Bullywug Froglike humanoids endemic to the swamplands of The Dying Sea, bullywugs come in a wide variety of colors and sizes. A bullywug can secrete a slippery mucus to help them escape from danger and their saliva and blood contain potent toxins which they are capable of delivering with a lash of their tongue and which also render them highly resistant to poisons. Formerly living in loose tribal groups throughout the swamp, the bullywugs joined the Elven Dominion of Shal Thalas in massive numbers after it conquered the Dying Sea, and are now the third most numerous member of Elven Dominion. Bullywug Traits Average Height: 5'4" - 6'0"

5'4" - 6'0" Average Weight: 150-240 lbs.

150-240 lbs. Ability Scores: +2 constitution, +1 dexterity

+2 constitution, +1 dexterity Size: Medium

Medium Speed: 30 feet

30 feet Vision: Normal

Normal Languages: Common

Common Amphibious: You can breath water and you have a swim speed equal to your speed

You can breath water and you have a swim speed equal to your speed Poisonous Metabolism: You have advantage on saving throws against poison and resistance to poison damage.

You have advantage on saving throws against poison and resistance to poison damage. Slippery: You have advantage on dexterity (acrobatics) checks made to escape a grab or restraints

You have advantage on dexterity (acrobatics) checks made to escape a grab or restraints Tongue Lash: As an action on your turn you can lash out at an enemy within 10ft of you with your tongue to deliver a dose of your natural poison. Make a ranged attack roll against the target (with proficiency) on a hit the target takes 1d8 poison damage and must make a constitution saving throw or be poisoned until the end of its next turn. After you hit with this attack you cannot use it again until you finish a short or long rest. Damage increases to 2d8 at 6th level, 3d8 at 12th level, 4d8 at 18th level, and 5d8 at 20th level. Ambitious and Cynical Bullywugs lust for power, and go about their means of

finding it in the most cowardly of ways. Bullywugs

can rarely ever be trusted, and will

gladly backstab their allies if it seem

to gain them power. Bullywugs

loathe just about everything

imaginable, including themselves.

Most Bullywugs will believe

nearly any way one describes

them. Finding a truly good

Bullywug is like finding a needle

in a haystack. The only time

a Bullywug can ever be truly

happy is when they are in

complete and total control

of everybody around them.

Sometimes, Bullywugs will

band together to accomplish

their goals, but these alliances

almost always end in a quick

and bloody power struggle. Amphibious Allies Bullywugs speak a language that allows them to communicate over large areas by croaking like frogs. News of intruders or other events in the swamp spread within minutes across this crude communication system. Simple concepts in the language are understandable to frogs and toads. Bullywugs use this capability to form strong bonds with giant frogs, which they train as guardians and hunters. Larger specimines are sometimes used as mounts as well. The frogs' ability to swallow creatures whole gives a bullywug hunting band an easy means of carrying prey back to their villages. Slippery and Evasive Bullywugs are slimy frog-like creatures who make good use of their slime, using it to slip out of sticky situations. Holding down a fleeing Bullywug is a tough task, involving much coordination to take them down. However, they are not the strongest of the races, and usually prefer to act through pawns. A Bullywug fighter is a rare sight indeed. Elven Allies The Bullywugs quickly allied with the far superior and dominant Elven Dominion as soon as the Elves first marched on the Dying Sea. Unlike their fellow residents, the Shifters, the Bullywugs humbled themselves before the Elves, cementing a powerful alliance. There is a strenuous peace held at all times, though the Bullywugs have been able to serve the Elves faithfully and humbly, despite their ambition. Cowardice won out in the end. Bullywug Names A common Bullywug is named after the conditions of its birth. Last names are a strange conglomerate of the mother's and father's names, the front half of the father's name taken and added with the last half of the mother's name.

Deva Strange beings native to the Astral Sea, Devas are rare on the material plane. Devas are unique in that they never die permanently; a slain Deva will always reincarnate in the Astral Sea upon the destruction of their body. Most Devas only vaguely remember their past lives however. Given this cycle of reincarnation, Devas have a much different perspective on life and death than the mortal races. They are not without fear however, as they know that a Deva who has accumulated too much negative energy on their soul invariably reincarnates as a Rakshasa. Due to this, Devas frequently obsess with the morality of their actions, as their fate in their next life depends on their actions in this one. Deva Traits Average Height: 6’1” - 6’6”

6’1” - 6’6” Average Weight: 175-280 lb.

