, ogres, and other creatures that surround them. They Powerful Build. You count as one size larger when chafe under the yoke of others, whether it is the Black determining your carrying capacity and the weight you can Network, Shade, goblinoids, or even other Bedine tribes, and push, drag, or lift. as a result, are craven, opportunistic, hardnosed, and Languages. You can speak, read, and write Common and sometimes brutish. They believe in survival at all costs. Dwarven. D'tarig can speak, read, and write Common, D'tarig, D’tarig often act surreptitiously, earning them a reputation as and Midani, all of which are written in Thorass. untrustworthy and disloyal. They are suspicious, greedy, self- serving, and extremely mercantile. Their only loyalties—and even then, weak loyalties at best—are to their familial clans and the greater tribe of D’tarig, in that order. Consummate Halfling hustlers, D’tarig are predominantly neutral and chaotic neutral traders, thieves, and thugs, having lost the lawfulness and goodness of their dwarven ancestors to the harsh deserts of Anauroch and the predations of Zhents and Shades. Stoutheart Today, the D'tarig are the desert folk most commonly Alternately known simply as stout halflings, strongheart encountered by outlanders. They dwell primarily on the halflings, or, because they often live among dwarven cities eastern and southeastern fringes of Anauroch in villages like bordering on or in the Underdark, deep halflings. Stouthearts Addas Babar and Tel Badir, where they heard goats and sheep are physically more stout and hardier than their lightfoot in the foothills and make rare trips beyond the borders of the cousins. Some say stouthearts have dwarven blood in their desert to trade metal goods with the Bedine and rare tree past. Moreover, perhaps it’s due to their less itinerant nature resins with outsiders. They like to travel in large groups, well and exposure to Underdark aberrations and other threats, but armed with poisoned javelins and bolts for their crossbows. these halflings have a decidedly resolute character. In the Forgotten Realms, these halflings are most common Half-Dwarf Traits Sample infile the south, where they often live near or among gold (hill) dwarf communities. Here they have been forced to fight Your half-dwarf character has some qualities in common with aberrations above and below ground, as well as, at one time, dwarves and some that are unique to half-dwarves. their telepathic kin, the ghostwise halflings. The Ghostwars, Ability Score Increases: Your Constitution score increases as the latter conflicts were known, were horrific and the by 2, and one other ability score of your choice increases by stouthearts were unwavering in doing what had to be done. 1. Following the flooding of much of Luiren, many more Age. Half-dwarves mature at the same rate humans do and stouthearts moved to the Underdark, while others took to the reach adulthood around the age of 20. They live longer than sea. In the wake of the Spellplague and the receding of the humans, however, sometimes reaching 150 years of age. sea, many have returned to Luiren to resettle their lands and Alignment. Half-dwarves often share the lawful bent of rejoiced to find that some of their kin survived on islands their dwarven heritage, instinctively valuing community and created by the flooding or through the use of magic. hard work. However, this is not always the case, and many half-dwarves, such as the D'tarig, make their own way in the world and even tend toward a more self-serving and chaotic Stoutheart Halfling Traits nature. Sturdy, reliable, and brave. Stouthearts are aptly named. Your Size. Half-dwarves look like incredibly stocky humans with stouheart character has the halfling traits in the Player's heights averaging just over 5 feet and weights averaging Handbook (PH 28), plus the subrace traits below. about 200 pounds. Your size is Medium. Ability Score Increase. Your Constitution score increases Speed. Your base walking speed is 30 feet. Your speed is by 1. not reduced by wearing heavy armor. Low-light . Dim light does not impose disadvantage Darkvision. Thanks to your dwarven blood, you have on your Wisdom (Perception) checks that rely on sight. 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

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Strongheart is simply more interesting than making them less vulnerable to poison with no real explanation. It plays into their Forgotten Realms name of Strongheart as well as their strongheart trait, but also their coming out of the atrocities of the Ghostwars and seeing their nation destroyed in the Spellplague. Game wise, this is not going to come up that often. They already have advantage against fear and the other affects are generally encountered at higher levels with monsters like mind flayers and spells like symbol or are optional like horror and madness. That said, it is a fairly wide-range of effects. Thought shield plays into their long- ago battles with the telepathic Ghostwise halflings, fights with various aberrations, and could explain, in part, why the yuan- ti at one time viewed them as a threat. It also helps explain another use for them in the dwarven Underdark of the South, where aberrations are a more common threat. Game wise, this is also not going to come up that often, but combined with low-light vision and strongheart is probably equal to the bonuses of the Art by Giacomo Ceruti Stout halfling in the Player's Handbook.

