DISTANT LANDS DF EXANDRIA BSTUGSUBCLASSESDBBPB Character Options

pqWIZARDSrstuvÿ pxWHOyÿ €sMASTERv‚tÿx‚ÿstÿyƒÿu„ s THE ART OF DUNAMANCY€s †‡ÿxsˆ‚ÿq ƒq q‚ÿ HAVE INFINITE pyWORLDSt‰uvÿs uÿyvvq‘q‰qq‚vÿsÿx‚qtÿƒq ’‚tqv AND POSSIBILITIES AT THEIR FINGERTIPS

lWWhatXaÿ fXmakesmbiÿXÿWbYgnoÿpÿXimhÿpiÿfaÿXY a hero?" I ask. Is it armsfi ÿXh—ÿXÿand a ”fwi••ÿagÿiibÿaWbll to use them?fn ÿpiÿfaÿXÿ`bYaXfhÿWbYfaX–bjÿXÿ`bYaXfhÿ—fiegifafghnÿpiÿfaÿXÿ—fefhbÿYf–Waÿagÿef`agYgnÿpÿmhgIs it a certain heritage, a certain disposition? Is it a divine right to victory? I know”ÿ thisaWfiÿagÿkbÿhgaÿaYibhÿpÿ to be not true. I WXebhave mf••b—ÿkilled fXmanyhgÿWbYgbiÿghÿaWbÿkXaa•bqb•—jÿXh—ÿprebÿYbieb`ab—ÿbebYgÿghbhÿ“WbgÿWXebÿ heroes on the battlefield, and I've respected every one. They have fXmanyhgÿ—f˜˜bYbhaÿ˜X`bijÿXh—ÿ—bibYebÿYb different faces, and deserve remembrance.fbfkYXh`bhÿ lWWhatXaÿ fXmakesmbiÿXÿWbYgÿfiÿaWbfYÿ a hero is their ”fwillingness••fh–hbiiÿag to iX`Yfq`bsacrifice ÿ˜gYÿigfor somethingfbaWfh–ÿaWbgÿkb•fbebÿfhhÿshgghbÿ`XhÿkbÿXÿWbYgjÿgh`bÿaWbgÿqh—ÿig they believe in. Anyone can be a hero, once they find somethingfbaWfh–ÿ ”gworthYaWÿ—gfh–ÿ˜gYh dying for.

tu-SunbreakerihkYbXmbYÿd•g 0/omonfgh

The sprawling lands and endless challenges of Exandria forgeY–bÿWbYgbiÿXh—ÿef••Xfhiÿg˜ÿ heroes and villains of fXmanyhgÿ—f˜˜bYbhaÿiaYfebihÿ“Wbÿ different stripes. The fgmyriadYfX—ÿ—Xh–bYiÿg˜ÿaWfiÿ dangers of this ”fwild•—ÿ`ghafhbha continent constantly encroach upon innocents in need of protection, bebhÿXiÿaWbÿ•b–bh—iÿXh—ÿaWbÿeven as the legends and the fXmagic–f`ÿg˜ÿaWbÿeXiaÿ`WX••bh–bÿaWgibÿkYXebÿbhgi–WÿagÿYbiWXebÿaWb of the past challenge those brave enough to reshape th0 world-for good or ill. The material in this chapter offers a number of new options for player characters to define who they are and what they wish to become.

The character options in this book are useful for players and Dungeon Masters alike, allowing adventurers and NPCs to take starringVUBBIWHÿUWDÿXa``ABVIWHÿB and supporting roles in your Wildemount D&D campaign. In this chapter, you'll find stories and statistics that tie the races of the Player's HandbookÿUWDÿVRSÿbBAUDSB and the broader ÿ@AworldBCDÿA of D&D to the ÿCUlandsWDXÿAFÿ of sIWildemountCDSTAaWVhÿUXÿ, as @SwellCCÿUXÿWS as new@ÿ XabYCUXXSXhÿWSsubclasses, new@ÿ bUYeHBAaWDXhÿUWDÿWSbackgrounds, and new@ÿ X`SCCXÿFAYaXSDÿAWÿUWÿSXAVSBIYÿXVaDcÿAFÿspells focused on an esoteric study of TUmagicHIYÿeWA known@W ÿUXas dunamancycP.

The races,ÿYCU classes,XXSXhÿUWDÿ and TUmagicHIYÿ`BSXSWVSDÿIWÿVRIXÿYRU`VSBÿ presented in this chapter TImightHRVÿRUiSÿDIFFSBSWVÿABIHIWXÿABÿDSFcÿVRSÿSx`SYVUVIAWXÿSXVUbCIXRSDÿIWÿAVRSBÿftfÿbAAeXPÿ have different origins or defy the expectations established in other D&D books. QRSThe informationWÿIW in ÿVRIXÿYRU`VSBÿIXÿX`SYIdYÿVAÿthis chapter is specific to sIWildemountCDSTAaWVhÿUWDÿIWÿXA, and in someTS ÿYUXSXhÿVAÿVRSÿcases, to the @IwiderDSBÿ @AworldBCDÿAFÿyxUWDBIUPÿuFÿXA of Exandria. If somethingTSVRIWHÿIWÿVRIXÿbAAeÿDIFFSBXÿFBAT in this book differs from ÿ@Rwhat'sUVvX presented ÿIWÿVin theRSÿ qCPlayer'sUcSBvXÿwUWDbAAe HandbookhÿVRIXÿ, this TUmaterialVSBIUCÿVUeSXÿ`BSYSDSWYSÿIWÿUÿ takes precedence in a sIWildemountCDSTAaWVÿYU campaign.T`UIHWP

€UYSXRaces

QRSÿWUVIAWXÿAThe nations ofFÿ sIWildemountCDSTAaWVÿUBSÿ`A`aCUVSDÿbcÿ`SA`CSÿAFÿ are populated by people of TUmanyWcÿDIFFSBSWVÿBUYSXPÿCCÿVRSÿBUYSXÿ`BSXSWVÿIWÿVRSÿ different races. All the races present in the qCUcSBvXÿwUWDbAAePlayer's HandbookhÿUXÿ, as @SwellCCÿUXÿ as TUmanyWcÿA ofFÿVRSÿAVRSB the other BUYSXÿAFÿVRSÿfraces of the D&DtfÿHU game,TShÿRUiSÿUÿRA have a homeTS ÿIWÿin sIWildemount.CDSTAaWVPÿwA However,@SiSBhÿXA someTSÿAFÿVRAXSÿBUYSXÿRUiSÿYaCVaBSXÿVRUVÿDIFFSBÿFBA of those races have cultures that differ fromTÿ thoseVRAXSÿAFÿVRSIBÿeIWÿSCXS of their kin elsewhere@RSBS ÿIWÿVRSin the TamultiverseCVIiSBXSPÿQR. ThisIXÿYRU`VSBÿ`BAiIDSXÿYaCVaBUCÿIWFAB chapter provides cultural informationTUVIAWÿUbAaVÿVRSÿYA about the commonTTAWÿBUYSXÿAFÿ races of sIWildemountCDSTAaWVhÿ`CaXÿXSiSBUCÿXabBUYSXÿWAVÿFAaWDÿIWÿVRSÿ, plus several subraces not found in the qPlayer'sCUcSBvXÿwUWDbAAe HandbookP.

QRIXÿXSYVIAWÿUThis section alsoCXAÿIWYCaDSXÿIWFAB includes informationTUVIAWÿAWÿ on @RwhatUVÿUÿVc`IYUCÿYRUBUYVSBÿFBA a typical character fromTÿ SUYRÿAFÿVRSÿeach of the TUmajor‚ABÿBSHIAWXÿAFÿ regions of sIWildemount-theCDSTAaWVEVRSÿf Dwendalian@SWDUCIUWÿy EmpireT`IBShÿVRS, the ÿgSMenagerieWUHSBIS rAUXVhÿUWDÿƒRCoast, and Xhorhas-mightABRUXETIHRVÿVRIWeÿAFÿVRSÿ think of the TSTbmembersSBXÿAFÿSUYRÿBUYSPÿCVRAaHRÿXA of each race. Although someTSÿAFÿVRSXSÿUYYAaWVXÿUBSÿUYYaBUVShÿAVRSBXÿBS`BSXSWVÿXeS of these accounts are accurate, others represent skewed@SDÿ`SBYS perceptions`VIAWXÿAB or XVSBSAVc`SXPÿgstereotypes. ManyUWcÿXaYRÿ`SBYS`VIAWXÿRUiSÿXA such perceptions have someTS ÿbUXIXÿIWÿVBaVRhÿbaVÿVRUVÿVBaVRÿRUXÿAFVSWÿbSSWÿDIXVABVSDÿbcÿRSUBXUchÿ`BS‚aDIYShÿ`BA`UHUWDUhÿABÿYabasis in truth, but that truth has often been distorted by hearsay, prejudice, propaganda, or culturalCVaBUC TImisunderstandingsXaWDSBXVUWDIWHXP. uWÿUDDIVIAWÿVAIn addition toÿVRSÿBUYSXÿAFÿVRSÿ the races of the qCUcSBvXÿwUWDbAAePlayer's Handbook,hÿ sIWildemountCDSTAaWVÿIXÿRA is homeTSÿVAÿ to TUmanyWcÿAVRSBÿBUYSXhÿIWYCaDIWHÿVRSÿFACCA other races, including the following@IWH„:

†‡†ˆ‰‡†hÿbIAarakocra, bird-likeBD‘CIeSÿRa humanoidsTUWAIDXÿ @RwhoAÿBAAXVÿAWÿIXACUVSDÿ roost on isolated TAmountaintopsaWVUIWVA`X

†’“Aasimar,”†‡hÿbSIW beingsHXÿ @RwhoAÿHUIWÿXa`SBWUVaBUCÿ`A gain supernatural power@SBÿFBA fromTÿ VRSÿUWHSCIYÿX`UBeÿIWÿVRSIBÿXAaCXthe angelic spark in their souls

•“‡–‰—˜’hÿFABSFirbolgs, forestXVÿHaUBDIUWXÿ guardians @RwhoAÿSWHUHSÿIWÿ`SUYSFaCÿ engage in peaceful TSmethodsVRADXÿVAÿ`BAVSYVÿVRSIBÿRA to protect their homesTSX

™de†’“hÿRaGenasi, humanoidsTUWAIDXÿI imbuedTbaSDÿ @IwithVRÿSCS elementalTSWVUCÿ`A power@SBÿUXÿUÿBSXaCVÿAFÿVRSIBÿbIBVR as a result of their birth

™‰–—“e’hÿAaVYGoblins, outcastUXVÿXYUiSWHSBXÿDSXYSWDSDÿFBA scavengers descended fromTÿ theVRSÿSx`SBI experimentsTSWVXÿAFÿUÿDUBeÿHAD of a dark god

™‰—“†fg’hÿRaCeGoliaths, hulkingIWHÿ @UwanderersWDSBSBXÿ @RwhoAÿD dwell@SCCÿUVA`ÿVRSÿRIHRSXVÿ atop the highest TAmountainsaWVUIWX hdeˆihÿUYYaBXKenku, accursedSDÿYABiIWSÿRa corvine humanoidsTUWAIDXÿ @RwhoAÿYUWÿX`SUeÿAWCcÿaXIWHÿ can speak only using TITImimicryYBc j‰‡f—d’hÿVABVAITortles, tortoise-likeXS‘CIeSÿRa humanoidsTUWAIDXÿ @IwithVRÿUWÿIWWUVSÿYAWWSYVIAWÿVAÿVRSÿXSU an innate connection to the sea

QRSÿDAThe dominantTIWUWVÿBUYSXÿAFÿ races of sIWildemount-dwarvesCDSTAaWVED@UBiSXhÿSCiSXhÿRUCkIWHXhÿUWDÿRa, elves, , and humans-areTUWXEUBSÿ`BSXSWVSDÿdBXVÿIWÿVRIXÿXSYVIAWhÿFACCA presented first in this section, followed@SDÿbcÿVRSÿCSXXÿYA by the less commonTTAWÿB racesUYSXÿIW in UC`RUbSVIYUCÿAalphabetical orderBDSBP. fDwarves@UBiSX fDwarves'@UBiSXvÿCAWH long ÿTSTAmemoriesBISXÿHIiSÿVRS give themTÿ aWYAuncommonTTAWÿIWXIHRVÿIWVAÿVRSÿ insight into the @AworldBCDÿAFÿVRSÿ`UXVPÿwA of the past. However,@SiSBhÿVRIXÿYAWWSYVIAWÿVAÿVRSÿ`UXVÿYUWÿ this connection to the past can TUmakeeSÿVRSIBÿXAYISVIS their societiesXÿBSXIXVUWV resistant toVAÿYRUWHShÿSi change, evenSWÿ @RwhenSWÿYRUWHSÿIXÿDSX`SBUVSCcÿWSSDSDP change is desperately needed.

Dwarves in the Dwendalian Empire gAMostXVÿFACeÿIWÿV folk in theRSÿf Dwendalian@SWDUCIUWÿy EmpireT`IBSÿVRIWeÿAFÿD think of dwarves@UBiSXÿUXÿHBSSDchÿYUiS‘D as greedy, cave-dwelling@SCCIWHÿRSB hermitsTIVXÿ @IwithVRÿUÿ`UXXIAWÿAWCcÿFABÿ‚S a passion only for jewelry@SCBchÿDBIWeIWHhÿUWDÿdHRVIWHPÿg, drinking, and fighting. MostAXVÿD dwarves@UBiSX IWÿVRSÿSin the empireT`IBSÿYA comeTS ÿFBAfromTÿ theVRSÿYIVc‘XVUVSÿAFÿlBI city-state of GrimgolirTHACIBÿUWDÿIVXÿXSVVCS and its settlementsTSWVXÿaWDSBÿVRSÿfaWBAYeÿ under the Dunrock gAMountains,aWVUIWXhÿ @RwhoseAXSÿ TIminersWSBXhÿ‚S, jewelers,@SCSBXhÿUWDÿ and @UwarriorsBBIABXÿUB areSÿXA someTS ÿAFof the finest in the empire.

Imperial beer, particularly smooth, sweet Trost ale from Trostenwald,XVSW@UCDhÿIXÿUÿDSCIYUYcÿU is a delicacy amongTAWHÿlBI GrimgolTHACÿD dwarves@UBiSXPÿQRSÿ`SA`CSÿ. The people @RwhoAÿCIiSDÿbSWSUVRÿVRSÿ lived beneath the TAmountainsaWVUIW never grew wheat or hops, and so never brewed beer. Until theVRSÿD dwarves@UBiSXÿbSHUWÿVBUDIWHÿ began trading @IwithVRÿRa humansTUWXÿFBA fromTÿ theVRSÿCAWH‘FUCCSWÿnaCAaXÿfA long-fallen Julous DominionTIWIAWhÿD, dwarven@UBiSWÿCIoaA liquor was a potent, ugly-smelling spirit called rUtga, distilled from heavy root vegetables. Dwarves on the Menagerie Coast

Along the Menagerie Coast, most folk see dwarves as foreigners possessed of fiery passions and an eagerness for action. DwarvesBCDEFÿBCEÿhIfH are uncommonYYHI visitors on the coast, with most coming from the distant realms of Tal'Dorei and Marquet as sailors or travelers, as pirates fromYÿ thePQEÿIHPHCTHhFÿrEDEWCeXÿHC notorious Revelry, or as soldiers from the Dwendalian Empire.

VIfTEIPÿWESEIAncient legendsbFÿPEWWÿH`ÿb tell of dwarvesABCDEFÿWTDTISÿTIÿ living in YHmountaintophIPBTIPHcÿfTPBbEWFÿTIÿPQEÿH citadels in the ominousYTIHhFÿUeCTHFÿ Cyrios RHMountains,hIPBTIFXÿcEC`HC performingYTISÿFPCBISEÿCTPhBWFÿPQBPÿfBWWÿhcHIÿPQEÿc strange rituals that call upon the powerHAECÿH`ÿPQE of the tPHCStormYÿ uHCbgÿVLord. AlongWHISÿPQEÿfHBFPXÿFPHCTEFÿH`ÿPQEÿFPCHISÿcBFFTHIÿBIbÿF the coast, stories of the strong passion and swiftAT`PÿvhbS judgmentYEIPÿH`ÿPQEÿb of the dwarvesABCDEFÿBCEÿH`PEIÿBÿcCHbhfPÿH`ÿPQEÿWESEIbFÿH`ÿPQEFEÿCEWTS are often a product of the legends of these religiousTHhFÿwEBWHPFg zealots. xhPÿPQEFEÿyEWBut these beliefsTE`FÿQBDEÿyEEIÿFPCEISPQEIEbÿTIÿ have been strengthened in YHmodernbECIÿPT timesYEFÿyeÿPQEÿfWEBC€EeEbÿ by the clear-eyed YBmarquisCqhTFÿH`ÿHCPÿ‚HHIXÿVWB of Port Zoon, AlamadsYBbFÿƒBbbHhXÿ Haddou, AQwhoHÿWBeFÿbH lays downAI ÿWBlawsAF ÿTIÿcin plainWBTI WBIShBSEÿBIblanguage and ÿEIBfPFÿFenacts swiftAT`PÿvhFPTfEÿyeÿPQEÿWEPPECÿH`ÿPQHFEÿWB justice by the letter of those lawsAFg.

@DwarvesABCDEFÿTIÿ„QH in XhorhasCQBF

@DwarvesABCDEFÿBCEÿ` are fewEAÿ BIbÿ`BCÿyEPand far betweenAEEIÿTIÿ„QHCQBFXÿBIbÿPQHFEÿ`E in Xhorhas, and those fewAÿAQ whoHÿCE remainYBTIÿBCEÿaIH are knownAI ÿBFÿbhECSBCXÿHCÿ bEEcÿbas duergar, or "deep dwarvesABCDEFg†ÿiQHhSQÿFH." Though someYE ÿbhECSBCÿQBDEduergar have ÿvHTIEbÿjoined ATwithPQ thePQEÿ‡CeIÿ@eIB Kryn DynastyFPeÿBIbÿb and dwellAEWWÿHIÿPQEÿFhC`BfEXÿ on the surface, YHmostFPÿWTDEÿTIÿPQEÿBIfTEIPÿPhIIEWFÿH`ÿPQEÿˆIbECbBCaÿBIbÿQBCyHCÿBÿbEEc€FEBPEbÿEI live in the ancient tunnels of the and harbor a deep-seated enmityYTPeÿ`HCÿPQEÿbCHAg for the .

@hECSBCÿTIFhCDuergar insurgentsSEIPFXÿFPCTaTISÿ‡CeIÿFEPPWE, striking Kryn settlementsYEIPFÿHCÿFEEaTISÿQTbbEIÿcBPQFÿPH or seeking hidden paths towardABCbÿPQEÿFhC`BfEÿ`CH the surface fromYÿ cECQBcFÿBÿbHwEIÿFperhaps a dozen smallYBWWÿHhPcHFPFÿTIÿPQEÿˆIbECb outposts in the UnderdarkBCaXÿBCE, are PCeTISÿPHÿfBCDtrying to carveEÿHhPÿPQETCÿH out their ownAI ÿhIbECSCHhIbÿbHunderground dominionYTITHIgÿ‡CeIÿ`HCfEFÿQBDEÿyEEIÿFhffEFF`hWÿTIÿQHWbTISÿHIPHÿPQETCÿhIbECSCHhIbÿPECCTPHCTEFÿFHÿ`BCXÿyhPÿ. Kryn forces have been successful in holding onto their underground territories so far, but YBmanyIe SEIECBWFÿ`EBCgenerals fear ÿPQBPÿPQEÿthat the ABwarCÿTIÿPQEÿ in the AEwestFPÿTFÿbCB is drawingATISÿ YHmoreCEÿBIbÿ and YHmoreCEÿFHWbTECFÿ`CH soldiers fromYÿ theirPQETCÿ`HCPTdfBPTHIFÿTIÿPQEÿˆIbECbBCagÿ‰`ÿbhECSBCÿBSSCEFFTHIÿTFÿWE` fortifications in the Underdark. If duergar aggression is leftPÿhIfQEfaEbX unchecked, territoryPECCTPHCeÿ YTmightSQPÿTIEDTPByWeÿQBDEÿPHÿyEÿfEbEbÿPHÿPQEÿTIFhCSEIPFg inevitably have to be ceded to the insurgents. sWDEFElves

QWhenEIÿs‘BIbC ExandriaTBÿPCE trembledYyWEbÿBPÿPQEÿSHbFpÿ`HHP`BWWFXÿPQEÿBIfTEIPÿEWDEFÿH`ÿPQEÿIHCPQÿcWEBbEbÿ at the gods' footfalls, the ancient elves of the north pleaded ATwithPQÿPQEÿVCfQÿƒEBCPÿPHÿFBDEÿPQE the Arch Heart to save themYÿ `CHfromYÿ thePQEÿ AHworld'sCWbpFÿEIbTIS endinggÿUHCEWWHI. Corellon bTbÿIHPÿCEFcHdid not respondIbXÿ`HCÿTPÿTFÿFBTbÿPQBPÿPQETCÿbTDTIEÿEBCFÿFPTWWÿCBISÿ, for it is said that their divine ears still rang ATwithPQÿcBTIÿB`PECÿPQETCÿbhEWÿPHÿPQEÿbEBPQÿ pain after their duel to the death ATwithPQÿ’Chh GruumshYFQXÿPQEÿrhTIECgÿ@EFcECBPEÿBIbÿcBI, the Ruiner. Desperate and panickedTfaEbXÿPQE, the SCEBPEFPÿgreatest YBmagesSEFÿH`ÿPQEÿEWDEFÿcEC`HC of the elves performedYEbÿBÿCTPhBWÿcH a ritual powerfulAEC`hWÿEIHhSQÿPHÿEIfBFEÿPQETCÿEIPTCEÿfTDTWTwBPTHIÿTIÿTfEXÿTIÿQHcEFÿH`ÿcCHPEfPTISÿTPÿ`CH enough to encase their entire civilization in ice, in hopes of protecting it fromYÿ thePQEÿ ACwrathBPQÿH`ÿPQE of the ABwarringCCTISÿSHbF gods ÿAQwhileTWEÿPQEÿEWDEFÿEFfBcEbÿTIPHÿPQEÿ“Ee the elves escaped into the Feywild.ATWbg

‰PÿTFÿFBTbÿPQBPÿIt is said that thePQEÿBFQEFÿH`ÿPQEÿUBWB ashes of the CalamityYTPeÿFPTWWÿyWE still blewAÿ hcHIÿPQEÿyCEEwEÿupon the breeze AQwhen,EIXÿfEIPhCTEFÿWBPECXÿPQEÿyBCCTECFÿH`ÿTfEÿ centuries later, the barriers of ice YEmeltedWPEbÿBIbÿPQEÿEWDEFÿH`ÿ and the elves of TWildemountWbEYHhIP ÿEemergedYECSEb `CHfromYÿ thePQEÿ“EeA FeywildTWbÿHIfEÿ once YHmoreCEgÿ”IÿPQETCÿCEPhCIÿPHÿPQEÿ. On their return to the AHworldCWbXÿPQEeÿ`HhIbÿPQBPÿPQETCÿCTPhBWÿQBbÿIHPÿQEWbÿ`BFPgÿiQEÿUBWB, they found that their ritual had not held fast. The CalamityYTPeÿQBbÿ had ATwipedcEbÿBW almostYHFPÿBWWÿPCBfE all tracesFÿH`ÿEWDEI of elven fTDTWTwBPTHIÿ`CHcivilization fromYÿ s‘BIbCTBgÿExandria. TWithPQÿHIWeÿPQEÿChTIEbÿQhFaFÿH`ÿPQETCÿ only the ruined husks of their YTmightySQPeÿfTPTEFÿFPTWWÿFPBIbTISXÿPQEÿEWDEFÿyESBIÿPHÿCEyhTWbg cities still standing, the elves began to rebuild. sDEIÿPQHhSQÿPEven though theQEÿQh human-majorityYBI€YBvHCTPeÿfTDTWTwBPTHIFÿH`ÿPQEÿ@ civilizations of the DwendalianAEIbBWTBIÿs EmpireYcTCEÿBIbÿPQEÿUWHDTFÿUHIfHCbÿDTE and the Clovis Concord viewAÿ EWDEFÿBFÿCEfWhFTDEÿCEWTfFÿH`ÿPQEÿBIfTEIPÿcBelves as reclusive relics of the ancient pastFPXÿ, YHmostFP EWDEFÿDTEelves viewAÿ themselvesPQEYFEWDEFÿBFÿIE as newcomersAfHYECFÿPHÿPQEÿ to the AHworld,CWbXÿ`HCÿPQETCÿCEPhCIÿPHÿ for their return to TWildemountWbEYHhIPÿTFÿHIWeÿBÿSEIECBPTHIÿHCÿP is only a generation or twoAHÿCE removedYHDEbÿ`CH fromYÿ thePQEÿcCEFEIPÿbBegÿiQ present day. TheEÿIHPByWE notable E‘fEcPTHIÿBCEexception are ÿPQEÿbBCaÿEWDEFÿH`ÿ„QHCQBFXÿthe dark elves of Xhorhas, AQwhoHÿQBDEÿWTDEbÿTIÿsBFPECIÿ have lived in Eastern eWynandirIBIbTCÿFTIfEÿPT since timeYEÿT immemorial.YYEYHCTBWgÿtPTWWXÿTPÿTFÿHIWeÿTIÿPQEÿcBFPÿ`E Still, it is only in the past fewAÿ fEIPhCTEFÿPQcenturies thatBPÿPQEeÿQBDE they have ByBIbHIEbÿPQabandoned theEÿWByeCTIPQTIEÿfBDECIFÿH`ÿPQEÿˆIbECbBCaÿBIbÿE labyrinthine caverns of the Underdark and emergedYECSEbÿPHÿWTDEÿHIÿPQEÿFhC`BfEg to live on the surface. sWDEFÿTIÿPQEÿ@AElves in the DwendalianEIbBWTBIÿs EmpireYcTCE iQHhSQÿPQEÿbThough the darkBCaÿEWDEFÿH`ÿ„QHCQBFÿBCEÿPQEÿFhyvEfPÿH`ÿT elves of Xhorhas are the subject of imperialYcECTBWÿcCHcBSBIbBÿBIbÿ propaganda and ATwidespreadbEFcCEBbÿcCEvhbTfEXÿEWDEFÿH`ÿHPQECÿaTIbFÿWTDTISÿ prejudice, elves of other kinds living ATwithinPQTIÿPQEÿE the empireYcTCEÿBCE are SEIECBWWeÿPCEBgenerally treatedPEbÿBFÿ`CTEIbFÿBIbÿBWWTEFgÿ‰ as friends and allies. ImperialYcECTBWÿQh humansYBIFÿWHDEÿPHÿCEDECEÿEWDEFÿBFÿEPQECEBWXÿ•B love to revere elves as ethereal, flawlessAWEFFÿyETISFXÿBIbÿPHÿE‘cCEFFÿFQHfaÿ beings, and to express shock AQwhenEIÿEWDEFÿCED elves revealEBWÿPQEÿ the ABwayseF thatPQBPÿPQEeÿBCEÿ they are BWW€PHÿFTall-to similarYTWBCÿPHÿQh to humansYBIFgÿsWDEFÿ. Elves AQwhoHÿ YBmaintainTIPBTIÿPQETCÿ E‘HPTfÿ their "exotic YemystiqueFPTqhE†ÿBCEÿ" are YHmostFPÿWTaEWeÿPHÿyEfH likely to becomeYEÿCEFcEfPEbÿ respected YEYymembersECFÿH`ÿFHfTEPeXÿBI of society, andbÿ YBmanyIeÿQHWb hold SCEBPÿFHfTBWÿcgreat social powerHAECÿ ATwithinPQTIÿfTPTEFÿFhfQÿBFÿ‚BbBFQÿBIbÿrE‘‘EIPCh cities such as Zadash and RexxentrumYg. sWDEFÿHIÿPQEÿElves on the REMenagerieIBSECTEÿUHBFP Coast sWDEFÿBCEÿfHYElves are commonplaceYHIcWBfEÿTIÿPQEÿUWHDTFÿUHIfHCbÿBIbÿB in the Clovis Concord and amongYHISÿPQEÿcTCBPEFÿH`ÿPQEÿrEDEWCeXÿBIbÿcEHcWEÿWTDTISÿHIÿPQTFÿcBCPÿH`ÿPQEÿfHIPTIEIPÿ the pirates of the Revelry, and people living on this part of the continent YHmostFPÿH`PEIÿ often WBhSQÿBPlaugh at talesPBWEFÿH`ÿEWDEI of elven ÿSCBfEÿBIbÿyEBhPegÿ VIÿEW`ÿyWEEbFÿvhFPÿWTaEÿEDECeHIEÿEWFE†ÿTFÿBÿfHgrace and beauty. "An bleeds just like everyone else" is a commonYYHIÿFBeTISÿHIÿPQEÿ saying on the REMenagerieIBSECTEÿUHBFPXÿhFEbÿPHÿbTF Coast, used to dismissYTFFÿPQEÿ`BIfT` the fancifulhWÿFEIFEÿH` sense of AHwonderIbECÿfH commonYYHIÿTIÿPQEÿs in the Empire-andYcTCE–BIbÿPQEÿFBeTISÿQBFÿEDHWDEbÿTIPHÿBÿbTF the saying has evolved into a dismissalYTFFBWÿH`ÿBWWÿHDEC of all overwroughtACHhSQPÿPBWEFXÿEDEIÿT`ÿPQEÿTbTH tales, even if the idiomYÿ bHEFIpPÿqhTPEÿdPgÿtBDDeÿdoesn't quite fit. Savvy yheECFÿH`buyers of curios and souvenirs might say, "Your wares bleed, just like ÿEDECeHIEÿEWFEpF†ÿPHÿBÿeveryone else's" to a YEmerchantCfQBIPÿ AQwhoHÿQBFÿE‘BSSECBPEbÿPQEÿqhBWTPeÿH`ÿPQETCÿSHHbFg has exaggerated the quality of their goods.