175-280 lb. Ability Scores: +2 Wisdom, + 1 Intelligence

+2 Wisdom, + 1 Intelligence Size: Medium

Medium Speed: 30 feet

30 feet Vision: Normal

Normal Languages: Common, choice of one other

Common, choice of one other Memory of a Thousand Lifetimes: You can sometimes recall brief memories from your past lives. You gain proficiency in the history skill. In addition

you can sometimes recall things about places you go. When you travel to a new location, you can roll a d20, on a 10+ you remember something about that place. The DM determines the nature of the memory, how old it is, and how much may have changed since your past self travelled through the area.

You can sometimes recall brief memories from your past lives. You gain proficiency in the history skill. In addition you can sometimes recall things about places you go. When you travel to a new location, you can roll a d20, on a 10+ you remember something about that place. The DM determines the nature of the memory, how old it is, and how much may have changed since your past self travelled through the area. Divine Body: You have resistance to radiant damage.

You have resistance to radiant damage. Astral Majesty: The first physical attack against you each combat has disadvantage

The first physical attack against you each combat has disadvantage Astral Glow: Your body can glow with the radiance of the astral sea. At will you may begin shedding bright light in a 10ft radius and dim light an additional 10ft. This requires no action. Countless Past Lives Whenever a Deva dies, they return to the Astral Sea to be

reincarnated. A Deva will sometimes experience

sudden flashes of their past selves, showing

often times giving enlightenment on a tricky

situation. When Devas grow very old, they

will often times be able to exercise some

limited control of these flashbacks,

sometimes going into meditative states to gain counsel from

their past selves. This control is severly limited when not on

in the Astral Sea. Unlike Demons and Devils, even is a Deva

is killed in the Astral Plane, they are still reincarnated. Moral Beings A Deva is constantly in a state of flux between good and evil. When a Deva accumulates enough negative energy, they will not be reincarnated as the divine being they once were, but as an evil Rakshasa. Due to this, Divas live their lives very carefully, ensuring that they do not go down the wrong path. Servants of the Gods Long ago, Devas served the gods in the Dawn War as their foot soldiers. Battling alongside Planetars and Solars, the Devas were the weakest of the angels, yet still incredibly powerful. Devas remember snippets of the Dawn War, yet most of that time has fallen into myth and legend, among all but the gods and their most powerful servants. Deva Names Devas are given simple and short names, which they rarely keep through death and reincarnation. Male Names: Garem, Adek, Bavak, Eryir, Kerem, Zayal, Rahad, Nerihn, Ayas, Beriah, Sorihm, Ronad, Seres, Tarel Female Names:: Kayele, Jenana, Hania, Tirane, Ashael, Taria, Riya, Idria, Havanah, Navare, Eranea, Lihi, Marah

Kobold Small reptilian humanoids thought to be related to dragons, kobolds can be found throughout the caves at the top of the Red Hills. Small and weak, kobolds do their best to survive in the mountains relying on their cunning and speed. Kobolds are known to create complex webs of traps in the tunnels of their cavernous homes. Kobolds are often seen as a nuisance by other races, and they are often thieves and scavengers, stealing from farmers and travelers rather than hunting for food for their tribes themselves. Even so, there is a growing respect in more industrialized parts of the world for their seemingly innate talent for buildings traps, and mechanical engineering in general. Kobolds serve the mighty dragons with which they share their home, working diligently for their masters. Kobold Traits Average Height: 2’0” - 2’6”

2’0” - 2’6” Average Weight: 35-45 lbs

35-45 lbs Ability Scores: +2 Dexterity, +1 Intelligence

+2 Dexterity, +1 Intelligence Size: Small

Small Speed: 30feet

30feet Vision: Darkvision out to 60ft

Darkvision out to 60ft Languages: Common, Draconic

Common, Draconic Trap Sense: You have advantage on perception checks to detect traps and on dexterity saving throws against traps

You have advantage on perception checks to detect traps and on dexterity saving throws against traps Trapsmith: You are proficient with tinker tools, can craft basic traps, and have advantage on dexterity checks to disarm traps