Strongheart. You have advantage on saving throws against apathy, despair, dread, fear, hopelessness, horror, insanity, madness, and effects that cause psychic damage, and you have resistance against psychic damage. Human Thought Shield. You automatically detect attempts to sense your emotions, read your thoughts, or contact you Sample file telepathically. You cannot determine who is trying to do so (aside from any obvious clues), and these attempts only work Deep Imaskari if you allow them to do so. If you allow a telepathic Deep Imaskari are the magically altered descendants of the conversation to begin, you can terminate it as a free action. -Kings of Imaskar. Haughty, if less so than their forebears, the deep Imaskari are a cautious people whose society is organized around their study of magic. Designer's Notes In the original artwork for D&D Next, the stout halflings were Heirs to a Fallen Empire going to be called stouthearts, which is a nicer contrast to lightfoot than just stout. I liked this idea, in part because I Secret and few, the deep Imaskari are heirs to the lost empire never liked the stout halflings being more or less half dwarves of Imaskar. One of the earliest human empires, Imaskar rose without an interesting back story. I was excited when in what is now the Dust Desert and Plains of Purple Dust. Forgotten Realms introduced stronghearts, but disappointed in Wizard-kings of heady power, the Imaskari were destroyed by their mechanics as not having anything to do with their the human slaves they had abducted from other worlds (who evocative name. This is my effort to do something a little eventually became the Mulan of Mulborand and Unther) and different that is more tied to the name and Forgotten Realms the machinations of unusual creatures of their own creation history of this subrace. (the phaerimms). The Imaskari faded away into history as The Constitution bonus goes to them being “stout,” hardy, their empire crumbled, leaving behind nothing but mysterious and perhaps having some dwarven blood. ruins. However, a secret few empowered with epic wizardry, Low-light vision plays into the 1E and 2E roots of the stout managed to preserve themselves and their kin. Fleeing deep halflings, their historic need to be wary of night time attackers into the bowels of the earth, they sealed themselves away and their adaptation to living with dwarves in the Underdark. from both the knowledge and the recriminations of the surface

Not for resale. Permission granted to print or photocopy this document for personal use only. FORGOTTEN CHARACTERS 13 world. by 2. Thousands of years of isolation combined with purposeful Darkvision. Accustomed to keeping a watchful eye out magical modifications transformed these deep Imaskari into a amidst the shadows of your Underdark home, you can see in human subrace adapted to life underground. dim light within 60 feet of you as if it were bright light, and in The Imaskari's isolation came to an end with the darkness as if it were dim light. You can’t discern color in Spellplague. The magical seal that so long protected the darkness, only shades of gray. kingdom of Deep Imaskar was breached and with Marbleized Skin. Your marble-like skin gives you Mulhorand's gods departed, that once proud nation fell. The advantage on Dexterity (Stealth) checks to hide in rocky or deep Imaskari seized the land and founded the new realm of Underdark terrain. High Imaskar, ruling for the next hundred years until the Wizard's Apprentice. You learn one wizard cantrip. In Mulhorandi gods and the Mulan people returned. The addition, choose one 1st-level wizard spell. You learn and can Imaskari were overthrown, chased into the Plains of Purple cast that spell at its lowest level. Once you cast it, you must Dust and, once again, into the Underdark. They are often finish a long rest before you can cast it again. Intelligence is feared and reviled in the Southern nations of Mulhorand and your spellcasting ability. Unther, but have found succor in the dragonborn lands of Languages. You can speak, read, and write Common and Tymanther. Roushoum, the language of Imaskar and written in Imaskari.