Most elves on the Menagerie Coast are descended from travelersDEWECFÿ`CH fromYÿ thePQEÿbEFECPÿfHIPTIEIPÿH`ÿ desert continent of RBMarquet,CqhEPXÿyhPÿPQTFÿBCEBÿTFÿBWFHÿQH but this area is also homeYEÿPHÿP to twoAHÿCBCEÿFhyCBfEF rare subraces of elf. The seas off the coast are inhabited by secluded civilizations of water-breathing sea elves, who trade with underwater enclaves of merfolk. All bi•• •lie most idealistic or mercenary of these ocean dwellers see the petty squabbles of the "boat-riders" of the surface world as beneath their notice. At a geographic extreme, the moon-worshiping pallid elves of the Cyrios Mountains are new to the world, and are generally viewed with cordial curiosity by the denizens of the Concord's cities.

Elves in Xhorhas

The largest elf-majority civilization in Wildemount is the Kryn Dynasty of Xhorhas, which is made up primarily of dark elves. The drow of Xhorhas are respectful toward people of all races-including other elves-as they believe that their holy cycle of rebirth allows them to be reborn into non-drow bodies. The empathy to be gained by experiencing life in another body is crucial to their religion and their culture.

Elves who live outside the Luxon's cycle of rebirth are viewed with pity, for they have not yet seen the true path. Elves who dwell within the Dwendalian Empire are a notable exception, their imperial allegiance earning them only the cold bite of a blade.

Elf Subraces

‚RÿRGBÿwAt the DM'seiXÿ` discretion,HXIDBRHCUTÿFYEdBDXÿGEaBÿEIIBXXÿRCÿRGBÿFEYYH`ÿBYbÿEU`ÿXBEÿBYbÿXfgDEIBXÿ`BXIDHgB`ÿgBYCWTÿHUÿE``HRHCUÿRCÿRGB players have access to the pallid elf and sea elf subraces described below, in addition to the BYbÿXfgDEIBXÿHelf subraces inUÿRGBÿ the ƒYEdBDiXÿ„EU`gCCxPlayer's Handbookp.

†‡ˆ‰ÿ’“”ÿHeight and •†Weight.‡ˆ‰– ÿ„BDBiXÿGCHere's howWÿ toRCÿDEU`C randomlySYdÿ`BRBD determineSHUBÿRGBÿGBHAGRÿEU`ÿ the height and WBweightHAGRÿCbÿEÿFEYYH`ÿBYbÿCDÿXBEÿBYbTÿXREDRHUAÿ of a pallid elf or sea elf, starting WHwithRG DCYYHUAÿEÿXHhBÿrolling a size SCmodifier`H—BD˜:

HhBÿSize SCmodifier=`H—BDÿ™ÿd`ef 2dl 0

„BHAGRÿ™ÿgÿbBBHeight= 4 feet+RÿhÿiÿHUIGBXÿhÿdCfDÿXHhBÿ 6 inches+ your size SCmodifier`H—BDÿHUÿHUIGBX in inches uBWeightHAGRÿHUÿFCf in poundsU`Xÿ™ÿjfÿhÿke`gÿlÿdCfDÿXHhBÿ = 90 + (1 d4 x your size SCmodifier)`H—BDm n’oo‡”ÿpoqPallid Elf sGBÿFEYYH`ÿBYaThe pallid elvesBXÿEDBÿEÿ are a SdmysticalXRHIEYÿEU`ÿHUXHAGRbfYÿFBCFYBÿ and insightful people WHwithRGÿXxHUÿEXÿFEYBÿEXÿRGBÿXfDbEIBÿCbÿqQEU`DHEiXÿYEDABXRÿ skin as pale as the surface of Exandria's largest SCmoonCUp. sGBdÿBThey emergedSBDAB` ÿbDCfromSÿ theRGBÿƒEYYH`ÿrDCaBÿRGHXÿIBURfDdÿEU`ÿ Pallid Grove this century and WEwanderU`BDÿRGBÿ the WCworldDY`ÿ WHwithRGÿIGHY`YHxBÿIfDHCXHRdp childlike curiosity. st‡o‡uÿvwxy†ÿz“wy†’Ability Score Increase.{†– ÿ|CfDÿYour uHWisdomX`CSÿ XICDBÿHUIDBEXBXÿgdÿepscore increases by 1. z“w‡{‡}†ÿv†“{†–Incisive Sense. ÿ|CfÿGEaBÿE`aEUREABÿCUÿ~URBYYHABUIBÿkYou have advantage on Intelligence (Iz“}†{‡ˆ’‡x“nvestigationmÿEU`ÿ) and uHWisdomX`CSÿ k(Iz“{‡ˆ‰nsightmÿIGBIxXp) checks.

o†{{‡“ˆÿxqÿ‰†ÿBlessing of the €xMoonx“ÿ •†Weaver.’}†y– ÿ|CfÿxUCYou knowWÿ theRGBÿ o‡ˆ‰lightÿIEURDHFpÿ cantrip. uGWhenBUÿdCfÿDBEIGÿD`ÿYBaBYTÿdCfÿIEUÿIEXRÿRGBÿ you reach 3rd level, you can cast the {o††‚sleepÿXFBYY spell CUIBÿonce WHwithRGÿRGHX this ÿRDEHRÿEU`ÿDBAEHUÿRGBÿEgHYHRdÿRCÿ`CÿXCÿtrait and regain the ability to do so WGwhenBUÿdCfÿ—UHXGÿEÿYCUAÿDBXRpÿ you finish a long rest. uGWhenBUÿdCfÿDBEIGÿƒRGÿYBaBYTÿdCfÿIEU you reach 5th level, you can

IEXRÿRGBÿcast the ‡“}‡{‡t‡o‡uinvisibilityÿXFBYYÿkREDABRHUAÿdCfDXBYbÿCUYdmÿCUIBÿ spell (targeting yourself only) once WHwithRGÿRGHXÿRDEHRÿEU`ÿDBAEHUÿRGBÿEgHYHRdÿRCÿ`CÿXCÿ this trait and regain the ability to do so WGwhenBUÿdCfÿ—UHXG you finish EÿYCUAÿDBXRpÿca long rest. CastingEXRHUAÿRGBXBÿXFBYYXÿ these spells WHwithRGÿRGHXÿRDEHRÿ`CBXUiRÿDB„fHDBÿ this trait doesn't require SEmaterialRBDHEYÿIC componentsSFCUBURXpÿ. uHWisdomX`CSÿ HXÿdCfDÿXFBYYÿIEXRHUAis your spellcasting EgHYHRdÿbCDÿRGBability for theseXBÿXFBYYXp spells.

ns z†ÿpPALLID ELF ‡

v†’ÿpoqSea Elf BEÿBYaBXÿEDBSea elves are ÿEÿDBIYfXHaBÿEU`ÿ`BBFYdÿRBDDHRCDHEYÿFBCFYBÿa reclusive and deeply territorial people WGwhoCÿGEaBÿEXÿ have as SfmuchIGÿHUÿIC in commonSSCUÿ WHwithRGÿ SBmerfolkDbCYxÿEXÿRGBdÿ`Cÿ as they do WHwithRGÿCRGBDÿBYaBXpÿ other elves. eCMostXRÿXBEÿBYaBXÿ sea elves aHBviewWÿ theRGB FBCFYBÿCbÿRGBpeople of the ÿcYCaHXÿcCUICD`Clovis Concord-evenyBaBUÿCRGBDÿBYaBX other elves-withyWHRGÿ SHmistrust.XRDfXRp

Ability Score Increase. Your Constitution score increases by 1.

Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.

Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.

Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. languages. You can speak, read, and write Aquan.

Halflings Nearly every race in Exandria ha s an origin myth or two. The stories vary from realm to realm, but it's clear that Corellon the ArchIUÿqBCD`ÿ Heart aWwoveHBÿ`UBÿBEHBV the elves from grass, the All-Hammer carved the dwarves from earth, and so on. Halflings across Wildemount have no such storiesWDPBVeÿCQTÿQWÿdCP`UVÿ`BEEÿWd, and no faiths tell of their god creating the small folk. Some speculate that Avandra the Change Bringer placed halflings in the world, but despite someYB ÿWdÿ€WgQhVÿof loun's YWmostV`ÿTBHWg` devout priests petitioning their god to reveal the truth of the halflings' creation, the Knowing Mentor has remained infuriatingly coy on ÿ`UBÿ`WxPIbthe topic.

For their part, halflings in the Dwendalian Empire and the Menagerie Coast don't much care where they came from. All they knowWaÿ PVÿ`UC`ÿ`UBFÿais that they walkedCEvBTÿWg`ÿWd out of CÿUWEBÿPQÿ`UBÿXa hole in the groundDWgQTÿWQBÿTCFÿ`Wÿ„QTÿCÿfBCg`PdgEÿ one day to find a beautiful aWworldDETÿVxDBCTÿWg`ÿfBdWDBÿ`UB spread out before them.Yb ÿwWSomeYB ÿEWQXBTÿ`WÿBSxEWDBÿ`Wÿ`UC`ÿlonged to explore to that aWworldDEThVÿdCD`UBV`ÿUWDP WQVeÿ's farthest horizons, aUwhilePEBÿW others`UBDVÿ aBwereDB IWQ`BQ`ÿ`WÿXCcontent to gaze BÿgxWQÿ`UBÿfBCg`FÿWdÿ`UBÿVC upon the beauty of the sameYB ÿVgQDPVBÿBCIUÿsunrise each YWmorningDQPQXbÿ†EBQ`FÿWdÿUCEtPQXVÿUCHBÿ‡WPQBTÿ`UBÿiWfCE`ÿwWgEÿWHBDÿ`UBÿFBCDVÿPQÿTBVxBDC`B. Plenty of halflings have joined the Cobalt Soul over the years in desperate ÿVBCDIUÿWdsearch of CQVanswersaBDVÿ`Wÿ`U to theBÿ aWworldDEThVÿfPXÿˆgBV`PWQV's big questions-where‰aUBDBÿTPTÿ did aBwe ÿIWcomeYB ÿdDWfromYe,ÿCQTÿ and aUwhereBDBÿCDBÿ are aBwe ÿXWPQXÿyg`ÿgoing? But YWmostV`ÿUCEtPQXVÿCDBÿIWQ`BQ`ÿ`WÿEBCHBÿ`UBÿˆgBV`PWQ halflings are content to leave the questionsVÿWdÿxCV` of past CQTÿdg`gDBÿand future aBwellEEÿBQWgXUÿCEWQBeÿVP enough alone, simplyYxEFÿEPHPQXÿPQÿ`UBÿxDBVBQ`b living in the present. qCEtPQXVÿPQÿ`UBHalflings in the ÿƒDwendalianaBQTCEPCQÿR EmpireYxPDB

‘BQBDC`PWQVÿCGenerations agoXWeÿ`UBÿUCEtPQXVÿWdÿ`UBÿ‚BETBDÿIECQÿBV`CfEPVUBTÿCÿVB``EB, the halflings of the Felder clan established a settlementYBQ`ÿQW nowaÿ vQWknownaQ ÿCVÿ‚BETBDas FelderwinaPQÿcPEECXBeÿCQTÿTPVIWHBDBTÿPQÿ`P Tillage, and discovered in timeYB ÿ`UC`ÿ`UBFÿUCthat they hadT PQCTHBD`BQ`EFÿinadvertently IDBC`BTÿCQÿCXDPIgE`gDCEÿxWcreated an agricultural powerhouse.aBDUWgVBbÿcUBÿ The aWwordDTÿ’UCEtPQX“ÿUCVÿfBBQÿVFQWQF "" has been synonymousYWgVÿ aPwith`UÿCÿVP a simple,YxEBeÿDgDCEÿEPdBV`FEBÿBHBDÿVPQIBb rural lifestyle ever since. cUBÿTg`PdgEeÿWThe dutiful, orderlyDTBDEFÿxBWxEBÿWdÿ`UBÿƒ people of the DwendalianaBQTCEPCQÿR EmpireYxPDBÿ YWmostV`ÿWd`BQÿ`UPQvÿWdÿUCEtPQXVÿCVÿICDBdDBBÿIWgQ`DFÿfg often think of halflings as carefree country bumpkins.YxvPQVbÿ€QÿCÿQC`PWQÿWfVBVVBTÿ In a nation obsessed aPwith`UÿP`V its ÿUBDP`CXBheritage CQTÿP`VÿEBXCIFand its legacy,eÿ`UBÿV`BDBW`FxPICEÿUCEtPQXÿxUPEWVWxUFÿWdÿEPHPQXÿEPdBÿPQÿ`UBÿ the stereotypical halfling philosophy of living life in the YWYBmomentQ`ÿPVÿHPB is viewedaBTÿCVÿxC`UB`PICEEFÿgQC as pathetically unambitiousYfP`PWgVb. qCEtPQXVÿWQÿ`UBHalflings on the ÿrBMenagerieQCXBDPBÿiWCV` Coast

†BWxEBÿPQÿ`UPVPeople in this ÿxCD`ÿWdÿ`UBÿpart of the aWworldDETÿUCHBÿQWÿDBCEÿCVVg have no real assumptionsYx`PWQVÿCfWg`ÿUCEtPQXVbÿ about halflings. rWMostV`ÿxBDIBPHBÿ`UB perceive themYÿ WQÿCÿEBHBEÿon a level aPwith`UÿUg humans,YCQVeÿUCHPQXÿVP having similarYPECDÿC ambitions,YfP`PWQVeÿHPD`gBVe virtues, CQTÿHPIBVbÿcUand vices. TheBÿWQEFÿTPddBDBQIBÿPVÿ`UC`ÿUCEtPQXVÿCDBÿCÿ only difference is that halflings are a aBweeBÿfP`ÿV bit smallerYCEEBDÿdDW fromYÿ xDWprowaÿ to`WÿV`BDQÿCQTÿCÿdCPDÿfP`ÿfPXXBDÿdDW stern and a fair bit bigger fromYÿ xWD`ÿ`WÿV`CDfWCDTbport to starboard. qCEtPQXVÿCDBÿHalflings are IWcommonYYWQÿBQWgXUÿPQÿ`UBÿiEWHPVÿiWQIWDTÿ`UC`ÿ‡gV`ÿCfWg`ÿBHBDFÿHBVVBEeÿVUWxeÿ`CHBDQeÿIWddBBÿUWgVBeÿCQTÿfDW`UBEÿUCVÿfBBQÿTBVPXQBTÿa enough in the Clovis Concord that just about every vessel, shop, tavern, coffee house, and brothel has been designed withP`UÿUCEtPQXV halflings CQTÿXQWand gnomesYBVÿ PQÿin YPmindQTbÿw`CPDVÿWd`BQÿUCHBÿVUCEEW. Stairs often have shallowaÿ V`BxVÿdWDÿVsteps for smallYCEEÿEBXVeÿV`WWEVÿdBC`gDBÿUCQTsIDCQvVÿ`WÿCT‡gV`ÿ`UBPDÿUBPXU`ÿgxÿWDÿTW legs, stools feature hand-cranks to adjust their height up or downaQ,eÿCQTÿ and YWmostV`ÿDBV restaurants`CgDCQ`V UCHBÿg`BQVPEVhave utensilsÿVP BTÿdWDÿV sized for smallYCEEÿUCQTVb hands. qCEtPQXVÿPQÿ”UWHalflings in XhorhasDUCV

‚BFewaÿ ”UWDUCVXhorhasiansPCQVÿUCHBÿBHBDÿVBBQÿCÿUCEtPQXÿBSIBx`ÿdWDÿ`UBÿWIICVPWQCEÿUCEtPQXÿVWETPBDÿPQÿƒ have ever seen a halfling except for the occasional halfling soldier in DwendalianaBQTCEPCQÿCD armor.YWDbÿyBICgVBÿWdÿ`UPVeÿ Because of this, YWmostV`ÿDFQÿIP`P BQV Kryn citizens ÿHPBaview UCEtPQXVÿCVÿPIhalflings as iconsWQVÿWdÿ`UBÿB of the empireYxPDBÿCQTÿCDBÿˆgPIvÿ`WÿTPV`DgV`ÿ`UB and are quick to distrust themYb.ÿ•QEFÿ`UBÿ–W`gVTBQÿUCEtPQXVeÿCÿDBIEgVPHBÿCQTÿPQVgECDÿIECQÿQC`PHBÿ`Wÿ`UBÿ–W`gVTBQ Only the Lotusden halflings, a reclusive and insular clan native to the Lotusden ÿ‘DBBQGreenwoodaWWTe, ICEEÿ”UWDUCVÿUcall Xhorhas homeWYBb. qCEtPQXÿwgfDCIHalfling SubracesBV p`ÿ`UBÿƒAt the DMrh'VÿTs disPVIDB`PWQeÿxECFBDVÿUCHBÿCIIBVVÿ`Wÿ`UBÿEW`gVTBQÿUCEtPQXÿVgfDCIBÿTBVIDPfBTÿfBEWaeÿPQÿCTTP`PWQÿ`Wcretion, players have access to the lotusden halfling subrace described below, in addition to

`UBÿUCEtPQXÿVgthe halfling subracesfDCIBVÿPQÿ`UBÿ in the †ECFBDhVÿqCQTfWWvPlayer's Handbookb.

—˜™defghÿjklmLotusden Halflingnho –WQXÿ`PBTÿ`Wÿ`Long tied to theUBÿQC`gDCEÿUBCD`ÿWdÿ`UBÿ–W`gVTBQÿ‘DBBQ natural heart of the Lotusden GreenwoodaWWTeÿ`UBVBÿUCEtPQXVÿUCHBÿCTCx`BTÿ`WÿEPHB, these halflings have adapted to live VFQBDXPV`PICEEsynergisticallyFÿ aPwith`Uÿ`UBÿIUCW`PIÿEC the chaotic lawsaV ÿWdÿ`UBÿof the aPwildsETVb. pqnln™rÿst˜ugÿvhtugkAbility Score Increase.egw ÿxWgDÿYour uPWisdomVTWYÿ VIWDBÿPQIDBCVBVÿfFÿybscore increases by 1.

Child of the Wood. You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangleolg spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th`U level, you can cast the spike growth spell once with this trait and regain the ability to do so when you ÿ„QPVUfinish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.

Timberwalk. Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement. ABCDEFGHÿPQARASLOTUSDEN HALFLINGHT

UVHumansWXY` abcÿThe Wemost`fÿgeg populousVheV`ÿiXpcÿqYÿ race in rqWildemounthscWeVYftÿbV, humansWXY`ÿscuYcÿpe define commonWWeYÿpVhfVicÿXpie``ÿfbcÿpeYfqYcYfvÿabcqiÿVYichcYfqYwÿX culture across the continent. Their unrelenting ambitionWxqfqeYÿpicXfc`ÿ`epqcfqc`ÿfb creates societies thatXf Xwwic``qych€ÿaggressively gVi`VcÿgiesVpfqyqf€ÿpursue productivity bwhileqhcÿyXhVqYwÿhcq`VictÿXYsÿfbcqiÿ`beifÿhq‚cÿ`gXY`ÿe‚fcYÿhcXsÿbV valuing leisure, and their short life spans often lead humansWXY`ÿfeÿie to romanticizeWXYfqpqƒcÿfbcÿVwh€ÿgX`fÿXYsÿ‚cXiÿfbcÿV the ugly past and fear the unknownY„YeY ‚VfVicvfuture.

UVHumansWXY`ÿqYÿfbcÿ in the DwendaliancYsXhqXYÿ† EmpireWgqic

‡Yÿfbcÿ In the DwendaliancYsXhqXYÿ† Empire,WgqictÿbV humansWXY`ÿXicÿcyci€ are everywherebcicÿXYsÿeppVg€ÿcyci€ÿ and occupy every Xwalkh„ÿe‚ÿq of imperialWgciqXhÿhq‚cv life.

UVHumansWXY`ÿicpe recoilqhÿ‚ie fromWÿ thefbcÿVY„Ye unknownY ÿqYÿin Xways€`ÿfbXfÿheYwciˆhqycsÿ‚eh„ÿseÿYeftÿXYsÿYXfqeY`ÿse that longer-lived folk do not, and nations dominatedWqYXfcsÿx€ÿXÿYeYbV by a nonhumanWXYÿ WXmajority‰eiqf€ÿXicÿXÿfic are a tremendousWcYseV`ÿ`eVi sourcepcÿe‚ÿ‚cXi of fear XYsÿ`V`gqpqeYand suspicion ÿfeÿbVto human-majorityWXYˆWX‰eiqf€ÿYXfqeY`vÿUV nations. HumanWXYÿ`ViyqyXhÿqY`fqYpfÿ`fe„c`ÿfbcÿX survival instinct stokes the flamesWc`ÿe‚ÿ‚cXitÿc`gcpqXhh€ÿ of fear, especially bwhencYÿfbe`cÿX those flamesWc`ÿXicÿX are amplyWgh€ÿ‚Vchcsÿx€ fueled by YXfqeYXhq`fqpÿgnationalistic propagandaiegXwXYsXvÿ‘Vpbÿq`ÿfbcÿichXfqeY`bqgÿxcf. Such is the relationship betweenccYÿfbcÿ the DwendaliancYsXhqXYÿ† EmpireWgqicÿXYsÿfbcÿsie and the draw-majorityˆWX‰eiqf€ÿ’i€Yÿ €YX`f€ÿe‚ÿ“beibX`v Kryn Dynasty of Xhorhas.

”fbciÿ`epqcfqcOther societies-including`•qYphVsqYwÿ–fbesViY—`ÿghViXhq`fqpÿ`epqcf€ÿe‚ÿchyc`ÿXYsÿs Uthodurn's pluralistic society of elves and dwarves-areXiyc`•Xicÿhc``ÿ less WXmaligned.hqwYcsvÿUe Howevercycitÿfbq`ÿq`ÿxcpXV`cÿfbcÿXyciXwcÿpqfqƒcY, this is because the average citizen ÿe‚ÿfbcof the cempireWgqicÿ„Ye knows` ÿYefbqYwÿXxeVfÿfbe`cÿ`epqcfqc`tÿicsVpqYwÿfbcnothing about those societies, reducing themWÿ tofeÿex‰cpf`ÿe‚ÿpViqe`qf€ÿ‚eiÿq objects of curiosity for imperialWgciqXhÿ`pbehXi`v scholars.

Humans on the Menagerie Coast

Within the Clovis Concord, humans are seen as adept diplomats, nation builders, and loyal soldiers. They are the most populous people of the Menagerie Coast, but ever since the founding of the Clovis Concord, that nation has been one defined by its diversity. Although other nations of Wildemount and the world might consider humans to be the definitive, adaptable jacks-of-all-trades, the people of the Concord know that all folk have this capacity.

Humans in Xhorhas

Humans are rare in Xhorhas, and those found within that land typically belong to wandering clans or are soldiers of the Dwendalian Empire. Aside from such soldiers, humans are not viewed with inherent suspicion by most Xhorhasians, but the war between the Kryn Dynasty and the Dwendalian Empire has made Xhorhas an even more dangerous land for all human travelers. Dark elves and monsters that might treat a wandering human with caution elsewhere are likely to attack on sight in Xhorhas, because they know that an imperial human will do the same to them.

Aarakocra Many people across Wildemount consider the winged aarakocra to be a myth, so infrequently do they descend from their lofty aeries to deal with wingless folk. Where they are known, the aarakocra rarely engage with the land-bound societies of Wildemount, though some take great pleasure in traveling on the open ocean with Concord sailors and Revelry pirates. Some legends say that Melara the Wild Mother created the aarakocra as ÿQWGPstormUÿ XFPTFPQÿherders YXwhoGÿTP drive the clouds across the sky, and some aarakocra tribes play a sport called h'aara-shie, or "cloud chasing," that reflects this ancientBWÿWAHFf tale.

Aarakocra in the Dwendalian Empire

RSWithinWXSBÿWXFÿFU the empireESPFcÿ, UGmostQWÿAAPAaGIPAÿaFFEÿWGÿWXFÿXSTTFBÿQFWWHF aarakocra keep to the hidden settlementUFBWÿGdÿyGHrABWS of Vol'antimUÿ SBÿWXFÿiCPSGQÿin the Cyrios @GMountains.VBWASBQfÿ€XFÿAEEFAPABIFÿGdÿABÿAAPAaGIPAÿSQÿQFF The appearance of an aarakocra is seenBÿAQÿA as a bHFQQSB`ÿSBÿWXblessing in theFÿQFWWHF settlementsUFBWQÿGdÿWXFÿ€PVQIABÿyAHFÿABTÿWXFÿ of the Truscan Vale and the @AMarrowPPGYÿ yAHHFCValley-oftenGdWFBÿ UVmuchIXÿWGÿWXFÿAAPAaGIPArQÿF to the aarakocra's embarrassment.UbAPPAQQUFBWfÿ @GMostQWÿPVPAHÿdGHaÿIGBQSTF rural folk considerPÿWXF the AAPAaGIPAÿWGÿaarakocra to bFÿAB`FHQÿGdÿxPAWXSQÿWXFÿ‚Abe angels of Erath is the LawYÿ ƒFAPFPcÿBGÿBearer, no UAmatterWWFPÿXG howYÿ TSHS`FBWHCÿWXFÿAAPAaGIPAÿF„EHASBÿGWXFPdiligently the aarakocra explain otherwise.YSQFf vAPAaGIPAÿGBÿWXAarakocra on theFÿ @FMenagerieBA`FPSFÿiGAQW Coast

€XFÿdFThe fewYÿ AAPAaaarakocraGIPAÿ YXwhoGÿTFQIFBTÿdPG descend fromUÿ theWXFÿiCPSGQÿ Cyrios @GMountainsVBWASBQÿGPÿF or emergeUFP`FÿdPG fromUÿ theWXFÿIABGECÿGdÿWXFÿ VGPAQaAÿ†VB`HFÿdGPÿHGB`FPÿWXABÿAÿTACÿGPÿW canopy of the Quoraska Jungle for longer than a day or twoYGÿA arePFÿGdWFB often QsweptYFEWÿVEÿSBÿWX up in theFÿbFAVWCÿGdÿWXFÿQFAfÿ€XVQÿFBA beauty of the sea. Thus enamored,UGPFTcÿ UAmanyBCÿ‡GSBÿAÿQXSErQÿIPF join a ship's crewYÿ ABTÿQFWÿGVWÿWGÿF„EHGPFÿWXFÿ‚VISTSABÿˆIFABÿand set out to explore the Lucidian Ocean YSwithWXÿWXFSPÿBF their newYÿ AHHSFQfÿ€XFallies. The ÿIGcommonUUGB EFGEHFÿGdÿWXFpeople of the ÿ@FMenagerieBA`FPSFÿiGAQWÿHGGaÿVEGBÿWXFÿAAPAaGIPArQÿbPS`XWÿ Coast look upon the aarakocra's bright YSwingsB`Qÿ YSwithWXÿA aweYF ÿABTÿTPFAand dreamUÿ AbGVWÿWAaSB`ÿWGÿWXFÿQaCcÿbVWÿAPFÿGdWFBÿbAabout taking to the sky, but are often baffled‰FTÿbCÿWXF by theirSPÿQFF seeminglyUSB`HC BGBQFBQSIAHÿSnonsensical idiomsTSGUQ ÿABTÿ`VPFQÿGdÿQEFFIXfand figures of speech. vAPAaGIPAÿSBÿ‘XAarakocra in XhorhasGPXAQ vAPAaGIPAÿAPFAarakocra are ÿBAWShFÿWGÿWXFÿnative to the UGmountainsVBWASBQÿABTÿ‡VB`HFQÿGdÿ and jungles of YFwesternQWFPBÿ RSWildemount,HTFUGVBWcÿABTÿXAhFÿEPFISGVQÿdF and have precious fewYÿ QFWWHFsettlementsUFBWQÿSBÿWXFÿ in the UGmountainsVBWASBQÿQVPPGVBTSB`ÿ‘ surrounding XhorhasXGPXAQfÿ€XF. The AhFPA`Fÿ’PCBÿaverage Kryn TAPaÿFHdÿdark elf YGwouldVHTÿPFAIWÿWGÿWXFÿQS`XWÿGdÿABÿAAPAaGIPAÿ react to the sight of an aarakocra YSwithWXÿQXGIacÿdGPÿWXFCÿXAhFÿBFSWXFPÿQWGPSFQÿBGPÿF„EFPSFBIFÿ shock, for they have neither stories nor experience YSwithWXÿQVIXÿIPFAWVPFQf such creatures. vAPAaGIPAÿ“AUAarakocra NamesFQ vQÿAs YSwithWXÿ UVmuchIX ÿGdÿWXFSPÿQEFFIXcÿAAPAaGIPAÿBAof their speech, aarakocra namesUFQÿSBIHVTFÿIHSIaQcÿWPSHHQcÿABTÿ include clicks, trills, and YXwhistlesSQWHFQÿWGÿWXFÿEGSBWÿWXAWÿGWXFPÿEFGEHFQÿXAhFÿAÿTS to the point that other peoples have a difficult”IVHWÿWS timeUFÿEPGBGVBI pronouncingSB`ÿWXF themUf. €CESIAHHCcÿAÿBATypically, a nameUF ÿXAQÿWhas twoYG ÿWGÿdGVPÿQCHHAbHFQÿto four syllables YSwithWXÿWXFÿQGVBTQÿAIWSB`ÿAQÿIGBBFIWGPQfÿ the sounds acting as connectors. RXWhenFBÿSBWFPAIWSB`ÿ interacting YSwithWXÿGWXFPÿPAIFQcÿAAPAaGIPAÿ other races, aarakocra UAmayCÿVQFÿBSIaB use nicknamesAUFQÿ`ASBFT gained dPGfromUÿ EFGEHFÿWpeople theyXFCÿ UFmeetFWÿGPÿQXGPWFBFTÿdGP or shortened formsUQ ÿGdÿWXFSPÿdVHHÿBAof their full namesUFQf.