You are proficient with tinker tools, can craft basic traps, and have advantage on dexterity checks to disarm traps Scamper: You can disengage as a bonus action

You can disengage as a bonus action Skulk: You gain proficiency in the stealth skill Dragon Worshipers Kobolds worship Dragons of all kinds, though they tend to serve the current reigning dragon family of power. Kobolds adopt the policies of the Dragons they serve, ranging from the chaotic and warlike Reds to the relatively peaceful and noble Golds. If a particular Draconic family remains in power for an extended amount of time, Kobolds may slowly mutate to adopt features similar to their much larger scaly cousins. One such transformation may include skin color, and occasionally resistances to certain effects, Sadistic Torturers Kobolds enjoy the suffering

of other creatures, and

often take pleasure in

inflicting pain upon

said enemies. Kobolds

love few things more

than torturing their

enemies. Sometimes a

Kobold will go to drastic lengths to capture their enemies

alive, simply to toy with them at a later moment. Kobold Names Most Kobolds have rather short names, though some have oddly lengthy ones. Kobolds are distantly related to goblins, so their names sound rather similar. Male Names: Vrax, Rhub, Gheak, Rhedzi, Cril, Vhod, Zin, Adil, Drozzeg, Nurk, Donk, Bragzusk, Vrakrodrold, Vhuld Female Names: Ezkee, Ikah, Ozne, Alri, Mirsi, Diraal, Irkim, Zisrahrak, Arsun, Gele, Giri, Eagli, Aahrol, Pisgi

Minotaur Little is known about the minotaurs, but rumors abound of a vast underground kingdom beneath the lost Isles of Astia, where a loose confederation of tribes are administered from a labyrinthine capital by a council of shamanic elders. Minotaurs are extremely rare on the surface and the majority of people will go their entire lives without seeing one. They are so rare on the surface in fact, that in some corners of the Astian Dominion, they are thought to be a myth concocted by boastful adventurers. Minotaurs on the surface are usually there for a specific purpose, most often given to them by a tribal elder or a patron. Minotaur Traits Average Height: 7’1” - 7’’5”

7’1” - 7’’5” Average Weight: 320-350 lbs

320-350 lbs Ability Scores: +2 Strength, +1 Constitution

+2 Strength, +1 Constitution Size: Medium

Medium Speed: 30 feet

30 feet Vision: Normal

Normal Languages: Common

Common Ferocity: You may immediately make an attack or cast a cantrip as a bonus action when you are brought to 0 health.

You may immediately make an attack or cast a cantrip as a bonus action when you are brought to 0 health. Brawn: Your maximum carrying capacity is equal to 30 x your strength score and your push/pull/lift capacity is equal to 45 x your strength score. Additionally you have advantage on strength checks to break, shatter, or topple objects.

Your maximum carrying capacity is equal to 30 x your strength score and your push/pull/lift capacity is equal to 45 x your strength score. Additionally you have advantage on strength checks to break, shatter, or topple objects. Labyrinth Sense: You have proficiency in the survival skill. Additionally you cannot get lost, you can always retrace your steps, and you always know which way is north.

You have proficiency in the survival skill. Additionally you cannot get lost, you can always retrace your steps, and you always know which way is north. Vigor: You have 1 additional hit die to spend on healing during rests. Demonic Creation Minotaur were first created by the Demon Lord Baphomet, the Prince of Beasts and the ruler of the Endless Maze. Despite this, Minotaurs were claimed by Erathis after the defeat of Baphomet. Minotaurs feel strong ties to both Erathis and Baphomet, though they usually try to suppress their feelings to the Demon Lord. Erathis is their patron god. Complex Society Minotaurs live suprisingly civilized lives. They have a strict

caste based system, with priests at the top. Minotaurs

believe that without this system they will fall into the

clutches of Baphomet once more. Minotaurs lead

simple lives which revolve around invention

and following the laws, the

basic tenets of Erathis.

