Chapter 2: Races A VISIT TO ONE OF THE GREAT CITIES IN the world of Crucis—Evership, the Eminent Metropolis, or even uncanny Castrum, the Polis of Gates—overwhelms the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants. And the people themselves—people of varying size, shape, and color, dressed in a dazzling spectrum of styles and hues—represent many different races, from diminutive kobolds and muscular trolls to majestically beautiful elves, mingling among a variety of human ethnicities. Scattered among the members of these more common races are the true exotics: a hulking ogre here, pushing his way through the crowd, and a sly sahuagin there, lurking in the shadows with mischief in her eyes. A group of gnomes laughs as one of them activates a clever wooden toy that moves of its own accord. A pair of goblins sits just out of sight, debating the merits of a half finished schematic, while a mimessarch tries to argue with a disinterested dragonborn, who downs a flagon of ale in one gulp. And by the door to a tavern sits an orc, his streetwise eyes watching for trouble. Choosing a Race Humans are the most common people in Iram, but they live and work alongside goblins, gnomes, orcs, and countless other fantastic species. Your character belongs to one of these peoples. Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. Dragonborn, elves, gnomes, goblins, humans, kobolds, ogres, orcs, mimessarch, sahuagin, and trolls are the most common races to produce the sort of adventurers who make up typical parties. Your choice of race affects many different aspects of your character. It establishes fundamental qualities that exist throughout your character's adventuring career. When making this decision, keep in mind the kind of character you want to play. For example, a goblin could be a good choice for a cunning traveler, an ogre makes a tough warrior, and a kobold can be a master of arcane magic. Your character race not only affects your ability scores and traits but also provides the cues for building your character's story. Each race's description in this chapter includes information to help you roleplay a character of that race, including personality, physical appearance, features of society, and racial alignment tendencies. These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their race. It's worthwhile to consider why your character is different, as a helpful way to think about your character's background and personality. Racial Traits The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. Ability Score Increase Every race increases one or more of a character's ability scores. Age The age entry notes the age when a member of the race is considered an adult, as well as the race's expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom. Alignment Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your troll is chaotic, for example, in defiance of lawful troll society can help you better define your character. Size Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), or Large (between 8 and 16 feet tall) which means that certain rules of the game affect them differently, as explained in chapter 4, "Player Options." Speed Your speed determines how far you can move when traveling and fighting, as explained in chapter 6, "Adventuring." Languages By virtue of your race, your character can speak, read, and write certain languages. Chapter 4, "Player Options," lists the most common languages in the world of Crucis. Every playable race can speak, read, and write Trade Tongue. Trade Tongue originated as the sailor's dialect, a blend of many coastal languages. It has evolved from its simplistic origins into an all-encompassing language that is is spoken nearly anywhere. Nearly all races speak common, even if only enough to have a simple conversation. Subraces Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race.

Dragonborn HER FATHER STOOD ON THE FIRST OF THE THREE stairs that led down from the portal, unmoving. The scales of his face had grown paler around the edges, but Clanless Mehen still looked as if he could wrestle down a dire bear himself. His familiar well-worn armor was gone, replaced by violet-tinted scale armor with bright silvery tracings. There was a blazon on his arm as well, the mark of some foreign house. The sword at his back was the same, though, the one he had carried since even before he had found the twins left in swaddling at the gates of Arush Vayem. For all her life, Farideh had known that reading her father's face was a skill she'd been fortunate to learn. A human who couldn't spot the shift of her eyes or Havilar's would certainly see only the indifference of a dragon in Clanless Mehen's face. But the shift of scales, the arch of a ridge, the set of his eyes, the gape of his teeth—her father's face spoke volumes. But every scale of it, this time, seemed completely still—the indifference of a dragon, even to Farideh. — Erin M. Evans, The Adversary Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by the Dracontine as disciples or descended from dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life. The blood of a particular type of dragon runs strong through all dragonborn. A dragonborn’s color imparts many traits upon them, including varying types of breath weapon, as well as scales that closely match those of their dragon ancestor — bright prismatic dragons, glistening chromatic dragons, brilliant gem dragons, gleaming metallic dragons, and lustrous ferrous dragons. Devout and Devoted Shaped in the image of the Dracontine pantheon, few races hew to their teachings as closely as the dragonborn. While certain tribes will pledge themselves to a single god, most follow the pantheon as a whole. A father might seek a blessing from Priya for his children's health, while a warrior would entreat Astur for success in battle. Many dragonborn find themselves drawn to the clergy, and dragonborn shepherds and priestesses are found throughout the world. Proud Dragon Kin Dragonborn look very much like dragons standing erect in humanoid form, though most lack wings or a tail. Their small, fine scales match the color of closest ancestor. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.

Self-Sufficient Clans To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all e1se, even the gods. Each dragonborn's conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position. A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn. Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races. Dragonborn Names Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a gesture of endearment. The name might recall an event or center on a habit. Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raian, Sora, Surina, Thava, Uadjit Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit Dragonborn Traits Your draconic identity manifests in a variety of traits you share with other dragonborn, as well as unique aspects based on your color. Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. Alignment. Dragonborn tend to the extremes of the alignment spectrum. Whether lawful, chaotic, good, or evil, a dragonborn is a paragon of their beliefs. Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

Five Families of Dragonkind Dragons are separated into five loosely aligned draconic families. Dragonborn are less beholden to these biases, but are still aware of their import to true dragons. Chromatic — black, brown, cyan, gray, magenta, pink, purple, and white

— black, brown, cyan, gray, magenta, pink, purple, and white Ferrous — adamantine, chromium, cobalt, iron, nickel, orium, steel, and tungsten

— adamantine, chromium, cobalt, iron, nickel, orium, steel, and tungsten Gem — amethyst, crystal, diamond emerald, obsidian, pearl, topaz, and ruby

— amethyst, crystal, diamond emerald, obsidian, pearl, topaz, and ruby Metallic — brass, bronze, copper, gold, mercury, mithral, platinum, and silver

— brass, bronze, copper, gold, mercury, mithral, platinum, and silver Prismatic — blue, green, indigo, orange, rainbow, red, violet, and yellow When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. Languages. You can speak, read, and write Draconic and Trade Tongue. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. It is written in symbolic script. Subrace. In the same manner as true dragons, dragonborn are divided into a number of subraces based on their colors. Choose one of these subraces. Adamantine Ability Score Increase. Your Constitution score increases by 2. Draconic Ancestry. Your breath weapon is a blast of magical flame. It deals fire damage in a 15-foot cone, and imposes a Dexterity saving throw. Wyrmblooded. You are descended from one of the largest breeds of dragons. Your size is Large. Amethyst Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1. Draconic Ancestry. Your breath weapon is a beam of glimmering energy. It deals force damage in a line 30 feet long and 5 feet wide, and imposes a Constitution saving throw. You have resistance to poison damage. Greater Breath Weapon. Creatures that fail their saving throw on your breath weapon are pushed 30 feet away from you. Black Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1. Draconic Ancestry. Your breath weapon is a stream of caustic acid. It deals acid damage in a line 30 feet long and 5 feet wide, and imposes a Dexterity saving throw. You have resistance to acid damage. Greater Breath Weapon. You can add your Constitution modifier to the damage of your breath weapon. Blue Ability Score Increase. Your Strength, Dexterity, and Constitution scores each increase by 1. Draconic Ancestry. Your breath weapon is a bolt of lightning. It deals lightning damage in a line 30 feet long and 5 feet wide, and imposes a Dexterity saving throw. You have resistance to lightning damage.

