You are on page 1of 12

Sa

m
pl
e
fil
e
-SUBRACES-
CONTENTS
Dwarf Shroudeye................................. 19
Azerblood.................................. 3 Snatchbeak............................... 19
Dream Dwarf............................ 3 Kobold
Urdunnir.................................... 3 Dragonwrought......................... 20
Wild Dwarf................................ 4 Lickspittle.................................. 20
Elf Pitstalker.................................... 21

e
Avariel (Revised)...................... 5 Orc
Celadrin.................................... 5 Gray Orc.................................... 22
Grugach (Revised)................... 5 Mountain Orc............................ 22
Lythari....................................... 5 Orog (Underdark Orc)............. 23

fil
Variant Sea Elf......................... 6 Neo-Orog (Thayan Red Orc)... 23
Genasi Yuan-Ti
Air.............................................. 7 Yuan-Ti Malison........................ 24
Earth......................................... 7 Yuan-Ti Pureblood (Revised)... 24
Fire............................................ 7
Storm........................................ 8 -REVISED RACES-
Water......................................... 8
Grung............................................. 25
Gnome
Deep Gnome (Revised)...........
Forest Gnome (Revised).........
Imago (Chaos Gnome)............
e 9
9
9
Blue Skin...................................
Gold Skin...................................
Green Skin................................
Orange Skin..............................
25
25
25
25
pl
River Gnome............................ 10
Purple Skin............................... 25
Rock Gnome (Revised)........... 10
Red Skin.................................... 25
Whisper Gnome...................... 10
Goblin
-RACIAL VARIANTS-
Hoardshine............................... 11
Indigo........................................ 11 Aasimar
m

Monkey (Forest Kith).............. 11 Angelic Heritage...................... 26


Mountain.................................. 12 Alternate Appearance............. 26
Wolfraid.................................... 13 Bugbear
Goliath Chameleon................................ 27
Cloudborn................................ 13 Strangleclaw............................. 27
Fireborn................................... 14 Worghest................................... 28
Sa

Frostborn................................. 14 Dragonborn
Hillborn.................................... 14 Black/Copper Breath............... 28
Stoneborn................................ 15 Blue/Bronze Breath................. 28
Stormborn................................ 15 Brass/Gold/Red Breath........... 28
Halfling Green Breath............................ 28
Ghostwise (Revised)............... 16 Silver/White Breath................. 28
Lightfoot (Revised)................. 16 Firbolg
Stout (Revised)....................... 17 Bloodbear.................................. 29
Tallfellow................................. 17 Ghostraven................................ 29
Hobgoblin Primalstag................................. 30
Brightnose.............................. 17 Human
Sunscorch............................... 17 Variant Human 2...................... 30
Koalinth (Sea Hobgoblin)..... 18 Lizardfolk
Kenku Blackscale.................................. 31
Harrowfeather........................... 18 Poison Dusk.............................. 31
1
Tabaxi
Pridehead..................................
Stripeback.................................
32
32
CREDITS
Some artwork © 2015 Dean Spencer, used
with permission. All rights reserved.
Tiefling
Legacy of Dagon....................... 33 Publisher’s Choice Quality Stock Art; Rick
Hershey / Fat Goblin Games
Legacy of Graz’zt...................... 33
Legacy of Lolth......................... 33 Some art courtesy of Jens Kuczwara, and
Rodrigo Balmaceda.
Legacy of Orcus........................ 33
Legacy of Pale Night................ 33 Art by WotC used with permission as per the
Community Content Agreement
Legacy of Zuggtmoy................. 33

e
Additional Art by Jeff Brown
________________________________
-RACIAL FEATS-
Text excerpts and many ideas taken from the
Alphabetical by Race following books and sources:

fil
Ascending Claws...................... 34
Books:
Bird of Prey............................... 34 Complete Psionic
Windcaller................................. 34 Dragon Magazine
Fiend Hunter............................. 34 Player’s Handbook (3.5e) (4e) (5e)
Manual of the Planes
Bursting Breath........................ 34
Races of Ansalon
Renewed Breath....................... 34 Races of Faerun
Piercing Horns......................... 34 Races of Stone
Races of the Dragon
Master of the Forge.................. 34
e
Dumathoin’s Blessed...............
Leader of the Pack...................
Poised Steps.............................
Giantkin Blood.........................
35
35
35
35
Races of the Wild
Monster Manual 2 (4e)
The Complete Book of Humanoids
Unnaproachable East
Underdark
pl
Volo’s Guide to Monsters
One with the Elements............ 35
Psionics Unbound.................... 35 Sources:
Eiji-kun’s 3.5e Goblin Subraces
Gnomish Transformation........ 35 Half-Giant Races by Unknown
Tree Hopper............................... 36 Kenku Subraces by Willy DeWulfe & Parker
Jewelcraft................................... 36 Martin
Expanded Subraces by Mjdoiron24
m

Spell Tinker............................... 36 Expanded Racial Feats by Anathemys


