Explorer's Guide to Jungle Life Grand wizard Kalimor Kalimorious, master transmuter, librarian of candlekeep, scholar of the planes, and defender of the Crystal Caves of Kobo took ample notes of his travels during his days as an adventurer. This brief guide explores his findings in the dense jungles of the Forgotten Realms. His notes examine the native creatures and adventurers from tropical forests. He explored their customs, habits, and martial maneuvers in an atempt to learn new navigation techniques and tools for adventuring in their hostile, unforgiving world. Because most of Kalimor's interactions with these humanoids were embarassing failures that nearly brought about his death, he chose instead to write about the few circumstances he navigated handidly. Dealing with adventurers and recieving their aid taught him the most, so his notes detail these events. Within this guide are a variety of player options to bring to the table when approaching a jungle setting. Races such as the Grung and Vegepygmy spice up the table with unique takes on their primitive, primal culture as player races. Class options expand upon fighters, rangers, and rogues to aid in exploring uncharted territory and bringing down the gargantuan beasts of the jungles. Page # Contents 1 Cover 2 Introduction 3 Bullywugs and Grung 4 Half-Fey (Half Sirens and Half Dryads) 5 Saurial 7 Vegepygmies 7 Goblin Subraces 8 Jungle Dwarves 8 Rainbow Aarakocra 10 Additional Fighting Styles 10 Additional Martial Maneuvers 11 Roguish Archetype: Giant Slayer

Races of the Jungle "The jungle is host to many a bizzare race. Creatures with tongues the size of halflings and fey creatures with bizzare apperances share this exotic and treacherous home. While often isolated in their tribal groups, some offer themselves to less expierenced travelers as guides. Peh! Who needs such a primative navigator? The hostile environment the jungle presents a wide array of challenges to the average adventuring party, but I am no average adventurer! A wizard of my caliber has no need for these tribal beasts of lesser intelect. Magic shall see me through this vale of terror- the jungles are no match for the might of Kalimor!" -Kalimor Kalimorious, master transmuter, Librarian of Candlekeep, Scholar of the Planes, and Defender of the Crystal Caves of Kobo, before stumbling into a grung trap and nearly being served for dinner. The jungle provides a lush and diverse backdrop for adventure. Normal plants and animals come to life in deadly forms that challenge even the most expierenced adventurers. Below are new races up for the challenge of navigating this treacherous terrain and explorering every inch of the environment. New Races The following are unique races commonly found in jungle settings. These are exotic races and should be brought to the table only with DM approval. Bullywugs and Grung The frog-folk are two groups of humanoids that live within different ecosystems. Despite sharing some similar biological traits, these two cousins differ greatly in philosophy and lifestyle. When you choose this race, you can adopt a quirk. d8 Racial Quirk 1 You have a hard time controlling your tongue. It occasionally snatches food that doesn't belong to you. 2 You forget that your moist skin sticks to objects and accidently pick up cushions and rags as you journey. 3 Who walks everywhere? You'd rather be hopping, swimming, or climbing. 4 Personal hygiene is different to your people. By different, you mean optional. 5 You will chew on basically anything that will fit in your mouth when you're nervous 6 Bugs who land on your eyes and skin are a free snack. 7 Damp, muddy riversides are your ideal place to rest. 8 You store spare items in your mouth out of habit. Sometimes that includes your allies' boots. Frog-folk who find adventurers inspiring seek to emulate them which can lead to departure from their societies for a life of adventure. Some rise as heros while others seek the path of villiany. In either case, frog-folk adventurers are rare as most are content to remain within their own societies and lounge in their mud pools and ponds. Frog-folk Traits While grung and bullywug societies differ, their core racial traits remain the same. Ability Score Increase. Your Constitution score increases by 2 and your Dexterity score increases by 1. Age. Frog-folk reach maturity around age 10 and rarely live longer than 40 years. Speed. Your base walking speed is 25 feet. Amphibious. You can breathe air and water. Speak with Frogs and Toads. You can communicate simple concepts to frogs and toads when you speak in Bullywug or Grung. Standing Leap. Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start. Subrace. Two subraces for frog-folk exist: Bullywugs and Grung. Choose one of them for your character. Bullywug Bullywugs are the larger of the swamp dwelling frog-folk. Obsessed with proving themselves and gaining the appreciation, respect, or at least fear, from others, bullywugs seek out adventure as a way to achieve these fundamental goals. For more information on Bullywugs see the Monster Manual pg. 35. Alignment. Bullywugs' society and place in their world pushes them towards evil. Their societies focus around appearances and power. While some use deception and trickery to achieve these ideals and lend themselves to chaos, the majority stick to neutral methods and traits. Swim. You have a swimming speed of 40 feet. Size. Bullywugs are between 4 and 5 feet tall. Your size is Medium. Swamp Camouflage. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. In addition, you have advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Bellowing Croak. As a bonus action, you let out a booming croak. Your voice becomes five times louder than normal until the start of your next turn. When using this feature, you speak up to three words in Bullywug before the effect fades. While using this feature, you can not speak any other language. Languages. You speak Common and Bullywug.