Dragon of the Sand. You have a burrowing speed of 30 feet. Brass Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1. Draconic Ancestry. Your breath weapon is a gust of superheated air. It deals fire damage in a line 30 feet long and 5 feet wide, and imposes a Dexterity saving throw. You have resistance to fire damage. Boldly Talkative. You have proficiency in the Persuasion skill. Bronze Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1. Draconic Ancestry. Your breath weapon is a pulse of electricity. It deals lightning damage in a line 30 feet long and 5 feet wide, and imposes a Dexterity saving throw. You have resistance to lightning damage. Dragon of the Coast. You have a swimming speed of 30 feet, and you can breathe air and water. Brown Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Draconic Ancestry. Your breath weapon is a cloud of corrosive sand. It deals bludgeoning damage in a 15-foot cone, and imposes a Dexterity saving throw. You have resistance to acid damage. Dragon of the Sand. You have a burrowing speed of 30 feet. Chromium Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1. Draconic Ancestry. Your breath weapon is a hail of bolts made of solid ice. It deals cold damage in a line 30 feet long and 5 feet wide, and imposes a Dexterity saving throw. You have resistance to cold damage. Greater Breath Weapon. You can add your Constitution modifier to the damage of your breath weapon. Cobalt Ability Score Increase. Your Dexterity, Intelligence, and Wisdom scores increase by 1. Draconic Ancestry. Your breath weapon is a pulse of magnetic energy. It deals force damage in a line 30 feet long and 5 feet wide, and imposes a Dexterity saving throw. You have resistance to force damage. Greater Breath Weapon. Creatures wearing metal armor that fail their saving throw on your breath weapon are pushed 30 feet away from you, and targets holding metal weapons are disarmed. Copper Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1. Draconic Ancestry. Your breath weapon is a corrosive fog. It deals acid damage in a line 30 feet long and 5 feet wide, and imposes a Dexterity saving throw. You have resistance to acid damage. Good Host. You have proficiency in the Performance skill. Crystal Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Draconic Ancestry. Your breath weapon is a bombardment of crystalline shards. It deals magical piercing damage in a line 30 feet long and 5 feet wide, and imposes a Dexterity saving throw. You have resistance to cold damage. Keen Eye. You have proficiency in the Perception skill. Cyan Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1. Draconic Ancestry. Your breath weapon is a cloud of ionized gas. It deals lightning damage in a 15-foot cone, and imposes a Constitution saving throw. You have resistance to necrotic damage. Joyous Song. You have proficiency in the Performance skill. Diamond Ability Score Increase. Your Wisdom score increases by 2. Draconic Ancestry. Your breath weapon is a blast of the sands of time, ravaging anything it touches. It deals necrotic damage in a line 30 feet long and 5 feet wide, and imposes a Constitution saving throw. Wyrmblooded. You are descended from one of the largest breeds of dragons. Your size is Large. Emerald Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Draconic Ancestry. Your breath weapon is a deafening sonic cry. It deals thunder damage in a 15-foot cone, and imposes a Constitution saving throw. You have resistance to thunder damage. Ancient Wisdom. You have proficiency in the History skill. Gold Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1. Draconic Ancestry. Your breath weapon is blaze of purifying flames. It deals fire damage in a 15-foot cone, and imposes a Dexterity saving throw. You have resistance to fire damage. Reserved Companion. You have proficiency in the Insight skill. Gray Ability Score Increase. Your Wisdom score increases by 2. Draconic Ancestry. Your breath weapon is a caustic ooze that dissolves flesh on contact. It deals acid damage in a 15-foot cone, and imposes a Dexterity saving throw. Wyrmblooded. You are descended from one of the largest breeds of dragons. Your size is Large. Green Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1. Draconic Ancestry. Your breath weapon is a cloud of poisonous gas. It deals poison damage in a 15-foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to poison damage. Manipulative Schemer. You have proficiency in the Deception skill. Indigo Ability Score Increase. Your Dexterity score increases by 2. Draconic Ancestry. Your breath weapon is a blast of scouring dust. It deals slashing damage in a 15-foot cone, and imposes a Constitution saving throw. Wyrmblooded. You are descended from one of the largest breeds of dragons. Your size is Large. Iron Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1. Draconic Ancestry. Your breath weapon is a shower of superheated sparks. It deals lightning damage in a 15-foot cone, and imposes a Dexterity saving throw. You have resistance to fire damage. Enduring Fortitude. When you fail a saving throw, you can reroll the die and you must use the new roll. You can't use this feature again until you finish a long rest. Magenta Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1. Draconic Ancestry. Your breath weapon is a maddening wail. It deals thunder damage in a 15-foot cone, and imposes a Constitution saving throw. You have resistance to thunder damage. Opportune Scavenger. You have proficiency in the Survival skill. Mercury Ability Score Increase. Your Strength, Dexterity, and Constitution scores increase by 1.

Draconic Ancestry. Your breath weapon is an intense beam of destructive light. It deals fire damage in a line 30 feet long and 5 feet wide, and imposes a Dexterity saving throw. You have resistance to fire damage. Graceful Motion. You have proficiency in the Acrobatics skill. Mithral Ability Score Increase. Your Strength score increases by 2. Draconic Ancestry. Your breath weapon is a stream of metallic shards. It deals magical piercing damage in a line 30 feet long and 5 feet wide, and weapon imposes a Dexterity saving throw. Great Wyrmblood. You are descended from one of the largest breeds of dragons. Your size is Large. Nickel Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1. Draconic Ancestry. Your breath weapon is a cloud of acidic vapors. It deals acid damage in a 15-foot cone, and imposes a Constitution saving throw. You have resistance to acid damage. Dragon of the Coast. You have a swimming speed of 30 feet, and you can breathe air and water. Obsidian Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1. Draconic Ancestry. Your breath weapon is a blast of intense flame. It deals fire damage in a 15-foot cone, and imposes a Dexterity saving throw. You have resistance to fire damage. Ambush Predator. You have proficiency in the Stealth skill. Orange Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1. Draconic Ancestry. Your breath weapon is an explosive blast. It deals fire damage in a line 30 feet long and 5 feet wide, and weapon imposes a Dexterity saving throw. You have resistance to poison damage. Dragon of the Coast. You have a swimming speed of 30 feet, and you can breathe air and water. Orium Ability Score Increase. Your Wisdom score increases by 2. Draconic Ancestry. Your breath weapon is a cloud of caustic vapor. It deals acid damage in a 15-foot cone, and imposes a Dexterity saving throw. Wyrmblooded. You are descended from one of the largest breeds of dragons. Your size is Large. Pink Ability Score Increase. Your Intelligence, Wisdom, and Charisma scores increase by 1. Draconic Ancestry. Your breath weapon is a beam of concentrated ethereal energy. It deals force damage in a line 30 feet long and 5 feet wide, and weapon imposes a Dexterity saving throw. You have resistance to radiant damage. Visions of the Heart. You have proficiency in the Insight skill. Platinum Ability Score Increase. Your Charisma score increases by 2. Draconic Ancestry. Your breath weapon is a blast of holy energy. It deals radiant damage in a 15-foot cone, and imposes a Dexterity saving throw. Wyrmblooded. You are descended from one of the largest breeds of dragons. Your size is Large. Purple Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1. Draconic Ancestry. Your breath weapon is a billowing cloud of psychotropic vapor. It deals psychic damage in a 15-foot cone, and imposes a Dexterity saving throw. You have resistance to psychic damage. Ruler's Acumen. You have proficiency in the Insight skill. Rainbow Ability Score Increase. Your Charisma score increases by 2. Draconic Ancestry. Your breath weapon is a scintillating beam of multicolor rays. Each ray is a different color and deals a different type of damage. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d20 and refer to the Iridescent Breath table to determine which color ray affects it. Wyrmblooded. You are descended from one of the largest breeds of dragons. Your size is Large. Iridescent Breath d20 Color Damage 1 Black Acid 2 Brown Bludgeoning 3 White Cold 4 Red Fire 5 Pink Force 6 Blue Lightning 7 Yellow Necrotic d20 Color Damage 8 Opalescent Piercing 9 Green Poison 10 Purple Psychic 11 Lustrous Radiant 12 Indigo Slashing 13 Magenta Thunder 14-20 Reroll Red Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Draconic Ancestry. Your breath weapon is an intense blast of flame. It deals fire damage in a 15-foot cone, and imposes a Dexterity saving throw. You have resistance to fire damage. Arrogant Tyrant. You have advantage on saving throws against being charmed or frightened.