•–—–˜™d—–ÿf–Aarakocra Names:ghijÿvFPAcÿvSAHcÿvVPcÿwFFaFacÿxPPacÿkFFXacÿlaaScÿ’HFFIacÿˆGPPcÿˆVQQcÿ VAdcÿ VSFPacÿqAHHFFacÿmPPFFacÿGPÿnFFT Aera, Aial, Aur, Deekek, Errk, Heehk, lkki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed vAPAaGIPAÿ€PASWAarakocra TraitsQ

ƒFSB`ÿAbHFÿWGBeing able to ÿuCÿAWÿXS`XÿQEFFTÿAWÿoQWÿHFhFHÿSQÿF„IFEWSGBAHHCÿFddFIWShFÿSBÿIFPWASBÿISPIVfly at high speed at 1st level is exceptionally effective in certain circumstancesUQWABIFQÿABTÿF„IFFTSB`HCÿTAB`FPGVQÿSBÿGWXFPQfÿ’FFEÿWXSQÿSB and exceedingly dangerous in others. Keep this in ÿUSmindBT bFdGPFÿAHHGbefore allowingYSB`ÿCGVPÿEHACFPQÿWGÿIXGGQFÿWXSQÿPAIFf your players to choose this race. vBÿAAPAaGIPAAn aarakocra ÿIXAPAIWFPÿXAQÿWXFÿdGHHGcharacter has the followingYSB`ÿWPASWQf traits.

•pqrqstÿud™—hÿvwd—h–Ability Score Increase.ihx ÿyGVPÿwF„WFPSWCÿQIGPFÿSBIPFAQFQÿbCÿzcÿABTÿCGVPYour Dexterity score increases by 2, and your RSWisdomQTGUÿ QIGPscoreFÿSBIPFAQFQÿbCÿof increases by 1.

Age. Aarakocra reach maturity by age 3. They don't usually live longer than 30 years.

Alignment. Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Size. Aarakocra average 5 feet tall and have slender, lightweight bodies. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier= 2d8

Height= 4 feet+ 3 inches+ your size modifier in inches

Weight in pounds = 70 + (1 d4 x your size modifier) , Speed. Your base walking speed is 25 feet.

AARAKOCRA stuvwxEFlight.ÿGHIÿyR You have€TÿRÿ‚XY`ÿSaTTbÿHeÿdƒÿeTTfgÿ„HÿISTÿfyXSÿSaTTb ÿ‚HIÿ†RY‡fÿQTÿ a flying speed of 50 feet. To use this speed, you can't be UTwearingRPXY`ÿ ˆTmediumbXIˆÿ HPÿyTR€‚ÿRPor heavy armorˆHPg.

‰t‘’“ETalons. ÿGHIPÿYour talonsfRVHYSÿRPTÿYRfIPRVÿ are natural UTweapons,RaHYS ÿ UywhichX†yÿ‚HIÿ†RYÿISTÿfHÿ you can use to ˆRmakeWTÿIYRP unarmedˆTbÿSfPXWTSgÿ”eÿ‚HIÿyXfÿ strikes. If you hit UXwithfyÿfyT them,ˆ ÿ‚HIÿbTRVÿSVRSyXY`ÿbRyou deal slashing damageˆR`TÿT•IRVÿfH equal to ÿ–b—ÿ˜ÿ‚HIP1d4 + your ™fPTY`fyÿStrength ˆHmodifier,bXdTP ÿXYSfTRbÿHeÿfyTÿQVIb`THYXY`ÿbR instead of the bludgeoning damageˆR`TÿYHP normalˆRVÿeHPÿRYÿIYRP for an unarmedˆTbÿSfPXWTg strike. e’vfvC“Elanguages.ÿG YouHIÿ†RYÿSaTRW ÿPTRb ÿRYbÿ can speak, read, and UPwriteXfTÿgRPRWH†PR ÿgIPRY ÿRYbÿhH Aarakocra, Auran, and CommonˆˆHYg. gRSXAasimarˆRP

„yTÿVX`yfÿHeÿfyThe light of theTÿ`HbSÿSfXVVÿSyXYTSÿIaHYÿijRYbPXR ÿT€TYÿePH gods still shines upon Exandria, even fromˆÿ QTyXYbÿfyTÿkX€XYTÿlRfTgÿgRSXbehind the Divine Gate. AasimarˆRPÿRPTÿfyTÿaIPTSfÿTjaPTSSXHYÿHeÿfyRfÿbX€XYTÿVX`yfÿRSÿXfÿQ are the purest expression of that divine light as it burnsIPYSÿ UXwithinfyXY T€TP‚ÿevery ˆHmortalPfRVÿ SHIV ÿeHPÿfyTÿSHIVSÿHeÿfyHSTÿQVTSSTbÿsoul, for the souls of those blessed UXwithfyÿRYÿRY`TVX†ÿRY†TSfHPÿQVRmTÿQPX`yfTPÿfyRYÿRY‚ÿHfyTPgÿi€TYÿPRPTPÿfyRYÿfyTÿfXTXY`Sÿ an angelic ancestor blaze brighter than any other. Even rarer than the UXwithfyÿ UywhomHˆ ÿfyT‚ÿSyRPTthey share Rÿ†Ha commonalityˆˆHYRVXf‚ÿHeÿRY†TSfP‚ ÿRRSX of ancestry, aasimarˆRPÿRPTÿ are ˆHmortal,PfRV ÿRYbÿ‚TfÿRPTÿIYbTPSfHHbÿfHÿQTÿbTSfXYTbÿeHPÿRÿ`PRYbTPÿ†HS and yet are understood to be destined for a grander cosmicˆX†ÿaIPaHSTÿfyRYÿHfyTPSÿRPHIYbÿfyTˆ purpose than others around themgÿ”YÿT€TP‚. In every †IVfIPTÿR†PHSculture acrossSÿfyTÿ†HYfXYTYfÿHeÿ the continent of nXWildemountVbTˆHIYf ÿfyTÿQXPfyÿHeÿRYÿRRSX, the birth of an aasimarˆRPÿXSÿSTTYÿRSÿRÿQVTSSXY`ÿRYbÿRÿaHPfTYfg is seen as a blessing and a portent. gRSXAasimarˆRPÿ UywhoH ÿ†RYÿQTRPÿfyTÿQIPbTYÿHeÿfyTXPÿbTSfXY‚ÿQT†Hcan bear the burden of their destiny becomeˆT ÿ†yRchampionsˆaXHYSÿHeÿYHQVTÿ†RISTS ÿRYbÿTY†HIPR`TÿHfyTPSÿfHÿ of noble causes, and encourage others to URwalkVWÿRV alwaysUR‚SÿXYÿfyTÿVX`yfgÿ in the light. oHMorePT ÿHefTYÿfyRYoften than YHf ÿyHnot, howeverUT€TP ,ÿRYÿRRSX an aasimarˆRPÿSRbbVTbÿ saddled UXwithfyÿRÿ€R`ITÿbTSfXY‚ÿRYbÿfyTÿ`PRYbÿRSaXPRfXHYSÿHeÿfyTXPÿ†VRYÿIVfX a vague destiny and the grand aspirations of their clan ultimatelyˆRfTV‚ÿeRVVSÿePH falls fromˆÿ `PR†T ÿfyTXPÿXYYTPÿVX`yfÿSI††grace, their inner light succumbingIˆQXY`ÿfH to SyRbHUgshadow. gRSXAasimarˆRPÿXYÿfyTÿ in the kDwendalianUTYbRVXRYÿi EmpireˆaXPT

„HÿRÿVRTo a law-abidingUpRQXbXY`ÿeR familyˆXV‚ÿ UHworshipingPSyXaXY`ÿSfRfTpRaaPH€Tbÿ`HbS ÿfyTÿQXPfyÿHeÿRYÿRRSX state-approved gods, the birth of an aasimarˆRPÿ†yXVbÿXSÿYHfyXY`ÿSyHPfÿHeÿRÿ child is nothing short of a ˆXmiraclePR†VTgÿ™I†yÿRÿ†yXVbÿXSÿYHfÿHYV‚ÿaPH. Such a child is not only promisedˆXSTbÿR a †yRPcharmedˆTbÿVXeT ÿ life, QIfÿTVT€RfTSÿfyTÿSH†XRVÿSfRfISÿHeÿfyTXPÿeRbut elevates the social status of their familyˆXV‚gÿqH. HoweverUT€TP ÿfHÿRÿeR, to a familyˆXV‚ÿfyRfÿST†PTfV‚ÿ that secretly UHworshipsPSyXaSÿ`HbSÿHIfVR gods outlawedUTbÿQ‚ÿfyTÿT by the empireˆaXPT ÿfyTÿQXPfyÿH, the birth ofeÿRÿ†yXVb a child touchedfHI†yTbÿQ‚ÿRY by an ÿRY`TVÿHeÿSI†yÿbTXfXTSÿXSÿRÿangel of such deities is a ˆXmijTbÿQVTSSXY`gÿ”eÿfyTÿT€TYfÿbPRxed blessing. If the event drawsUS ÿfyTÿS†PIfXY‚ÿHeÿRÿSTffVTthe scrutiny of a settlement'sˆTYf‡SÿXbHV idolmasterˆRSfTPÿRYbÿfyTXPÿ†PHYXTS ÿXfÿ and their cronies, it ˆXmight`yf ÿeHP†TÿeRforce familyˆXV‚ ˆTˆQmembersTPSÿfHÿ to fleeTTÿfyTXPÿyH their homesˆTSÿeHPÿfyTÿlPT‚XY`ÿ for the Greying nXWildlandsVbVRYbSÿHPÿfyTÿ or the oTMenagerieYR`TPXTÿhHRSfg Coast. gRSXAasimarˆRPÿHYÿfyT on the ÿoTMenagerieYR`TPXTÿhHRSf Coast

”YÿfyTÿhVH€XSÿhIn the Clovis Concord,HY†HPb ÿfyTÿ†HS the cosmopolitanˆHaHVXfRYÿ ˆTmeltingVfXY`ÿaHfÿHeÿ pot of nXWildemountVbTˆHIYf ÿ, ˆHmostSfÿeHVWÿRPTÿXYIPTbÿfHÿfyTÿSX`yfÿHeÿIYISIRVÿRYbÿPT folk are inured to the sight of unusual and remarkableˆRPWRQVTÿaTHaVTgÿi€TYÿ people. Even SH ÿRRSXso, aasimarˆRP RPTÿRÿSX`yfÿfHare a sight to ÿQTyHVb ÿRYbÿfyTPTÿRPTÿbehold, and there are ˆRmanyY‚ÿ UywhoHÿbHY‡fÿ don't ˆXmindYbÿQTXY`ÿPIbTÿXeÿXfÿ being rude if it ˆTmeansRYSÿSaTYbXY`ÿRÿeT spending a fewUÿ TjfPRÿST†HYbSÿSfRPXY`ÿRfÿRÿPRbXRYfÿRRSXextra seconds staring at a radiant aasimarˆRPÿRSÿ as theyfyT‚ÿaRSSÿQ‚g pass by. gRSXAasimarˆRPÿXYÿryH in XhorhasPyRS

„yHSTÿXYÿfyTÿsThose in the KrynP‚Yÿk‚YRSf‚ÿ Dynasty UywhoHÿSfIb‚ÿbIYR study dunamancyˆRY†‚ÿSTTÿRRSX see aasimarˆRPÿRSÿQPX as brimmingˆˆXY`ÿ UXwithfyÿYTRPpVX near-limitlessˆXfVTSSÿaHfTYfXRVgÿgSÿSI†y ÿRRSX potential. As such, aasimarˆRPÿRPTÿHefTYÿSHI`yfÿHI are often sought outfÿePH fromˆÿ QXPfybirth tofHÿQTÿfPRXYTbÿ be trained RSÿbIYRas dunamancersˆRY†TPSÿRYbÿT†yHÿWYX`yfSgÿ„yTÿfPXQTSeHVWÿ and echo knights. The tribesfolk UywhoHÿ URwanderYbTPÿryHPyRSÿSTTÿfyTÿQXPfyÿHeÿRYÿRRSX Xhorhas see the birth of an aasimarˆRPÿRSÿRÿ as a ˆTmessageSSR`TÿePH fromˆÿ thefyTÿ`HbS gods, ÿRYbÿfyTXP and their SyRshamansˆRYSÿRS† ascribePXQTÿ ˆTmeaningRYXY`ÿfHÿfyRfÿQXPfyÿQ‚ÿfyTÿ†HYbXfXHYSÿHeÿfyTÿ to that birth by the conditions of the UHworld.PVbgÿgYÿRRSX An aasimarˆRPÿQHPYÿbIPXY`ÿRÿPR`XY`ÿSfHP born during a raging stormˆÿˆX might`yfÿQTÿRÿ be a UHwordPbÿHeÿ of URwarningPYXY`ÿePHˆ from ÿsHPbÿfyTKord the ™fHPStormˆÿ tHPb ÿULord, whereasyTPTRSÿRYÿRRSX an aasimarˆRPÿ UywhoseHSTÿ ˆHmotherfyTPÿ`R€TÿQXPfyÿXYÿRÿdTVbÿHeÿH gave birth in a field of flowersUTPSÿ†HIVbÿQTÿRÿ€H could be a vowUÿ HeÿaPHfT†fXHYÿePHof protection fromˆÿ oTMelaraVHPRÿfyTÿ the nXWildVbÿ oHMotherfyTPg.

Aasimar Guides gYÿRRSXAn aasimar,ˆRP ÿT exceptj†TafÿeHPÿHYTÿ for one UywhoHÿyRSÿfIPYTbÿT€XV ÿyRSÿRÿVXYWÿfHÿRYÿRY`TVX†ÿQTXY`gÿ„yRfÿQTXY` has turned evil, has a link to an angelic being. That being-usuallyuISIRVV‚ÿRÿbT€R a deva-providesuaPH€XbTSÿ`IXbRY†TÿfHÿfyTÿRRSX guidance to the aasimarˆRP ÿf, thoughyHI`yÿfyXS this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.

The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.

As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide and Angelic Nature tables offer names and natures that you can use to flesh out your character's guide. Angelic Guide

d6 Name

Tadriel

2 Myllandra

3 Seraphina

4 Ga lladia

5 Mykiel

6 Valandras

Angelic Nature

d6 Nature

Bookish and lecturing

2 Compassionate and hopeful

3 Practical and lighthearted

4 Fierce and vengeful

5 Stern and judgmental

v6 •agYÿXgYÿpX`bg XcKind and parental

–XxaAasimar‰X`ÿ—X Names‰bx e‚Mostx ÿXXxa aasimar‰X`ÿX`bÿ˜‚`gÿ`‚ are born from‰ÿ q†human‰XgÿpX`bg x™ÿWqbfÿ†xbÿ qbÿxX parents. They use the same‰bÿgX naming‰ag‡ÿ„‚g“bg a‚gxÿXxÿ qba`ÿgX a“bÿ„†c †`b™ conventions as their native culture.

–XxaAasimar‰X`ÿW`Xa x Traits

–gÿXXxaAn aasimar‰X`ÿ„ characterqX`X„ b`ÿqXxÿ qbÿ‚cc‚ has the followingdag‡ÿ`X„aXcÿ `Xa x™ racial traits.

AeFEFyfÿgGh€DÿiBG€DTAbility Score Increase.jDk ÿl‚†`ÿˆqX`axYour Charisma‰X ÿx„‚`bÿag„`bXxbxÿ˜fÿd™score increases by 2.

ACDkAge. ÿ–XxaAasimar‰X`ÿ ‰Xmature †`bÿX ÿ qbÿxX at the same‰bÿ`X bÿXxÿq† rate as humans,‰Xgxmÿ˜† ÿ qbfÿ„Xgÿca“bÿ†pÿ ‚ but they can live up to VvnÿfbX`x™160 years.

AEFCBAlignmentUDByk.ÿo‰ Imbued˜†bYÿ dawith qÿ„bcbx aXcÿp‚ celestial powerdb`mÿ, ‰‚mostx ÿXXxa aasimar‰X`ÿX`bÿ‡‚‚Y™ÿp† „Xx are good. Outcast XXxaaasimar‰X`ÿX`bÿ‰ are most‚x ÿ‚ bgÿgb† `Xcÿ‚`ÿb“bgÿb“ac™ often neutral or even evil.

Size. Aasimar have the same range of height and weight as humans. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier= 2dl 0

Height= 4 feet+ 8 inches+ your size modifier in inches

Weight in pounds = 11 0 + (2d4 x your size modifier)

Speed. Your base walking speed is 30 feet. Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. /

AAS/MAR

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once youcdÿdTSÿXYWTÿXa`WX use this trait,eÿfcdÿh`bxX you can't use it again until you finish a long rest.

˜E‘™‡ÿd AB BIlight Bearer. ÿYourcdÿpbc knowVÿ theXYSÿ †E‘™‡/ightÿh`bXaW”qÿeY`aWTcantrip. Charismas` ÿWTÿfcdaÿT”SRRh`TXWbiÿ`wWRWXfÿvcaÿWXqis your spellcasting ability for it.

˜AH‘fA‘ FIlanguages.ÿr Youcdÿh`bÿT”S`peÿaS`Ueÿ`bUÿ can speak, read, and VawriteWXSÿec Commonsscbÿ`bUÿeSRSTXW`Rq and Celestial.

“`TWAasimars`aÿgdwa`h SubracesST hYaSSÿTdwa`hThree subracesSTÿvcaÿ``TW for aasimars`aÿSiWTXjÿ”acXShXcaÿ``TW exist: protector aasimars`aeÿThcdaiSÿ``TW, scourge aasimars`aeÿ`bUÿv`RRSbÿ``TW, and fallen aasimars`aqÿeYccTSÿcbSÿcvÿXYS. Choose one of themsÿ vcaÿfcdaÿhY`a`hXSaqfor your character. kBG‡ ‰‡GBÿyAFProtector AasimarElAB macXShXcaÿ``TProtector aasimarWs`aÿ`aSÿhY`aiSUÿwfÿXYSÿ”c are charged by the powersVSaTÿcvÿiccUÿXcÿ”acXShXÿXYSÿ of good to protect the VSweak`peÿXcÿTXaWpSÿ`XÿSgWRÿ, to strike at evil VYwhereverSaSgSaÿWXÿ`aWTSTeÿ`bUÿXcÿTX`bUÿgWiWR`bXÿ`i`WbTXÿXYSÿU it arises, and to stand vigilant against the darkness`apbSTTq. nacFromsÿ `ÿfcdbia young ÿ`iSeÿ`ÿ”acXShXcaÿ``TWage, a protector aasimars`aÿaShSWgSTÿ`UgWhSÿ`bUÿUWaShXWgSTÿXY`XÿdaiSÿXYS receives advice and directives that urge themsÿ toXcÿTX`bUÿ`i`WbTXÿSgWRq stand against evil. yoE†E‡pÿ€‰GB ÿH‰B AAbility Score Increase.F I ÿrcdaÿYour qWWisdomTUcsÿ ThcaSÿWbhaS`TSTÿwfÿrqscore increases by 1.

ƒA’EAH‡ÿ€Gf†IRadiant Soul. ÿgX`aXWbiÿ`XÿsaUÿRSgSReÿfcdÿh`bÿdTSÿfcdaÿ`hXWcbÿXcÿdbRS`TYÿXYSÿUWgWbSÿSbSaifÿStarting at 3rd level, you can use your action to unleash the divine energy VWwithinXYWbÿfcdaTSRveÿh`dTWbiÿfcdaÿSfSTÿXcÿiRW yourself, causing your eyes to glimmerssSaÿ`bUÿX and twoVcÿRd luminoussWbcdTe, Wbhca”caS`RÿVincorporeal wingsWbiTÿXcÿT”acdXÿvac to sprout fromsÿ fcdaÿw`hpqyour back. rcdaÿXa`bTvcaYour transformations`XWcbÿR`TXTÿvcaÿrÿ lasts for 1 sWminutebdXSÿcaÿdbXWRÿfcdÿSbUÿWXÿ`Tÿ`ÿwcbdTÿ`hXWcbqÿtdaWbiÿWXeÿfcdÿY`gSÿ`ÿufWbiÿT”SSUÿcvÿsuÿvSSXeÿ`bUÿcbhSÿcbÿS`hYÿcvÿf or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of yourcdaÿXdabTe turns, fcdÿh`bÿUS`Rÿyou can deal SiXa`ÿa`UW`bXÿU`extra radiant damages`iSÿXcÿcbSÿX`aiSXÿ to one target VYwhenSbÿfcdÿUS`RÿU` you deal damages`iSÿXcÿWXÿ to it VWwithXYÿ`bÿ`XX`hpÿcaÿ`ÿT”SRRqÿhYSÿSiXa`ÿa`UW`bXÿU` an attack or a spell. The extra radiant damages`iSÿS•d`RTÿfcdaÿRS equals your level.gSRq

–bhSÿfcdÿdTSOnce you use ÿXYWTÿXa`WXeÿfcdÿh`bxXÿdTSÿWXÿ`i`WbÿdbXWRÿfcdÿ—bWTYÿ`ÿRcbiÿaSTXqthis trait, you can't use it again until you finish a long rest.

€‰GfB‘ ÿyAFEScourge AasimarlAB ghcdaiSÿ``TWsScourge aasimar`aÿ`aSÿW are imbuedswdSUÿ VWwithXYÿ`ÿUWgWbSÿSbSaifÿXY`XÿwR`vSTÿWbXSbTSRfÿ a divine energy that blazes intensely VWwithinXYWbÿXYS themsq.ÿwXÿvSSUTÿ`ÿ”c It feeds a powerfulVSavdRÿUSTWaSÿXcÿUSTXacfÿSgWR desire to destroy evil-ax` ÿUSTWaSÿXY`XÿWTeÿdesire that is, `XÿWXTÿwSTXeat its best, dbuWbhYWbiÿ`bunflinching and,Ueÿ`XÿWXTÿ at its VcworstaTXeÿ`RRyhcbTd, all-consumingsWbiqÿ. z`ManybfÿThcdaiSÿ``TW scourge aasimars`aÿ VSwear`aÿ s`masksTpTÿXcÿwRchpÿcdXÿXYSÿ to block out the VcworldaRUÿ`bUÿvchdTÿcbÿhcbX`WbWbiÿXYWTÿ”c and focus on containing this power,VSaeÿdb unmaskings`TpWbi themselvesXYSsTSRgSTÿc onlybRfÿWbÿw`XXRSq in battle. yoE†E‡pÿ€‰GB ÿH‰B AAbility Score Increase.F I ÿrcdaÿecbTXWXdXWcbÿThcaSÿWbhaS`TSTÿwfÿrqYour Constitution score increases by 1.

ƒA’EAH‡ÿ„GHFfRadiant Consumption.l{‡EGHI ÿgX`aXWbiÿ`XÿsaUÿRSgSReÿfcdÿh`bÿdTSÿfcdaÿ`hXWcbÿXcÿdbRS`TYÿXYSÿUWgWbSÿSbSaifÿStarting at 3rd level, you can use your action to unleash the divine energy VWwithinXYWbÿfcdaTSRveÿh`dTWbiÿ`ÿTS`aWbiÿRWiYXÿXcÿa`U yourself, causing a searing light to radiateW`XSÿvacs from fcdeÿ”cdaWbiÿcyou, pouring outdXÿcvÿfcdaÿSfSTÿ`bUÿ of your eyes and scmouth,dXYeÿ`bUÿXYaS`XSbÿXcÿhY`aÿfcdq and threaten to char you. rcdaÿXa`bTvcaYour transformations`XWcbÿR`TXTÿvcaÿrÿ lasts for 1 sWminutebdXSÿcaÿdbXWRÿfcdÿSbUÿWXÿ`Tÿ`ÿwcbdTÿ`hXWcbqÿtdaWbiÿWXeÿfcdÿTYSUÿwaWiYXÿRWiYXÿWbÿ`ÿruyvccXÿa`UWdTÿ`bUÿUW or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dimsÿ RWiYXÿvcalight forÿ`b an

`UUWXWcb`Rÿruadditional 1 OÿvSSXeÿ`bUÿ`XÿXYSÿSbUÿcvÿS`hYÿcvÿfcdaÿXdabTeÿfcdÿ`bUÿS`hYÿhaS`XdaSÿ feet, and at the end of each of your turns, you and each creature VWwithinXYWbÿruÿvSSXÿcvÿfcdÿX`pSÿa`UW`bXÿU` 1 O feet of you take radiant damages`iSÿS•d`RÿXcÿY`RvÿfcdaÿRSgS equal to half your levelRÿ|acdbUSU (rounded d”}qÿwbÿ`UUWXWcup). In addition,beÿcbhSÿcbÿS`hYÿcvÿfcdaÿXdabTeÿfcdÿh`bÿUS`RÿSiXa`ÿa`UW`bXÿU` once on each of your turns, you can deal extra radiant damages`iSÿXcÿcbSÿX`aiSXÿ to one target VYwhenSbÿfcdÿUS`RÿU` you deal damages`iSÿXcÿWXÿ to it VWwithXYÿ`bÿ`XX`hpÿcaÿ`ÿT” an attack or a spell.SRRqÿhYS The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Fallen Aasimar An aasimar who was touched by dark powers as a youth or who turns evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.

Ability Score Increase. Your Strength score increases by 1.

Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus+ your Charisma modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Dragonborn

ˆWildemount was the cradle from which all dragonborn civilization grew. The city-state of Draconia rose in the Dreemoth Ravine along the southern edge ofv FPthe continent, when foreign dragonkin fleeing the gods' wrath during the Calamity forged an alliance with native dragonborn already dwelling there. The Icolonizing dragonborn, who called themselves draconbloods, worked with the native dragonborn, called ravenites, to build a society that could withstand theFP wandering monsters of Xhorhas. However, Draconia swiftly descended into corruption and bigotry, and the draconblood ruling class betrayed and Genslaved their ravenite kin .

„Twenty years ago, Draconia was destroyed by the ire of the mighty Chroma Conclave, and the city-state's ruins were occupied by an ancient white dragon Rnamed Vorugal. The chaos of the attack upended draconblood civilization, and the ravenite slaves rose up and drove their former masters from the `TGGDreemothDAFPÿ‘H RavineVURGyÿ–A. NowXÿ DHmastersEFGTEÿAvÿFPGUTÿA of their ownXR ÿvHFG‚ÿFPGÿTHVGRUFGÿQTHWAReATRÿPHVGÿTGeBUwFÿFPGUTÿPAfate, the ravenite dragonborn have rebuilt their homeDG ÿXUwithinFPURÿFPGÿTHVURGÿHRQÿPHVGÿeGWBRÿFAÿEcTGHQÿ the ravine and have begun to spread ABFÿHITAEEout across theFPGÿ XAworldTwQy.

`THWAReATRÿ•HDragonborn VariantsTUHRFE

€ABÿIHRÿHwwAXYou can allow ÿHÿcwH@GTÿFAÿIPAAEGÿARGÿAvÿFPGÿvAwwAa player to choose one of the followingXURWÿQTHWAReATRÿVHTUHRFEy dragonborn variants.