Grung Grung are the smaller jungle-dwelling cousin of the Bullywug. Their vibrant skin colors helps them fit in with exotic, foliage heavy environments. Their caste system shapes their culture. For more information on grung culture see Volo's Guide to Monsters pg. 156. Alignment. Grung are superstitious and tribal creatures. They rarely seek out higher order than their basic skin color caste system nor will they work against this system. They are typically neutral or lawful neutral. Climb. You have a climbing speed of 25 feet. Size. Grung are smaller than their larger swamp-dwelling cousins growing only to 2 and a half to 3 feet tall. Your size is Small. Poisonous Skin. As a bonus action on your turn, you secrete a thin layer of poison that lasts for one minute. For the duration, any creature that grapples you or otherwise comes into direct contact with the your skin must succeed on a Constitution saving throw with a DC of 8 + your Constitution modifier + your proficiency bonus or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature passes the save, it becomes immune to this trait for 24 hours. Once you use this feature, you cannot again until you complete a short or long rest. Languages. You speak Common and Grung. Variant Feat: Colored Grung Poison Optionally and with DM approval, you can take this variant feat. Prerequisite: Race: Grung. Your poisonous skin trait grows more potent. Choose one of the following colors: Green, Blue, Purple, Red, Orange. Gold. In addition to being poisoned, creatures that fail the Constitution saving throw are subjected to the effects of the grung poison of the specified color as detailed in Volo's Guide to Monsters pg. 156 within the Variant: Grung Poison sidebar. Half-Fey Half-fey come into the world from a fey creature taking interest in a beautiful humanoid. The relationships are normally lustful and fleeting, and rarely will result in the birth of a half-fey. These lost souls are stuck between the world of the fey and the mundane life of man. One trait almost all share is their captivating beauty. Half-Fey Traits Ability Score Increase. Your Charisma score increases by 2. Alignment. Heritage coming from the feywild creates an internal spark of chaos. Half-fey typically have wild mood shifts like the seasons and can vary in alignment. Size. Half-fey are slightly smaller than humans. They average around 5 feet in height. Your size is Medium. Speed. Your base walking speed is 30 feet. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can not put you to sleep. Naturally Charming. You have proficiency in the Persuasion skill. Languages. You speak Common and Sylvan. Subrace. Two main subraces occur from fey: Half-Sirens and Half Dryads. Choose one of them for your character.