Ruby Ability Score Increase. Your Intelligence score increases by 2. Draconic Ancestry. Your breath weapon is a beam of concussive force. It deals force damage in a line 30 feet long and 5 feet wide, and weapon imposes a Dexterity saving throw. Wyrmblooded. You are descended from one of the largest breeds of dragons. Your size is Large. Sapphire Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1. Draconic Ancestry. Your breath weapon is a bone-rattling sonic pulse. It deals thunder damage in a 15-foot cone, and imposes a Constitution saving throw. You have resistance to lightning damage. Menacing Stare. You have proficiency in the Intimidate skill. Silver Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1. Draconic Ancestry. Your breath weapon is a gust of freezing snow. It deals cold damage in a 15-foot cone, and imposes a Constitution saving throw. You have resistance to cold damage. Hoarding Sagas. You have proficiency in the History skill. Steel Ability Score Increase. Your Strength, Constitution, and Charisma scores increase by 1. Draconic Ancestry. Your breath weapon is a blast of pure kinetic force. It deals force damage in a 15-foot cone, and imposes a Dexterity saving throw. You have resistance to force damage. Unbound Curiosity. You have proficiency in the Investigation skill. Topaz Ability Score Increase. Your Strength, Constitution, and Wisdom scores increase by 1. Draconic Ancestry. Your breath weapon is a beam of intense heat. It deals fire damage in a line 30 feet long and 5 Dragonborn Sorcerers Multiple features overlap between dragonborn and the Draconic Bloodline sorcerous origin, namely Natural Armor and their color-based damage resistance. A dragonborn draconic sorcerer can gain the following additional feature, if their color of dragonborn matches the color of their draconic ancestry granted by their sorcerous origin:

Greater Breath Weapon. Your heightened attunement to your inner draconic power grants you a more powerful breath weapon. Your breath weapon damage increases to 3d6. The damage further increases to 4d6 at 5th level, 5d6 at 11th level, and 6d6 at 17th level. feet wide, and imposes a Constitution saving throw. You have resistance to cold damage. Greater Breath Weapon. Creatures that fail their saving throw on your breath weapon gain one level of exhaustion. Tungsten Ability Score Increase. Your Strength, Constitution, and Wisdom scores increase by 1. Draconic Ancestry. Your breath weapon is a cone of blasting sand. It deals bludgeoning damage in a 15-foot cone, and imposes a Dexterity saving throw. You have resistance to fire damage. Disapproving Glare. You have proficiency in the Intimidate skill. Violet Ability Score Increase. Your Strength score increases by 2. Draconic Ancestry. Your breath weapon is a pulse of magical force. It deals force damage in a 15-foot cone, and imposes a Dexterity saving throw. Wyrmblooded. You are descended from one of the largest breeds of dragons. Your size is Large. White Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1. Draconic Ancestry. Your breath weapon is an icy blast. It deals cold damage in a 15-foot cone, and imposes a Consitution saving throw. You have resistance to cold damage. Primal and Vengeful. You have proficiency in the Survival skill. Yellow Ability Score Increase. Your Constitution score increases by 2, and Strength score increases by 1. Draconic Ancestry. Your breath weapon is a beam of desiccating salt. It deals necrotic damage in a line 30 feet long and 5 feet wide, and weapon imposes a Dexterity saving throw. You have resistance to lightning damage. Dragon of the Coast. You have a swimming speed of 30 feet, and you can breathe air and water.

ELF "I HAVE NEVER IMAGINED SUCH BEAUTY EXISTED," Goldmoon said softly. The day's march had been difficult, but the reward at the end was beyond their dreams. The companions stood on a high cliff over the fabled city of Qualinost. Four slender spires rose from the city's corners like glistening spindles, their brilliant white stone marbled with shining silver. Graceful arches. swooping from spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold the weight of an army, yet they appeared so delicate that a bird lighting on them might overthrow the balance. These glistening arches were the city's only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness. — Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world. Slender and Graceful With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females. Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry. A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy. Hidden Woodland Realms Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining). Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children. Exploration and Adventure Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes. Elf Names Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names. On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version. Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

Elf Traits Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. Ability Score Increase. Your Dexterity score increases by 2. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The moon elves are an exception; their history as slaves in the Hollows has made them mistrustful of strangers and cynical of kind actions. Moon elves are more often neutral than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Dreamwalker. Elves don't need to sleep, although they can if they wish. Instead, they may slip into a semiconscious lucid dream state for 4 hours a day, roaming the boundaries between the physical world and the morphetic belt. After resting this way, you gain the same benefit a human does from 8 hours of sleep. Languages. You can speak, read, and write Elvish and Trade Tongue. Elvish is fluid, with subtle intonations and intricate grammar written in runic script. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Subrace. Ancient divides among the elven people resulted in five main subraces: moon elves, star elves, sun elves, sylvan elves, and wild elves. Choose one of these subraces. Moon Elf The moon elves were descended from an earlier subrace of surface elves that were enslaved by the illithid during the first invasion of the Sublime Empire. After millenia underground, they finally threw off imperial rule and have built their own civilization in the depths of the Hollows. Moon elves' skin ranges from a black that resembles polished obsidian to a silver that nearly glows in light. They often have hair of silver-white, black, or pale blue and commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, or blue. They tend to be smaller and thinner than most elves. Ability Score Increase. Your Wisdom score increases by 1. Moon Magic. You know

the dancing lights cantrip.