—h˜p™td™htÿfDragonborn Variant˜hi˜trgÿ—h˜h™tdi™™u: Draconblood

`THIARewAAQEDraconbloods ÿcAEEGEEÿwARWÿFHUwEÿHRQÿHÿƒRHIƒÿvATÿEAIUHwÿpossess long tails and a knack for social DHmanipulationRUcBwHFUARyÿ„PG@ÿTG. They rememberDGDeGTÿFPGÿQH@E the days XPwhenGRÿFPG@ÿ they XGwereTGÿARIGÿ once DUmightyWPF@ÿIAR BGTATEy conquerors. jÿQTHIARewAAA draconbloodQÿBEGEÿFPGÿQTHWAReATRÿFTHUFEÿURÿFPGÿ uses the dragonborn traits in the kwH@GT‡Eÿ”HRQeAAƒPlayer's Handbook‚ÿ, XUwithFPÿFPGÿvAwwA the followingXURWÿFTHUFE traits TGcwHIURWÿFPGÿreplacing the jeUwUF@ÿlIATGÿmRITGHEGÿHRQÿ`HAbility Score Increase and DamageDHWGÿ‘GEUEFHRIGÿFTHUFEy Resistance traits. ndiiiroÿph™hsÿqthhs˜Ability Score Increase.rss ÿ€ABTÿmRFGwwUWGRIGÿEIATGÿURITGHEGEÿe@ÿt‚ÿHRQÿ@ABTÿSPHTUEYour Intelligence score increases by 2, and your CharismaDH ÿEIATGÿURITGHEGEscore increases e@ÿyby 1.

—˜huviri™tsDarkvision. ÿ€YouABÿIHRÿEGGÿURÿQU can see in dimDÿ wUWPFÿlight XUwithinFPURÿwxÿvGGFÿAvÿ@ABÿHEÿUvÿUFÿ 60 feet of you as if it XGwereTGÿeTUWPFÿwUWPF‚ÿHRQÿURÿQHTƒRGEE bright light, and in darkness HEÿUvÿUFÿas if it XGwereTGÿQ dimUDÿ wUWPFyÿ€ABÿIHR‡FÿQUEIGTRÿIAwATÿURÿQHTƒRGEE‚ÿARw@ÿEPHQGEÿAvÿWTH@ylight. You can't discern color in darkness, only shades of gray. y™hhsgziÿ{hsrsthsForceful Presenceyÿ€ABÿIHRÿBEGÿ@ABTÿBRQGTEFHRQURWÿAvÿITGHFUVGÿQUcwA. You can use your understanding of creative diplomacyDHI@ÿATÿURFU or intimidationDUQHFUARÿFAÿWBUQGÿH to guide a IARVGTEHFUARÿconversation URÿ@ABTÿvHVATyÿin your favor. ˆPWhenGRÿ@ABÿ you DHmakeƒGÿHÿSPHTUE a CharismaDH ÿY(qtriIntimidation|iu˜ri™t ÿATÿor {shrz˜ri™tPersuasionfÿIPGIƒ‚ÿ@ABÿIHR) check, you can QAÿEAÿdo so XUwithFPÿHQ advantageVHRFHWGyÿ†RIGÿ@ABÿBEGÿFPUEÿFTHUF‚ÿ@ABÿIHR‡FÿQAÿEAÿHWHURÿBRFUwÿ@ABÿdRUEPÿHÿEPATFÿATÿwARW. Once you use this trait, you can't do so again until you finish a short or long TGEFyrest.

—}n~€‚—ÿ—}nƒ€DRACONBLOOD DRAGONBORN}€

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—h˜p™td™htÿf˜hi˜trgÿ}˜vstirsDragonborn Variant: Ravenite

‘HVGRUFGEÿPHVGÿRAÿFHUwEÿHRQÿHÿPGHTF@ÿcP@EU BGyÿ„PG@ÿTGRavenites have no tails and a hearty physique. They rememberDGDeGTÿFPGÿQH@EÿX the days whenPGRÿFPG@ they XGwereTGÿEwHVGEÿFAÿFPGÿQTHIARewAAQ‚ÿHEÿ slaves to the draconblood, as XGwellwwÿHEÿFPGÿQH@ÿ as the day XPwhenGRÿFPG@ÿAVGTFPTG they overthrewXÿ theirFPGUTÿ DHmastersEFGTEy.

jÿTHVGRUFGÿBEGEÿFPGÿQTHWAReATRÿFTHUFEÿURÿFPGÿA ravenite uses the dragonborn traits in the kwH@GT‡Eÿ”HRQeAAƒPlayer's Handbook‚ÿ, XUwithFPÿFPGÿvA the followingwwAXURW traitsFTHUFEÿTGcwHIURWÿFPGÿjeUwUF@ÿlIATGÿmRITGHEGÿHRQÿ`H replacing the Ability Score Increase and DamageDHWGÿ‘GEUEFHRIGÿFTHUFEy Resistance traits. Ability Score Increase. Your Strength score increases by 2,„ÿ€t ÿ‚hipÿ†htwryriryht and your Constitution score increases by 1.

Darkvision. You can see in dim light within 60 feet of you €wÿy–ÿyrÿas if it “swerepsÿpyuvrÿ’yuvr„ÿ€t bright light, and in darkness as if it were dim light. You can't discern color ytÿ €p—tsww„ÿht’‚in darkness, only ÿwv€ swÿh–shades of up€‚ˆgray.

Bab™adeTÿAddceTUeVengeful Assault. ÿfvWhenstÿ‚hiÿr€—sÿ € you take damage‘€usÿ–ph from‘ÿ €ÿxps€ripsÿytÿp€tusÿh–ÿ€ÿ“a creature in range of a weapons€ghtÿ‚hi you €psÿare “ywieldings’ ytu„ÿ‚hiÿx€tÿiwsÿ‚hipÿps€xryhtÿrhÿ, you can use your reaction to ‘€make—sÿ€tÿ€rr€x—ÿ an attack “ywithrvÿrvsÿ the “sweapon€ght ÿ€u€ytwragainst thatrv€rÿxps€ripsˆÿhtxsÿ‚hiÿiwsÿrvywÿrp€yr„ÿ‚hiÿx€t˜rÿ hÿwhÿ€u€ytÿitry’ÿ‚hiÿitywv creature. Once you use this trait, you can't do so again until you finish ÿ€ÿwvhprÿhpa short or ’htuÿpswrˆlong rest.

@ABCDEFCÿH@AIPDQP@DRAVEN/TE DRAGONBORN jp€uhthptÿytÿrDragonborn in thevsÿj Dwendalian“st €’y€tÿk Empire‘gyps lvsÿjThe Dwendalian“st €’y€tÿk Empire‘gypsÿv€wÿwsstÿ€ÿ has seen a ‘€massivewwymsÿytnioÿh–ÿ p€uhthptÿwytxsÿrvsÿ–€’’ÿh–ÿjp€xhty€ˆÿ influx of dragonborn since the fall of Draconia. phMostwrÿh–ÿrvsÿ p€xht’hh ÿth’swÿ of the draconblood nobles “vwhohÿns ÿytrhÿrvsÿ fled into the sempire‘gypsÿrpys tried rhÿiwsÿrvsypÿuto use their grandiloquentp€t y’hqistrÿt€ names‘swÿ€t ÿryr’swÿrhÿs€ptÿ–€mhpwÿ€t ÿgpswryusˆÿrirÿ and titles to earn favors and prestige. But “ywithoutrvhirÿrvsÿgh the power“spÿh–ÿ€ÿt€ryhtswr€rsÿsvyt ÿrvs of a nation-state behind them‘„,ÿ ‘€manyt‚ÿh–ÿrvhwsÿ–h of those formerp‘spÿw’€ms slave howners“tspwÿ “swerepsÿ –hpxs ÿytrhÿ’ymswÿh–ÿ–€pforced into lives of farming‘ytuÿhpÿv€p ÿ’€hpˆÿqh or hard labor. Some‘s ÿytÿrvsÿsin the empire‘gypsÿwgs€—ÿytÿ€ speak in awed“s ÿ “vwhispersywgspwÿh–ÿrvsÿt–hp of the "former‘spÿ p€uhthptÿgpytxswuÿ dragonborn princes" “vwhohÿth now“ÿ ’ymsÿ€wlive as g€igspw„ÿpaupers, “vwhiley’sÿhrvspwÿwxh––ÿ€rÿrvswsÿv€iuvr‚ÿ p€uhthpt˜wÿ s’iwyhtwÿh–ÿup€t sipˆ others scoff at these haughty dragonborn's delusions of grandeur. p€Manyt‚ÿp€mstyrs raveniteswÿv€msÿvhipts‚s ÿrhÿrvsÿj have journeyed to the Dwendalian“st €’y€tÿk Empire‘gypsÿytÿrvsÿ‚s€pwÿwytxsÿrvsÿ s€rvÿh–ÿwhpiu€’„ÿirÿrvsÿipwrÿh–ÿrvhwsÿ–hit ÿ€ÿxh’ spÿpsxsgryh in the years since the death of Vorugal, but the first of those found a colder receptiontÿrv€tÿ than “€wasw uymstÿrvsypÿ–hgiven their formerp‘spÿ ‘€masterswrspwˆÿlvsÿs. The empire‘gypsÿv€ ÿthÿ swypsÿrhÿup€trÿ€w‚’i had no desire to grant asylum‘ÿ torhÿpsmh’iryht€pysw„ÿ€t ÿ revolutionaries, and “hwouldi’ ÿv€msÿripts ÿrvsÿp€mstyrswÿ€ have turned the ravenites away“€‚ÿv€ ÿrvsÿ†s had the Cerberuspspiw xwwsAssembly‘’‚ÿthr not ÿytrspmsts ˆÿyhpÿps€whtwÿit—thintervened. For reasons unknown“t,„ÿrvsÿxwws the Assembly‘’‚ÿxps€rs ÿrvsÿwv€tr‚rh created the shantytown“t ÿh–ÿl€’htwr€ rÿ–hpÿ ywg’€xs ÿp€mstyrsw„ÿ€’’hof Talonstadt for displaced ravenites, allowing“ytuÿrvs them‘ÿ torhÿrp€ sÿ’€hp trade labor –hpÿ’h uytuÿrvfor lodging therespsˆ. jp€uhthptÿhtÿDragonborn on thervsÿ psMenageriet€uspysÿ†h€wr Coast p€Manyt‚ÿh–ÿrvsÿ of the draconbloodsp€xht’hh wÿnssytuÿrvsypÿpiyts ÿxyr‚swr€rsÿwsrr’s ÿ€ fleeing their ruined city-state settled among‘htuÿrvsÿgshg’sÿh–ÿrvsÿ†’hmywÿ†htxhp ˆÿqh the people of the Clovis Concord. Some‘s ÿv€ ÿs€xvÿvhhad beach homes‘swÿ€t ÿgpym€rsÿ and private my’’€wÿrhÿnssvillas to flee to,rh„ÿ€t ÿ and “swerepsÿ€ able’sÿrhÿswr€’ywvÿiwytswwswÿ to establish businesses “ywithrvÿrvsÿ the ‘hmoneyts‚ÿrvs‚ÿv€ ÿwr€wvs ÿ€ they had stashed away“€‚ÿrvspsˆÿhrvspwÿ there. Others “swerepsÿthrÿwhÿ–hprit€rs„ÿ€t ÿ not so fortunate, and “swerepsÿ–hpxs ÿrhÿr€—sÿ forced to take ‘smenialty€’ÿvhw jobs rhÿto ‘€make—sÿst w ends ÿ‘smeet.srˆÿ p€Manyt‚ÿpswy strwÿh–ÿrvsÿ†’hmywÿ†htxhp ÿ–ss’ÿ€ÿr residents of the Clovis Concord feel a twinge“ytusÿh–ÿw‚ of sympathy‘g€rv‚ÿ–hpÿrvsÿ p€xht’hh ÿsoy’sw„ÿirÿ for the draconblood exiles, but ‘hmostwrÿxh commoners‘‘htspwÿ “vwhohÿv€ havemsÿ€t‚ any —thknowledge“’s usÿh– ofÿrvsÿp€mstyrsÿigpywytuÿwssÿrvywÿ’y–sÿh–ÿwspmyri sÿ€wÿviwrÿgitywv the ravenite uprising see this life of servitude as just punishment.‘strˆ p€Manyt‚ÿh–ÿrvsÿp of the ravenites€mstyrswÿ “vwhohÿrp€ms’ÿrhÿrvsÿ travel to the “€warmp‘ÿ w€t wÿh–ÿrvsÿxh€wrÿ€psÿsands of the coast are ‘smerchantspxv€trwÿhpÿ or “swealthy€’rv‚ÿustsp€’wÿhpÿgh’yryxy€twÿhtÿm€x€ryhtˆÿxwÿwixv„ÿ€’’ÿp€m generals or politicians on vacation. As such, all ravenitesstyrswÿhtÿrvs on the psMenageriet€uspysÿ†h Coast€wrÿ€psÿ€wwi are assumed‘s ÿrhÿv€msÿ to have “swealth-even€’rvzsmstÿsoy’swÿhpÿgstty’swwÿ€ mstripspwˆÿxt‚ÿr€y’’swwÿ p€uhthptÿ exiles or penniless adventurers. Any tailless dragonborn “vwhohÿ “€wanderst spwÿrvphiuvÿrvsÿxyryswÿ through the cities h–ÿrvsÿ†’hmywof the Clovis †htxhp ÿConcord ‘imustwrÿxhtwr€tr’‚ÿ–st ÿh––ÿvix—wrspw„ÿgs ’spw„ÿ€t ÿrvysmswˆ constantly fend off hucksters, peddlers, and thieves. jp€uhthptÿytÿ{Dragonborn in Xhorhasvhpv€w

Countless draconbloods fled into the wastes of Xhorhas in search of asylum, and some even dared approach the intimidating walls of Rosohna. The dark elves of the Kryn Dynasty were eager to welcome these formerly isolated people into their ranks-though their reasons for doing so were less than altruistic. More dragonborn living within range of the Luxon's beacons deepens the well of experiences that draw engaged in anamnesis can draw from, bringing their people closer to true enlightenment. The dark elves have no interest in the rift between the draconbloods and the ravenites, and treat both peoples as equals. Firbolgs

Firbolgs are a forest-dwelling race native to the Greying Wild lands, particularly the mysterious Savalirwood. Their bodies are covered with thick fur ranging from tones of earthen brown and ruddy red to cool grays and blues, and even to wild hues of pink and green. Their bodies are bovine or camelid in appearance, with floppy, pointed ears and broad, pink noses, but they are bipedal and have hands that can manipulate weapons and objects.

Most firbolgs live in extended family units, and it is unusual to find one living alone. However, they are introverted to the point where they seldom engage with other firbolgs outside the family unit, and firbolgs rarely form their own cities, villages, or even large tribes. Despite this, many firbolgs enjoy visiting other nations' settlements for a short time for trade, sightseeing, and to visit friends.

Firbolgs in the Dwendalian Empire

Most imperial citizens have never even heard of firbolgs. Stories involving these folk are rare, and typically liken them to the giants, depicting firbolgs as hulking warriors rather than fur-covered nature lovers. People living in the great crossroads city of Zadash might be familiar with one firbolg in dIBRAWeEIBƒÿRYPparticular: theÿrDEEacÿPWWPVRBAWÿPVWYIVRPBÿpVD jolly, eccentric enchanter knownUV ÿIGÿeas PumatfIRÿgDEhÿiYAGÿQI Sol. This familiarityfAEAIBARaÿ fPmeansIVGÿRYIRÿ that fImanyVaÿ UIwarmBfÿ „eAWpEaÿRDÿVPquickly to newUÿ firbolgs,tBCDEFGcÿIECPARÿIQRPBÿGD albeit after somefP ÿAVARAIEinitial GeBdBAGPhsurprise.

@ABCDEFGÿDVÿRYPFirbolgs on the ÿsPMenagerieVIFPBAPÿ DIGR Coast gAVWPÿtBCDEFGSince firbolgs ÿIBPÿVPARYPBÿdBDVPÿRDÿRBIXPEÿVDBÿVIRAXPÿRDÿRYPÿare neither prone to travel nor native to the sPMenagerieVIFPBAPÿ DIGRcÿRYPABÿVe Coast, their numbersfCPBGÿIEDVFÿ along bAWildemount'sETPfDeVRxGÿ UPwesternGRPBVÿGYDBPGÿIBPÿXIVAGYAVFEa shores are vanishingly ÿGsmall.fIEEhÿiYP The dPDdEPÿDQÿRYPpeople of the ÿ EDXAGÿ DVWDBTÿGYIBPÿRYPÿGIClovis Concord share the samefP ÿQDEpÿRIEPGÿDQÿFAIVRSEApPÿYefolk tales of giant-like humanoidfIVDATÿtBCDEFGÿIGÿRYPÿQDEpÿDQÿRYPÿw firbolgs as the folk of the DwendalianUPVTIEAIVÿy EmpirefdABPcÿIVTÿIBPÿEApP, and are likewiseUAGPÿG surprisedeBdBAGPTÿCa by theirRYPABÿFPVREPÿV gentle natureIReBPÿ UYwhenPVÿRYPaÿ they fPmeetPRÿRYP themfh.

@ABCDEFGÿAVÿ†YDFirbolgs in XhorhasBYIG

@ABCDEFGÿFirbolgs UYwhoDÿ travelRBIXPEÿGDeRYPIGRÿQBD southeast fromfÿ theRYPÿ`BPaAVFÿ Greying bAWildlandsETEIVTGÿIVTÿWBDGGÿRYPÿweVBDWpÿ and cross the Dunrock sDMountainseVRIAVGÿ fAmightFYRÿtVTÿRYP find themselvesfGPEXPGÿ UIwanderingVTPBAVFÿRYPÿ the UIwastesGRPGÿDQÿ† of XhorhasYDBYIGhÿiYP. The RPBBARDBAIEÿterritorial fDmonstersVGRPBGÿRYIRÿdBD that prowlUE ÿRYPÿthe UIwastesGRPGÿGYD showUÿ VDÿdARaÿRDÿeVdBPdIBPTÿno pity to unprepared UIwanderers,VTPBPBGcÿIVTÿ and fDmostGRÿtBCDEFÿQI firbolg familiesfAEAPGÿpVD knowUÿ CPRRPBÿRYIVÿRDÿeVTPBRIpPÿGeWbetter than to undertake suchYÿI a TIVFPBDeGÿrDdangerous journeyeBVPah. bAWithRYÿVDBRYPBV northern ÿ†YDBYIGÿtBXhorhas firmlyfEaÿeVTPBÿRYPÿWDVRBDEÿDQÿRYPÿ‡BaVÿwaVIGRacÿRYPÿTIBpÿPEXPGÿYIXPÿGIXPTÿIÿVe under the control of the Kryn Dynasty, the dark elves have saved a numberfCPBÿDQÿtBCDEFÿRBIXPEPBGÿQBD of firbolg travelers fromfÿfD monstersVGRPBGÿDXP overBÿRYPÿaPIBGh the years. yVDeFYÿDQÿRYDEnough of thoseGPÿYIXPÿBP have remainedfIAVPTÿAVÿRYPÿ in the UIwastesGRPGÿQDBÿG for smallfIEEÿtBCDEFÿWD firbolg communitiesffeVARAPGÿRDÿTPXPEDdÿAVÿˆDGDYVIÿIVTÿDRYPBÿ to develop in Rosohna and other fImajorrDBÿ‡BaVÿWARAPGh Kryn cities.

@ABCDEFÿ EIGGPGFirbolg Classes

sDMostGRÿtBCDEFGÿIBPÿTBeATGcÿBIVFPBGcÿDBÿtFYRPBGhÿ– firbolgs are druids, rangers, or fighters. AmongfDVFÿRYPABÿpAVTc their kind,ÿRYPGP these

XDWIRADVGÿIBPÿdIGGPTÿTDvocations are passed downUV ÿQBDfromfÿ DVPÿFPVPBIRADVÿRDÿRYPÿVPuRhÿiYone generation to the next. ThePÿtBCDEFGx firbolgs' fImagicalFAWIEÿYPBARIFPÿIEGDÿPudBPGGPGÿARGPEQÿAVÿDRYPBÿ heritage also expresses itself in other UIways;aG—ÿRYDGPÿ those UYwhoD ÿCPWDbecomefP CIBTGÿdBPGPBXPÿRYPÿWEIVxGÿEDBPcÿIVTÿtBCDEFÿGDBWPBPBGÿTPQPVTÿRYPAbards preserve the clan's lore, and firbolg sorcerers defend theirB WDcommunitiesffeVARAPGhÿ@ABCDEFÿ. Firbolg UAwizards€IBTGÿIBAGPÿ arise UYwhenPVÿIÿWEIVÿCPWD a clan becomesfPGÿQBAPV friendlyTEaÿ UAwithRY PEXPGhelves.

@ABCDEFÿBDFePGÿIBPÿRadAWIEEaÿGWDeRGÿRIGpPTÿFirbolg rogues are typically scouts tasked UAwithRYÿGdaAVFÿDVÿVPAFY spying on neighboringCDBAVFÿQDEp folk toRDÿTPRPB determinefAVPÿRYPABÿAVRPVRADVGhÿiYPaÿIBPÿ their intentions. They are fDmostGRÿWD commonffDVÿI amongfDVFÿt firbolgsBCDEFG UYwhoseDGPÿYD homesfPGÿCDBTPBÿYe border humanfIVÿGPRREP settlementsfPVRGh.

@ABCDEFÿCIBCIBAIVGÿIBPÿBIBPÿPuWPdRÿIFirbolg barbarians are rare except amongfDVFÿWEIVGÿRYIRÿQIWPÿWDVGR clans that face constantIVRÿRYBPIRG threats fromQBDfÿ PXAEÿYeevil humanoidsfIVDATGÿIVTÿDRYPBÿAVXITPBGh and other invaders.

@ABCDEFÿWEPBAWGÿIVTÿdIEITAVGÿIBPÿeGeIEEaÿTPTAWIRPTÿRDÿVIReBPÿFDTFirbolg clerics and paladins are usually dedicated to nature godsGcÿPVQDBWAVF, enforcing theirRYPABÿ UAwill.EEh FIRBOLG

Firbolg warlocks are rare, but some clans forge alliances andVTÿIBWIVPÿdIWRGÿ arcane pacts UAwithRYÿdD powerfulUPBQeEÿQPaÿCPAVFGh fey beings. Firbolg monks are almost entirely unheard of, though a monastery might take in the young survivors of a devastated firbolg clan.

Firbolg Names

Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions.

By the same token, their clan names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it "home."

Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever theyV wish.

ABCDEFGÿiCSBURFirbolg Traits vÿcCDEFGÿdXSCA firbolg characterSdUTCÿXSRÿUXTÿ`EFFE has the followinghBPGÿCSdBSFÿUCSBURe racial traits. wxy€y‚ÿ„ †‡ˆÿ‰ ‡ˆ‘Ability Score Increase.’ˆ“ ÿ”EWCÿYour rBWisdomRYEIÿ RdECTÿBPdCTSRTRÿDVÿ•aÿSPYÿVEWCÿuUCTPGUXÿRdECTÿBPdCTSRTRÿDVÿ–escore increases by 2, and your Strength score increases by 1. w—ˆ“Age. ÿvRÿXWAs humanoidsISPEBYRÿCTFSUTYÿUEÿUXTÿ`TVaÿcCDEFGÿXSbTÿFEPGÿFB`TRgSPReÿvÿcCDEFGÿCTSdXTRÿSYWFUXEEYÿSCEWPYÿ˜™aÿSPYÿUXTÿEFYTRUÿE`ÿUXT related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of themIÿ dSPÿFBbTÿ`ECÿd™can live for 500™ÿVTSCRe years. w€y—Alignment.eˆ“ÿ vAsRÿgTEgFTÿ people hXwhoEÿ`EFFE followhÿ theUXTÿCXVUX rhythmIÿ E`ÿPSUWCTÿSPYÿRTTÿUXTof nature and see themselvesIRTFbTRÿSRÿBURÿdSCTUSQTCRaÿcCDEFGÿSCTÿUVgBdSFFVÿPTWUCSFÿGEEYeÿfbBFÿcCDEFGÿSCTÿC as its caretakers, firbolg are typically neutral good. Evil firbolg are rareSCTÿSPYÿSCT and are WRWSFFVÿUXTÿRhusually the swornECPÿTPT enemiesIBTRÿE`ÿUXTÿCTRUÿE`ÿUXTBCÿQBPYe of the rest of their kind.

„ygˆ“Size. ÿABCDEFGÿFirbolg RUSPYÿDTUstand betweenhTTPÿhÿSPYÿiÿ`TTUÿUSFFÿSPYÿ 7 and 8 feet tall and hTweighBGXÿDTU betweenhTTPÿ•j™ÿSPYÿ˜™™ÿgEWPYReÿ”EWCÿRBkTÿBRÿ 240 and 300 pounds. Your size is lTMediumYBWIe.ÿmTCTpRÿXE Here's howhÿ toUEÿYTUTC determineIBPTÿVEWCÿXTBG your heightXUÿSPY and hTweightBGXUÿCSPYE randomly,IFVaÿRUSCUBPGÿ starting hBwithUXÿCEFFBPGÿSÿRBkTÿ rolling a size IEmodifier:YBcTCn uBkTÿSize IEmodifier=YBcTCÿoÿ•Y–• 2dl 2 mTBGXUÿoÿpÿ`TTHeight= 6 feet+Uÿqÿ•ÿBPdXTRÿqÿVEWCÿRBkTÿ 2 inches+ your size IEmodifierYBcTCÿBPÿBPdXTR in inches rTWeightBGXUÿBPÿgEW in poundsPYRÿoÿ–hdÿqÿr•YpÿsÿVEWCÿRBkTÿ = 175 + (2d6 x your size IEmodifier)YBcTCt

„uˆˆv“Speed. ÿ”EWCÿDYour baseSRTÿ hSwalkingFQBPGÿRgTTYÿBRÿ˜™ÿ`TTUe speed is 30 feet. wy‡x†€—ÿFirbolg x‘Magic.—y “ ÿ”EWÿdSPÿdSRUÿYou can cast vˆˆ ÿdetect e‘magic—y ÿSPYÿ and vy’—yy’ˆÿ’ˆ€zdisguise selfÿ hBwithUXÿUXBRÿUCSBUaÿWRBPGÿ this trait, using rBWisdomRYEIÿ SRÿVEWCÿRgTFFdSRUBPGÿSDBFBUVÿ`ECÿUXTas your spellcasting ability for themIe.ÿ{PdTÿVEWÿdSRUÿT Once you cast eitherBUXTCÿRgTFFa spell, VEWÿdSPpUÿdSRyou can't castUÿBUÿSGSBPÿ it again hBwithUXÿUXBRÿUCSBUÿWPUBFÿVEWÿcPBRXÿSÿRXECUÿECÿFEPGÿCTRUeÿ this trait until you finish a short or long rest. rXWhenTPÿVEWÿWRTÿUXBRÿbTCRBEPÿE`ÿ you use this version of vy’—yy’ˆÿ’ˆ€zdisguise self,aÿVEWÿdSPÿRTT you can seemIÿ WgÿUEÿ˜ÿ`TTUÿRup to 3 feet shorterXECUTCÿUXSP than PECnormal,ISFaÿSFFEh allowingBPGÿVEWÿUEÿ you to IEmoreCTÿTSRBFVÿDFTPYÿBPÿ easily blend in hBwithUXÿXW humansISPRÿSPYÿTFbTRe and elves.

|yvvˆÿ„ˆu“Hidden Step. ÿvRÿSÿDEPWRÿSdUBEPaÿVEWÿdSPÿAs a bonus action, you can ISmagicallyGBdSFFVÿUWCPÿ turn y}y’yx€ˆinvisible ÿWPUBFÿUXTÿRUSCUÿE`ÿVEWCÿPT~UÿUWCPÿECÿWPUBFÿVEWÿSUUSdQaÿuntil the start of your next turn or until you attack, ISmakeQTÿSÿYS a damageISGTÿCEFFaÿECÿ`EC roll, or forcedTÿRE someoneITEPT toUEÿ ISmakeQTÿSÿRSb a savingBPGÿUXCEheÿ{PdTÿVEWÿWRTÿUXBRÿUCSBUaÿVEWÿdSPpUÿWRTÿBUÿSGSBPÿWPUBFÿVEWÿcPBRXÿSÿRXECUÿECÿFEPGÿCTRUe throw. Once you use this trait, you can't use it again until you finish a short or long rest.

†€ˆ‡zy€ÿyy€v“Powerful Build. ÿ”EWÿdEWPUÿSRÿEPTÿRBkTÿFSCGTCÿYou count as one size larger hXwhenTPÿYTUTC determiningIBPBPGÿVEWCÿdSCCVBPGÿdSgSdBUVÿSPYÿUXTÿ your carrying capacity and the hTweightBGXUÿVEWÿdSPÿgWRXaÿYCSGaÿECÿFB`Ue you can push, drag, or lift.

„uˆˆ ‚ÿ†zÿˆ‘’ÿ‘Speech of Beast andvÿƒˆ‘z“ leaf. ÿ”EWÿXSbTÿUXTÿSDBFBUVÿUEÿdEYou have the ability to communicateIIWPBdSUTÿBPÿSÿFB in a limitedIBUTYÿ ISmannerPPTCÿ hBwithUXÿDTSRURÿSPYÿgFSPUReÿiXTVÿdSPÿWPYTCRUSPYÿUXTÿ beasts and plants. They can understand the ITmeaningSPBPG ÿE`ÿVEWCof your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. languages. You can speak, read, and write Common, Elvish, and Giant.