When a Minotaur breaks out

of the organized caste system,

they are almost

always banished

for life. There is no

greater crime, save

the worship of the

horrid Baphomet. Traditional Beings Minotaurs revere tradition, and see little need for cultural change. However, they are constantly inventing new and strange methods for getting work done. As the tenets of Erathis decree, they are in a constant age of invention. Minotaur Names Minotaurs have simple two syllable names. There is little to no differentiation between male and female names. Minotaur Names Xildes, Navis, Parsen, Telza, Traned, Almal, Gerger, Regpar, Kerra, Rinmain, Khadel, Para

Pixie Names Pixie are usually named after natural elements, like plant names or geographical areas. These names tend to be cutesy. Male Names Willow Ambervalley, Moon Sparklebreeze, Mercury Figvale, Twig Silkfoam, Tarragon Sunsand Female Names Turnip Starbud, Amethyst Copperfeet, Dandelion Hollyshore. Pixie Miniscule winged humanoids native to the Feywild where they live carefree lives among the cities of the fae courts and the untamed wildernesses alike. Pixies are rarely drawn into the material plane, but none the less the small fae have garnered a reputation as sly pranksters and a nuisance. For their part, pixies can be just as serious and dutiful as anyone else in dire circumstances, but in the meantime, why not enjoy life a little? Pixie Traits Average Height: 0’6” - 1’

0’6” - 1’ Average Weight: 1-4 lbs

1-4 lbs Ability Scores: +2 Charisma, +1 Dexterity

+2 Charisma, +1 Dexterity Size: Tiny

Tiny Speed: 20 feet. 30 feet (flight, altitude limit 5 feet)

20 feet. 30 feet (flight, altitude limit 5 feet) Vision: Low light vision

Low light vision Languages: Common, Sylvan

Common, Sylvan Hover: You have a fly speed of 30 feet with an altitude limit of 5 feet. Falling damage below 30 is negated, and falling damage above 30 is halved.

You have a fly speed of 30 feet with an altitude limit of 5 feet. Falling damage below 30 is negated, and falling damage above 30 is halved. Pixie Dust: You can bestow the fly speed from your hover feature to a medium or smallerr creature until the end of your next turn. Once you use this ability you cannot use it again until you complete a short or long rest.

You can bestow the fly speed from your hover feature to a medium or smallerr creature until the end of your next turn. Once you use this ability you cannot use it again until you complete a short or long rest. Fairy Magic: You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Speak with Animals 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

You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Speak with Animals 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 Shrink Equipment: You can shrink your equipment to fit your size. As an action, you can reduce the size of one piece of unattended equipment without altering its statistics for as long as you are wielding or carrying it. The items statistical values remain the same. Faerie Folk With their innate power of invisibility, pixies rarely appear unless they wish to be seen. In the Feywild, and on the Material Plane, pixies etch patterns of frost on winter ponds and rouse bugs in springtime. They cause flowers to sparkle with summer dew, and color the leaves with the blazing hues of autumn. Tiny Tricksters When the arrival of a visitor piques their curiosity, pixies are too shy reveal themselves at first. They study the visitors from afar to gauge their temparment and play harmless tricks on them to measure their reactions. Pixies will create illusions and use Dancing Lights to lead interlopers astray. Depending on their reaction, pixies may or may not come out and introduce themselves.

Sakkra Often referred to as lizardmen or lizardfolk, sakkra are reptilian humanoids native to the marshes of the Dying Sea. A Sakkra's exceptional immune system renders it highly resistant to all forms of disease while it's thick scaly hide serves as excellent protection. Sakkra Traits Average Height: 5’8” - 6’2”

5’8” - 6’2” Average Weight: 180 - 240 lbs

180 - 240 lbs Ability Scores: +1 Wisdom

+1 Wisdom Size: Medium

Medium Speed: 30 feet

30 feet Vision: Normal

Normal Languages: Common, Draconic (Saurian)

Common, Draconic (Saurian) Reptilian: You are considered a reptile for the purpose of effects that deal with creature type.

You are considered a reptile for the purpose of effects that deal with creature type. Scaly Skin: Your scaly skin helps deflect harm, your unarmored AC is 12 + dexterity modified

Your scaly skin helps deflect harm, your unarmored AC is 12 + dexterity modified Subrace: Pick either the Saurian or Chameleon subrace. Saurian The Saurian Sakkra live amongst the fierce Dragonborn as warriors, serving in their eternal war against the chromatic dragons above. Ability Score Increase: +2 Strength.

+2 Strength. Thick Scales: Your scales are thicker and harder than other Sakkra, your natural armor provides you with an unarmored AC of 13 + dexterity and a +1 bonus to your AC while wearing armor.