Half-Dryad Half-dryads naturally grow leaves and twigs from their body. The more a half-dryad takes from their mother, the more radical their skin will apear. A half-dryad thats takes more from their father might have a slight green or brown tint to their skin while one taking after their mother can have skin patterned like tree bark. Ability Score Improvement. Your Wisdom score increases by 1. Age. A half-dryad's age is tied to their parent's tree's age. The longer the parent's tree's life, the longer the child's. Because of this, half-dryad ages vary greatly. All mature around age 18 but some live only into their 50s while others can live to be 500 and older. Quirk. Optionally, you can roll on the following table and develop a quirk associated with your your fey heritage. d6 Racial Quirk 1 You are so pretty. So. Very. Pretty. 2 Your flirting causes trouble. That's how you like it. 3 Petals and leaves on you perk up when you are excited. 4 You get along better with trees than people sometimes. They just get you. 5 You have symbiotic relationships with insects and birds who make homes in your hair. 6 You can't resist breaking out into song with the birds and beasts around you. Tree Stride. As a bonus action, you can use up to 10 feet of your movement speed to enter into a living tree within 10 feet of you that has at least one living tree within 60 feet of it. You emerge from a second tree within 60 feet, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger to use this feature. Once you use this feature, you cannot use it again until you finish a short or long rest. Dryad's Legacy. You know the duidcraft cantrip. Once you reach 3rd level, you can cast entangle and speak with animals with this trait, and once you reach 5th level, you can cast barkskin with it. Once you cast a spell of first level or higher with this feature, you cannot cast it again until you finish a long rest. Charisma is your spellcasting ability for these spells. Half-Siren A siren's call can attract nearly any mortal. Rarely, a relationship can form between these two parties and on even rarer occasions leads to the birth of a Half-Siren. Partially scaled, yet still bound to the beauty of their mothers, half-sirens seek out meaning for their life and are driven by a desire to find love more than anything. Ability Score Improvement. Your Dexterity score increases by 1. Age. Half-sirens, like most fey-blooded creatures, live longer than the average human. They mature around the same time as human children but can live easily past 100 years. Their beauty develops the longer they age. The older a half-siren is the more breathtaking it is to behold. Quirk. Optionally, you can roll or choose from the following table and develop a quirk associated with your your fey heritage. d6 Racial Quirk 1 You are so pretty. So. Very. Pretty. 2 Your flirting causes trouble. That's how you like it. 3 Your scales color and glisten reflects your mood. 4 Your passion ebbs and flows like the tide causing intense but short relationships 5 You decorate yourself with odd sea creatures and objects. Your skin and scales keeps them healthy and moist. 6 Your songs are so beautiful, sometimes you inadvertently attract people fascinated and enamored by your voice. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. Amphibious. You can breathe air and water. Swim. You have a swimming speed of 30 feet. Siren's Legacy. You know the shape water cantrip. Once you reach 3rd level, you can cast charm person with this trait, and once you reach 5th level, you can cast invsibility with it. Once you cast a spell of first level or higher with this feature, you cannot cast it again until you finish a long rest. Charisma is your spellcasting ability for these spells. Male Half-Fey The majority of half-fey take on their mother's gender. A very small percent of half-fey are male. In some fey societies and courts, male half-fey are ill omens and seen as bad luck incarnate. These courts may go so far to hunt them and blame plagues and droughts on their existence. Saurial Distant lands have exotic races not commonly found throughout the explored world. Saurial are a grouping of dinosaur-folk that come from far off realms. Most call no place entirely their own and spend most of their lives as adventurers, nomads, or something in between. Saurial have an innate desire to explore and seek out wonder wherever it lies. Some become fascinated with history, desperate to find clues of their true origin while others dedicate themselves to understanding the other races. When you choose this race, you may optionally roll or choose a quirk from the table below to adopt. d8 Racial Quirk 1 Love and passion don't really mean anything to you. You are eager to learn, but have trouble understanding. 2 Your desire to explore extends into your subconscious. You sleepwalk. 3 Your tough hide attracts bugs which attracts birds. You've become good friends with the birds. 4 You do not break eye contact with whatever you are talking to. 5 Cultural manners fascinate you. 6 You mix up other humanoid races. There are so many to keep track of and they all look the same!