Genasi

Genasi are exceedingly rare on Exandria, as befits their unique origins. Most live among the elementally attuned Ashari tribes of Tal'Dorei or on the Elemental Planes. However, there are no major rifts to the Elemental Planes in Wildemount, and thus no Ashari to safeguard them. The few genasi who dwell on this continent are often created as the result of a powerful elemental influence at the moment of their birth. A baby born within the eye of a hurricane might become an air genasi, while a fire genasi might be born in the midst of a raging forest fire.

Some genasi are more attuned to their native element than others. A genasi with a powerful connection to elemental fire might have their head covered by crackling flames rather than hair. A genasi with a connection to elemental water might have blue-tinged skin and appear to sweat profusely at all times.

Genasi in the Dwendalian Empire Genasi are so visually distinctive and uncommon that they are treated with equal amounts of surprise and wonder in all the nations of Wildemount. The authoritarian regime of the Dwendalian Empire reacts the most harshly to the unique power of genasi, and the Cerberus Assembly takes the greatest interest in them. Genasi are often press-ganged into joining the assembly under threat of death or exile, and most accept the offer.aaBHdÿeXIEBÿ Those YXwhoIÿHBaQEB refuse-andwDCT who survive-often take refuge in the empire's criminal underworld, with many finding acceptance in the Myriad crime syndicate.UBd

Genasi on the Menagerie Coast hPBCÿUXBÿVIEWEven the cosmopolitanIbIRFUDCÿbBIbRBÿIaÿUXBÿpRIPFEÿpICVIHTÿHBDVUÿUIÿUXBÿEFfXUÿIaÿDÿfBCDEFÿ people of the Clovis Concord react to the sight of a genasi YFwithUXÿ YIwonder.CTBHdÿDFRIHEÿDCTÿbFHDUBEÿDRFsBÿUDsBÿEbBVFDRÿFCUBHBEUÿF Sailors and pirates alike take special interest inCÿfBCDEFiÿaIH genasi, for theUXBÿbI powerYBHÿUIÿ to XDHCBEEÿUXBÿBRBharness the elementsWBCUEÿFEÿDÿfFaUÿaHI is a gift fromWÿ theUXBÿfITEÿICÿUXBÿIbBCÿEBDd gods on the open sea.

ABCDEFÿFCÿ‚XIHXGenasi in XhorhasDE

ƒIPowerfulYBHaQRÿEUIH stormsWEÿ YHwrackDVsÿUXBÿ„DUÿbRDFCEÿIaÿ‚XIHXDEiÿDCTÿ the flat plains of Xhorhas, and WDmanyCSÿ YXwhoIÿRFPBÿqBSICTÿUXBÿ live beyond the YDwallsRREÿIaÿUXBÿ HSCÿgSCDEUSxEÿVFUFBEÿbHDSÿUIÿ IHTÿUXBÿUIH of the Kryn Dynasty's cities pray to Kord the StormWÿ †IHTLord ÿUIÿto YFwinC qRBEEFCfEÿDCTblessings and ÿbHIUBVUFICÿaHIprotection fromWÿ XFEÿhis YHwrathDUXdÿrFHiÿyHBiÿDCTÿ. Air, fire, and YDwaterUBHÿfBCDEFÿDHBÿIaUBCÿqIHCÿQCTBHÿ IHTxEÿDQEbFVBEiÿDCTÿ genasi are often born under Kord's auspices, and WDmanyCSÿqBVI becomeWB ÿEXDshamansWDCEÿEBHPFCfÿ serving theUXBÿaIRsÿIa folk of ‚XIHXDEdÿ‡BYXhorhas. Few ÿBDHUXÿfBCDEFÿHIDearth genasi roamWÿ theUXBÿ YDwastes,EUBEiÿUXIQfXÿEI though someWBÿDHBÿEDFTÿUIÿT are said to dwellYBRRÿ YFwithinUXFCÿUXBÿˆBH the VermalocWDRIVÿ cFWildwoodRTYIITd. eXBÿ HSCÿsCIThe Kryn knowYÿ RFUURBÿDqIQUÿUXBÿfBCDEFÿDCTÿDHBÿBDfBHÿUIÿHBVUFaSÿUXDUdÿeXBFHÿEVIQUEÿXDPBÿIHTBHEÿUIÿqHFCfÿqDVsÿDCSÿfBCDEFÿUXBSÿBCVIQCUBHÿUIÿ‰IEIXlittle about the genasi and are eager to rectify that. Their scouts have orders to bring back any genasi they encounter to RosohnaCDd.

ABCDEFÿDGenasi NamesWBE

ABCDEFÿQEBÿUXGenasi use theBÿCD namingWFCfÿVICPBCUFICEÿIaÿUXBÿbBIbRBÿD conventions of the people amongWICfÿ YXwhomIWÿ theyUXBSÿ YBwereHBÿHDFEBTdÿeXBSÿ raised . They WFmightfXUÿRDUBHÿDEEQ later assumeWBÿTFEUFCVUFPBÿCD distinctive namesWBEÿUIÿVDbUQHBÿUXBFHÿ to capture their XBHFUDfBiheritage, EQVXÿDEÿ‡RDWsuch as Flame,Biÿh Ember,WqBHiÿ cDWave,PBiÿIHÿ‘CSvd or Onyx.

FROM LEFT TO RIGHT: EARTH GENAS/, WATER GENAS/, FIRE GENAS/, AND AIR GENAS/

Genasi Traits

A genasi character has the following racial traits.

Ability Score Increase. Your Constitution score increases by 2.

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Alignment. Independent and self-reliant, genasi tend toward a neutral alignment. Size. Genasi are as varied as their mortal parents but are generally built like humans. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier= 2dl 0

Height= 4 feet+ 8 inches+ your size modifier in inches

Weight in pounds = 110 + (2d4 x your size modifier)

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common andUÿfSR Primordial.XYSURP`gÿfSR PrimordialXYSURP`ÿRQÿPÿdcVVcSP`ÿ`PIdcPdHtÿu``HUÿ is a guttural language, filled sRwithVWÿWPSQWÿQe``Pb`HQÿPIUÿWPSUÿ†YI harsh syllables and hard consonantsQYIPIVQg.

Genasi Subraces gWHSHÿPSHÿƒYcThere are fourSÿ XPmajorhYSÿQcbSP†HQÿYƒÿdHIPQRvÿPRSÿdHIPQRtÿHPSVWÿdHIPQRtÿuSHÿdHIPQRtÿPIUÿ subraces of genasi: air genasi, earth genasi, fire genasi, and sPwaterVHSÿdHIPQRgÿeWYYQHÿYIHÿYƒÿVWHQHÿQcbSP†HQg genasi. Choose one of these subraces. iBjÿkD—–dBAir Genasi lQÿPIÿPRSÿdHIAs an air genasiPQRtÿeYcÿPSHÿUHQ†HIUHUÿƒSY, you are descended fromXÿ theVWHÿUhRIIgÿlQÿ†WPIdHPb`HÿPQÿVWHÿ djinn. As changeable as the sHweatherPVWHStÿeYcSÿ, your XYmoodsYUQÿQWRƒVÿƒSY shift fromXÿ †P`calmXÿ toVYÿ sRwild`UÿPIUÿTRY`HIVÿ and violent sRwithVWÿ`RVV`Hÿs little warningPSIRIdtÿbcV, but VWHQHÿQVYSthese stormsXQ ÿSPSH`eÿ`PQVÿ`YIdgrarely last long. lRSÿdHIPQRÿVeaAir genasi typicallyR†P``eÿWPTHÿ`RdWVÿb`cHÿQfRItÿWPRStÿPIUÿHeHQgÿlÿƒPRIVÿbcVÿ†YIQVPIVÿbSHHiHÿP††Y have light blue skin, hair, and eyes. A faint but constant breeze accompaniesXaPIRHQÿVWH them,Xt ÿVYcQ`RIdÿVWHÿWPRSÿPIUÿQVRSSRIdÿVWHÿ†`YVWRItousling the hair and stirring the clothingdgÿwY. SomeXH ÿPRSair dHIPQRÿQaHPfgenasi speakÿ sRwithVWÿbSHPVWeÿTYR†HQtÿ breathy voices, XPmarkedSfHUÿbeÿPÿƒPRIVÿH†WYgÿlÿƒH by a faint echo. A fewsÿ URQa`PeÿYUUÿaPVVHSIQÿRIÿVWHRSÿmHQWgdisplay odd patterns in their flesh. inBoBpqÿArsjDÿt—rjD–Ability Score Increase.dDE ÿhYcSÿuHvVHSRVeÿQ†YSHÿRI†SHPQHQÿbeÿ€gYour Dexterity score increases by 1. w—D—’B—˜ÿxjD–pyEUnending Breath. ÿhYcÿ†PIÿWY`UÿeYcSÿbSHPVWÿRIUHuIRVH`eÿYou can hold your breath indefinitely sWwhileR`HÿeYcrSHÿIYVÿ you're not B—r–‘–rBp–pD’incapacitatedg. zBMingle—˜oDÿ{BpyÿpyDÿ with the |BWind.—’E ÿhYcÿ†PIÿ†PQVÿVWHÿYou can cast the oD}Bp–pDlevitateÿQaH``ÿYI†Hÿ spell on ce sRwithVWÿVWRQÿVSPRVtÿSH~cRSRIdÿIYÿ this trait, requiring no XPmaterialVHSRP`ÿ†Y componentsXaYIHIVQtÿPIUÿeYcÿSHdPRIÿVWHÿPbR`RVeÿVYÿ†PQVÿR, and you regain the ability to cast itVÿVWRQÿ this sPwaye sWwhenHIÿeYcÿuIR you finishQWÿPÿ`YIdÿSHQVgÿeYIQVRVcVRYIÿRQÿeYcSÿQaH``†PQVRIdÿPbR`RVeÿƒYSÿVWRQÿQaH``g a long rest. Constitution is your spellcasting ability for this spell.

–jpyÿkD—–dBEarth Genasi lQÿPIÿHPSVWÿdAs an earth genasiHIPQRtÿeYcÿPSHÿUHQ†HIUHUÿƒSY, you are descended fromXÿ theVWHÿ†ScH`ÿPIUÿdSHHUeÿUPYtÿVWYcdWÿeYcÿPSHIrVÿIH†HQQPSR`eÿHTR`gÿhYcÿWPTHÿRIWHSRVHUÿQY cruel and greedy dao, though you aren't necessarily evil. You have inherited someXH ÿXHmeasurePQcSHÿYƒ ofÿ†YIVSY`ÿYTHS control over HPSVWtÿSHTH`RIdearth, reveling ÿRIÿQcaHSRYSÿQVSHIdVWÿPIUÿQY`RUÿaYin superior strength and solid powersHSgÿhYcÿVHIUÿVYÿPTYRUÿSPQWÿUH†RQRYIQtÿaPcQRIdÿ`YIdÿHIYcdWÿVYÿ†YIQRUHSÿeYcSÿYaVRYIQÿbHƒYSHÿVPf. You tend to avoid rash decisions, pausing long enough to consider your options before takingRIdÿP†VRYIg action.

€`HElementalXHIVP`ÿHPS earthVWÿ XPmanifestsIRƒHQVQÿURƒƒHSHIV`eÿƒSY differently fromXÿ YIHÿRIURTRUcP`ÿVYÿVWHÿIHvVgÿwYone individual to the next. SomeXH ÿHPSVWÿdHIPQRÿP`earth genasi alwayssPeQÿWPTHÿbRVQÿYƒÿUcQVÿƒP``RIdÿƒSY have bits of dust falling fromXÿ theirVWHRSÿbYURHQÿPIU bodies and ÿXcmudU †`RIdRIdÿVYÿVWHclinging to theirRSÿ†`YVWHQtÿIHTHSÿdHVVRIdÿ†`HPIÿIYÿ clothes, never getting clean no XPmatterVVHSÿWY howsÿ YƒVHIÿVWHeÿbPVWHgÿVWHSQÿPSHÿPQÿQWRIeÿPIUÿaY`RQWHUÿPQÿdHoften they bathe. Others are as shiny and polished as gemstonesXQVYIHQtÿ, sRwithVWÿQfRIÿVYIHQÿY skin tones ofƒÿUHHa deep bSYbrownsI ÿYSÿb`P†or blackftÿHeHQÿQaPSf`RIdÿ`RfHÿPdPVHQgÿ€PSVWÿdHIPQRÿ†PIÿP`QYÿWPTHÿQ, eyes sparkling like agates. Earth genasi can also have smoothXYYVWÿ XHmetallicVP``R†ÿmHQWtÿUc``ÿRSYIÿQfRIÿQaYVVHUÿ flesh, dull iron skin spotted sRwithVWÿScQVtÿPÿaHbb`HUÿPIUÿSYc rust, a pebbled and roughdWÿWRUHtÿYS hide, or HTHIÿPÿ†YPVRIeven a coatingdÿYƒÿVRIeÿH of tiny embeddedXbHUUHUÿ†SeQVP`Qg crystals. inBoBpqÿArsjDÿt—rjD–Ability Score Increase.dDE ÿhYcSÿwVSHIdVWÿQ†YSHÿRI†SHPQHQÿbeÿ€gYour Strength score increases by 1.

–jpyÿEarth |–Walk.o‚E ÿhYouYcÿ†PIÿ can XYmoveTHÿP†SYQQÿUR across difficultƒ†c`VÿVHSSPRIÿ terrain XPmadeUHÿYƒÿHPSVWÿPIUÿQVYIHÿ of earth and stone sRwithoutVWYcVÿHvaHIURIdÿHvVSPÿ expending extra XYmovement.THXHIVg

„–ddÿ{Bpys™pÿ j–rDPass without Trace.E ÿhYcÿ†PIÿ†PQVÿVWHÿYou can cast the ‘–ddÿ{Bpys™pÿpj–rDpass without traceÿQaH``ÿYI†Hÿ spell once sRwithVWÿVWRQÿVSPRVtÿSH~cRSRIdÿIYÿ this trait, requiring no XPmaterialVHSRP`ÿ†Y componentsXaYIHIVQtÿPIUÿeYcÿSHdPRIÿVWHÿPbR`RVe, and you regain the abilityÿVYÿ†PQVÿRV to cast it thisVWRQÿ sPwayeÿ sWwhenHI ÿeYcÿuIRQWÿPÿ`YIdÿSHQVgÿeYIQVRVcVRYIÿRQÿeYcSÿQaH``†PQVRIdÿPbR`RVeÿƒYSÿVWRQÿQaH``gyou finish a long rest. Constitution is your spellcasting ability for this spell.

†BjDÿkD—–dBFire Genasi lQÿPÿuSHÿdHIPAs a fire genasiQRtÿeYcÿWPTHÿRIWHSRVHUÿVWHÿTY`PVR`Hÿ, you have inherited the volatile XYmoodYUÿPIUÿfHHIÿ and keen XRmindIUÿYƒÿVWHÿHƒSHHVgÿhYcÿVHIUÿVY of the efreet. You tend towardsPSUÿR impatienceXaPVRHI†HÿPIUÿ and XPmakingfRIdÿQIPaÿhcUd snap judgmentsXHIVQgÿ‡. RatherPVWHSÿVWPI than hide your distinctive appearance, you exult in it.

Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-gray skin tones. The more human­ looking have fiery red hair that writhes under extreme emotion, while more exotic specimens spot actual flames dancing on their heads. Fire genasi voices sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.

Ability Score Increase. Your Intelligence score increases by 1.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is a shade of red.

Fire Resistance. You have resistance to fire damage. Reach to the Blaze. You know the produce flame cantrip. When you reach 3rd level, you can cast burning hands as a 1st-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi

The lapping of waves, the spray of sea foam on the wind, the ocean depths-these things call to your heart as a descendant of the turbulent marids. You wander freely and take pride in your independence, though others might consider you selfish.

Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi's hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.

Ability Score Increase. Your Wisdom score increases by 1. jC„dÿ@A†„†FBƒCAQAcid Resistance. ÿSTUÿ`iyaÿpaqYiWhaÿYTÿihqwÿwiYou have resistance to acid damage—i‰as. jAmphibious.gbD„‚„Ge†Q ÿSTUÿhiWÿpaiY`aÿiqpÿiWwÿYou can breathe air and Xiwater.Yaps ln„Swim.gQ ÿSTUÿ`iYou haveyaÿiÿ a swimmingXq——qW‰ÿraawÿT“ÿvoÿ“aaYs speed of 30 feet. pBIIÿFGÿFDAÿCall to the ”BWave.qAQ ÿSTUÿVWTYou knowXÿ theY`aÿ †DBbAÿnBFAcshape waterÿhiWYpqrÿraaÿaxTcantrip (see below)Xssÿ. t`WhenaWÿuTUÿpaih`ÿvpwÿxayax€ÿuTUÿhiWÿhiYÿ you reach 3rd level, you can cast CcABFAÿGcÿdA†FcGkÿnBFAccreate or destroy waterÿiÿiÿtWwˆxaya as a 2nd-levelxÿraxxÿTWha spell once XqwithY`ÿY`qÿYpiqY this trait,€ÿiWwÿuTUÿpa‰iqWÿY`aÿiqxqYuÿYTÿhiYÿqYÿY`qÿ and you regain the ability to cast it this Xiwayuÿ X`whenaWÿuTUÿ‘Wq`ÿiÿxTW‰ÿpaYsÿ’TWYqYUYqTWÿqÿuTUpÿraxxhiYqW‰ÿiqxqYuÿ“TpÿY`aaÿraxxs you finish a long rest. Constitution is your spellcasting ability for these spells.

lDBbAÿShape ”BWaterFAc –piWTransmutation—UYiYqTWÿhiWYpqr cantrip

pB†F„ƒ ÿ~Casting T„igAmeÿ‡ÿihYqTW: 1 action

@Bƒ AÿvRange: 30oÿ“aaY feet

pGComponentsgbGƒAƒF†ÿi: S

€ecBF„GƒDurationÿxWYiWYiWaTUÿTpÿ‡ÿ`TUpÿraaÿaxT: Instantaneous or 1 hour (see below)Xs

STUÿh`TTYou chooseaÿiWÿipaiÿT“ÿ an area of XiwaterYapÿY`iYÿuTUÿhiWÿaaÿ that you can see XqwithinY`qWÿpiW‰aÿiWwÿY`iYÿ‘Yÿ range and that fits XqwithinY`qWÿiÿˆ“TTYÿhUasÿSTUÿ a 5-foot cube. You —imanipulateWqrUxiYaÿqYÿqWÿTWaÿT“ÿY`aÿ“TxxT it in one of the followingXqW‰ÿ Xiways:u‚

• STUÿqWYou instantaneousYiWYiWaTUxuÿly —TmoveyaÿTpÿTY`ap or otherwiseXqaÿh`iW‰aÿY`aÿhT change the flowXÿ T“ÿY`aÿof the waterXiYapÿiÿuTUÿwqpahY€ÿUrÿYTÿÿ“aaYÿqWÿiWuÿwqpahYqTWsÿ–`qÿ as you direct, up to 5 feet in any direction. This —Tmovementya—aWYÿwTaWgYÿ`iyaÿaWTU‰`ÿ“TphaÿYTÿhi doesn't have enough force to causeUa widamage.—i‰as • STUÿhiYou causeUaÿY`aÿ the XiwaterYapÿYTÿ“Tp to form—ÿ qWYTÿqinto simple—rxaÿ`iraÿiWwÿiWq shapes and animate—iYaÿiYÿuTUpÿwqhpaYqTWsÿ–`qÿh`iW‰aÿxiYÿ“Tpÿ‡ÿ`TUps at your discretion. This change lasts for 1 hour. • STUÿh`You changeiW‰aÿY`aÿ the Xiwater'sYapgÿhTxTpÿTpÿTrihqYusÿ–`aÿ color or opacity. The XiwaterYapÿ —UmustYÿaÿh`iW‰awÿqWÿY`aÿi be changed in the same—a ÿXiwayuÿY`pTU‰`TUYsÿ–`qÿh`iW‰aÿxiYÿ“Tpÿ‡ÿ`TUps throughout. This change lasts for 1 hour. • STUÿ“paYou freezeaƒaÿY`aÿ the Xiwater,Yap€ÿrpTyqwawÿY`iYÿY`apaÿipaÿWTÿhpaiYUpaÿqWÿqYsÿ–`aÿ provided that there are no creatures in it. The XiwaterYapÿUW“paaƒaÿqWÿ‡ÿ`TUps unfreezes in 1 hour.

x“ÿuTUÿhiIf you castYÿY`qÿraxxÿ this spell —UmultipxYqrxaÿYqle times,—a€ÿuTUÿhiWÿ`iyaÿWTÿ you can have no —TmorepaÿY`iWÿY than twoXT ÿT“ÿqYÿWTWˆqWYiWYiWaTUÿa““ahYÿihYqyaÿiYÿiÿYqof its non-instantaneous effects active at a time,—a€ÿiWwÿuTUÿhiWÿwq and you can dismiss—qÿUh`ÿiWÿa““ahYÿiÿiWÿihY such an effect as an action.qTWs

GnomesWT—a

Gnomes are not native to Wildemount, and are relatively uncommon even in an age of swift boats from Marquet and flying airships from Tal'Dorei. They hail from the distant continent of lssylra and were largely content to remain there after the Calamity. In lands inhabited by people taller and stronger than them, gnomes often resort to living exclusively among other gnomes for their own security. This attitude has kept the gnomes of Wildemount safe for generations, but it has also instilled many gnomish societies with a pernicious strain of xenophobia.

Gnomes in the Dwendalian Empire

Two major gnome ethnic groups exist within the Dwendalian Empire, one centered in the mountain-city of Hupperdook and the other in the wooded Velvin Thicket. The rock gnomes of Hupperdook originally settled the Silberquel Ridge, and formed their enclave as a defense against bandits and brigands who hunted their kind for sport. This settlement predated the rise of the empire, and after a long and unprecedented period of imperial diplomacy-rather than conquest-the Hupperdook gnomes were finally convinced to add their cultural knack for invention to the empire's might. The forest gnomes of the Velvin Thicket have resisted imperial takeover for decades. As a result, though most people in the empireRaVGCÿHCCÿPQF see gnomesRCHÿYHÿIBCVG as their loyal friends and allies, many folk in the empire's western reaches view gnomes as obstinate, backcountry hicks.

Gnomes on the Menagerie Coast sYGPCÿQdLarge numbersRiCGHÿFEÿPQF of gnomesRCHÿTVUCÿ live hVwithinIBVQÿIBCÿrTFUVHÿrFQWFG`eÿaGV the Clovis Concord, primarilyRYGVTfÿVQÿIBCÿWVIfÿFEÿp in the city of Gwardan,hYG`YQeÿ hBwhereCGCÿYÿPGFdaÿFEÿPQF a group of gnomesRCHÿ hBwhoFÿHCWC`C`ÿEGF seceded fromRÿ tdaaCHupperdookG`FFX settled before the Concord's founding. Just as the elves of Gwardan were the metaphorical architects of the original concordance that founded the nation of city-states, the gnomes of Gwardan were the literal architects of the Clovis Concord's magnificent cities and halls of governance. A rock gnome by the name of Ionia Marbleweaver is revered as the grandmother of Concordian art and architecture for her innovative use of columns, frescoes, and friezes, all of which feature prominently in the great buildings of the Menagerie Coast's cities.

Gnomes in Xhorhas

Most Xhorhasians' only contact with gnomes is a brief glimpse of a deep gnome scurrying about the Underdark carrying armfuls of gems. The deep PQFgnomesRCHÿBYUC have ÿTVIITCÿVQICGCHIÿVQÿHdGEYWCÿaFTVIVWHeÿYQ`ÿCUCQÿIGfÿIFÿHIYfÿQCdIGYTÿVQÿIBCÿdQ`CGPGFdQ`ÿlittle interest in surface politics, and even try to stay neutral in the underground hYwarGÿiCI betweenhCCQÿIBCÿ‚GfQÿƒfQYHIfÿYQ`ÿIBCÿ`dCGPYGÿGC the Kryn Dynasty and the duergar rebelsiCTHbÿ„FG. For IBCÿthe RFmostHIÿaYGI part,eÿIBCÿ`CCaÿPQF the deep gnomesRCHÿYQ`ÿIBCVGÿHCIITC and their settlementsRCQIHÿYGCÿH are smallRYTTÿCQFdPBÿIFÿGC enough to remainRYVQÿdQQFIVWC`ÿifÿTYGPCGÿEFTXb unnoticed by larger folk. pFiTVQXVQGoblinkin

ABCÿWVUVTVyC`ÿaThe civilized peopleCFaTCÿFEÿIBCÿ of the hFworldGT`ÿWFQHV`CGÿPFiTVQHÿIFÿiCÿQFIBVQPÿ consider goblins to be nothing RFmoreGCÿIBYQÿ than RFmonsters-andQHICGH YQ`ÿVQÿ in RYmanyQfÿ hYways,fHeÿIBCfgGCÿGVPBIbÿpFiTVQHÿYQ`ÿIBCVGÿWFdHVQ they're right. Goblins and their cousins,HeÿIBC the BFiPFiTVQHÿYQhobgoblins and`ÿidPiCYGHeÿ bugbears, hCwereGCÿwGHIÿWGCYIC`ÿifÿ†YQCeÿIBCÿ‡IGVECÿˆ first created by Bane, the Strife Emperor,RaCGFGeÿYHÿEFFIÿHFT`VCGHÿEFGÿBVHÿdQBFTfÿYG as foot soldiers for his unholy army.RfbÿˆFQHÿYPFeÿ Eons ago, hBwhenCQÿIBCÿ‰Y the flamesRCHÿFEÿIB of theCÿrYTY CalamityRVIf idGQC`ÿYWGFHburned acrossHÿˆYQ`GVYeÿIBCÿ†CIGYfCGÿpF`HÿPYIBCGC`ÿVQÿIBCÿGCYT Exandria, the Betrayer Gods gathered in the realmRÿ thatIBYIÿ hFwoulddT`ÿCUCQIdYTTfÿiCWF eventually becomeRC ÿ€BFGBYHbÿABCGCeÿIBCfÿEFdQ`ÿYÿaCFaTCÿXQFXhorhas. There, they found a people knownhQ ÿYHas ÿIBCthe `GYQYHHYGbÿcQdranassar. An ÿYQWCHIFGÿGYWCÿIFÿIBCÿPFiTVQFV`HeÿIBCÿ`GYQYHHYGÿancestor race to the goblinoids, the dranassar hCwereGCÿIYTTÿYQ`ÿiCYdIVEdTeÿHIGFQPÿFEÿiF`fÿYQ`ÿ tall and beautiful, strong of body and RVmindQ`eÿYQ`ÿ‰CCIÿFEÿEFFIbÿABCVGÿBYVGÿ, and fleet of foot. Their hair hYwasHÿ thickIBVWXÿYQ` and iTYWXeÿYQ`ÿIBCblack, and theirVGÿHXVQÿPTCY skin gleamedRC`ÿTVXCÿPFT`bÿ like gold. qFMostHIÿFEÿIBCÿ`GYQYHHYGÿ of the dranassar hVwillinglyTTVQPTfÿHCGUC`ÿIBCÿ`VUVQCÿiCVQPHÿIBYIÿ`CHWCQ`C`ÿdaFQÿIBCVGÿTYQ`eÿidIÿYÿEC served the divine beings that descended upon their land, but a fewhÿ EFdPfoughtBIÿiYWX back YPYVQHIÿIBCÿ†against the BetrayerCIGYfCGÿpF`HgÿGdTCb Gods' rule.

†YQCeÿYÿWGdCTÿBane, a cruel tyrantIfGYQIÿCUCQÿY even amongRFQPÿIBCÿ†CIGYfCGÿpF`HeÿH the Betrayer Gods, smoteRFICÿIBCÿGCiCTTVFdHÿ`GYQYHHYGÿYQ`ÿI the rebellious dranassar and twistedhVHIC`ÿIBC themRÿ VQIFÿIBCÿPFiTVQXVQbÿinto the goblinkin. ‘BWhenCQÿIBCÿYG the armiesRVCHÿFEÿIB of theCÿ†CIGYfCG Betrayer pF`HÿGods hYwantedQIC` ÿEFGÿHXVGfor skirmishersRVHBCGHeÿ†YQCÿI, Bane twistedhVHIC`ÿIBCÿ`GYQYHHYGÿVQIFÿPFiTVQHbÿ the dranassar into goblins. ‘BWhenCQÿBCÿ he hYwasHÿVQÿQCC`ÿFEÿTFfYTÿHFT`VCGHeÿBCÿ in need of loyal soldiers, he RYmade`CÿIBC themRÿ VQIFÿBFiPFiTVQHbÿinto hobgoblins. cQ`ÿAnd hBwhenCQ iGdICÿEFGWCÿhbrute force wasYHÿGC’dVGC`eÿBCÿHWdTaIC`ÿIBC required, he sculpted themRÿ VQIFÿidPiCYGHbÿcHÿIBCÿinto bugbears. As the hYwarGÿFEÿPF`HÿYQ`ÿ of gods and RFmortalsGIYTHÿGYPC`ÿFQeÿ†YQCÿWFGGdaIC`ÿCUCQÿIBFHCÿ`GYQYHHYGÿ raged on, Bane corrupted even those dranassar hBwhoFÿGC remainedRYVQC` TFfYTÿIFÿBVloyal to himRb.