When you reach 3rd level,

you can cast the faerie fire

spell once per day. When

you reach 5th level, you

can also cast the

moonbeam spell once

per day. Wisdom is your

spellcasting ability for

these spells. Extra Language. You can speak,

read, and write Slave Tongue. Slave

Tongue is an amalgamation of the

languages spoken by the Sublime

Empire's slaves, mixed with Chthonic,

the unnatural language of the

illithid. It is written in glyphic

script. Star Elf The star elves fell in love with the wild beauty of the ocean in the earliest days of Crucis' history. While other elves traveled from realm to realm, the star elves navigated the deepest currents and explored the waters across all the world's oceans. Today, they form small, hidden communities in the ocean shallows and the Maelstrom (where they are known as the alu). Star elves' skin are shades of blue or green, often mottled and striped with brown or white. They are robust and tall with long limbs, and long, thickly webbed digits. Their hair is usually thick and somewhat stringy, and could be blue, black, silver, or even occasionally red. Their most unusual feature are the gills visible in their necks and over their ribs. Ability Score Increase. Your Constitution score increases by 1. Amphibious. You have a swimming speed equal to your base walking speed, and you can breathe air and water. However, you need to drink twice as much water each day to avoid suffering exhaustion. Friend of the Sea. You can communicate with aquatic beasts and plants as if you shared a language. Adaptable Biology. You're acclimated to the ocean depths. You are unaffected by the cold environment, and immune to the crushing effects of the water pressure. Extra Language. You can speak, read, and write Aquan. Aquan is a flowing language full of subtleties of meaning, relying heavily on context and inflection. Whispered, it sounds like the soft bubbling of a stream, but when spoken loudly with passion it sounds more akin to the crashing roar of ocean waves. It is written in runic script. Sun Elf As a sun elf, you have a keen mind and a mastery of at least the basics of magic. Sun elves are haughty and reclusive, believing themselves to be superior to non-elves and even other elves. Sun elves have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Their eyes are blue or green, and flecked with gold.

Ability Score Increase. Your Intelligence score increases by 1. Sun Magic. You know the prestidigitation cantrip. When you reach 3rd level, you can cast the detect magic spell once per day. When you reach 5th level, you can also cast the magic weapon spell once per day. Intelligence is your spellcasting ability for these spells. Extra Language. You can speak, read, and write Arcane Argot. Arcane Argot is the composite language used in arcane spellcasting. It is a variation of Draconic mixed with Primordial, Chthonic, and Empyreal. It is written in symbolic script. The language is in constant flux as new spells and theories are discovered or created. Sylvan Elf The chaotic sylvan elves, more commonly known as eladrin, are creatures of powerful emotions, infused with a power that can align with the magic of the seasons. They are native to the Mirrorlands, a realm of unpredictability, extremes, and boundless magic. As creatures of that realm, eladrin can be wildly unpredictable. They tend toward an alignment of chaotic neutral, mixing a love of freedom with benign self-interest. Eladrin that embrace good or evil take their beliefs to an extreme, serving as great champions of justice or terrifying villains. Eladrin are one of the primary races that make up the fey courts, and even those who have never been to the Mirrorlands are considered natives by birthright. Eladrin skin is often pale, or light brown. Their straight fine hair is often red, silver, or gold and they wear it long and loose. Their ears are long and pointed and their eyes are pearly and opalescent orbs of vibrant blue, violet, or green, lacking pupils. Ability Score Increase. Your Charisma score increases by 1. Cold Iron Weakness. You are vulnerable to cold iron damage. Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. Shifting Seasons. At the end of each short or long rest, you can align yourself with the magic, and emotions, of one season. Doing so allows you to cast a certain cantrip, as shown in the Shifting Seasons Cantrips table. If you choose not to align yourself with a season, you will align yourself with whichever season reflects your current emotional state best. When you align yourself with a season’s magic, you lose the cantrip associated with the previous season and gain the cantrip associated with the new season. Your spellcasting ability for these cantrips is Charisma. Extra Language. You can speak, read, and write Echo Tongue. Echo Tongue merges pieces from each language of Crucis into a strange reflection of the common tongues. It is a language of extremes, with a range from the whispers of the wind to the rumbling of a waterfall. It is the tongue of the Mirrorlands and the fey, and is written in glyphic script. Shifting Seasons Cantrips Season Cantrip Rainfall Minor illusion Spring Feycraft Summer Fire bolt Autumn Friends Hoarfrost Guidance Winter Chill touch

The Six Seasons Each eladrin has six distinct personality states—one for each season—that they can shift between. Spring is the season of cheerfulness and unfettered celebration, marked by merriment as rainfall's storms pass. Eladrin enter this state when filled with joy. Summer is the season of boldness and aggression, a time of unfettered energy. Eladrin enter this state when overcome with fury. Autumn is the season of peace and goodwill, when summer’s harvest is shared with all. Eladrin adopt this personality when replete with contentment. Hoarfrost is the season of reflection, when the vibrant energy of the world slumbers. It is the time of peace and insight, entered when eladrin are heavy with contemplation. Winter is the season of dolor, when the peace of hoarfrost progresses into doldrums. It is a time of sadness and regret, entered when eladrin are overwhelmed with sorrow. Rainfall is the season of haste and curiosity, a time of impetuous passion. Eladrin adopt this personality when driven by impulse. You may create personality traits and flaws for each of your seasons, reflecting an eladrin's tempestuous personality. Wild Elf As a wild elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. Wild elves are reclusive and distrusting of non-elves. Wild elves' skin tends to range from light to dark brown in hue, sometimes with traces of green. Their hair lends toward browns and blacks, but it is occasionally auburn or white. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Child of the Woods. You have a climbing speed of 30 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Extra Language. You can speak, read, and write Nature's Tongue. Nature's Tongue is the inherent language of nature, and is written in symbolic script. Any beasts or plants know it instinctively. It can also allow you to communicate simple ideas with beasts.

Gnome SKINNY AND FLAXEN-HAIRED, HIS SKIN WALNUT brown and his eyes a startling turquoise, Burgell stood half as tall as Aeron and had to climb up on a stool to look out the peephole. Like most habitations in Oeble, that particular tenement had been built for humans, and smaller residents coped with the resulting awkwardness as best they could. But at least the relative largeness of the apartment gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses, jeweler’s loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mage’s familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow stare, then appeared to go back to sleep. — Richard Lee Byers, The Black Bouquet A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. Vibrant Expression A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around. A gnome’s personality is writ large in his or her appearance. A male gnome’s beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.

Delighted Dedication As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can’t get in enough of the things they want to do and see. Gnomes speak as if they can’t get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way. Though gnomes love jokes of all kinds, particularly puns and pranks, they’re just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They’re willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large. Bright Burrows Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place. Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life. Gnome Names Gnomes love names, and most have half a dozen or so. A gnome’s mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that’s the most fun to say. Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen

Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck Seeing the World Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions. Gnome Traits Your gnome character has certain characteristics in common with all other gnomes. Ability Score Increase. Your Intelligence score increases by 2. Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Languages. You can speak, read, and write Gnomish and Trade Tongue. The Gnomish language has a simple structure and fluid tones, and is written in runic script. It has a truly daunting vocabulary, however, with extremely fine degrees of distinction in, for example, kinds of love or shades of green. Their language is thus ideal for academic, artistic, and engineering pursuits, and it is widely used in academic circles even among other races. Sages of many races consider Gnomish to be a "scholar's language." Subrace. Five subraces of gnomes are found in the realms of Crucis: chaos gnomes, fey gnomes, forest gnomes, hollow gnomes, and sky gnomes. Choose one of these subraces. Chaos Gnome Colorful cousins of the sky gnomes, the chaos gnomes were once the same as their kin, but they lived too close to an area of raw magic and were changed by its influence. Infused with the spirit of chaos, these gnomes are energetic, flamboyant, and charismatic. They exude a restless inspirational energy and seldom rest. Many draw on that inborn magical potential to become scions or sorcerers. They are inherently adventurous, even the most staid among them is prone to wander.