Saurial Traits Ability Score Increase. Your Strength score increases by 2. Age. Saurial live slightly longer than their dinosaur ancestors. The reach maturity by age 10 and can live up to 60 years normally. Alignment. Saurials lack any real home and often seek adventure. Going where the wind takes them nudges them towards the chaotic alignment, but saurials can be found of all alignments. Size. Saurials vary in size depending on their subrace, but all stand above 4 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Natural Armor. You have a thick protective hide. When you are not 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. Instincts. You have proficiency in the Survival skill. Languages. You speak Common and Draconic. Subrace. Saurials are divided racially into four groups: bladebacks, flyers, hornheads and finheads. Choose one of them for your character. Bladebacks Bladebacks are natural wizards and scientists. Descended from stegosauruses and other plate-backed dinousaurs, their ability to defend themselves makes risky journeys and dangerous science far easier. Ability Score Increase. Your Intelligence score increases by 1. Plated Tail. Your tail is a natural weapon and can be used to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier slashing damage instead of the bludgeoning damage normal for an unarmed strike. Natural Studies. You are proficient in your choice of one of the following skills: Arcana, History, and Nature. Natural Craftsman. You are proficient in your choice of one of the following artisan tools: alchemist's supplies, cartographer's tools, or woodcarver's tools. Flyers Flyers are the only saurial that possess the ability to fly. Their leathery wings spread further than their height. While their humanoid body slows their flight speed compared to their beastial relative's ground speed, they can still outmaneuver their groundbound cousins with aerial maneuverability. Ability Score Increase. Your Dexterity score increases by 1. Beak. Your beak is a natural weapon with the finesse property and can be used to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength or Dexterity modifier, your choice, piercing damage instead of the bludgeoning damage normal for an unarmed strike. Flight. You have a fly speed of 20 feet. Hornheads Hornheads are the only saurial subrace to lean neutral or even lawful. Superstitious and set in their ways, hornheads will band together with other outsiders to form organizations to protect themselves from hostile majorities. Ability Score Increase. Your Constitution score increases by 1 and your Wisdom score increases by 1. Devout. You are proficient in your choice of one the following skills: History or Religion. Horns. Your horns are natural weapons and can be used to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength modifier piercing or bludgeoning damage, your choice, instead of the bludgeoning damage normal for an unarmed strike. Ram. Whenever you hit a creature with the special unarmed strike granted by your horns trait, you may make an additional attack against the same target as a bonus action during that turn. This attack can only be used to attempt to make a shove a creature attack (detailed in the Player's Handbook, pg. 195). Finheads Finheads fit in best with other cultures. Their adaptive thinking and pack mentality lends well to working with others regardless of situation. Ability Score Improvement. Two ability scores of your choice other than Strength increase by 1. Bite. Your bite is a natural weapon and can be used to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength modifier piercing damage instead of the bludgeoning damage normal for an unarmed strike. Jungle Runner. When you take the Dash action, you ignore natural difficult terrain until the start of your next turn.

Vegepygmies These mold creatures spawn from corpses infected with specific kinds of fungus. Often tribal and primitive, vegepygmies live in reclusive communities deep within jungles and swamps across the realms. Some vegepygmies break this cultural norm and adopt an unusual sense of curiosity. These fungi grow and evolve to learn languages and adapt their primitive forms of communication to better deal and work with the other races. Adventuring vegepygmies latch onto characters that interest them and can communicate easily with. These pairings are symbiotic; the vegepygmie helps navigate the dangers of the jungles while their partner gives them a tools to navigate and survive in city or other urban settings. For more information about vegepygmies, see Volo's Guide to Monsters pg. 196. Vegepygmy Traits Ability Score Increase. Your Dexterity and Constitution score increase by 1. Age. Vegepygmies develop over a couple of days. When they are formed, they are fully formed adults. As they age over 10-15 years, they grow additional spores and become known to outsiders as chiefs. Vegemygmies then can live indefinitely but rarely survive in the wild past age 30. Alignment. These primitive tribal creatures don't get involved in the dealings of good and evil. There isn't much room for morality in the do or die survival they are acustomed to. They typically are neutral. Size. Vegepygmies grow to about 3 feet tall. Your size is Small. Speed. Your base walking speed is 25 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Plant. Your type is Plant. You can speak and communicate with creatures under the effects of the spell speak with plants as if they spoke vegepygmy. Plant Camouflage. You have advantage on Dexterity (Stealth) checks made in any terrain with ample obscuring plant life. Plant Friend. You know the speak with plants spell and can cast it at will without consuming a spell slot. Wisdom is your spellcasting modifier for this spell. Regeneration. You regain 3 hit points at the start of your turn. If you take cold, fire, or necrotic damage or are at 0 hit points, this trait doesn't function at the start of your next turn. Slow Growth. When you roll to gain hit points or optionally take the average result, you can gain no more than your proficiency bonus plus your Constitution modifier maximum hit points. If you would gain maximum hit points greater than your proficiency bonus plus your Constitution modifier, you instead gain your proficiency bonus plus your Constitution modifier maximum hit points. This trait does not affect your starting total maximum hit points. Languages. You speak Common and Vegepygmy. Variant: Vegepygmy Speech When you choose this race, optionally you can take this variant. You can only speak the Vegepygmy language but can still understand, read, and write in other languages you would normally speak. You have become well-versed in pantomime, drawing and other primitive forms of communication to quickly and easily converse with creatures that speak languages outside of your natural voice capabilities.