ABCÿ†CIGYfCGÿThe Betrayer pF`HÿYGCÿTFQPÿHVQWCÿ`CECYIC`eÿidIÿIBCÿPFiTVQXVQÿHdGUVUC`Gods are long since defeated, but the goblinkin survived-leaderless, TCY`CGTCHHeÿTFHIeÿYQ`ÿEYTTCQÿVQIFÿWBYFHbÿxIÿVHÿHYV`ÿIBYIÿIBCÿUFVWCÿFEÿ†YQCÿH lost, and fallen into chaos. It is said that the voice of Bane stillIVTTÿ hBwhispersVHaCGH VQIFÿIBCÿinto the RVmindsQ`HÿFEÿIBCÿPFiTVQXVQeÿPFY`VQPÿIBC of the goblin kin, goading themRÿ toIFÿWF commitRRVIÿHCQHCTCHHÿYWIHÿFEÿWGdCTIfÿYPYVQHIÿYTTÿIBCfÿHCCb senseless acts of cruelty against all they see.

„CFewhÿ PFiTVQHÿWgoblins canYQÿHICCTÿIBCVGÿ steel their hVwillTTÿYPYVQHIÿ†YQCgHÿEFdTÿ against Bane's foul hBwhispersVHaCGHeÿidIÿIBFHCÿ, but those hBwhoFÿ`FÿTVUCÿaCYWCEdTÿTVUCHÿEGCCÿFEÿIBCÿPF`gHÿVQ‰dCQWCbÿsVXC do live peaceful lives free of the god's influence. LikewisehVHCeÿaCFaTCÿ, people hBwhoFÿYGC are transfiguredIGYQHwPdGC`ÿV intoQIFÿPFiTVQHÿFGÿGCiFGQÿYHÿPFiTVQHÿ`FÿQFIÿBCYGÿIBCÿUFVWCÿFEÿ†YQCeÿYQ`ÿYGCÿEGCCÿEGF goblins or reborn as goblins do not hear the voice of Bane, and are free fromRÿ BVHÿWdGHCÿFEÿHIGVECbhi s curse of strife. pFiTVQXVQÿVQÿIBCGoblinkin in the ÿƒDwendalianhCQ`YTVYQÿˆ EmpireRaVGC pFiTVQHÿTVUVQPGoblins living ÿVQÿin ‘CWesternHICGQÿ ‘fWynandirQYQ`VGÿEFG formRÿ HsmallRYTTÿIGViYTÿPGFdaHÿYQ`ÿ`FÿIBCVGÿiCHIÿIFÿCUY`CÿIBCÿUVPVTYQIÿCfCÿFEÿIBCÿV tribal groups and do their best to evade the vigilant eye of the imperialRaCGVYTÿYG armyRfbÿABCÿECYGHF. The fearsomeRC ÿHFT`soldiersVCGHÿFEÿIBC of the “VPBICFdHÿ†GYRighteous Brand,Q`eÿXQF knownhQ ÿIFÿIBCÿPFiTVQHÿYHÿto the goblins as `GFBdGGFGdrohurrororÿFGÿ”ICGGFGEFTXe•ÿYGCÿIBCÿPGCYICHIÿIBGCYIÿIFÿIBCÿIGViCHbÿ†dIÿ "terrorfolk," are the greatest threat to the tribes. But hVwithIBÿPFiTVQHÿIGCYIC`ÿYHÿTVIITCÿiCIICGÿI goblins treated as little better thanBYQÿUCG verminRVQ throughoutIBGFdPBFdIÿIB theCÿC empireRaVGCeÿYQfÿV, any imperialRaCGVYTÿWVIVyCQÿHIGFQPÿCQFdPBÿIFÿ citizen strong enough to hVwieldCT`ÿYÿaVIWBEFGXÿWYQÿiCÿYÿIBGCYIÿVQÿIBCVGÿF a pitchfork can be a threat in their ownhQ ÿGVPBIbright.

‘VWithIBÿ RFmostHIÿPF goblinsiTVQHÿVQÿIBCÿC in the empireRaVGCÿIFG tormentedRCQIC`ÿifÿ†YQCgHÿBF by Bane's homicidalRVWV`YTÿ hBwhispersVHaCGHeÿIBCÿaCFaTCÿFEÿIBCÿC, the people of the empireRaVGCÿYGCÿ–dHIÿYHÿECYGEdTÿFEÿPFiTVQXVQÿYHÿIBCÿPFiTVQ are just as fearful of goblinkin as the goblinsHÿYGCÿFE are of themIBCRb.ÿ„YG FarmersRCGHÿYQ`ÿEFTXÿVQÿGdGYTÿGCPVFQHÿHdWBÿYHÿIBCÿHFdIBCGQÿ and folk in rural regions such as the southern qYMarrowGGFhÿ SYTTCfÿIYXCÿHaCWVYTÿaGCWYdIVFQHÿYPYVQHIÿPFiTVQÿGYV`HeÿYQ`ÿXVTTÿPFiTVQHÿFQÿHValley take special precautions against goblin raids, and kill goblins on sightVPBIÿYHÿVE as if they were marauding animals. Even goblins who manage to free themselves of Bane's influence are hard-pressed to overcome the fears of the empire's rural folk. By contrast, city dwellers are rarely exposed to goblin raiders, and though they might react with suspicion and fear when seeing a goblin on the street, most are more accepting of the notion that not all goblins are evil.

Goblinkin on the Menagerie Coast

Goblins are a rare sight on the Menagerie Coast, so most folk who live there know of them only through folklore and stories told by travelers. With visitors from the Dwendalian Empire, the realms of Tal'Dorei, and Marquet common on the coast, most of those stories are tales of the vicious goblins of tr Ravager horde of Tal'Dorei or the fearsome Duneburrow goblins of the far-off Marquesian deserts, painting a deeply unwholesome picture of gobli1 . People living along the northern Menagerie Coast, in cities such as Gwardan, have firsthand accounts of the goblins and bugbears who have recently settled in the Lushgut Forest. Those who worship the Wild Mother in Gwardan have long seen the forest as one of her most sacred places, and initially reacted with fear to the forest's "monstrous invaders." But with the bugbears and goblins having freed themselves of Bane's corrupting influence through druidic meditation, they are slowly fostering friendship with the people of Gwardan.

GOBLINKIN AND THE CURSE OF STRIFE

The term "goblinkin" refers to three types of related peoples: goblins, hobgoblins, and bugbears. All three are affected by Bane's curse of strife, allowing his foul voice to prey upon their minds from beyond the Divine Gate. Goblin kin who manage to overcome Bane's curse are freed from the compulsion that leads them to evil. Unless the goblinkin was freed near birth, however, they have likely internalized their bias toward law, chaos, or neutrality, and might retain that aspect of their alignment even after the curse is broken.

It is nearly impossible for a goblinkin to break Bane's curse on their own. Only those who undergo particularly traumatic events or are shown exceptional compassion typically find the inner strength to do so. Whenever a goblinkin returns to consciousness after being reduced to O hit points, they can make a DC 20 Wisdom saving throw, with advantage if they were brought back to life. On a success, the goblinkin breaks free from the curse of strife. A goblinkin targeted by remove curse can also make this saving throw, with advantage on the save if the caster is a trusted companion.

Many bugbears are cleansed of the curse from birth by a druidic order of bugbears who managed to break free from Bane's influence decades ago. These bugbears never develop a chaotic, isolationist nature, and readily band together with druids and other defenders of the wilderness.

Goblins who suffer from the curse of strife are typically neutral evil, goaded by Bane to commit acts of wanton destruction and malice among the folk of the mortal races that opposed him in the Calamity. Hobgoblins afflicted by the curse of strife are almost exclusively lawful evil, and are urged toward acts of conquest. Their societies are regimented like military dictatorships, and hobgoblin despots are the scourges of whole nations. Bugbears who suffer under Bane's influence are typically chaotic evil, and are commanded to isolate themselves from all bonds and ties of camaraderie so as to maximize the suffering of those they brutalize.

aCfEGIyGIÿGIÿ€SGoblinkin in XhorhasCTSQW aCfEGIWXÿSCfPGoblins, hobgoblinsCfEGIWXÿQIcÿf`PfBQTWÿQTBÿQÿYC, and bugbears are a commonssCIÿWGPSRÿGIÿ€SCTSQWXÿBWDBYGQEEgÿQTC`IcÿCWCSIQ sight in Xhorhas, especially around Rosohna-for‚eCTÿGRÿ it bQwasWÿSBTBÿRSQRÿwQIBÿdTWRÿYTBQRBcÿRSBÿPCf here that Bane first created the goblinkinEGIyGIÿeTCs from theRSBÿICfEBÿcTQ noble dranassarIQWWQTpÿqSBÿDBCDEBÿCeÿRSBÿƒTgIÿ„gIQWRgÿSQHBÿ. The people of the Kryn Dynasty have sQmadecBÿBeeCTRWÿRCÿeCTPBÿYECWBÿRGBWÿ efforts to forge close ties bGwithRSÿRSBÿPCfEGIyGIÿ the goblinkin bSwhoCÿSQHBÿ have sQmadecBÿRSBGTÿSC their homesBÿGIÿRSB in the ÿTBPGCIXÿQIcregion, and SQHBÿBHBIÿhave even sQmanagedIQPBcÿRCÿW`fHBTRÿRSBÿY`TWBÿCeÿWRTGeBÿfgÿRSBÿDC to subvert the curse of strife by the powerbBTÿCeÿRSBÿh` CIpÿ†IgÿYTBQR`TBÿTBfCTIÿGIRCÿQÿPCfEGIyGIÿfCcgÿGWÿfCTIÿ of the Luxon. Any creature reborn into a goblinkin body is born bGwithoutRSC`RÿRSBÿY`TW the curseBXÿQIcÿQIg, and any IQR`TQE‡fCTIÿPnatural-born goblinCfEGIÿfCTIÿ born bGwithinRSGIÿCIBÿS`IcTBcÿ one hundred sGmilesEBWÿCeÿQÿ of a ˆ‰‘’ÿ”•–—‘’Luxon beaconÿGWÿEGyB is likewisebGWBÿWSGBEcBcÿeTC shielded fromsÿ wQIBtWÿWBBcÿCeÿYCTT`DRGCIpBane's seed of corruption. w`PfBQTÿQYGQEBugbear Racial ÿqTQGRWTraits

†ÿf`PfBQTÿYSA bugbear characterQTQYRBTÿSQWÿRSBÿeCEEC has the followingbGIPÿTQYGQEÿRTQGRWp racial traits.

˜”™d™efÿg—‘h•ÿi’—h•–Ability Score Increase.j•k ÿlC`TÿmRTBIPRSÿWYCTBÿGIYTBQWBWÿfgÿnXÿQIcÿgC`Tÿ„B RBTGRgÿWYCTBÿGIYTBQWBWÿfgÿopYour Strength score increases by 2, and your Dexterity score increases by 1.

˜p•kÿAge. w`PfBQTBugbearsWÿTBQYSÿQc`ERSCCcÿQRÿQPBÿoqÿQIcÿEGHBÿ`DÿRCÿrsÿgBQTWp reach adulthood at age 16 and live up to 80 years.

˜d™p’Alignment.t•’ek ÿwBugbears`PfBQTWÿHQE`BÿWBEe‡W` value self-sufficiencyuYGBIYgÿQIcÿHGCEBIYBpÿqSBgÿQTBÿPBIBTQEEgÿYSQCRGYXÿCTPQIGvGIPÿGIÿECCWBÿRTGfBWÿ`IcBTÿYSQTGW and violence. They are generally chaotic, organizing in loose tribes under charismaticsQRGYÿQIcÿDC and powerfulbBTe`EÿEBQcBTWp leaders. g™w•kSize. ÿw`PfBQBugbearsTWÿQTBÿfBR are betweenbBBIÿqÿQIcÿrÿeBBRÿRQEEÿQIcÿ 6 and 8 feet tall and bBweighGPSÿfBR betweenbBBIÿnxsÿQIcÿyxsÿDC`IcWpÿlC`TÿWGvBÿGWÿ 250 and 350 pounds. Your size is UBMediumcG`sp.ÿzBTBtWÿSC Here's howbÿ toRCÿcBRBT determinesGIBÿgC`TÿSBGP your heightSRÿQIc and bBweightGPSRÿTQIcC randomlysEgXÿWRQTRGIPÿ, starting bGwithRSÿTCEEGIPÿQÿWGvBÿ rolling a size sCmodifier:cGdBT{ mGvBÿSize sCmodifier=cGdBTÿ|ÿncon 2dl 2 zBGPSRÿ|ÿqÿeBBHeight= 6 feet+Rÿ}ÿgC`TÿWGvBÿ your size sCmodifiercGdBTÿGIÿGIYSBW in inches rBWeightGPSRÿGIÿDC` in poundsIcWÿ|ÿnssÿ}ÿ~ncqÿÿgC`TÿWGvBÿ = 200 + (2d6 x your size sCmodifier)cGdBT€ g••‚kSpeed. ÿlC`TÿfYour baseQWBÿ bQwalkingEyGIPÿWDBBcÿGWÿysÿeBBRp speed is 30 feet.

Darkvision. You can see in dim light within 60 eBBRÿCeÿgC`ÿQWÿGeÿGRÿfeet of you as if it bBwereTBÿfTGPSRÿEGPSRXÿQIcÿGIÿcQTyIBWWÿQWÿGeÿGRÿ bright light, and in darkness as if it bBwereTBÿcG dimsÿ EGPSRpÿlC`ÿYQItRÿcGWYBTIÿYCEClight. You can't discern colorTÿGI in darkness, only shades of gray. long-limbed. When you make a melee attack on your turn,XÿgC`TÿTBQYSÿeCTÿGRÿGWÿxÿeBBRÿPTBQRBTÿRSQIÿICT your reach for it is 5 feet greater than normal.sQEp

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sneaky. You are proficient in the Stealth skill. Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damageÿgXÿcg‚ÿƒXYÿfehÿY`d to it. You can use this trait only once per combat.

Languages. You can speak, read, and write Common and Goblin.

Goblin Racial Traits

A goblin character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2, and yourYaÿ‡Xh`gcgYgcXhÿ`fXadÿchfade`d`ÿuWÿ˜‚ Constitution score increases by 1.

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Alignment. Goblins tend to look out for themselves, preferably withoutpXYgÿiae drawingqchÿYh unwantedqehgdiÿeggdhgcXhÿVaX attention fromtÿ ehWÿweadaÿehiÿany larger and tXmoreadÿbX powerfulqdaVYwÿbdXbwd people‚.

@DgFSSize.ÿˆXuwch` Goblins ÿeadÿudgare betweenqddhÿhÿehiÿiÿVddgÿgewwÿehiÿ 3 and 4 feet tall and qdweighcpÿudg betweenqddhÿieÿehiÿ™eÿbXYhi`‚ÿƒXYaÿ`cjdÿc`ÿk 40 and 80 pounds. Your size is Small.teww‚ÿldadm`ÿpX Here's howqÿ togXÿidgda determinetchdÿWXYaÿpdcpgÿehi your height and ÿqdweightcpg aehiXrandomlytwWvÿ`ge, startingagchÿ qcwithgpÿaXwwchÿeÿ`cjdÿ rolling a size tXmodifier:icsdan kcjdÿSize tXmodifier=icsdaÿoÿyii 2d4 ldcpgÿoÿhÿVddHeight= 3 feet+gÿpÿqÿchfpd`ÿpÿWXYaÿ`cjdÿ 5 inches+ your size tXmodifiericsdaÿchÿchfpd` in inches rdWeightcpgÿchÿbXY in poundshi`ÿoÿhqÿpÿWXYaÿ`cjdÿ = 35 + your size tXmodifiericsda

@CFFsSSpeed. ÿƒXYaÿuYour basee`dÿ qewalkingwrchÿ`bddiÿc`ÿheÿVddg‚ speed is 30 feet. tPBRuDED• SÿDarkvision. ƒYouXYÿfehÿ`ddÿchÿic can see in dimtÿ wcpgÿlight qcwithingpchÿ€eÿVddgÿXVÿWXYÿe`ÿcVÿcgÿ 60 feet of you as if it qdwereadÿuacpgÿwcpgvÿehiÿchÿiearhd``ÿe`ÿcVÿcgÿ bright light, and in darkness as if it qdwereadÿic dimtÿ wcpg‚ÿƒXYÿfehmgÿic`fdahÿfXwXlight. You can't discern coloraÿch in iearhd``vÿXhwdarkness, onlyWÿ`peid`ÿXVÿaeW‚ shades of gray. vAB”ÿ•wÿIxFÿ@Fury of the SmallfP““S.ÿ rpWhendhÿWXYÿie you damagetedÿeÿfadegYadÿ a creature qcwithgpÿehÿeggefrÿXaÿeÿ`bdwwÿehiÿgpdÿfadegYadm`ÿ`cjdÿc`ÿweadaÿgpehÿWXYa`vÿWXYÿfehÿfeY`dÿgpdÿeggefrÿ an attack or a spell and the creature's size is larger than yours, you can cause the attack Xaÿ`bdwwÿgXor spell to idewÿdxgaeÿietdeal extra damageedÿgXÿgpdÿfadegYad‚ÿpdÿdxgaeÿie to the creature. The extra damagetedÿdyYew`ÿWXYaÿwdddw‚ÿzhfdÿWXYÿY`dÿgpc`ÿgaecgvÿWXYÿfehmgÿY`dÿcgÿeechÿYhgcwÿWXYÿshc`pÿeÿ`pXagÿXa equals your level. Once you use this trait, you can't use it again until you finish a short or ÿwXhÿad`g‚long rest.

{DNimblef’“Fÿ|EQPCFS Escape. ÿƒXYÿfehÿgerdÿgpdÿ—c`dhedÿXaÿYou can take the Disengage or }DsFHide ÿefgcXhÿe`ÿeÿuXhY`ÿefgcXhÿXhÿdefpÿXVÿWXYaÿgYah`‚action as a bonus action on each of your turns.

„P †AP†FESLanguages.ÿƒ YouXYÿfehÿ`bdervÿadeivÿehiÿ can speak, read, and qawritecgdÿ‡X CommonttXhÿehiÿˆXuwch‚ and Goblin. lXuXuwchÿ‰efcHobgoblin Racialewÿaecg` Traits

‘ÿpXuXuwchÿfA hobgoblin characterpeaefgdaÿpe`ÿgpdÿVXwwX has the followingqchÿaefcewÿgaecg`‚ racial traits.

H’D“DI”ÿ@Q•BFÿ– QBFPAbility Score Increase.EFS ÿƒXYaÿ‡Xh`gcgYgcXhÿ`fXadÿchfade`d`ÿuWÿyvÿehiÿWXYaÿUhgdwwcdhfdÿ`fXadÿchfade`d`ÿuWÿ˜‚Your Constitution score increases by 2, and your Intelligence score increases by 1.

H†FSAge.ÿlXuXu Hobgoblinswch`ÿ tematuregYadÿegÿgpdÿ`e at the sametd ÿaegdÿe`ÿpYrate as humansteh`ÿehiÿpeddÿwcVd`beh`ÿ`c and have lifespans similartcweaÿchÿwdhgpÿgXÿgpdca`‚ in length to theirs.

H“D† AlignmentfF IS.ÿl HobgoblinsXuXuwch`ÿeipdadÿgXÿeÿ`gacfgÿfXidÿXVÿpXhXaÿehiÿeÿacciÿcideÿXVÿ adhere to a strict code of honor and a rigid idea of temartialagcewÿic`fcbwchd‚ÿ discipline. ~XMost`gÿeadÿwe are lawful,qVYwvÿgdhichÿgX tending towardqeaiÿpea`pÿdhVXafd harsh enforcementtdhgÿXVÿgpdca of their welawsq`‚.

@DgFSSize. ÿlXuXuHobgoblinswch`ÿeadÿudg are betweenqddhÿqÿehiÿ€ÿVddgÿgewwÿehiÿ 5 and 6 feet tall and qdweighcpÿudg betweenqddhÿ˜qeÿehiÿyeeÿbXYhi`‚ÿƒXYaÿ`cjdÿc`ÿ 150 and 200 pounds. Your size is ~dMediumicYt‚.ÿldadm`ÿpX Here's howqÿ togXÿidgda determinetchdÿWXYaÿpd your heightcpgÿehi and qdweightcpgÿaehiX randomlytwWvÿ`geagchÿ, starting qcwithgpÿaXwwchÿeÿ`cjdÿ rolling a size tXmodifier:icsdan kcjdÿSize tXmodifier=icsdaÿoÿyi˜e 2dl O ldcpgÿoÿiÿVddHeight= 4 feet+gÿpÿ™ÿchfpd`ÿpÿWXYaÿ`cjdÿ 8 inches+ your size tXmodifiericsdaÿchÿchfpd` in inches rdWeightcpgÿchÿbXY in poundshi`ÿoÿ˜˜eÿpÿyiiÿ€ÿWXYaÿ`cjdÿ = 11 O + (2d4 x your size tXmodifier)icsda

@CFFsSSpeed. ÿƒXYaÿuYour basee`dÿ qewalkingwrchÿ`bddiÿc`ÿheÿVddg‚ speed is 30 feet. tPBRuDED• SDarkvision. ÿƒYouXYÿfehÿ`ddÿchÿic can see in dimtÿ wcpgÿlight qcwithingpchÿ€eÿVddgÿXVÿWXYÿe`ÿcVÿcgÿ 60 feet of you as if it qdwereadÿuacpgÿwcpgvÿehiÿchÿiearhd``ÿe`ÿcVÿcgÿ bright light, and in darkness as if it qdwereadÿic dimtÿ wcpg‚ÿƒXYÿfehmgÿic`fdahÿfXwXlight. You can't discern coloraÿch in darkness, only shades of gray.

Martial Training. You are proficient with two martial weaponsh`ÿXVÿWXYaÿfpXcfdÿehiÿ of your choice and qcwithgpÿwcpgÿea light armortXa‚. Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.   ÿÿ ÿ!"#  $ÿ%&'ÿÿ(#')&ÿ ÿ0& ÿ ÿ121ÿ34' Languages. You can speak, read, and write Common and Goblin. @ABCDEÿGAHIPÿRSTUSTVWXYÿ`abÿc`abdeVÿXSfÿfSÿYgShÿhb`iXbYYÿWXÿdaSXfÿSdÿfgbWaÿ`VVWbYpÿdSaÿdb`aÿSdÿVSYWXUÿYf`feYqÿrdÿsSeÿtWYYÿhWfgÿ`X GoliathscgbciÿSaÿ`ÿY`uWXUÿfgaShpÿsSeÿc`XÿU`WXÿ`ÿTSXeYÿfSÿfgbÿaSVVÿbve`VÿfSÿfgbÿXe tTbaÿSdÿ`VVWbYÿsSeÿc`XÿYbbÿhWfgWXÿwxÿdbbfÿSdÿsSeÿyt`€Wt eYbÿfgWYÿfa`WfpÿsSeÿc`X fÿeYbÿWfÿ`U`WXÿeXfWVÿsSeÿ†XWYgÿ`ÿYgSafÿSaÿVSXUÿabYfq

The‡ADEˆAEI‰P goliathsÿSeÿc`XÿY‘b`ipÿab`’pÿ`X’ÿ of Exandria are a mighty peoplehaWfbÿ“S withttS stoneXÿ`X’ÿ”STVWXq giant blood running in their veins. Most stand well over seven feet tall and are blessed with a naturally powerful physique. Like their stone giant progenitors, goliaths are a rare sight in Wildemount. Most live on isolated peaks in the Cyrios Mountains, the Penumbra Range, and on the isolated land of Eiselcross. Those few goliaths who are exiled from their herds and wander into more densely peopled lands are uniformly greeted with fear and confusion.

Goliaths have a compulsion to compete and keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills. Above all else, they are driven to outdo their past efforts. Few goliaths reach old age, as most die attempting to surpass their past achievements.

fAmongtSXUÿUSVW`f goliaths,gYpÿ`Xsÿ`’eVfÿ any adult hgwhoSÿc`X fÿSaÿ can't or hSwon'tX fÿcSXfaWTefbÿfSÿfgbÿgba’ÿWYÿb€‘bVVb’qÿfÿVSXbÿUSVW`fgÿg`YÿVWffVbÿcg`XcbÿSdÿYeauWu`VpÿbY‘bcW`VVsÿ`XÿSV’baÿ contribute to the herd is expelled. A lone goliath has little chance of survival, especially an older Saÿor hbweaker`iba SXbqÿ”SVW`fgYone. Goliaths ÿg`ubÿVWffVbÿ‘WfsÿdSaÿ`’eVfYÿhave little pity for adults hgwhoSÿc`X fÿf`ibÿc`abÿSdÿfgb can't take care of themselvestYbVubYpÿfgSeUgÿ`ÿYWciÿSaÿWXheab’ÿWX’WuW’e`VÿWYÿfab`fb’pÿ`Yÿ`ÿabYeVfÿSdÿfgbÿUSVW`fg, though a sick or injured individual is treated, as a result of the goliath ÿcSXcb‘fÿSdconcept of d`Waÿ‘V`sqfair play.

”SVW`fgÿi`Goliath NamestbY

–ubasÿUSVW`fgÿEvery goliath g`YÿfgabbÿX`has three namestbYjÿ`ÿTWafgÿX`: a birth nametb ÿ`YYWUXb’ÿTsÿfgbÿXbassigned by the newborn'shTSaX Yÿ tSmotherfgbaÿ`X’ÿd`fgbapÿ`ÿXWciX` and father, a nicknametb ÿ`YYWUXb’ÿTsÿfgbÿgba’ YÿcgWbdpÿ`X’ÿ`ÿd`tassigned by the herd's chief, and a familyWVsÿSaÿgba’ or herd X`nametbq.

klmCAnoÿpCqnoÿGoliath Birth rANamessI‰tÿfei`Xpÿ–UV`fgpÿ”`efg`ipÿrVWi`XpÿubSfgWpÿueSaWpÿ˜Svu`Upÿ: Aukan, Eglath, Gauthak, llikan, Keothi, Kuori, Lo-Kag, —`ManneoXXbSpÿ, —`MaveithubWfgpÿi`VV`pÿ„aWVSpÿdbfg`XWpÿ•g`V`Wpÿ•gSfg`, Nalla, Orilo, Pethani, Thalai, Thotham,tp ÿwfg`Vpÿx`eXUthal, Vauneab`pÿxW, Vimakt`i

klmCAnoÿrCHyDGoliath Nicknames:AsI‰tÿzb`aiWVVbapÿgb`aVbYYpÿRSaXc`aubapÿubbXbsbpÿ˜SXbgeXfbapÿeSSfY Bearkiller, Fearless, Horncarver, Keeneye, Lonehunter, Rootsmashert`Ygbapÿ{fb`’sg`X’pÿ•, Steadyhand, Twice-Orphaned,hWcbv„a‘g`Xb’pÿ• TwistedlimbhWYfb’VWtT,pÿ ™SWordpaintera’‘`WXfba

klmCAnoÿ|Iq}‰Goliath Herds:tÿfX`i`V`fg`Wpÿ–V`XWfgWXSpÿ”`fg`i`X`fgWpÿu`V`UW`XSpÿu`fgSv„V`uWpÿuSV`bv”WVb`X`pÿ„USV`i`Xepÿ•geVW`U`pÿ•geXei`V`fgWpÿx`W Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-LagatbWv˜`U`

”SVW`fgÿ•a`WfYGoliath Traits

fÿUSVW`fgÿcg`A goliath charactera`cfbaÿg`YÿfgbÿdSVVS has the followinghWXUÿa`cW`Vÿfa`WfYq racial traits.

AbilityCn€ÿ@HlqIÿDHqIA Score Increase.‰IP ÿSeaÿ{fabXUfgÿYcSabÿWXcab`YbYÿTsÿ‚pÿ`X’ÿsSeaYour Strength score increases by 2, and your ConstitutionYfWfefWSXÿY scorecSabÿWXcab`YbYÿTsÿƒq increases by 1.

Age.P ÿ”SVW`fgYGoliaths ÿg`ubÿVWdbY‘`XYÿcShave lifespans comparablet‘`a`TVbÿfSÿge to humanst`XYqÿ•gbsÿbXfbaÿ`’eVfgSS’. They enter adulthood in theirbWaÿV`fbÿfb late teensbXYÿ`X’ÿeYe`VVsÿVWubÿVbYYÿfg`Xÿ`ÿcbXfeasq and usually live less than a century.

AlignmentDsIDnP.ÿ” GolSVW`fgÿYScWbfspÿiath society, hWwithfgÿWfYÿcVb`aÿaSVbYÿ`X’ÿf`YiYpÿg`Yÿ`ÿYfaSXU its clear roles and tasks, has a strong lawfuleVÿTbXfqÿ• bent. ThegbÿUSVW`fgÿYbXYbÿSdÿd`WaXbYYpÿT`V`Xcb’ÿ goliath sense of fairness, balanced hWwithfgÿ`Xÿb an emphasist‘g`YWYÿSX on self-sufficiencyYe„cWbXcsÿ`X’ÿ‘baYSX`Vÿ`ccSeXf`TWVWfspÿ‘eYgbYÿfgb and personal accountability, pushes themtÿ towardfSh`a’ÿXbefa`VWfsq neutrality.