Although some find chaos gnomes' energy and recklessness off-putting, none doubt their arcane prowess. Ability Score Increase. Your Charisma score increases by 1. Natural Arcanist. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the color spray spell once per day. When you reach 5th level, you can also cast the enlarge/reduce spell once per day. Charisma is your spellcasting ability for these spells. Uncontrollable Potential. When you cast a spell, you can choose to roll on the Chaotic Effects table to cause a positive or negative side effect of the spell. Additional Language. You can speak, read, and write Arcane Argot. Arcane Argot is the composite language used in arcane spellcasting. It is a variation of Draconic mixed with Primordial, Chthonic, and Empyreal. It is written in symbolic script. The language is in constant flux as new spells and theories are discovered or created. Chaotic Effects d8 Side Effect 1 Magical energy begins to chaotically surge around you. Roll twice on this table, rerolling 1s. 2 The air around you fills with crackling sparks. Until the start of your next turn, if a creature hits you with a melee attack it takes 1 lightning damage. This damage increases by 1 for every level of the spell above 1st. 3 With a surge of energy, you are able to shift your position. You may immediately teleport to a point of your choice within 5 feet of you. 4 You gain 1 temporary hit points. This amount increases by 1 for every level of the spell above 1st. 5 A pleasant minor effect occurs around you (e.g. the smell of your favorite food, plants blooming at your feet, etc.) 6 The spell fails to draw enough energy to sustain itself, requiring additional energy from your own body. Gain one level of exhaustion. 7 Your position becomes unstable, and you blink side to side wildly. You immediately teleport to a random point within 5 feet of you. 8 Built up energy discharges itself within your body. You take 1 lightning damage. This damage increases by 1 for every level of the spell above 1st.

Gnome Sorcerers The chaos gnome feature Uncontrollable Potential overlaps significantly with the Raw Magic Sorcerous Origin. A chaos gnome raw magic sorcerer gains the following additional feature: Greater Raw Magic Surge. Your natural attunement to your inborn magical potential allows you to call upon your Raw Magic Surge without draining yourself. You can now use Raw Magic Surge at will.

Fey Gnome Fey gnomes, more commonly known as spriggan, are an aggressive and fickle people. They are rare and secretive, and tend to gather in hidden communities in the Mirrorlands, using cunning and trickery to conceal themselves from danger or threats of violence should they be detected. Spriggan are one of the primary races that make up the fey courts, and even those who have never been to the Mirrorlands are considered natives by birthright. Unlike their more expressive cousins, the spriggan are an emotionally muted people. The only emotions they seem to feel strongly are wrath and boredom. That boredom leads to their fickle nature, changing their minds from moment to moment whenever their attention begins to fade. Ability Score Increase. Your Strength score increases by 1. Cold Iron Weakness. You are vulnerable to cold iron damage. Cruel Grin. You have proficiency in the Intimidate skill. Redcap Zeal. Spriggan have a notorious love of bloodshed. On your turn, when you reduce a creature to 0 hit points, you can gain 1d8 in temporary hit points. You can use redcap zeal a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest. Additional Language. You can speak, read, and write Echo Tongue. Echo Tongue merges pieces from each language of Crucis into a strange reflection of the common tongues. It is a language of extremes, with a range from the whispers of the wind to the rumbling of a waterfall. It is the tongue of the Mirrorlands and the fey, and is written in glyphic script. Forest Gnome Mirage gnomes have a natural knack for illusion and nature. They are the most commonly seen gnomes in the world, though they tend to congregate in rural towns rather then the more urban cities. Mirage gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and trolls as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands. Ability Score Increase. Your Wisdom score increases by 1. Inborn Naturalist. You have proficiency in the Nature skill. Natural Illusionist. You know the minor illusion cantrip. When you reach 3rd level, you can cast the silent image spell once per day. When you reach 5th level, you can also cast the mirror image spell once per day. Wisdom is your spellcasting ability for these spells. Additional Language. You can speak, read, and write Nature's Tongue. Nature's Tongue is the inherent language of nature, and is written in symbolic script. Any beasts or plants know it instinctively. It can also allow you to communicate simple ideas with beasts. Hollow Gnome Mirage gnomes and sky gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: hollow gnomes. Brought into the Hollows by the Sublime Empire millenia ago, they are now an independent people. Guarded, and suspicious of outsiders, hollow gnomes are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins. Ability Score Increase. Your Dexterity score increases by 1. Superior Darkvision. Your darkvision has a radius of 120 feet. Furtive Lurker. You gain proficiency in the Stealth skill and add double your proficiency bonus to Stealth checks, instead of your normal proficiency bonus. Additional Language. You can speak, read, and write Slave Tongue. It is an amalgamation of the languages spoken by the Sublime Empire's slaves, mixed with Chthonic, the unnatural language of the illithid. It is written in glyphic script. Sky Gnome As a sky gnome, you have a natural inventiveness and stamina beyond that of other gnomes. Your ancestors were cunning engineers who came from the sky, and using your inventions you seek a way to return. Ability Score Increase. Your Constitution score increases by 1. Artificer’s Lore. You have advantage on ability check related to magic items, alchemical objects, or technological devices. Tinker. You have proficiency with tinker’s tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny device (AC 5, 1 hp). A character can use this device to cast druidcraft, prestidigitation, or thaumaturgy with the Use an Object action, producing a set effect chosen from those cantrips upon creating the device (e.g. increase the volume of your voice, clean an object, or light a candle). You can maintain up to three such devices at a time, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it. Additional Language. You can speak, read, and write Auran. Aurun is a simple language to speak, full of fluid tones, and a multitude of words. To the ear it is a breathy, relaxed language that has been described as a slow exhaling of air. It is written in runic script.

Goblin “NOW GOBLINS ARE CRUEL, WICKED, AND BAD-hearted. They make no beautiful things, but they make many clever ones. It is not unlikely that they invented some of the machines that have since troubled the world... for wheels and engines and explosions always delighted them.” — J.R.R. Tolkien, The Hobbit Goblin history is rich with folklore and tall tales, ranging from hobgoblin invasions of old, to the story of a young goblin once rode a chicken into an orc camp. However, it is also riddled with tales of subjugation and powerlessness as, due to their small size, they are frequently bullied into the service of other malevolent creatures. This history of groveling led to the formation of the Civilization, their great city-state. Within the Civilization, your worth is judged by your coin and your word, not your stature or strength. Short and Mischievous Goblins are small, squat creatures about 3 to 4 feet tall with pointed ears and equally pointy teeth. They have jet black hair and skin that varies wildly, but often are hues of orange or hues of green. They have beady black eyes and flat faces. Besides that, goblins are very numerous and varied creatures. Goblins behave worse when they have other goblins to interact with. They are often up to no good. When you are speaking to a goblin, that goblin is often finding various ways to ruin your day. Civilized society hasn't changed goblin nature much. Instead of warring against their neighbors, now they compete in practical jokes on neighbors, which sometimes can be just as bad as if they had declared war. Family blood oaths have been sworn against rival families who played one too many pranks. Oaths and Deception Your word is your bond to the goblins of the Civilization. To deliberately break an oath is a grievous charge, and punishments can range from public humiliation up to exile. Sheriffs, known as oathkeepers, wander the Civilization to keep the peace. While breaking an oath is prohibited, manipulation or deceit is perfectly legal. Many goblins test exactly how closely they can tread to breaking the spirit of an oath, while honoring the words. The words of an oath are all that matter, not the intention behind it. The goblins of Civilization are the most honestly deceptive creatures alive. Invention and Technology One manner in which goblins have progressed much farther then the other common races is technology. Goblins have always been attracted to invention, to things that clang, things that spin, things that leak, and things that explode. Many goblins harness that desire to invent mad inventions that even they barely understand.