Magocracy Deep Imaskari are guarded and detached, keeping an Kobold unconscious watchfulness in all their interactions. Their one passion is magical experimentation—their enforced isolation did not change their basic fascination with magic and research Volo’s Guide to Monsters (VGtM 63-71, 119) details standard in arcane lore, though they have lost much of the knowledge kobolds as a player race. They are arguably less powerful than their people once possessed. They see all outcomes of magical other races. The two subraces detailed below are more research as mere data points, so they rarely get upset when a comparable in power to the other races detailed in the Player's particular experiment turns out badly. Handbook. The kobold gods' domains are also detailed below. A deep Imaskari appears mostly human. Their skin looks pale and stonelike, as if expertly sculpted from the finest veined marble, though it is as soft as human skin to the touch. Dragonwrought Kobold (This stonelike appearance is a remnant of the magical The differences are unrecognizable to non-kobolds, but alteration that all the Imaskari underwent to survive in Deep Dragonwrought kobolds are more closely linked to true Imaskar.) Otherwise, the deep Imaskari are tall and slender dragons. As a result, their tribes are slightly more advanced, for a human. Deep Imaskari typically wear elaborate their traps more deadly, and their magic more punishing. greatcoats, under which they sport elegant black shirts,Sample file trousers, and boots. They delight in dark rings, especially magic ones. Dragonwrought Kobold Traits As a dragonwrought kobold, your teeth and scales are tougher, you are more cunning with your traps, and you are Deep Imaskari Names surer in your convictions than standard kobolds. Not The deep Imaskari have generally retained the naming surprsingly many of your kind wield the power of your traditions of their surface ancestors. draconic bloodline to become sorcerers. You have the following racial traits. Male Names: Qari, Ghari, Machuruna, Anciano, Taita, Hijo, Ability Score Increases. Your Dexterity score increases by Hawachuri. 2, your Charisma score increases by 1, and your Strength Female Names: Sipas, Sumaqsipas, Warmi, Ususi, score is reduced by 2. Hawaususi, Nanay, Warmiwillka. Age. Dragonwrought kobolds reach adulthood at age 6 and Surnames: Kinraysapa, Manaallin, Manaq'anra, Kusisqa, can live over a 120 years. Erk'etamunay, Sonqosuwa. Alignment. Like their lesser kin, dragonwrought kobolds view all non-draconic races as of lesser worth than their pets, readily abused (if they have the chance), but they still rely on Deep Imaskari Traits strength through numbers. Most dragonwrought kobolds are Unlike most humans, the magical alterations and singular lawful evil. culture of the Imaskari have lead to more consistent traits. Size. Dragonwrought kobolds are the same size as their kin, Aside from Age, Alignment, Size, and Speed, you do not between 2 and 3 feet tall and weighing between 25 and 35 share any of the other human traits in the Player's Handbook pounds. Your size is Small. (PH 31). Most deep Imaskari take the Sage background. Speed. You are quite fast and nimble for your size. Your Ability Score Increase. Your Intelligence score increases base walking speed is 30 feet.