Your scales are thicker and harder than other Sakkra, your natural armor provides you with an unarmored AC of 13 + dexterity and a +1 bonus to your AC while wearing armor. Draconic Vanguard You have resistance to fire damage. Chameleon The Chameleon Sakkra dwell in the narrow swamplands between the elven kingdom and Stormherald.

You have resistance to fire damage. The Chameleon Sakkra dwell in the narrow swamplands between the elven kingdom and Stormherald. Ability Score Increase: +2 Dexterity.

+2 Dexterity. Polychromorphic Scales: Your scales can change color to match your surroundings. You gain proficiency in the stealth skill. Additionaly, if you remain stationary for 1 minute, you may blend in to a location and make a stealth check even if that location is in plain sight.

Your scales can change color to match your surroundings. You gain proficiency in the stealth skill. Additionaly, if you remain stationary for 1 minute, you may blend in to a location and make a stealth check even if that location is in plain sight. Aquatic: You can hold your breath for 15 minutes, and you have a swim speed equal to your speed. A Race Divided The two branches of the Sakkra race live far from each other,

in totally different climes. There is little to no cultural

similtarity between the two subraces. The Saurian Sakkra

live amongst the fierce Dragonborn warriors,serving

them in the near eternal war against the chromatic

dragons above. They have developed thick scales and

massive strength to better enable them to fight the

mighty wyrms. Sakkra serve as the vanguard for the

Dragonborn, leading their attacks. In return, they receive

special honorific places amongst Dragonborn society as

the warrior elite. However, the Cameleon Sakkra spend

their days in the Dying Sea, navigating the marshes in a

constant yet futile guerrilla war against the Elven

Dominion. Unlike the Bullywugs and Shifters, the

Cameleon Sakkra never surrendered to the might of the

Elven Dominion. Fierce Warriors Sakkra of both subraces are increadibly fierce warriors, trained from birth to fight. Sakkra never back down from a fight, and are incredibly loyal to their commanders and comrades. Their entire society is based off of combat. Sakkra Names Saurian Sakkra adopt names similar to that of their Dragonborn compatriots, while Chameleon Sakkra are named more traditionally. Saurian Names Hidaar, Urolin, Iorfas, Caluskan, Vyracys, Iriezys, Thaxora, Oliann, Narbor, Jarqull, Baturim, Qellin Chameleon Names Ushnee, Er-Nur, Seewesi, Neetos, Gilmah, Gislz, Drujos, Caedes, Haj-Dum, Reez'r, Im-Zish

Shifter Natives of the Pockets of Dry within the Dying Sea, the people now called shifters used to dominate the entire island chain until defeated in the brief and bloody War of the Dying Sea by the Elves, who wrested control of the islands from the over 100 years ago. In contemporary Shifter society several islands have been designated as reserves for the displaced shifters who still wish to live according to ancestral tradition, but many shifters have chosen to live amongst the other races of the Elven Dominion. With long distance sea travel now readily available to them, many Shifters are choosing to become adventurers and wanderers as well. Shifter Traits Average Height: 5’7” - 6’0”

5’7” - 6’0” Average Weight: 130 - 180 lbs

130 - 180 lbs Ability Scores: +1 Strength, +1 Dexterity, +1 Strength (Longtooth)/+1 Dexterity (Razorclaw)

+1 Strength, +1 Dexterity, +1 Strength (Longtooth)/+1 Dexterity (Razorclaw) Size: Medium

Medium Speed: 30 feet

30 feet Vision: Normal (Longtooth), Darkvision to 60 feet (Razorclaw)

Normal (Longtooth), Darkvision to 60 feet (Razorclaw) Languages: Common

Common Animalistic Heritage: Your ancestors were therianthropes and you come from one of the major subgroups. Pick a bloodline from the following list, your other racial features depend on the bloodlines that you pick. Longtooth (werewolf), Razorclaw (weretiger)

Your ancestors were therianthropes and you come from one of the major subgroups. Pick a bloodline from the following list, your other racial features depend on the bloodlines that you pick. Longtooth (werewolf), Razorclaw (weretiger) Keen Senses: You gain proficiency in the perception skill. Longtooth: Due to your keen sense of smell, you have advantage on perception checks to detect hidden creatures and locate scents

Razorclaw: You have darkvision out to 60 feet.