Size.P ÿ”SVW`fgYGoliaths ÿYf`X’ÿTbfstand betweenhbbXÿ†ÿ`X’ÿ‡ÿdbbfÿf`VVÿ`X’ÿ 7 and 8 feet tall and hbweighWUgÿTbf betweenhbbXÿ‚‡xÿ`X’ 280 and 340 pounds. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier= 2d1 0

Height= 6 feet+ 2 inches+ your size modifier in inches

Weight in pounds = 200 + (2d6 x your size modifier)

Speed. Your base walking speed is 30 feet.

Natural Athlete. You have proficiency in the Athletics skill. Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a dl 2. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

†‡ˆ‰‘’@GOLIATHS

“B”DQ•P–ÿ—P˜–ITPowerful Build. ÿVWXÿYWXahÿ`cÿWafÿci™fÿg`eqfeÿYou count as one size larger dpwhenfaÿvfhfe determiningwiaiaqÿdWXeÿY`eediaqÿY`e`Yihdÿ`avÿhpfÿ your carrying capacity and the dfweightiqphÿdWXÿY`aÿeXcpxÿve`qxÿWeÿgibhs you can push, drag, or lift. fBMountainPCAR˜Cÿ—BQCT Born. ÿVWX efÿ`YYgiYou're acclimatedw`hfvÿhWÿpiqpÿ`ghihXvfxÿiaYgXviaqÿfgfg`hiWacÿ`„Wgfÿ€hxhhhÿbffhsÿVWX efÿ`gcWÿa`hXe`ggdÿ`v`ehfvÿhWÿYWgvÿYgi to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates,w`hfcxÿ`cÿv as describedfcYei„fvÿia in Yp`ehfeÿichapter 5ÿWbÿh of thepfÿ jXDungeonaqfWaÿ k`Master'schfe cÿlXivf Guides.

ˆRCmPRmDFTlanguages.ÿV YouWXÿY`aÿcef`uxÿef`vxÿ`avÿ can speak, read, and dewriteihfÿ‚W CommonwwWaÿ`avÿli`ahs and Giant. n`gbopggfcHalf-Elves n`gbofggfcÿWYHalf-elves occupyYXedÿ`ggÿg`avcÿ all lands dpwherefefÿpX humansw`acÿ`avÿfggfcÿq`hpfesÿqaÿ`aYifahÿhi and elves gather. In ancient times,wfcxÿhpfÿ`eef`e`aYfÿWbÿp`gbofggfcÿ the appearance of half-elves d`wascÿ`ÿY`XcfÿbWeÿ`g`e a cause for alarmwÿ iaÿfggfaÿcWYiin elven society,fhdxÿbWe for eefrXviYfvÿfggprejudiced elvesfcÿc` sawdÿ thehpfÿXaiWaÿ„fh union betweendffaÿfggfcÿ`avÿpX elves and humansw`acÿ`cÿ`ÿcd as a symptomwehWwÿ Wbÿiof impurityweXeihdÿiaÿhpfieÿ„gWWvÿ`avÿYXghXefsÿrXYpÿ`hhihXvfcÿp`gfÿYWWgfvÿ`Y in their blood and culture. Such attitudes have cooled acrosseWccÿhpf the YWahiafahÿiaÿecontinent in recentfYfahÿYfahXeifcxÿ`avÿ centuries, and wWmostchÿfggfaÿcWYifhifcÿaW elven societies nowdÿ bf`hXefÿ`ÿvigfecfÿ`ee`dÿWbÿefWegffeature a diverse array of people-notablysaWh`„gdÿhpfÿegXe`gichiYÿXaiWaÿWbÿv the pluralistic union of dwarvesd`egfcÿ`avÿfggf and elvescÿiaÿhpfÿYihdo in the city­ ch`hfÿWbÿthpWvstate of UthodurnXeaÿ`avÿhpfÿvigfecfÿefWegfcÿWbÿhpfÿuedaÿjda`chds and the diverse peoples of the Kryn Dynasty. n`gbopggfcÿiaÿhpHalf-Elves in thefÿj Dwendaliandfav`gi`aÿp Empireweief vpfÿjThe Dwendaliandfav`gi`aÿp Empireweiefÿcffcÿp`gbofggfcÿ`cÿ`ÿciqaÿhp`hÿi sees half-elves as a sign that imperialwefei`gÿeXgfÿicÿpf`ghpdxÿ`avÿhp`hÿefWegfÿ`efÿhe`gfgiaqÿ`YeWccÿ`avÿchefaqhpfaiaqÿhpfÿ„Wav rule is healthy, and that people are traveling across and strengthening the bondscÿWbÿihc of its vice`e`hfÿeeWdisparate provincesgiaYfcsÿnW. Howeverdfgfexÿhpicÿ„fgifbÿicÿgfccÿefeg`cigfÿiaÿhpfÿfggfaÿfaYg`gfÿWbÿwdc`fcÿvdgxÿ, this belief is less pervasive in the elven enclave of Bysaes Tyl, dpwhichiYpÿ d`wascÿYWfeYfvÿiahWÿrWiaiaqÿhpfÿf coerced into joining the empireweiefÿvfY`v decadesfcÿ`qWsÿvpf ago. The fggfcÿWbÿwdc`elves of Bysaesfcÿvdgÿ`efÿvfviY`hfvÿhWÿ Tyl are dedicated to w`maintainingiah`iaiaqÿ`ÿhfaXWXcÿqe`ceÿWaÿhpfieÿgWchÿef`g a tenuous grasp on their lost realmwÿ Wbÿof kWMolaesmyrg`fcwdexÿ`avÿ`adÿfgbÿ, and any elf dpwhoWÿ„f`ecÿ`ÿaWaofgbÿYpigvÿicÿYW bears a non-elf child is consideredacivfefvÿ` a he`ihWeÿhWÿhpfietraitor to theirÿ`aYifahÿYXghXefs ancient culture. n`gbopggfcÿWaÿhpHalf-Elves on thefÿ kfMenageriea`qfeifÿ‚W`ch Coast qaÿcWIn somewf ÿd`waysdc,xÿhpfÿ‚gWgicÿ‚WaYWevÿY`aÿ„fÿYWacivfefvÿ`ÿp`gbofgbÿa`hiWaxÿbWXavfvÿ`cÿihÿ the Clovis Concord can be considered a half-elf nation, founded as it d`wascÿ„dÿhpfÿa`higfÿpX by the native humanw`aÿui x`XÿefWegfÿ`avÿ„dÿfgbÿ`avÿpXw Ki'Nau people and by elf and human`aÿcfhhgfec settlers beWfromwÿ k`Marquet.eyXfhsÿn`gbofggfcÿ`efÿ`gcWÿ`ÿYW Half-elves are also a commonwwWaÿciqphÿ`eeigiaqÿWaÿe`ccfaqfeÿcpiecÿbeW sight arriving on passenger ships fromwÿ v`g jWefisÿvpfÿfggfcÿWbÿrdaqWeaxÿhpfÿYfahfeÿWbÿfggfaÿYXghXeTal'Dorei. The elves of Syngorn, the center of elven culturefÿia in v`g jWefixÿchiggTal'Dorei, still ÿpWgvÿ`ÿcp`hold a shamefulwfbXgÿ`avÿWXhv`hfvÿgif and outdated viewdÿ Wbÿhpfieÿp`gbofgbÿYpigvefaxÿof their half-elf children, w`manyadÿWbÿ of dpwhomWwÿ cffuÿe`cc`qfÿWeÿchWseek passage or stowdÿ `awayd`dÿWaÿcpiecÿhWÿhpfÿ on ships to the kfMenageriea`qfeifÿ‚W`chÿhW Coast to ch`ehÿafstart newdÿ gigflivescs. n`gbopggfcÿiaÿzpHalf-Elves in XhorhasWep`c n`gbofggfcÿWbÿHalf-elves of `ggÿvibbfefahÿ`aYfcheifcÿvall different ancestries dwelldfggÿ diwithinhpiaÿhpfÿg`avcÿWbÿhpfÿuedaxÿ the lands of the Kryn, diwithhpÿ wWmostchÿp`giaqÿWafÿv`euÿfgbÿe`efahsÿvpfÿivf`ÿWbÿfggfcÿbWe having one dark elf parent. The idea of elves formingwiaqÿefg`hiWa relationshipscpiecÿ`av and fgfaÿp`giaqÿYeven having childrenpigvefaÿ diwithhpÿefWegfÿWbÿWhpfeÿpX people of other humanoidw`aWivÿe`Yfcÿp`cÿgWaqÿciaYfÿ„ffaÿ`YYfehfvÿhpeWXqpWXhÿuedaÿg`avc races has long since been accepted throughout Kryn lands-soscWÿ wXmuchYpÿcWÿhp`hÿihÿcff so that it seemswc ÿcWsomewhatwfdp`h Xaa`hXe`gÿunnatural dpwhenfaÿefWegfÿWXhcivfÿhpfÿYXghXefÿf{eefccÿcXeeeicfÿ`hÿp`gbofggfcÿ people outside the culture express surprise at half-elves diwithhpÿc small,w`ggxÿ wiminotaur-likeaWh`XeogiufÿpWeacxÿWeÿ horns, or diwithhpÿhpfÿhXbhfvÿf`ecÿ`avÿdfggW the tufted ears and yellowdÿ fdfeyescÿWbÿ` of a „Xq„f`esbugbear. ufauXKenku qaÿ`aYifahÿhiwIn ancient timesfcxÿufauXÿ, kenku dfwereefÿ„g`Yuo black-wingeddiaqfvÿ`aqfgc angels-ambassadorss`w„`cc`vWecÿ dpwhoWÿcfegfvÿhpfÿ|`gfaÿ}Xffaÿ`cÿpfeÿf served the Raven Queen as her emissarieswicc`eifcÿWbÿvf`hpsÿvpfieÿgWiYfcÿ of death. Their voices dfwereefÿ WaYfÿpf`evonce heard across entire planes, calling the dead to the Raven Queen's embrace. The kenku likewise served as her loyal warriors in the Calamity, and even saved her from a near-fatal encounter with the Betrayer God known as .

Though the kenku saved the Raven Queen from oblivion, all of her black-winged emissaries were consumed by Tharizdun's infinite void. For long years, the kenku were thought to have been annihilated, and it was only when Tharizdun was defeated and chained by the god loun near the Calamity's end that they were freed .

When the gods sealed themselves behind the Divine Gate, thehpfÿ|`gfaÿ}Xffaÿef`gi™fvÿ Raven Queen realized dpwhat`hÿpfeÿf her emissarieswicc`eifcÿp`vÿc`YeiƒYfvÿhWÿc`gfÿpfesÿvpWXqpÿhpfÿufauX had sacrificed to save her. Though the ker · survived oblivion, they returned as mortals, stripped of all the divine gifts their god had bestowed on them: their voices, their wings, and all memorit. their past existence. Bearing Tharizdun's curse of oblivion, the kenku were reduced to squat beings that could speak only by mimicking the words of others.

Kenku exist across Wildemount in small numbers. Con sidered by most to be monsters, they keep to themselves as a result, always longing for something they can neither ask for nor explain. Something in a kenku's mind stirs when it looks to the sky and see birds flying freely-an ancient longing, and a memory trapped within oblivion.

ROLEPLAYING A KENKU

If you're playing a kenku, constant attempts to mimic voices can come across as confusing or irritating rather than entertaining. You can just as easily descri be the sounds your character makes and what they mean. Be clear about your character's intentions unless you're deliberately aiming for inscrutable or mysterious.

You might say, "Snapper makes the noise of a hammer slowly and rhythmically tapping a stone to show how bored he is. He plays with his dagger and studies the Cobalt Soul agent sitting at the bar." Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and could slow down the game.

Kenku Names

Kenku names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.

Kenku thugs, warriors, and toughs adopt noises made by weapons, su ch as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Sample names include Smasher, Clanger, Slicer, and Basher.

Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.

Some kenku are law-abiding and pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.

Kenku Traits

A kenku character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

Alignment. Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.

Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium. Here's how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier= 2d8

Height= 4 feet+ 4 inches+ your size modifier in inches

Weight in pounds = 50 + (1 d6 x your size modifier)

Speed. Your base walking speed is 30 feet. KENKU

BEFGHIÿQRHSGHTUExpert Forgery. ÿWXYÿ`abÿcYdef`aghÿXgihpÿ`phagYphqrÿiabcYou can duplicate other creatures' handwritingspfgfbtÿabcÿ`paug and craftworksXpvwÿWXYÿiaxhÿacxabgathÿXbÿaeeÿ`ih`vqÿ. You have advantage on all checks yamadechÿgXÿdpXcY`hÿuXpthpfhqÿX to produce forgeries orpÿcYdef`aghq duplicates Xuÿh€fqgfbtÿXof existing objects‚h`gqw.

AGƒ„ ÿ†H‡ˆƒˆƒSUKenku Training. ÿWXYÿaphÿdpX‰`fhbgÿfbÿXYpÿ`iXf`hÿXuÿgYou are proficient in your choice of twosXÿXuÿgihÿuXeeX of the followingsfbtÿqvfeeq‘ÿ skills: ’“HR”‡Iˆ“•Acrobatics–ÿ, —G“GFIˆRƒDeception,–ÿ ˜IG‡™IdStealth,–ÿabcÿ and ˜™GˆSdIÿReÿf‡ƒgSleight of Handw. hˆMimicry.iˆ“HTU ÿWXYYou ÿ`abÿcan yfyfmimic`ÿqXYbcqÿXYÿiaxhÿihapc–ÿfb`eYcfbtÿxXf`hqwÿjÿ`phagYphÿgiagÿihapqÿgihÿqXYbcqÿXYÿ sounds you have heard, including voices. A creature that hears the sounds you yamakevhÿ`abÿgheeÿgihÿaphÿf can tell they are imitationsyfgagfXbqÿ sfwithgi ÿaÿqY``hqquYea successful kfWisdomqcXyÿ l(mƒ•ˆInsightSdInÿ`ih`vÿ`XbghqghcÿÿXYpÿoiapfq) check contested by your Charismaya ÿl(—G“GFIˆRƒDeception)nÿ`ih`vw check. p‡ƒS ‡SG•Ulanguages.ÿW YouXYÿ`abÿphacÿabcÿ can read and spwritefghÿjYpabÿabcÿoX Auran and CommonyyXb–ÿYgÿXYÿ`abÿqdhavÿXbeÿÿYqfbtÿXYpÿ, but you can speak only by using your qfMimicryyf`pÿgpafgw trait. rp`qÿabcÿsaeutrp`Ores and Half-Oresq uihÿ‰pqgÿiaeutThe first half-oresXp`qÿfbÿ in kfWildemountechyXYbgÿ shwerephÿXpbÿXuÿaÿYbfXbÿhg born of a union betweenshhbÿiY humanyabÿ sawarriorsppfXpqÿabcÿXp`ÿgpafgXpqÿfbÿgihÿ‰baeÿcaqÿXuÿgihÿoaea and ore traitors in the final days of the Calamityyfgwÿrp`qÿaphÿXbhÿ. Ores are one Xuÿv€abcpfarqof Exandria's XYbthqgÿpa`hyoungest races,q–ÿabcÿaphÿqafcÿgXÿiaxhÿhhbÿXpbÿupX and are said to have been born fromyÿ hexhqÿqhaphcÿÿgihÿeXXcÿXuÿwpYYelves seared by the blood of Gruumsh,yqi–ÿgihÿxYfbhp–ÿ the Ruiner, siwhenhbÿoXpheeXbÿdfhp`hcÿgihÿXp`ÿtXcrqÿh Corellon pierced the ore god's eyehÿXbÿgih on the ‰hecÿXuÿaggehfield of battlewÿyXpÿeXbtÿhapq–ÿXp`qÿ. For long years, ores shwerephÿuhaphcÿaqÿ feared as yfmindlessbcehqqÿaX abominations,yfbagfXbq–ÿcpa drawnsb ÿgXÿqeaYtighpÿefvhÿto slaughter like yXmothsgiqÿgXÿza to flameyhw.

{gXpfhqÿgheeÿXuStories tell ofÿiX howsÿ thegihÿeXXcÿXuÿgihÿxYfbhpÿzX blood of the Ruiner flowssq ÿfbÿgihÿxhfbqÿXuÿaeeÿXp`q–ÿcpfxfbtÿgihin the veins of all ores, driving themyÿ togXÿ`X commityyfgÿa`gqÿXuÿghppfehÿxfXehb`hÿabcÿabthpwÿrp`qÿ`aeeÿgi acts of terrible violence and anger. Ores call thisfqÿuYp fury itaprwpYYyhgar'Gruum–ÿX, orpÿgihÿ`YpqhÿXuÿpYfb–ÿabcÿYqhÿfgÿgXÿphuhpÿgXÿhxhpgifbtÿupX the curse of ruin, and use it to refer to everything fromyÿ aggehÿpathÿgXÿaÿacÿghbattle rage to a bad temperydhpwÿsaeutXp`qÿaphÿqafcÿgXÿiaxhÿfbihpfghcÿgihÿeXX. Half-ores are said to have inherited the bloodcÿXuÿgih of the xYfbhp–ÿabcÿgXRuiner, and to ÿ`appÿgihÿqacarry the sameyh ÿeXXceYqgÿabcÿuYpÿgiagÿXp`qÿcXwblood lust and fury that ores do. rp`qÿabcÿiaeuOres and half-orestXp`qÿcXÿuhheÿaÿ`hpgafbÿdYeeÿgX do feel a certain pull towardsapcÿxfXehb`hÿabcÿabthpwÿ|Ygÿgihÿqf violence and anger. But the simpleydehÿgpYgiÿfqÿgiagÿgihphÿfqÿbXÿ`YpqhÿXuÿpYfbwÿ}XÿqYdhpbagYpaeÿdX truth is that there is no curse of ruin. No supernatural powershpÿcpfxhqÿXp`q drives ores togXÿvfeewÿxagihp– kill. Rather,ÿgihÿaphÿqf they are simplyydeÿxf`gf victimsyq ÿXuÿgihÿqaof the sameyh ÿqhe‰qi–ÿxfXehbgÿfselfish, violent impulsesydYeqhqÿgiagÿ`XppYdgÿaeeÿ that corrupt all yXmortalpgaeÿhfbtqw beings. saeutrp`qÿfbÿgihHalf-Ores in the ÿ~Dwendalianshbcaefabÿv Empireydfph uihÿXp`fqiÿqhThe orcish settggehlementyhbgÿXuÿ|eachtapchbÿ of Bladegarden sawasqÿfb`XpdXpaghcÿfbgXÿgihÿ~ incorporated into the Dwendalianshbcaefabÿv EmpireydfphÿaughpÿgihÿuaeeÿXuÿgihÿYeXYqÿ~X after the fall of the Julous Dominion,yfbfXb–ÿbhapeÿgiphhÿiYbcphc nearly three hundred ÿhapqÿatXwyears ago. rp`qÿaphÿbXsOres are now ÿphbXrenownedsbhcÿaqÿqX as someyh ÿXuÿgihÿhof the empire'sydfphrqÿ yXmostqgÿa``X accomplishedydefqihcÿqXecfhpq–ÿgiXYtiÿ soldiers, though yamanybÿuXevÿqgfeeÿuhapÿgihÿab`fhbgÿehthbcqÿXuÿgihÿ`YpqhÿXuÿpY folk still fear the ancient legends of the curse of ruin.fbw saeutXp`qÿaphÿHalf-ores are dpXYcÿXuÿgihfpÿihpfgath–ÿgiXYtiÿproud of their heritage, though yamanybÿaphÿ are sawarypÿXuÿgihÿ of the spwrathfulagiuYeÿ`YpqhÿgiagÿqYddXqhceÿcpfxhqÿgih curse that supposedly drives themyÿ togXÿxfXehb`hwÿuiXqhÿ violence. Those siwhoXÿh embraceypa`hÿgifqÿtfugÿXu this gift of uYpÿXughbÿhbefury often enlistfqgÿfbÿgihÿxftighXYqÿ|pabcÿgXÿuX`Yqÿgihfpÿpathÿatafbqgÿgihÿhbh in the Righteous Brand to focus their rage against the enemiesyfhqÿXuÿgihÿh of the empireydfphwÿrgihpÿiaeutXp`qÿph‚h`gÿgihÿfchaÿgiagÿgihÿaphÿchqg. Other half-ores reject the idea that they are destinedfbhcÿuXp for xfXehb`h–ÿabcviolence, and ÿpheÿXbÿuafgi–ÿrely on faith, yhmeditationcfgagfXb–ÿabcÿupfhbcqifdÿgXÿefxhÿdha`huYeÿefxhqw, and friendship to live peaceful lives. saeutrp`qÿXbÿgiHalf-Ores on thehÿ qhMenageriebathpfhÿoXaqg Coast uihÿuXevÿXuÿgiThe folk of thehÿoeXxfqÿoXb`Xpcÿ Clovis Concord shwelcomee`Xyh ÿdhXdehÿXuÿaeeÿvfbcqÿgXÿgihfpÿqiXphq–ÿhgÿXp`qÿabcÿiaeutXp`qÿaphÿYb`Xpeople of all kinds to their shores, yet ores and half-ores are uncommonyyXbÿfbÿoXb`Xpcfabÿ`fgfhqwÿ in Concordian cities. qXMostqgÿia half-oreseutXp`qÿXb on the Menagerie Coast come from the continent of Tal'Dorei as visitors, merchants, or mercenaries, and rarely settle. Half-ore children in the settlements of the coast are often bullied for their unusual teeth.

Only the Concordian city of Othe has a significant half-ore population. Originally established as a spiritual site for the Ki'Nau people, the city has long attracted ores and half-ores who believe that the curse of ruin has caused them to lash out at those they love. In Othe, they find peace through spiritualism -and a place to belong.

Half-Ores in Xhorhas

The ores of Xhorhas are a predominantly nomadic people, living in mixed clans of ores, humans, and bugbears. They wander the wastes, taming the indigenous beasts and trading with Kryn settlements. The relationship between the ores and the Kryn is relatively peaceful, though many nomadic ores are angered when Kryn souls are reborn in ore bodies. These ores nonetheless readily accept Kryn into their roving clans, seeing it as a point of pride that a city dweller has been drawn to a more exciting life in the chaos of the wastes. Most half-ores in Xhorhas have human or draw blood. In the culture of the Xhorhasian nomads, the union of ores and goblinkin is strictly taboo, for the clans' elders fear the uncontrolled madness of a soul afflicted by both Gruumsh's curse of ruin and Bane's curse of strife.

Ore Traits

Exandrian ores are not bound to commit acts of evil by nature. An ore character has the following racial traits.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Ores reach adulthood at age 16, and live up to 80 years.

Alignment. Ores fear the curse of ruin that is said to plague their race, and tend strongly toward either chaos (accepting their fate), or toward law (rejecting it).

€m‰”Size.ÿsQRCÿCDG Ores standT`ÿWGCSHhÿgÿIWWDÿDGHHÿGT`ÿRBQ`W`ÿ easily 8 feet tall and corded aSwithDFÿfB powerfulaWQIXHÿ YXmusclesCRHWCeÿ, aWweighingSfFSTfÿXfÿDBÿ—ghÿfBXT`Ccÿ•BXQÿCSnWÿSCÿ up to 280 pounds. Your size is AWMedium`SXYc.ÿoWQWiCÿFB Here's howaÿ toDBÿ`WDWQ determineYSTWÿhBXQ your FWSfFDÿGT`ÿheight and aWweightSfFDÿQGT`B randomly,YHheÿCDGQDSTfÿ starting aSwithDFÿQBHHSTfÿGÿCSnWÿ rolling a size YBmodifier:`SpWQq

–SnWÿSize YBmodifier=`SpWQÿrÿ—`g 2d8 oWSfFDÿrÿsÿIWWHeight= 5 feet+DÿtÿuÿSTRFWCÿtÿhBXQÿCSnWÿ 4 inches+ your size YBmodifier`SpWQÿSTÿSTRFWC in inches vWWeightSfFDÿSTÿfBX in poundsT`Cÿrÿ™wsÿtÿj—`eÿxÿhBXQÿCSnWÿ = 175 + (2d6 x your size YBmodifier)`SpWQk

y‰‰z”Speed.ÿ•BXQÿb Your baseGCWÿ aGwalkingHgSTfÿCfWW`ÿSCÿ{hÿIWWDc speed is 30 feet.

|’ˆ}~€“€‡‘”Darkvision. ÿ•YouBXÿRGTÿCWWÿSTÿ`S can see in dimYÿ HSfFDÿlight aSwithinDFSTÿehÿIWWDÿBIÿhBXÿGCÿSIÿSDÿ 60 feet of you as if it aWwereQWÿbQSfFDÿHSfFDeÿGT`ÿSTÿ`GQgTWCCÿGCÿSIÿSDÿ bright light, and in darkness as if it aWwereQWÿ`S dimYÿ HSfFDcÿ•BXÿRGTiDÿ`SCRWQTÿRBHBlight. You can't discern colorQÿST in `GQgTWCCeÿBTHdarkness, onlyhÿCFG`WCÿBIÿfQGhc shades of gray. xddˆ‰““€~‰”Aggressive. ÿwAsCÿGÿbBTXCÿGRDSBTeÿhBXÿRGTÿ a bonus action, you can YBmoveVWÿXfÿDBÿhBXQÿCfWW`ÿDB up to your speed towardaGQ`ÿGTÿWTW an enemyYh ÿBIÿhBXQÿRFBSRWÿDFGDÿhBXÿRGTÿCWWÿBQÿFWGQcÿ•BXÿof your choice that you can see or hear. You YXmustCDÿWT`ÿDFSCÿY end this moveBVWÿRHBCWQ closer toDBÿDFWÿWTW the enemyYh ÿthanDFGTÿhBXÿCDGQDW`c you started.

‡€‰ˆ‚ÿƒ‚€z”Powerful Build.ÿ•BXÿRBXTDÿGCÿBTWÿCSnWÿHGQfWQÿ You count as one size larger aFwhenWTÿ`WDWQ determiningYSTSTfÿhBXQÿRGQQhSTfÿRGfGRSDhÿGT`ÿDFWÿ your carrying capacity and the aWweightSfFDÿhBXÿRGTÿfXCFeÿ`QGfeÿBQÿHSIDc you can push, drag, or lift.

ˆ€Primali’ÿ‘‚‚€‚€‡‘” Intuition. ÿ•BXÿFGVWÿfQBpRSWTRhÿSTÿDYou have proficiency in twoaB ÿCgSHHCÿBIÿhBXQÿRFBSRWÿIQBskills of your choice fromYÿ theDFWÿIBHHB followingaSTfÿHSCDqÿ list: x‘€Animali’ÿ„’‘z€‘d Handling,eÿ ‘“€d ‚Insight,eÿ ‘‚€Intimidationi€z’‚€‡‘eÿ, †‰Medicinez€†€‘‰,eÿ ‰ˆPerception†‰y‚€‡‘,eÿGT` and ‚ˆ~€~’Survivalc.