Goblin Names Goblins are not given names at birth, as the average goblin life expectancy is very short and they believe giving a name to be a waste. Instead they're given a nickname based on their birth order. If the goblin is lucky or resourceful enough to reach adolescence (usually after 4 years), they choose their own name. If a goblin does something incredibly daring, inventive, or stupid, and gains renown, he may also be given a title describing the deed. Childhood Nicknames. Eldest, Firstling, Secondborn, Thirdchild, Youngest Male Names: Berk, Bilnix, Drax, Flarg, Griz, Keevan, Krenko, Gungax, Makdox, Mons, Pardic, Rath, Rukalog, Tuktuk, Unkgil Female Names: Catlona, Clisa, Drolaw, Flara, Ib, Jebi, Kawli, Kikijiki, Marowa, Meh, Pashalik, Sazza, Silonda, Tiwin, Vuura, Walow, Zada, Zozu Goblin Traits Your goblin character has certain traits deriving from your goblinoid ancestry. Ability Score Increase. Your Dexterity score increases by 1. Age. Goblins reach adulthood at age 8 and live up to 60 years. Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely. Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. Darkvision. Your life of cave dwelling, and nocturnal hunting, have given you excellent night vision. 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. Adaptable. You gain proficiency in one skill and one tool or weapon of your choice. Languages. You can speak, read, and write Babel and Trade Tongue. Babel is largely guttural, with the hard consonant sounds anchoring syllables, written in alphabetic script. Vowels, while not unheard of, are reserved for words and names of significance. The language to outsiders appears to be simple grunts, but it is actually a complex language involving not just words but pauses, intakes of breath, and gestures. Subrace. Goblins evolve quickly, and can interbreed with nearly any creature, which leads to great variations in goblinoids. Seven common subraces of goblin exist: boggarts, bugbears, goblyns, gremlins, grodlins, and hobgoblins. Choose one of these subraces. Boggart Boggarts are goblins that live in the swamps and marshes of the world. While they are smaller in number than other goblins, they make up for it with strong communal relationships and fierce defense of their territory. Boggart

skin ranges from brown to black and they have little hair on their heads, though they have been known to grow beards and whiskers. Unlike their more unruly kin, boggarts very rarely interact with other races, preferring to keep to themselves. Ability Score Increase. Your Constitution score increases by 2. Vile Resistance. You have advantage on saving throws against poison and sickness, and you have resistance against poison damage. Bog Swimmer. Boggart hit and run tactics usually include a good dose of swimming through less than cooperative waters. You have a swim speed of 30 feet. Difficult water terrain doesn't affect your movement. Bugbear The muscle of goblinoid society, bugbears resemble hairy, feral goblins standing seven feet tall. They take their name from their noses and claws, which are similar to those of bears, though their claws are not long and sharp enough to be used as weapons. Their thick, shaggy hair tends towards natural shades, like brown, auburn, gray, white, or black. Despite their intimidating builds, bugbears move with surprising stealth. They often take jobs as soldiers, or as physical labor for smaller goblins. Ability Score Increase. Your Strength and Dexterity scores increase by 1. Greater Goblinoid. Your size is medium. Clandestine Activities. You have proficiency in the Stealth skill. Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Goblyn Goblyns are what most people think about when they hear the word "goblin". Their skin are shades of green or yellow, and their faces are squat and flat. These goblins are the most numerous of their kin. Ability Score Increase. Your Dexterity and Constitution scores increase by 1. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Nimbleness. You can move through the space of any creature that is of a size larger than yours and you can take the Disengage or Hide action as a bonus action on each of your turns. Gremlin Gremlins are unlike the rest of their race. They are incredibly intelligent for goblins, and have a passion for creating that matches even the most dedicated of gnomes. Unfortunately, this passion is often for creating things that destroy, which

puts the goblins in a vicious cycle of rebuilding and destroying. Gremlins have long noses unlike the usual squat noses of goblinoids, skin that ranges from turquoise to red, and some hair on their body. Ability Score Increase. Your Intelligence score increases by 2. Tools for the Job. You have proficiency with tinker's tools. Science! Whether through happenstance or dumb luck, you have managed to create an item you barely understand. Choose a basic invention from the Industrialist class. You have this item and are proficient in its use. Your invention requires no charges to use, but only you can use the invention. You can recreate the invention, if necessary, during a long rest. Grodlin Grodlins are the charismatic glue that holds goblin society together, though they are likely to be leaders as swindlers. They excel in positions where talking is the greatest commodity, such as merchants or politicians. They naturally rise into leadership rolls, as their way with words is legendary, but they often overreach their authority, and quickly crash back down to end up back in the gutter. Grodlins have nearly human features, quite unlike their kin, with stubby noses and rounded ears. Their skin tends towards paler shades of green, brown, and red. Ability Score Increase. Your Charisma score increases by 2. Silver Tongue. You have advantage on Charisma ability checks. Haggle. - With enough time, you can talk merchants into giving you discounts. Roll a Charisma ability check. If you spend 1/2 an hour with a merchant, you can get the number you rolled as a percentage off your total purchase. Hobgoblin Hobgoblins are the disciplined warriors of the goblinoid races. They have a deep code of honor, and value their reputation over their own lives. Hobgoblins are much taller then goblins, almost twice the size, and have a more consistent burgundy coloration as opposed to the varied colors of other goblins. Ability Score Increase. Your Strength and Constitution scores increase by 1. Greater Goblinoid. Your size is medium. Hobgoblin Readiness. When you roll initiative and

are not incapacitated, you roll a d6 and add the

number rolled to your result. You can do so after

seeing the initial d20 roll, but before the DM

decides the order of battle. If you do, you can draw your

weapons and rise from prone before the start of the first round, even if you are surprised. Once you use this trait, you can't use it again until you finish a short or long rest. 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. Nilbog Nilbogs are anarchists and tricksters, goblins who stand against authority of any kind, mocking it every chance they get. Their skin is brightly colored, and they tend to wear flashy clothing. Unlike many goblinoids who focus on deception and stealth, nilbog rarely hide. They are audacious in combat, flamboyant in action, and annoying to their allies and opponents alike. Ability Score Increase. Your Dexterity and Charisma scores increase by 1. Bold Insolence. You know the vicious mockery cantrip. Charisma is your spellcasting ability for it. Reversal of Fortune. In response to another creature dealing damage to you, you can reduce the damage to 0 and regains 1d6 hit points. Once you use this trait, you can't use it again until you finish a short or long rest.

Human THESE WERE THE STORIES OF A RESTLESS PEOPLE who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sang from every page. Long into the night Liriel read, lighting candle after precious candle. She'd never given much thought to humans. but these stories fascinated her. In these yellowed pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land. — Elaine Cunningham. Daughter of the Drow In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to gnomes, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. A Broad Spectrum With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. Variety in All Things Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single

human's memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. Lasting Institutions Where a single elf or gnome might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While troll c1ans and ogre elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone. Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands. Exemplars of Ambition Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. Human Names and Ethnicities Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors. The material culture and physical characteristics of humans can change wildly from region to region. Human Traits It's hard to make generalizations about humans, but your human character has these traits. Ability Score Increase. One ability score of your choice increase by 1. Alignment. Humans tend toward no particular alignment. The best and the worst are found among them. Size. Your size is medium. Speed. You have a base walking speed of 30 feet. Languages. You can speak, read, and write Nostratic and Trade Tongue. The Nostratic language is simple in its basic form, but complex in actual usage, and is written in alphabetic script. It was formed from a mixture of human languages, brought together by the Overking of Seaxe during his reign, as the official language of his Ecliptic Church. It has since spread throughout the world as the favored language for humans. Nostratic is a diverse tongue, with dozens of regional dialects.