Speak with Small Animals: You can speak with certain animals based on your bloodline Longtooth: Wolves, Dogs, and other canine creatures

Razorclaw: Lions, Tigers, and other feline creatures

Shifting: On your turn, you can take a bonus action to shapeshift into a more animalistic form reminiscent of your distant ancestors. The effect of your shifting depends on your bloodline, and lasts 1 minute. Once you use this feature you cannot use it again until you finish a long rest. Longtooth: At the start of each of your turns you regain 1 hit point, This effect doubles if you are below half health. At 9th level, this regeneration increases to 2 hit points per round, and at 17th level it increases to 3 hit points per round.

Razorclaw: Your movement speed increases by 10 feet, and you gain advantage on dexterity saving throws

Wild Survivors Due to their animal instincts, Shifters often have trouble controlling their emotions. They feel certain emotions in a sort of primal sense, and often cannot suppress them. This especially comes into play when on the hunt or in combat, where Shifters let their primal instincts take over. That being said, Shifters feel strongly towards their companions, often treating them as family. Primal Society Most Shifters see no value in the mental arts, instead focusing on feats of strength and agility. Shifter communities are constantly engaging in games of speed, strength, and stealth. Some few Shifters focus on the more druidic aspects of their societies, and serve as community mystics and healers. These mystics are held in high regard and often elevated to better positions in society. Animalistic Features Shifters very closely humans, with sharp pointed features setting them apart. Shifters are characteristically hairy, and tend to adopt features similar to their shifting bloodline. A Razorclaw Shifter might adorn their skin with black stripped tattoos, while a Longtooth Shifter may wear clothing made of wolf fur. Shifters feel strong ties to the animals related with their Shifter heritage, and hold them in a near sacred place in their minds. Shifter Names Shifter names are closely related to the natural climes they reside in. They are simple one word names that personify the shifter. Male Names Silver, Ash, Oak, Cinder, Claw, Thistle, Basalt, Grove, Vermin, Rock, Char, Scar, Flint, Dash, North Female Names Rain, Breeze, Spring, Shade, Feather, Snow, Ruby, Abyss, Willow, Scarlet, Raven, Dawn, Hazel

Warforged Marvels of modern thaumaturgical engineering, warforged are sentient, learning constructs. Manufactured almost exclusively within the ancient dwarven halls beneath the Red Hills, warforged were made en-masse to defend against the brutal chromatic dragons. In times of relative peace, Warforged serve as city guards, scouts, and soldiers in other conflicts. Warforged are still being created today, to make up for their lost ranks. Warforged Traits Average Height: 8 6’0 - 6’6”

8 6’0 - 6’6” Average Weight: 270 - 300 lbs

270 - 300 lbs Ability Scores: +2 Constitution, +1 Strength

+2 Constitution, +1 Strength Size: Medium

Medium Speed: 30 feet

30 feet Vision: Normal

Normal Languages: Common, Dwarvish

Common, Dwarvish Living Construct: You are a living construct, and do not eat, drink, breathe. You do not need to sleep, and instead enter a state of inactivity for six hours to gain the benefits of a long rest. While in this state you are aware of approaching enemies and other events taking place.

You are a living construct, and do not eat, drink, breathe. You do not need to sleep, and instead enter a state of inactivity for six hours to gain the benefits of a long rest. While in this state you are aware of approaching enemies and other events taking place. Components: You may embed weapons and armor with which you are proficient directly into your body. Embedded weapons may be drawn or stowed as a bonus action and all attempts to disarm you have disadvantage. You never need to take off embedded armor for any reason and suffer no penalty for resting while wearing armor. Additionally, embedded weapons and armor count as though they weigh half as much as normal.