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Darkvision. Accustomed to hunting at night, you have master the kobold god Kurtulmak, and in a way, that story is superior vision in dark and dim conditions. You can see in true…. dim light within 120 feet of you as if it were bright light, and Tens of thousands of years ago, during the Time of the in darkness as if it were dim light. You can’t discern color in Dragons, the dragon lords created the first the dragonspawn, darkness, only shades of gray. kobolds, including the mighty Kurtulmak, the Horned Sunlight Sensitivity. You have disadvantage on attack rolls Sorcerer. Over the ensuing centuries, the dragons mingled and on Wisdom (Perception) checks that rely on sight when with their spawn, viewing the new offspring as a means to you, the target of your attack, or whatever you are trying to guide and control the kobolds of their empires. The most perceive is in direct sunlight. powerful of these developed the power of flight and worked Bite. You have a natural bite attack that you can use to together in teams known as wings (or urds in Draconic). make unarmed strikes. If you hit with it, you deal piercing During a Rage of the Dragons, Kurtulmak ordered the urds damage equal to 1d4 + our Strength modifier, instead of the to protect their people. However, while he was distracted, the bludgeoning damage normal for an unarmed strike. gnome god Garl Glittergold trapped Kurtulmak in a cavern Dragonwrought. You also are considered a dragon for the collapse. The warriors of the urds were nowhere to be found, purposes of effects that relate to creature type. for their , Kuraulyek, had ordered them all to flee the Natural Armor. You have tough scaly skin. When you dragons' rage. The remaining kobolds were slaughtered by aren’t wearing armor, you AC is 12 + your Dexterity their uncontrollable dragon masters. modifier. You can use your natural armor to determine your The Lord of All Dragons, Asgorath the World Shaper, saw AC if the armor you wear would leave you with a lower AC. the rage unfold and realized the true extent of the destruction A shield’s benefits apply as normal while you use your his children had wrought, he felt the need to make restitution, natural armor. despite the innocence of the dragons responsible. So he gave Pack Tactics. You have advantage on attack rolls against a the first of the dragonspawn another chance by raising creature if at least two of your allies are within 5 feet of the Kurtulmak to godhood, though the god remained trapped. creature and the ally isn’t incapacitated. Upon his ascension, Kurtulmak learned of Kuraulyek’s Slight Build. You can squeeze without having to spend perfidy and vowed his revenge on the cowardly urd leader. extra movement. Also, while you are squeezing, you do not However, to protect the remaining first of the dragonspawn, have disadvantage on attack rolls and Dexterity saving throws Asgorath also raised Kuraulyek, the First of the Urd, who fled and attack rolls against you do not gain advantage because the wrath of his former lord as he had fled from the Rage of you are in a smaller space. the Dragons. Trap Detector. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors and traps. In addition, you Urd Traits have advantage on saving throws made to avoid or resist traps Like their dragonwrought kin, many urds become sorcerers and resistance to the damage dealt by traps. Finally, you can and rogues, except you can . As an urd, you have the search for traps while traveling at a normal pace, insteadSample of followingfile racial traits. only at a slow pace. Ability Score Increases. Your Dexterity score increases by Trapper. You have a natural cleverness for trap laying. You 2, and your Strength score is reduced by 2. have proficiency in the Stealth skill and with a trapmaker's kit Age. Urds reach adulthood at age 6 and can live over a 120 (see below). years. Languages. You can speak, read, and write Common and Alignment. Like other kobolds, urds are selfish and Draconic. covetous, but they are also craven, abandoning their fellows at the first sign of danger. They are usually neutral evil. Size. Urds are roughly same size as their kin, between 2 and 3 feet tall and weighing between 25 and 35 pounds. They Urd have wingspans approximately three times their height. Your Urds are kobolds gifted with draconic wings that allow them size is Small. to fly. They tend to assemble in flocks or in larger, extended- Speed. You are quite fast and nimble for your size. Your family groups called gens. They breed true among base walking speed is 30 feet. themselves, but many are born randomly to standard or Darkvision. Accustomed to hunting at night, you have dragonwrought kobolds. Land-bound kobolds, however, superior vision in dark and dim conditions. You can see in generally resent their winged kin and either reject them or dim light within 120 feet of you as if it were bright light, and revere them. in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Sunlight Sensitivity. You have disadvantage on attack rolls Scions of Treachery and on Wisdom (Perception) checks that rely on sight when Among modern-day kobolds and urds, a popular myth relates you, the target of your attack, or whatever you are trying to how the urd god Kuraulyek stole dragon wings from his perceive is in direct sunlight. Bat Handler. Urds domesticate bats, giant bats, and