Subrace. While humans don't typically branch into subraces, they are capable of breeding with nearly any other humanoid. Many humans carry inhuman bloodlines, even if quite distantly. Choose one of these subraces. Fullblood As a fullblood human, you are incredibly versatile and can adapt to nearly any situation. Fullblood humans make up the majority of human civilization, and can be found nearly anywhere in the world. Ability Score Increase. One ability score of your choice increases by 2. Age. Humans reach adulthood in their late teens and live less than a century. Ingenuity. When you make an ability check that does not add your proficiency bonus to it, you can choose to add your proficiency bonus to it. You can't use this feature again until you complete a short or long rest. Skilled. You gain proficiency in one skill and one tool of your choice. Extra Language. You can speak, read, and write one extra language of your choice. Fullbloods typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Babel curses, Elvish musical expressions, Orcish military phrases, and so on. Dungeonborn Dungeonborn are descendants of humans who have managed to not only survive, but to actually set up homes deep within the Hollows. Their blood is a mix of inhuman lineages, combining to form a whole that is entirely unique. Small colonies of dungeonborn can be found eking out an existence in the sparsest, most concealed corners of the Hollows, avoiding the other inhabitants at all costs, yet prepared for the worst it has to offer. Ability Score Increase. Your Constitution score increases by 1. Age. Dungeonborn reach adulthood in their teens and live less than a century. Superior Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 120 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. Psionic Vulnerability. You are vulnerable to psychic damage. Magic Resistance. You have advantage on saving throws against spells and other magical effects. Dungeonborn Skill. You gain proficiency in thieves' tools. Extra Language. You can speak, read, and write Slave Tongue. Slave Tongue is an amalgamation of the languages spoken by the Sublime Empire's slaves, mixed with Chthonic, the unnatural language of the illithid. It is written in glyphic script. Half-Demon Half-demons, more commonly known as tieflings, are humans with a significant amount of abyssal blood in their ancestry. Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life. Ability Score Increase. Your Charisma score increases by 2. Age. Tieflings mature at the same rate as humans but live a few years longer. Darkvision. Thanks to your abyssal blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Demonic Resistance. You have resistance to fire damage. Demonic Skill. You gain proficiency in the Deception skill and add double your proficiency bonus to Deception checks, instead of your normal proficiency bonus. Extra Language. You can speak, read, and write Abyssal. Like the primordial language it derived from, Abyssal utilizes the runic alphabet. The language, influenced by the chaos of the abyss, relies more on context than exact pronunciations or syntax. The language is among the oldest, and is often taught to religious scholars and apprentice wizards who have an interest in summoning outsiders. Half-Dragon Whether you are a descendant of dragonborn or true dragons, you have draconic blood in your veins. Protective scales are a patchwork across your skin, and you have a natural resilience to the element associated with your draconic ancestor. Half-dragons are taller and heavier than other humans, standing well over 6 feet tall and averaging almost 250 pounds. Ability Score Increase. Your Strength score increases by 2. Age. Half-dragons mature a faster than humans, reaching adulthood by age 10. They age much faster and rarely live longer than 60 years. Draconic Resistance. Choose a damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You have resistance to that damage. Draconic Skill. You gain proficiency in the Arcana skill and add double your proficiency bonus to Arcana checks, instead of your normal proficiency bonus. Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier.

You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor. Extra Language. You can speak, read, and write Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. It is written in symbolic script. Half-Dwarf As a half-dwarf, you're strong and hardy. You have keen senses, deep intuition, and remarkable resilience. Ability Score Increase. Your Constitution score increases by 2. Age. Half-dwarves mature at the same rate as humans do. They live much longer than humans, however, often exceeding 150 years. Darkvision. Thanks to your dwarf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Skill. You gain proficiency in one artisan's tool of your choice: smith's tools, brewer's supplies, or mason's tools. Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Extra Language. You can speak, read, and write Dwarvish. Dwarvish is not a flowery language, it's full of hard consonants and gutteral sounds. Dwarvish conversations are often very brief and to the point. The language leaves very little to context and does not allow for many double meanings or creative wordplay. It is the chosen language of most craftsmen, with a sizable vocabulary of industrial terminology, and is written in runic script. Half-Elder Half-elder, more commonly known as aasimars, are humans with a significant amount of elder blood, either angelic or infernal, in their ancestry. Aasimar are a hunted race, constantly on the run from both Dracontine inquisitors as well as avoiding demonic enslavement. They gravitate towards faiths or organizations associated with the Ecliptic Church. The church is one of the only refuges open to them. Aasimar heritage can lay dormant for generations, only to appear suddenly in the child of two apparently human parents. Ability Score Increase. Your Charisma score increases by 2. Age. Aasimar mature at the same rate as humans, but they can live up to 160 years. Elder Resistance. You have resistance to necrotic damage and radiant damage Elder Skill. You gain proficiency in the Insight skill and add double your proficiency bonus to Insight checks, instead of your normal proficiency bonus. Darkvision. Thanks to your elder blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Extra Language. You can speak, read, and write Seraphic. Seraphic is the language of the elder, angelic and infernal alike. The language itself is among the oldest, and has changed very little throughout the ages. It is often taught to religious scholars and apprentice wizards who have an interest in summoning outsiders. It is described as beautiful, yet alien in nature, since it developed among beings with thought patterns very unlike those of humanity, and is written in glyphic script.

Half-Elf Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Ability Score Increase. Your Charisma score increases by 2. Age. Half-elves mature at the same rate humans do. They live much longer than humans, however, often exceeding 180 years. Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Elven Skill. You gain proficiency in the Perception skill and add double your proficiency bonus to Perception checks, instead of your normal proficiency bonus. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Extra Language. You can speak, read, and write Elvish. Elvish is fluid, with subtle intonations and intricate grammar written in runic script. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Half-Gnome As a half-gnome, you throw yourself into everything you do. You can find delight in everything you do, and are fascinated with the study (both academic and pratical) of the world around you. You take your practical jokes as seriously as you do your pet projects. Half-gnomes let their curiosity lead them. While not widely known, halflings were originally half-gnomes that formed their own communities and culture over generations. While their appearances are still very similar, halflings are typically less ambitious then the driven half-gnomes. Regardless, calling a half-gnome a halfling (or vice versa) will usually get you a tankard to the face. Ability Score Increase. Your Intelligence score increases by 2. Age. Half-gnomes mature at the same rate as humans do. They live much longer than humans, however, often exceeding 150 years. Darkvision. Thanks to your gnome blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Gnomish Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Gnomish Skill. You gain proficiency in the Investigation skill and add double your proficiency bonus to Investigation checks, instead of your normal proficiency bonus. Extra Language. You can speak, read, and write Gnomish. The Gnomish language has a simple structure and fluid tones, and uses runic script. It has a truly daunting vocabulary, however, with extremely fine degrees of distinction in, for example, kinds of love or shades of green. Their language is thus ideal for academic, artistic, and engineering pursuits, and it is widely used in academic circles even among other races. Sages of many races consider Gnomish to be a "scholar's language." Half-Goblin As a half-goblin, you inherited all the ambition and adaptability of your human parent and the curiosity and agility of your goblin parent. Half-goblins are typically confident, self-assured, and filled with a drive to surpass themselves and their heritage. Although some half-goblins rise to positions of power in goblin or human communities, most spend their entire lives trying to convince either race of their true self-worth. Ability Score Increase. Your Dexterity score increases by 2. Age. Half-goblin mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 70 years. Darkvision. Thanks to your goblin blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Nimble Escape. You can move through the space of any creature that is of a size larger than yours and you can take the Disengage or Hide action as a bonus action on each of your turns. Goblin's Skill. You gain proficiency in the Stealth skill and add double your proficiency bonus to Stealth checks, instead of your normal proficiency bonus.