You may embed weapons and armor with which you are proficient directly into your body. Embedded weapons may be drawn or stowed as a bonus action and all attempts to disarm you have disadvantage. You never need to take off embedded armor for any reason and suffer no penalty for resting while wearing armor. Additionally, embedded weapons and armor count as though they weigh half as much as normal. Warforged Resilience: When you make a death saving throw, you may take the result of your die roll, or 10, whichever is higher. Additionally, You are immune to the effects of extreme heat and cold. Marvelous Constructs Warforged can have unique personality traits though, being constructs, they are restricted in some ways. They experience anger, pain, fear and hatred like their human creators; not all warforged are incredibly reserved and pensive, hiding an array of emotions behind their metallic face. Their faces were not designed to display facial expressions and so it can seem like they are distant to the conversation. Despite their lack of physical facial expressions they're not completely without them as their eyes tend to brighten when experiencing strong or specific emotions. Programmed with a Purpose Warforged often have little life experience as they spent most of their time assigned to one specific duty, usually soldiering. If there is one interest all warforged share it is the love of working and many create endless lists of goals and chores. They take pride in their work and work incredibly hard which makes them dislike idleness and failure. Warforged can excel at most tasks having a single-minded efficiency, especially in combat related roles. Specifically Created Beings The warforged are made of stone, metal and wood fibres. The core of a warforged is a skeletal frame made of metal and stone with wood fibres acting as a muscular system. Covering the warforged is an outer shell of metal and stone plates. An internal network of tubes run through the warforged's body, these tubes are filled with a blood like fluid that is designed to lubricate and nourish their systems. Their hands have only two thick fingers and a thumb whilst their feet only have two broad toes. The warforged's face loosely resembles their human creators though they have a toothless jaw, heavy brow line and are lacking noses and hair. Each warforged has a ghulra engraved upon their foreheads. Each of these runes are unique to the warforged giving them a sense of individuality. The warforged have a sexless form and are considered to be mono-gender. The warforged are able to be repaired and modified by artificers or even themselves giving them an endless possibility to their appearances. Warforged Names Warforged are first given a simple code based name, etched onto their arms. However, after a year of service, a warforged is permitted to go about another purpose, freeing them from the dwarven hosts if they so choose. However, many choose to stay. In addition, they often choose to replace the etching with another, bearing a commonly used nickname or a name they choose for themselves. Example Names Azm, Book, Bulwark, Cart, Charger, Cutter, Falchion, Graven, Hammer, Mark, Morg, Nameless, Pierce, Pious, Relic, Rune, Steeple, Sword, Three, Titan, Unsung, Victor, Watcher, Zealot.

Doppleganger Dopplegangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their own doom with misdirection and disguise. Few creatures spread fear, suspicion, and deceit better than dopplegangers. Found in every lang and culture, they can take on the guise of any individual of any race. Doppleganger Traits Average Height 5'7" - 6'8"

5'7" - 6'8" Average Weight 140-180

140-180 Ability Scores +2 dexterity, +1 charisma

+2 dexterity, +1 charisma Size Medium

Medium Speed 30 feet

30 feet Vision Darkvision to 60 feet

Darkvision to 60 feet Languages Common

Common Shapechanger A doppleganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment the doppleganger is wearing or carrying isn't transformed. It reverts to its true form if it dies.

A doppleganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment the doppleganger is wearing or carrying isn't transformed. It reverts to its true form if it dies. Changeling You gain proficiency in the deception skill.

You gain proficiency in the deception skill. Read Thoughts A doppleganger can magically read the surface of one creature within 60 feet of it. This effect can penetrate barriers, but three feet of wood, two feet of stone, two inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppleganger can continue to read its thoughts, as long as the dopplegangers concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppleganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. Stealing Secrets A doppleganger's adopted form allows it to blend into almost any group or community., but its transformation doesn't impart languages, mannerisms, memory, or personality. Doppelgangers often follow or capture creatures they intend to impersonate, studying them and probing their minds for secrets, A doppelganger can read a creature's surface thoughts, allowing it to glean that creature's name, desires, and fears, along with a few scattered memories. A doppelganger impersonating a specific creature as part of a long term plot might keep its double alive and close at hand for weeks, probing the victim's mind daily to learn how to behave and speak authentically. Hedonistic Swindlers Diooekgabgers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered merchant or noble, the others take on a number of itenditites as circumstances warrant, playing the parts of family or servant while they live off the victim;s riches. Changelings Doppelgangers are generally too lazy or self-interested to raise their young. They assume attractive male forms and seduce women, leaving them to raise their progeny. A doppleganger child appears to be a normal member of its mother's species until it reaches adolescence, at which point it discovers its true nature and is driven to seek out its kind to join them. Doppelganger Names Doppelgangers simply adopt the name they are given at birth by their 'host community'. For example, if a doppelganger is born to a human mother, they will recieve a human name and use that name into the future.