New Subraces The following races and subraces adapt existing races to fit the jungle environment. Variant: Goblins with Subraces Goblins vary based on their native region. Urban goblins take on the basic traits presented in Volo's Guide to Monsters. Others from the depths of isolated jungles are radically different culturally and genetically. Optionally, you can use these goblin racial traits in place of the goblin racial traits presented in Volo's Guide to Monsters. Goblin Traits All goblins share these basic attributes. Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1. Age. Goblins are adults by age 8 and live up to 55-60 years. 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. 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. Quick Hide. You can take the Hide action as a bonus action on each of your turns. Languages. You speak Common and Goblin. Subrace. The two main subraces for goblins are the tribal goblins and urban goblins. Choose one. Urban Goblins Urban goblins are the traditional goblins found all across the realms. They have learned a few tricks to squeeze out of sticky situations. Alignment. See Volo's Guide to Monsters pg. 119, for more information on urban goblin alignments. Fight Another Day. You can take the Disengage action as a bonus action on each of your turns. Fury of the Small. You have the Fury of the Small trait as detailed in Volo's Guide to Monsters, pg. 119. Tribal Goblins Raised in a world where creatures are not only double but quadruple their size, tribal goblins have adapted to strike back at these enormous foes. Jungle dwelling tribes, such as the Batiri goblins from Chult, put to use an unorthodox skill set. Alignment. Tribal goblins are chaotic at heart due to the ever changing world around them as well as the frequent death of clan leaders and shamans. Like their urban cousins, they typically worship evil entities and practice evil acts. Battle Stack. You can take the Climb onto a Bigger Creature action (detailed in the Dungeon Master's Guide pg. 271) as a bonus action on each of your turns. Versatile Climbers. You have a climb speed of 30 feet. Moving on a larger creature costs you no extra movement. Dwarf Subrace: Jungle Dwarf Jungle dwarves represent a small percentage of dwarves who reside in jungle and forest coated mountains. They have taken to the lands around their fortresses and strongholds to learn from the wilds and influence their crafts below the surface. An example of jungle dwarves are the Albino dwarves from the island of Chult. Ability Score Improvement. Your Wisdom score increases by 1. Jungle Magic. You know the duidcraft cantrip. Once you reach 3rd level, you can cast hunter's mark with this trait, and once you reach 5th level, you can cast pass without trace with it. Once you cast a spell of first level or higher with this feature, you cannot cast it again until you finish a long rest. Wisdom is your spellcasting ability for these spells. Rainbow Aarakocra While aarakocra are native to the elemental plane of air, some flocks settled and adapted to a new environment. If you are playing an aarakocra from a jungle setting you can adopt racial traits to reflect this adaptation. You can choose to forgo your Ability Score Improvement and your Talons racial traits to instead gain the following: Ability Score Improvement. Your Dexterity score increases by 2 and your Charisma score increases by 1. Tribal Art. You have proficiency in the Performance skill.

A Goblin's Field Guide "I stumbled across a dusty brown leather manual sitting up on a book keep's shelf. It was unmarked, and its binding still smelled faintly of spoiled meat. This book was made by a hobgoblin general intending to teach his lesser comrades the ins and outs of goblinoid tactics. I was told the book was only opened once by a goblin. He used it as a plate. Within the book were techniques and tricks the general observed while fighting alongside the Buck-Fang goblins. I journeyed out to meet this vicious clan, wondering what all the fuss was about. They were much more interested in my gold pouch than my words- I fled with great haste from the devilish creatures. They owe me a new hat. It turns out goblins don't particularly enjoy reading. The secrets the book holds aren't secrets at all to goblin kin. While the book is of little use to them, the techniques and descriptions the hobgoblin wrote down can assist others who fit the goblinoid description yet lack a goblin's instinct." -Kalimor, on goblins and guides. Additional Fighting Styles These fighting styles are available to Fighters and Rangers when they would normally choose a Fighting Style. Bushwacker. You and allies within 5 feet of you add a d6 to weapon attack and damage rolls against creatures that haven't taken a turn in combat. Flexible. You have +1 AC while wielding a weapon in one hand. Add 2 to damage rolls made with weapons wielded in two hands. Martial Maneuvers Battle master fighters or characters with the martial adept feat may choose to learn one the following maneuvers in place of a regular martial maneuver. Deceptive Strike. When you hit a creature with a weapon attack, you can expend one superiority die, adding the superiority die roll to the attack's damage roll. Until the end of your turn, you may take the Hide action as a bonus action. Driver's Command. On your turn, you can use a bonus action and expend one superiority die to instill confidence