Extra Language. You can speak, read, and write Babel. Babel is largely guttural, with the hard consonant sounds anchoring syllables, written in alphabetic script. Vowels, while not unheard of, are reserved for words and names of significance. The language to outsiders appears to be simple grunts, but it is actually a complex language involving not just words but pauses, intakes of breath, and gestures. Half-Kobold Half-kobolds appear to most as taller, smarter kobolds. Only on a closer look does their true heritage shine through. They have an intense loyalty, bordering on obsession, with those who have earned their trust. A half-kobold only considers themselves as good as the companions they surround themselves with. They are the ultimate team players. Ability Score Increase. Your Charisma score increases by 2. Age. Half-kobold mature faster than other humans, reaching adulthood around age 12. They can live up to a century. Darkvision. Thanks to your kobold blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Kobold's Skill. You gain proficiency in tinker's tools. Extra Language. You can speak, read, and write Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. It is written in symbolic script. Half-Ogre Half-ogres, commonly called ogrillon, are powerful in many senses of the word. The strength of their ogre heritage, as well as the passion of their human parent, temper each other to make a whole that is more then the sum of its parts. They excel naturally at physical activities, and can push themselves beyond the endurance of even full ogres. Ability Score Increase. Your Strength score increases by 2. Age. Ogrillon mature at the same speed as, and live as long as, other humans. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Hybrid Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. 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. Ogre's Skill. You gain proficiency in the Athletics skill and add double your proficiency bonus to Athletics checks, instead of your normal proficiency bonus. Extra Language. You can speak, read, and write Jotun. Jotun is a subtle, yet strong language, written in runic script. The words seem to reverberate, regardless of how softly they are spoken. It is difficult to learn, and immensly complicated, with nearly infinite variations. Each speaker twists the language slightly, making it their own. Half-Orc Half-orcs feel emotion powerfully. Rage doesn't just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy. They give their all in any activity they do, they don't do anything by half measure. Ability Score Increase. Your Strength score increases by 2. Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Orcish Skill. You gain proficiency in the Intimidation skill and add double your proficiency bonus to Intimidation checks, instead of your normal proficiency bonus. Relentless Endurance. When you are reduced to 0 hit points but are not killed out right, you can drop to 1 hp instead. You can use this feature again when you finish a long rest. Extra Language. You can speak, read, and write Orcish. Orcish is a gutteral, coarse language, and many words lack the subtlety of other languages. It relies on context, repetition and volume to add emphasis or meaning. It is written in alphabetic script.

Half-Sahuagin As a half-sahuagin, the adaptability of your human parent merges with the instincts of your sahuagin parent to make you a true survivor. Whether it is using physical might, harnessing arcane wisdom, or being sneakily deceptive, you are comfortable doing whatever is necessary for your survival. Ability Score Increase. Your Wisdom score increases by 2. Age. Half-sahuagin mature exceptionally quickly. They enter adulthood by 10 and have a lifespan of around 50-60 years. Amphibious. You have a swimming speed equal to your base walking speed, and you can breathe air and water. However, you need to drink twice as much water each day to avoid suffering exhaustion. Darkvision. Thanks to your sahuagin blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Shark's Skill. You gain proficiency in the Survival skill and add double your proficiency bonus to Survival checks, instead of your normal proficiency bonus. Extra Languages. You can speak, read, and write Squaline and Aquan. Squaline is composed of clicks, whistles, and hoots that can carry over miles in the ocean. Its effectiveness underwater has led to its adoption by most oceanic races, as well as by veteran sailors. The language has surprisingly detailed grammar. While Aquan is a flowing language full of subtleties of meaning, relying heavily on context and inflection. Whispered, it sounds like the soft bubbling of a stream, but when spoken loudly with passion it sounds more akin to the crashing roar of ocean waves. Both are written in runic script. Half-Troll Half-trolls take the spirituality and regimented tribality of trolls with the human tendency to codify and create institutions. This leads to many forming more civilized tribes, founding religious orders, or leading crusades. Whatever they choose to do, their inherent toughness and stamina allows them to continue on long after others are exhausted. Ability Score Increase. Your Constitution score increases by 2. Age. Half-trolls have lifespans similar to other humans. They enter adulthood in their late teens and usually live less than a century. Darkvision. Thanks to your troll blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Troll's Skill. You gain proficiency in the Nature skill and add double your proficiency bonus to Nature checks, instead of your normal proficiency bonus. Limited Regeneration. As a bonus action, you can spend 1 hit die during combat. After you use your regeneration, you can't use it again until you complete a short or long rest. Extra Language. You can speak, read, and write Jotun. Jotun is a subtle, yet strong language, written in runic script. The words seem to reverberate, regardless of how softly they are spoken. It is difficult to learn, and immensly complicated, with nearly infinite variations. Each speaker twists the language slightly, making it their own.

Kobolds "WHILE THE PITFALL TRAP IS A PERSONAL FAVORITE mine, there's something to be said for a good rock-fall trap. Knowing that a simple tripwire is all it takes for your enemies skull to be crushed by a falling rock is a lot more satisfying than someone might think. Of course, if you're feeling particularly nasty, a good fire trap often does the trick, too." — Galax Copper Tooth, A Kobold's Guide to Traps Kobolds are oft dismissed for their diminutive stature, and so many of the other races consider them weak and cowardly. In actuality, these hard-workers are skilled with delicate tasks and use their ingenuity to overcome their physical limits. They are expert trap-makers and tunnelers, and use those skills to stave of oppression and enslavement by other more aggressive races. Their tendency to back off from attack gives them the appearance of being cowardly, but only makes them the better combatants for it. Tiny Trappers Kobold are short in stature, the tallest of them barely reaching 3 feet, and weighing no more than 35 pounds. Because of their small size, kobold often have to adopt unorthodox means of achieving victory. This usually leads to traps, which kobold are well known for crafting and using during battle. Kobold tend to be creatures of guile, but still have a deep, in-born respect for their warren and its people, especially those who have been enslaved by others, which is the surest way of drawing down their wrath. Unlike the true dragons they worship, kobolds don't have set colors that reflect certain personality traits. Whole tribes usually are the same one or two colors, and the color of a kobold has no bearing on its abilities or skill set. Little Dragons The resemblance of kobolds to dragons isn't limited to physical features. Kobolds display many of the traits that true dragons display, and are often either greedy, proud, or vain (or all three). While kobolds prefer to run away from a fight, they know that there is greatness within them and are proud that they were chosen to be the blood-kin of dragons. Despite this, a typical kobold acknowledges its weakness in the face of a hostile world. It knows it is puny, bigger creatures will exploit it, it will probably die at a young age, and its life will 