Not for resale. Permission granted to print or photocopy this document for personal use only. FORGOTTEN CHARACTERS 15 doombats (see below) regularly. You have advantage on any dark colors. Wisdom (Animal Handling) checks involving bats, giant bats, For a time, the Red Wizards of Thay experimented with and doombats. gray orcs to create their own hybrids. These orcs died off Bite. You have a natural bite attack that you can use to nearly a century ago following the rise of Szass Tam, his make unarmed strikes. If you hit with it, you deal piercing necromancers, and the undead. The wizards that had created damage equal to 1d4 + our Strength modifier, instead of the the orcs were slain and the orcs they had spawned given up to bludgeoning damage normal for an unarmed strike. the gnolls and undead that served Tam. The few that escaped Dragonwrought. You also are considered a dragon for the died of other causes or bred with other races or regular gray purposes of effects that relate to creature type. orcs, leading to the dissolution of the bloodline. Flight. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor, be encumbered, or have your speed reduced. Invaders from a Savage World Natural Armor. You have tough scaly skin. When you The lands of the East were relatively free of the orc scourge aren’t wearing armor, you AC is 12 + your Dexterity for much of Faerûn’s history. Unfortunately, this all changed modifier. You can use your natural armor to determine your in –1081 DR, when the Theurgist Adept Thayd, last surviving AC if the armor you wear would leave you with a lower AC. apprentice of the ancient Imaskari wizards, opened a fateful A shield’s benefits apply as normal while you use your portal to a savage world dominated by empires of fanatically natural armor. religious orcs. Theurgist Adept Thayd was executed not long Rock Dropper. You can apply your proficiency bonus to after for inciting the wizards of Mulhorand and Unther into attacks with dropped rocks. If you hit with the rock, you deal rebellion, leaving no one on Faerûn who knew of the bludgeoning damage equal to 1d6 + your Dexterity modifier. existence of the portal. For five years, the portal remained Languages. You can speak, read, and write Common and dormant until it was discovered by the orcs, who poured Draconic. through it at an alarming rate and laid siege to the nations of Mulhorand and Unther. The ensuing Orcgate Wars began in –1076 DR and quickly A Note on Play Balance escalated. Orc armies slew thousands upon thousands, but the An urd's ability to fly makes them more powerful than other most terrible aspect of this army was the powerful priests. races. They should only be chosen with permission from your These orcs were much more deeply religious than those that DM and may not be appropriate for characters starting play in had been living in the North, and their clerics had developed tier 1. amazingly powerful and deadly spells. The most potent of these magics was the ability for the orc clerics to call upon direct avatars of their deities, an ability they used often to overwhelm their enemies. The gods of Mulhorand and Unther Orc also possessed avatars that dwelt on Faerûn, but they had Sample expendedfile much of their power in freeing their faithful from years of oppression under the Imaskari Empire and were ill- The Player's Handbook (PH 40-41) details the half-orc as a prepared to defend their flock from the orc horde. The player race and Volo’s Guide to Monsters (VGtM 82-91, 120) resulting battle was the Battle of the Gods, a titanic clash of details the mountain orcs of the North and the Spine of the power that scarred the land. The Mulhorandi deity Re was World as a player race. Three other subraces of orcs are slain by the leader of the orc pantheon, Gruumsh, in what was detailed below, as are the domains of the orc gods. the first deicide to occur on Faerûn. Many more followed, as numerous senior members of the Untheric pantheon were slain by the avatars of the orc gods. The orc armies and their Gray Orc deities were terribly weakened, despite their victory over their The orcs of the eastern lands are concentrated in the Moonsea enemies, and two years later the shattered remnants of the and Thar regions today, with a much smaller numbers Mulhorandi and Untheric pantheons rallied to defeat the orcs throughout the various regions that lie between there and into and their deities in –1069 DR. the Hordelands to the east. So complete was the destruction of the orc horde, the orcs A gray orc looks less bestial than their more savage in the region have never been able to fully recover. They northern kin, but is still obviously inhuman. They are would have fled back through the portal to their homeland if it somewhat hairy, with long manes of bristly hair on their had not been destroyed by their enemies, so these orcs were heads, shoulders, and backs. Their faces are less porcine than forced to flee north and west to escape persecution. Over the the mountain orcs, with the exception of their tusks. They next several hundred years, the gray orcs fragmented time and have yellow, orange, or red eyes, lupine ears, and black or time again into countless small tribes scattered throughout gray hair. Skin tones are usually gray with mottled patches of Thay, the Moonsea, and neighboring regions. Bitter infighting lighter or darker gray on the chest and flank. Gray orcs are amongst their own kind has kept the gray orcs from returning more apt to wear "civilized" clothing than mountain orcs, and to the power they once wielded during the Orcgate Wars, a prefer to wear varying shades of brown, black, blue, and other situation that persists till this day.

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