‡’‘d‚’d‰“”languages.ÿ• YouBXÿRGTÿCfWGgeÿQWG`eÿGT`ÿ can speak, read, and aQwriteSDWÿ˜B CommonYYBTÿGT`ÿsQRc and Ore. tGbGvSTabaxi tFWÿRGDHSgWÿDGThe catlike tababGvSÿGQWÿGTÿGfSHWeÿxi are an agile, aSwittyDDheÿGT`ÿfHGhIXHÿIBHgÿ, and playful folk aFwhoBÿFGVWÿHBTfÿHSVW`ÿG have long lived amongYBTfÿDFWÿST`SfWTBXCÿˆSi‰GXÿfWBfHWÿBIÿDFWÿ the indigenous Ki'Nau people of the AWMenagerieTGfWQSWÿ˜BGCDÿGT`ÿSTÿD Coast and in theFWÿRBH` cold TBQDFWQTÿIBQWnorthern forestsCDCÿBIÿDFWÿqQWhSTfÿ of the Greying vSWildlandsH`HGT`Ccÿ–GS`ÿDBÿFGVWÿbWWTÿbBQTÿIQB. Said to have been born fromYÿ theDFWÿ`QWG dreamsYC ÿBIÿof AWMelaraHBQGÿ aSwithinDFSTÿDFWÿlXTfHWCÿBIÿ the jungles of vSWildemount'sH`WYBXTDiCÿ YBmoreQWÿDW temperateYfWQGDWÿQWfSBTCe regions, theyDFWhÿGQWÿTGDXQ are naturalGHÿFXTDWQCÿ hunters aSwithDFÿgWWTÿCWTCWCÿGT`ÿfQW`GDBQhÿSTCDSTRDCcÿtFWÿDGbGvSÿBIÿuvGT`QSGÿGQWÿGHCBÿ keen senses and predatory instincts. The tabaxi of Exandria are also aWwellHHÿgTB knownaT ÿIBQÿDFWSQÿCBRSGHÿfXSHWcÿfor their social guile. AGManyThÿGQWÿD are takenGgWTÿ aSwithDFÿG a HBVWÿBIÿlove of aBwordplayQ`fHGhÿGT`ÿ`WbGDWeÿBIDWTÿWTfGfSTfÿDQGVWHWQCÿSTÿfFSHBCBfFSRGHÿRBTVWQCGDSBTCÿ and debate, often engaging travelers in philosophical conversations YWmeantGTDÿDBÿRFGHHWTfWÿDFWÿSTDWHHWRDÿGT`ÿDBÿCXbDHhÿfGXfWÿDFWÿ to challenge the intellect and to subtly gauge the `SCfBCSDSBTdisposition BIÿCDQGTfWQCcof strangers. tGbGvSÿRGTÿbWTabaxi can be ÿIBXT`ÿSTÿCfound in smallYGHHÿTX numbersYbWQCÿDFQBXfFBXDÿ throughout vSWildemountH`WYBXTDÿGT`ÿGQWÿfWTWQGHHhÿ and are generally aWwellHHÿDFBXfFDÿBIcÿ–B thought of. SomeYWÿ YGmakegWÿXfÿC up smallYGHHÿRHGTCÿSTÿDFWÿ clans in the aSwildernessH`WQTWCC ÿbWhBT`ÿDFWbeyond the bBXT`GQSWCÿBboundaries ofIÿ vSWildemount'sH`WYBXTDiCÿ YGmajorlBQÿCBRSWDSWCcÿsDFWQCÿGQWÿRBTDWTDÿDBÿCDGT`ÿBXDÿG societies. Others are content to stand out amongYBTfÿDFWÿBDFWQÿIBHgÿBIÿDFBCWÿHGQfWQÿTGDSBTCcÿŠWIDÿGDÿRQGIDCeÿFXTDS the other folk of those larger nations. Deft at crafts, huntingTfeÿGT`, and RBcommercialYYWQRSGHÿW enterprises,TDWQfQSCWCeÿ YGmanyThÿDGbGvSÿpT`ÿDFW tabaxi find themselvesYCWHVWCÿ`QG drawnaT ÿDBtowardaGQ`ÿGTÿWTDQWfQWTWXQSGHÿWvSCDWTRWeÿ an entrepreneurial existence, aFwhileSHWÿCB someYW ÿIGHHÿTGDXQGHHhÿSTDBÿDFWÿfall naturally into the YBmoreQWÿ`GTf dangerousWQBXC fXQCXSDCÿBIÿGTpursuits of an ÿG`VWTDXQWQiCÿHSIWCDhHWcadventurer's lifestyle.

‹BHSDSRCÿFBH`ÿGPolitics hold aÿRBTVWQCGDSBTGHÿRXQSBCSDhÿIBQÿCB conversational curiosity for some,YWeÿbXDÿBTHhÿGÿIW but only a fewaÿ tabaDGbGvSÿGQWÿ`QSVWTÿWTBXfFÿDBÿGCRWT`ÿDBÿfBCSDSBTCÿBIÿfBHSDSRGHÿfBxi are driven enough to ascend to positions of political power,aWQeÿ YBmostCDÿRB commonlyYYBTHhÿGHBTf along theDFWÿ AWMenagerieTGfWQSWÿ˜BGCDcÿuVWTÿCBeÿ Coast. Even so, YBmostCDÿRGDIBHgÿGQWÿFGffSWQÿG catfolk are happier awayaGhÿIQB fromYÿ theDFWÿHS limelightYWHSfFDeÿCHhHhÿRBTVSTRSTfÿBDFWQCÿDBÿVSCSbHhÿDGgWÿDFWÿQSCgCÿIBQÿDFW, slyly convincing others to visibly take the risks for themYc.

ŒHWWDSTfÿŒGTRSWCFleeting Fancies

Wandering tabaxi are mercurial creatures, trading one obsessionCCSBTÿBQÿfGCCSBTÿIBQÿDFWÿTWvDÿGCÿDFWÿ or passion for the next as the aFwhimSYÿ CDQSgWCcÿwÿDGbGvSiCÿ`WCSQWÿbXQTCÿbQSfFDeÿbXDÿBTRWÿstrikes. A tabaxi's desire burns bright, but once Ymet it disappears to be replaced with a new obsession. Objects remainWYGSTÿSTDQSfXSTfÿBTHhÿGCÿHBTfÿGCÿDFWhÿCDSHHÿFBH`ÿCWRQWDCc intriguing only as long as they still hold secrets. A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week's lodging after stealing it. The tabaxi might even take extensive notes or memorize every facet of the gem before passing it on, but the gem holdsITUYÿ`Iÿ no aImoreHRÿDTTQHRÿI`SRÿGCY allure once its secrets and nature have been laid bare.

Tabaxi Names rDSVÿCDEDFGÿVEach tabaxi hasDYÿDÿYG`PTRÿ`D a single name,aRcÿURCRH determinedaG`RUÿEXÿSTD`ÿD`UÿEDYRUÿI`ÿDÿSI by clan and based on a complexaWTRFÿbIH formulaaQTDÿCVDCÿG`iITiRYÿDYCHITIPXcÿWHIWVRSXcÿSTD`ÿVGYCIHXcÿD`UÿICVRHÿR that involves astrology, prophecy, clan history, and other esotericYICRHGS bDSCIHYgÿhDEDfactors. TabaxiFGÿ`D namesaRYÿSD`ÿDWWTXÿCIÿDTTÿPR`URHYcÿD`Uÿ can apply to all genders, and aImostYCÿQYRÿ`GSe`D use nicknamesaRYÿURHGiRUÿbHI derived fromaÿ IHÿG`YWGHRUÿEXÿCVRGHÿbQTTÿ`Dor inspired by their full names.aRYgÿsTD`ÿ`D Clan namesaRYÿDHRÿQYQDTTXÿ are usually EDYRUÿI`ÿDbased on a PRIPHDWVGSDTÿgeographical bRDCQHRÿTISDCRUÿG`ÿIHÿ`RDHÿCVRÿSTD`fYÿCRHHGCIHXgfeature located in or near the clan's territory. hVRÿbITTIThe followingdG`P ÿTGYCÿIbÿYDlist of sampleaWTRÿCDEDFGÿ`D tabaxi namesaRYÿG`STQURYÿ`GSe`D includes nicknamesaRYÿG`ÿWDHR`CVRYRYg in parentheses. tuvuwxÿ€uTabaxi Names:‚ƒ„ÿsTIQUÿI`ÿCVRÿ Cloud on the IMountaintopQ`CDG`CIWÿ†sTIQU‡cÿˆGiRÿhG (Cloud), Five TimberaERHÿ†hG (Timber),aERH‡cÿˆTDYeÿIbÿ Flask of ‰GWine`Rÿ†ˆTDYe‡cÿDURÿ‘VIRÿ†DUR‡cÿ’RbC“”D`URUÿ”Q (Flask), Jade Shoe (Jade), Left-Handed HummingbirdaaG`PEGHUÿ† (Bird),•GHU‡cÿ‘RiR` Seven hVQ`URHSTIQUThundercloud ÿ†hVQ`URH‡cÿ‘eGHCÿIbÿ‘`DeRYÿ†‘`DeR‡cÿ‘(Thunder), Skirt of Snakes (Snake), SmokingaIeG`Pÿ GMirrorHHIHÿ†‘ (Smoke)aIeR‡ tuvuwxÿ–—u˜ƒ„Tabaxi Clans: ÿ•HGPVCÿsTGbbYcÿ™GYCD`CÿdDG`cÿBright Cliffs, Distant Rain, IMountainQ`CDG`ÿhHRRcÿdRUÿ•QCCRHeXcÿdQ Tree, Red Butterfly, RumblingaETG`PÿdGiRHcÿ‘`IHG`Pÿ River, Snoring IMountainQ`CDG` hDEDFGÿhHDGCYTabaxi Traits

AÿCDEDFGÿSVDHA tabaxi characterDSCRHÿVDYÿCVRÿbITTI has the followingdG`PÿHDSGDTÿCHDGCYg racial traits. fvx—xghÿijkl‚ÿm˜jl‚uAbility Score Increase.ƒ‚n ÿoIQHÿ™RFCRHGCXÿYSIHRÿG`SHRDYRYÿEXÿpcÿD`UÿXIQHÿsVDHGYYour Dexterity score increases by 2, and your CharismaaD YSIHRÿG`SHRDYscore increasesRYÿEXÿqg by 1. fr‚nAge. ÿhDEDFGÿVTabaxi haveDiRÿTGbRYWD`YÿRsQGiDTR`CÿCIÿVQ lifespans equivalent to humans.aD`Yg f—xr˜Alignment.‚˜gn ÿhDTabaxiEDFGÿCR`UÿCI tend towarddDHUÿSVDICGSÿDTGP` chaotic alignments,aR`CYcÿDYÿCVRXÿTRCÿG as they let impulseaWQTYRÿD`UÿbD`SX and fancy PQGURÿCVRGHÿURguide their decisionsSGYGI`YgÿhVRXÿDHRÿHDHRTXÿRiGTcÿ. They are rarely evil, dGwithCVÿ aImostYCÿIbÿCVR of themaÿ UHGiR`ÿEXÿSQHGIYGCXdriven by curiosity HDCVRHÿCVD`ÿPHrather than greedRRUÿD`UÿICVRHÿUDHeÿG and other dark impulsesaWQTYRYg. ixt‚nSize. ÿhDEDFGÿDTabaxi areHRÿCDTTRHÿI`ÿDiRHDPRÿCVD`ÿVQ taller on average than humansaD`YÿD`UÿHRTDCGiRTXÿYTR`URHgÿoIQHÿYGpR and relatively slender. Your size GYÿis RMediumUGQag.ÿ” Here'sRHRfYÿVI howdÿ toCIÿURCRH determineaG`RÿXIQHÿVRGPVCÿD`Uÿ your height and dRweightGPVCÿHD`UI randomly,aTXcÿYCDHCG`P starting dGwithCVÿHITTG`PÿDÿ rolling a YGpRÿsize aImodifierUGuRHv:

‘GpRÿSize aImodifier=UGuRHÿwÿpUqx 2dl 0

”RGPVCÿwÿyÿbRRHeight= 4 feet+CÿzÿqxÿG`SVRYÿzÿXIQHÿYGpRÿ 1 0 inches+ your size aImodifierUGuRHÿG`ÿG`SVRY in inches

‰RWeightGPVCÿG`ÿWIQ in pounds`UYÿwÿ{xÿzÿ†pUyÿ|ÿXIQHÿYGpRÿ = 90 + (2d4 x your size aImodifier)UGuRH‡ i}‚‚~nSpeed. ÿoIQHÿEYour baseDYRÿ dDwalkingTeG`PÿYWRRUÿGYÿxÿbRRCg speed is 30 feet.

€ul‚xƒxk˜nDarkvision. ÿoYouIQÿSD`ÿYRRÿG`ÿUG can see in dimaÿ TGPVCÿlight dGwithinCVG`ÿƒxÿbRRCÿIbÿXIQÿDYÿGbÿGCÿ 60 feet of you as if it dRwereHRÿEHGPVCÿTGPVCc bright light, D`UÿG`ÿUDHe`Rand in darknessYYÿDYÿGbÿGCÿ as if it dRwereHRÿUG dimaÿ TGPVCgÿoIQÿSD`fCÿUGYSRH`ÿSITIHÿG`ÿUDHe`RYYcÿI`TXlight. You can't discern color in darkness, only

YVDURYÿIbÿPHDshades of grayXg. tf„f mTABAXI

Feline Agility. Your ÿHReRFRYÿD`UÿDPGTGCXÿDTTIreflexes and agility allowdÿ XIQÿCIÿyou to aImoveiRÿ dGwithCVÿDÿEQHYCÿIbÿYWRRUgÿ a burst of speed. ‰VWhenR`ÿXIQÿ you aImoveiRÿI`ÿXIQHÿCQH`ÿG`ÿSI on your turn in combat,aEDCcÿXIQÿSD`ÿUIQETRÿXIQHÿY you can double your speedWRRUÿQ`CGT until the end of the turn.ÿ‡`SRÿXIQÿQYRÿCVGYÿCHDGCcÿXIQÿSD`fCÿQYRÿGCÿDPDG`ÿQ`CGTÿXIQÿ Once you use this trait, you can't use it again until you aImoveiRÿxÿbRRCÿI`ÿI`RÿIbÿXIQHÿCQH`Yg 0 feet on one of your turns.

Cats Claws. BecauseYRÿIbÿXIQHÿSTD of your clawsdY,cÿXIQÿVDiRÿDÿSTG you have a climbingaEG`PÿYWRRUÿIbÿpxÿbRRCgÿŠ`ÿDUUGCGI`cÿXIQHÿSTD speed of 20 feet. In addition, your clawsdY ÿDHRÿ`DCQHDTÿare natural dRweaponsDWI`Ycÿ, dVwhichGSVÿXIQÿSD`ÿQYRÿCIÿa you can use to makeDeR unarmed strikes. IfÿXIQÿVGCÿ you hit dGwithCVÿCVR them,ac ÿXIQÿURDTÿYTDYVG`PÿUDyou deal slashing damageaDPRÿRsQDTÿCIÿqUyÿzÿXIQHÿ‘CHR`PCVÿ equal to 1 d4 + your Strength aImodifier,UGuRHcÿG`YCRDUÿIbÿCVRÿETQUPRI`G`PÿUD instead of the bludgeoning damageaDPRÿ`I normalHaDTÿbIHÿD` for an unarmed strike.

Cats Talent. You haveDiRÿWHIuSGR`SXÿG`ÿCVRÿ proficiency in the ‹‚lj‚}gxk˜Perception ÿD`Uÿand ig‚u—gŒStealth ÿYeGTTYgskills. languages. You can speak, read, and write Common and one`RÿICVRHÿTD`PQDPRÿIbÿXIQHÿSVIGSRg other language of your choice.

Tieflings Centuries have passed since the tieflings first faced persecution for their fiendish heritage in the Age of Arcanum. Although a certain mystique still surrounds their kind, most people in Wildemount grew up alongside tieflings, and the tides of war have brought soldiers, merchants, and entertainers into even the most rural and isolated regions of the continent. For the most part, only overzealously devout paladins and folk raised on the dark tales of an ancient age might actively wish harm on tieflings.

Exandrian tieflings have a wide array of skin tones, all of them vibrant and colorful. The most common hue is a deep crimson, but shades of purple, blue, green, and even yellow and pink have been seen throughout the world. It's not known what causes these variations, as even tiefling parents with the same skin tone can have children of wildly different colors.

Tieflings in the Dwendalian Empire

†YMostGCÿF imperialaRAEFPcÿCFAUFBVGÿcFQAÿFBÿCIAÿTFCFAGÿYXÿCIAÿA tieflings live in the cities of the empireaRFEAÿYEÿFBÿG or in smallaPccÿTY communesaaDBAG FBÿCIAÿTYDBCEdGFSAbÿin the countryside. †PManyBdÿPEAÿABTYDEPVASÿpdÿCIAFEÿRPEABCGÿCYÿ‡YFB are encouraged by their parents to join ÿCIAthe @EYCrownsguardiBGVDPESÿYEÿCIAÿˆFVICAYDGÿ‰EPBSÿCYÿQPcFPBCcdÿGAEQAÿCIAÿA or the Righteous Brand to valiantly serve the empire,aRFEAgÿPBSÿP and a SFEATCÿTYBBATCFYBÿTPBÿpAÿSEPdirect connection can be drawniB ÿpACbetweeniAABÿCIAÿCFAUFBVGwÿPBTFABCÿR the tieflings' ancient persecutionAEGATDCFYB PBSÿCIAFEÿXYTDGÿYBÿand their focus on aFmilitarycFCPEdÿGAEQFTAbÿ@ABCDEFAGÿPVYgÿTYDBCcAGGÿCFA service. Centuries ago, countless tieflingsUFBVGÿ‡YFBAS joined theCIAÿPE armiesaFAGÿYXÿCIAÿDcYDGÿxY of the Julous DominionaFBFYBÿFBÿIYRAGÿYXÿ in hopes of iFwinningBBFBVÿVcYEdÿPB glory andSÿREYQFBV proving themselvesCIAaGAcQAGÿCIAÿAeDPcGÿYXÿCIAFEÿYRREAGGYEGbÿ‘QAEÿCF the equals of their oppressors. Over timeaA,gÿ aPmanyBdÿXYD foundBS PTTARCPBTAÿFBÿCIAÿAdAGÿYXÿCIAÿDcYDGÿRAYRcAÿPBSÿFCGÿVYQAEBacceptance in the eyes of the Julous people and its governmentaABCgÿAQABCDPccd, eventually pATYbecomingaFBVÿIPEScFBAÿcYdPcFGCGÿYXÿCIAÿDcYDGÿxY hard line loyalists of the Julous Dominion.aFBFYBbÿuIAFEÿGRFEF Their spiritsCGÿ iAwereEAÿCIDG thus TEDGIASÿcrushed iIwhenABÿCIAÿSY the dominionaFBFYBÿXAccÿCYÿCIAÿ fell to the aFmightyVICdÿPE armiesaFAGÿYXÿCIAÿFBQ of the invadingPSFBV xDwendalianiABSPcFPBÿs EmpireaRFEAb.

ThreeuIEAAÿVABAEPCFYBGÿIPQAÿRPGGASÿGFBTAÿCIAÿXPccÿYXÿCIAÿSY generations have passed since the fall of the dominionaFBFYBgÿP, andBSÿ aPmanyBd PSDcCÿCFAUFBVGÿGCFccÿEAadult tieflings still rememberaAapAEÿCIAÿ the iPwarEÿGCYEFAGÿCIAFEÿVEPBSRPEABCG stories their grandparents ÿCYcSÿCIAatold them PGÿTIFcSEABbÿuIAÿAas children. The empire'saRFEAwGÿREYRPVPBSFGCGÿIPQAÿpAABÿeDFTfÿCYÿTPR propagandists have been quick to capitalizeFCPcFrAÿYB on this,CIFGgÿGCYfFBVÿPÿIDBVAEÿXYEÿVcYEdÿCIPCÿGAAGÿCIAÿcFQAGÿYXÿAPVAEÿCFAUF stoking a hunger for glory that sees the lives of eager tieflingsBVGÿXDAcÿCIA fuel the FimperialaRAEFPcÿ iPwarEÿ aPmachineTIFBAb.

TIEFLING

Tieflings on the Menagerie Coast

Tieflings' extravagant skin tones and striking horns are considered attractive in the culture of the Clovis Concord, and many tieflings have capitalized on this reaction to become entertainers. Some of the best-known tiefling actors, gladiators, and musicians found their start on the Menagerie Coast-as have innumerable entertainers of the bawdier sort, including the prominent Nicodranas courtesan known as Ruby of the Sea. Many such performers have gone on to perform at the court of King Bertrand Dwendal, or to tour the distant lands of Tal'Dorei and Marquet.

Tieflings in Xhorhas

Some legends talk of how the first tieflings were born in Ghor Dranas. Asmodeus, Lord of the Nine Hells, is said to have tempted a number of that city's original inhabitants into tying their bloodlines to his own infernal power in exchange for magical knowledge. Though the truth of the tale is impossible to confirm, Rosohna maintains a significant tiefling population, and tieflings are a common sight in Kryn society.

Tortles

For centuries, the people of Xhorhas and the Dwendalian Empire believed tortles to be a hoax concocted by Concordian hucksters. In truth, tortles are an ancient and long-lived people who dwell within the jungles and along the beaches of the Menagerie Coast. Most tortles who journey far from the coast begin to feel pangs of homesickness, which can develop into a depression. Tortles are almost unheard of beyond the sunny shores of the Menagerie Coast.

Life of a Tortle

A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.

A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in pSwhich`eSÿDBÿSQRD to huntrÿeIDeSÿiGSrÿIRTÿYFDÿVWbÿ, catch fish, and get by. t`WithDSÿFIeSÿhIGG`RYÿWFICrÿIÿDBCDEFÿSBRFG each passing year, a tortle hones `DGÿGQCs`sIEÿGfits survival skills`EEGbÿqDÿUBC. It formsPG ÿUC`FRTGS`hGÿfriendships p`withDSÿ`DGÿRF`YSVBCGÿ its neighbors pSwhile`EFÿIEGB also CFGhFeD`RYÿDSrespecting theirF`CÿhC`sIeWbÿdDÿGB privacy. At somePF ÿhB`RDrÿIÿDBCDEFÿUFFEGÿIRÿQCYFÿDBÿGFFÿpoint, a tortle feels an urge to see PBmoreCFÿBU of theDSFÿ pBworldCETbÿqDÿY. It gathersIDSFCGÿQhÿ`DGÿYFICÿIRTÿDCIsFEGrÿCFDQCR`RYÿ up its gear and travels, returning PBmonthsRDSGÿBCÿWFICGÿEIDFC or years later p`withDSÿGDBC`FGÿB stories ofUÿ`DGÿFvhEB`DGb its exploits. tSWhenFRÿIÿDBCDEF a tortle ÿRFICGÿDSFÿFRTÿBUÿ`DGÿE`UFGhIRrÿ`DÿGFFfGÿBQDÿIÿnears the end of its lifespan, it seeks out a PImateDFbÿABCDEFGÿEIW. Tortles lay theirDSF`CÿFYYGÿwRQ eggs (numberingPVFC`RYÿIGÿUF as fewpÿ IGÿBRFÿBCÿIGÿas one or as PImanyRWÿIGÿIÿTBxFRyÿ`RÿIÿUBCD`iFT as a dozen) in a fortified eBcompoundPhBQRTbÿqU. IfÿRBÿGQeSÿeB no such compoundPhBQRTÿFv`GDGrÿDSFWÿVQ`ETÿBRFbÿASFÿhICFRDGÿGhFRT exists, they build one. The parents spend theDSFÿCF remainderPI`RTFCÿBUÿDSF`CÿE`sFGÿYQICT`RYÿ`DrÿTFUFRT`RYÿDSF`CÿBUUGhC`RYrÿIRT of their lives guarding it, defending their offspring, and GSIC`RYÿDSF`Cÿsharing their fRBknowledgepEFTYFbÿ. tSWhenFRÿDSFÿeS`ETCFRÿYCB the children growpÿ QhrÿDSFWÿh`efÿQhÿup, they pi ck up pSwhateverIDFsFC pFweaponsIhBRGÿIRT and ÿDBBEGÿDSF`CÿhICFRDGÿEFUDÿVFS`RTÿIRTÿGFDÿBQDÿBRÿDSF`CÿBtools their parents left behind and set out on their ownpRb.

€‚€ƒ„TORTLE

ABCDEFÿ ITortle NamesPFG

ABCDEFGÿhCFUFCTortles preferÿRBRgYFRTFCgGhFe`ieÿRI non-gender-specific namesPFGÿDSIDÿICFÿQGQIEEWÿRBÿ that are usually no PBmoreCFÿDSIRÿD than twopB ÿGWEEIVEFGbÿABCDEFGÿTBR†DÿSIsFÿGQCRIsyllables. Tortles don't have surnamesPFGÿBCÿUI or familyP`EWÿRI namesPFGb.

‡ˆMale‰ÿˆ’“ÿ”• and Femaleˆ‰ÿ–ˆ Names•—˜ÿ™IfIrÿdI: Baka, DamuPQ,rÿeICrÿeQCIrÿqR`rÿfIhhIrÿg`REFfrÿgCQEErÿc` Gar, Gura, lni, Jappa, Kinlek, Krull, Lim,Pr ÿcBhrÿ BCDEFrÿ QEfIrÿhEBrÿiEBjLop, Nortle, Nulka, Olo, PloqwatpIDrÿkQFFrÿkQFYrÿkQBDDrÿlQRRWrÿA`VBC, Quee, Queg, Quott, Sunny, Tibor,rÿmVBrÿmSBfr Ubo, Uhok, tIWabu,VQrÿnFEVQf Xelbuk,rÿnBhIrÿoBY Xopa, Yog

ABCDEFÿACI`DGTortle Traits dÿDBCDEFÿeSICIA tortle charactereDFCÿSIGÿDSFÿUBEEB has the followingp`RYÿCIe`IEÿDCI`DGb racial traits. pqr‰rstÿuvwxÿy’vxˆAbility Score Increase.—z ÿoBQCÿlDCFRYDSÿGeBCFÿ`ReCFIGFGÿVWÿ{rÿIRTÿWBQCÿYour Strength score increases by 2, and your t`WiGTBsdomPÿ GeBCFÿ`ReCFIGFGÿVWÿ|bscore increases by 1. p}zAge.ÿoBQRYÿDB Young tortlesCDEFGÿeCI crawlpE ÿUBCÿIÿUFfor a fewpÿpF weeksFfGÿIUDFCÿV`CDSÿVFUBCFÿEFICR`RYÿDBÿ after birth before learning to pIwalkEfÿBRÿD on twopB ÿEFYGbÿASFWÿCFIeSÿITQEDSBBTÿVWÿDSFÿIYFÿBUÿ|~ÿIRTÿE`sFÿIRÿIsFlegs. They reach adulthood by the age of 15 and live an averageCIYFÿBUÿ~ of 50 WFICGbyears. p‰r}’Alignment•’sz.ÿAB TortlesCDEFGÿDFRTÿDBÿEFITÿBCTFCEWrÿC`DQIE`GD`eÿE`sFGbÿASFWÿTFsFEBhÿCBQD`RFGrÿVFeB tend to lead orderly, ritualistic lives. They develop routines, becomingP`RYÿ PBmoreCFÿGFDÿ`RÿDSF`Cÿ set in their pIwaysWGÿIGÿDSFWÿIYFbÿ as they age. XBMostGDÿICFÿEI are lawfulpUQEÿY goodBBTbÿdÿUFp. A few eIRÿVFÿGFEiGScan be selfish ÿIRTÿYCFFTWrÿDFRT`RYÿand greedy, tending PBmoreCFÿDB towardpICTÿFs`ErÿVQDÿ`D†GÿQRQGQIEÿUBCÿIÿDBCDEFÿDBÿGSQefÿBUUÿBCTFCÿ`RÿUIsBCÿBUÿeSIBGb evil, but it's unusual for a tortle to shuck off order in favor of chaos. ur€zSize.ÿABCDEFÿI Tortle adultsTQEDGÿGDIRTÿ~ÿDBÿÿUFFDÿDIEEÿIRTÿIsFCIYFÿIVBQDÿ‚~ÿhBQRTGbÿASF`CÿGSFEEGÿIeeBQRDÿUBCÿCBQYSEWÿBRFgDS`CTÿBUÿDSF`Cÿ stand 5 to 6 feet tall and average about 450 pounds. Their shells account for roughly one-third of their pFweight.`YSDbÿoBQCÿG`xFÿ`GÿX Your size is MediumFT`QPb. Here's how to determine your height and weight randomly,rÿGDICD`RYÿ starting p`withDSÿCBEE`RYÿIÿG`xFÿ rolling a size PBmodifierT`iFC„:

Size modifier= 2d8

Height= 4 feet+ 1 O inches+ your size modifier in inches

Weight in pounds = 400 + (2d4 x your size modifier)

Speed. Your base walking speed is 30 feet. Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and

Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts. languages. You can speak, read, and write Aquan and Common.

Hollow One

The eastern coast of Xhorhas, known to the Kryn as Blightshore, is a land scarred by evil magic. Among the creations of that foul place are the Hollow Ones, beings whose souls have left for the afterlife, yet whose bodies still retain a fragment of their former selves.

The magic that sustains Hollow Ones is a mystery. Most Hollow Ones are reborn after dying in Blightshore, suggesting that the spell-scarred nature of the land brought them back for an unknown purpose. Yet some beings find that, days after they died, they awaken, clutching to life, with only a terrible emptiness inside to remind them of their death.

In Blightshore, Hollow Ones are seen as a people like any other. They seem strange, but the adventurous and hardy folk of Blightshore are used to making allies with strange creatures. Elsewhere, Hollow Ones are indistinguishable from living creatures, save for the faint stench of necromancy that lingers about them.

The transition from life to becoming a Hollow One affects different people to different degrees. Some let their anger and regret consume them. Others use their second chance to become a brighter force in the world. However, all Hollow Ones are marked by their new existence: feelings of unease, dread or sadness cling to them like tattered rags of their past life.

? · ~-·- - ZS~~ • - .. HOLLOW ONE

Supernatural Gift: Hollow One

The has the option to allow a character created in a Wildemount campaign to be a Hollow One. Alternatively, a character who perishes in the course of a campaign might return as a Hollow One, created by the mysterious forces that scar the land.

As a Hollow One, the void left behind by your departed soul is filled with the strange magic of Blightshore. Becoming a Hollow One is a supernatural r '4 (see "Supernatural Gifts" in chapter 7 of the Dungeon Master's Guide) that bestows upon you the following traits. Ageless. You don't age, and effects that would cause you to age don't work on you.

Cling to life. When you make a death saving throw and roll 16 or higher, you regain 1 hit point.

Revenance. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.

Unsettling Presence. As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.