in an ally. Choose a friendly creature that can hear you. The next time that creature makes a weapon attack before the start of your next turn, it may add the superiority die roll to their attack and damage rolls. Tumbling Attack. When you hit a creature that is at your size or larger with a melee weapon attack, you can expend one superiority die to attempt to tumble through the creature's space. You add the superiority die roll to to the attack's damage roll, and make a Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. On a success, you pass through the creature's space. Vaulting Strike. When you hit a creature that is at least one size larger than you with a melee weapon attack, you can expend one superiority die to attempt to vault onto the creature. You add the superiority die roll to the attack's damage roll, and you make either an Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If you win the contest, you move into the target's space and cling to its body. Some of these maneuvers are designed to be used alongside the Climb a Larger Creature variant and the Tumble variant in the Dungeon Master's Guide, page 271 and 272

Roguish Archetype Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus- not necessarily an indication of your chosen profession, but a description of your preferred techniques. Giant Slayer A nimble halfling slips between the ogre's legs, splitting open its tendons. The ogre screams out in pain collapses to the ground in a pool of its own blood. She turns to her allies, smirking at their awestruck faces. "What- did you think a little rogue like me couldn't handle a big, smelly ogre like him?" A wiry gnome climbs up the sides of tunnel within a dragon's den. A earth-shaking roar echoes from beneath, but it doesn't phase him. He's got what he came for. The dragon won't find him, and the precious books he's acquired will tell many of the secrets the red tried to lock away from his people. Breathing heavy, a goblin raid leader clings to the ceiling above the behemoth dinosaur. A swift signal to his hidden allies is followed by a goblin battle screech as he dives on top of the beast. He latches on to its head, driving his short sword up the beasts gaping nostril. Small statured creatures can often take advantage of their size as a rogue. You are practiced at striking down creatures much larger than you and thrive at slipping between their fingers (or claws). Treasure hunters, mercenaries, assassins, and other brands of small sized adventurers adopt this archetype. Restriction: Small Size Only Only creatures that are under four feet tall can utilize the methods and mastery gained with the Giant Slayer archetype. Your DM may allow larger creatures to adopt this archetype, but the option is designed for Halfling, Gnome, Goblin and Kobold characters. Pint Sized Fury Dealing with creatures triple your size and larger has some effects on the mind as well as the body. When you take this archetype at 3rd level, you can choose to develop a quirk from the table below. Size Quirk d6 Quirk 1 Riding larger creatures is your favorite way to travel. 2 Your revenge typically involves tripping the irritant. 3 There is only one true horror in the world: horses. 4 You prefer to sleep in small spaces such as barrels or drawers. 5 You wish you were taller; your dress expresses this. 6 Nothing is more exciting than grappling with a dangerous foe: preferably one twice your size. Slippery Starting at 3rd level when you are grappled by a medium or larger creature, you can use the bonus action granted by your Cunning Action to attempt to escape the grapple. Additionally, you can use the bonus action granted by your Cunning Action to take the Climb onto a Bigger Creature action. Lethal from Below At 3rd level, you are more capable of dealing tremendous damage to giant creatures. Whenever you deal sneak attack damage to a large or larger creature, add half your total sneak attack damage dice, rounded down, to the total sneak attack dice rolled. Scurry At 9th level, crawling no longer costs you additional movement and moving on a larger creature no long costs you additional movement. Irritable Folk "You never want to get on the wrong side of halfing rogue. My old knees have been repaired more times than I care to admit from my lack of understanding of what names are appropriate for the small folk. They don't take kindly to 'tiny dwarf'." -Kalimor on hiring halflings At 13th level you have advantage when making Dexterity (Acrobatics) checks to remain balanced and on Dexterity saving throws made to avoid falling prone or off of objects. Additionally, any time you would make a Strength (Athletics) check to climb a surface or remain attached to a surface you may instead make a Dexterity (Athletics) check. Additionally at 13th level, when a creature you share a space with makes an attack roll against you, it receives a penalty to hit you equal to your Dexterity modifier. Heavy Hitter Starting at 17th level, you gain expert knowledge of striking large targets. When you hit a creature you share a space with that is large or larger with an attack, you can choose to critically hit even if the attack normally would not have critically hit. Once you use this feature, you must complete a long rest before using it again. This roguish archetype is designed to be used alongside the Climb onto a Bigger Creature variant in the Dungeon Master's Guide, page 271.