Goblin Contract........................ 36 Race: Tabaxi, Variant by u/TextuallyExplicit
Bomber Goblin......................... 36 Genasi Variants by Keundt
Harrows Concept by Robert Evans
Scrapyard Mayhem.................. 37
_____________________________________
Goblin Worglord....................... 37
Horde Commander................... 37 Disclaimer: Simply because these races are
Sa

catalogued together does not imply they will get


Oversized Grip.......................... 37 along, nor make appropriate party members.
Weaponized Skin...................... 37 Nonetheless, in the likely occurrence that the
Commanders Shout................. 37 strangest members of each race all happen to
meet in the same bar out in the wilderness,
Fury from Beyond.................... 37 Volo and the Clan Crafter Hralding have no
Reaping Scythe........................ 37 responsibility to cover the resulting damages to
the bar, nor damage inflicted to other patrons.
Unerring Eye............................ 37 ________________________________
Soaring Flight.......................... 37 Special thanks to a lovely bean for constant
Pitstalker Trap Magic.............. 38 support, u/DougtheDragonborn for careful
Master Artisan.......................... 38 review, and a studied wizard for criticism.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of
the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 2
DWARF SUBRACES
Three new subraces of dwarf populate the planes, as objects and creatures on the ethereal
worlds of D&D. Azerblood, Urdunnir and Wild plane appear translucent. This benefit lasts until
Dwarf. In addition to the options presented in the you end the effect as a bonus action, or until you
PHB, you can choose one of these subraces. are incapacitated.
Earth Dream. Once per day, when you take a
Azerblood long rest in a natural environment, you can enter
Azerblood dwarves are a rare sight, having been a trance-like state where the earth speaks to you
born from an azer, slaves of the efreet and through your dreams. This feature doesn't
function where nature has been replaced by

e
natives of the Elemental Plane of fire. Legends
say that long ago dwarves and azer were once construction, such as in dungeons and towns.
the same race, but today's dwarves escaped their At the end of your rest, you instantly gain
giant masters, while the azer were corrupted knowledge of one fact of your choice about one
of the following subjects as it relates to the area

fil
into beings of fire. Because the azer and dwarves
share this ancient ancestry, there have been within 500 feet of you:
groups of escaped azer who found dwarven . Terrain and bodies of water
mates on the material plane, and these gave rise
. Prevalent plants, minerals, animals, or
to the first Azerblood dwarves. These dwarves
have deep red hair, eyes that burn like a yellow peoples
or orange flame, and an innate magic that allows . Buildings
them to channel heat into material around them.
e
Ability Score Increase. Your Wisdom score Urdunnir
increases by 1. Urdunnirs are a long forgotten offshoot of
Fire Resistance. You have resistance to fire dwarves who have become one with the earth
damage. thanks to the blessings of Dumathoin. Urdunnirs
pl
Inner Fire. Once you reach 5th level, you can use this blessing walk through earth and stone
cast the heat metal spell once per day as a as if it were air and shape metal and stone with
2nd-level spell. Wisdom is your spellcasting their hands. Urdunnirs see the world as a work
ability for this spell.

To make an Inugaakalikurit, Arctic Dwarf, or Glacier


m

Dwarf, replace the Azerblood’s resistance to fire


damage with resistance to cold damage, and replace
the heat metal spell with a 2nd-level ice knife spell.
Also, since these dwarves reside in glaciers, rather
than underground, they can use their Stonecunning
trait on ice, but not stone.
Sa

Dream Dwarf
Dream dwarves are an ordinary looking, but
mystically gifted subset of the stout-folk who
possess ethereal sight. They share a profound
connection with the earth around them, and are
able to enter a trance they call the earth dream,
which allows them to learn through the earth by
accessing a sort of collective consciousness.
Dream dwarves are a rare sight, and most can’t
tell them apart from a hill dwarf.
Ability Score Increase. Your Wisdom or
Intelligence score increases by 1.
Ethereal Sight. You can use your bonus
action to enter a state that allows you to see into
the Ethereal plane for 30 feet around you. You
can easily differentiate the Ethereal and Material
3
Wild Dwarf
of living beauty, journeying through stone and Wild dwarves, who call themselves “dur
earth much as a diver might explore the wonders Authalar” (the People), are primitive inhabitants
of the ocean depths. The skin of an urdunnir is of Chult and the deep jungles of the realms.
light gray, and their eyes are always silver. Both They have largely rejected the culture of their
genders wear their hair long, and males have cousins, choosing instead to live in hunting
long, carefully groomed beards and mustaches. bands with ever-shifting memberships. Dur
Hair color is uniformly gray, with varying Authalar have more in common with the beasts
degrees of silver and black highlights. of the jungle than they do with their dwarven kin,

e
Ability Score Increase. Your Charisma score viewing life as an endless hunt and each day a
increases by 1. struggle to kill or be killed. Wild dwarves are
One with Stone. Urdunnirs have been dark-skinned, short, and stout, with dark brown
blessed to move through the earth. You may use eyes. Their heavily tattooed bodies are covered

fil
your bonus action to channel Dumathoin's power with grease to ward off insects and make them
to walk through through unworked stone and hard to hold. Wild dwarves wear little except
earth as though it were air until the end of your their long, woven hair, which serves as adequate
next turn. You can carry up to twice your body clothing.
weight with you in this manner. Urdunnirs (and
Altered Base Statistics. Wild Dwarves do not
anyone carried with them) cannot breathe while
gain the Stonecunning or Tool Proficiency
within stone or earth and must hold their breath
traits. They have left the crafting and smithing
while traveling in this manner. Once you use this
aspects of dwarven life behind.
short or long rest.
e
trait, you can't use it again until you complete a

Handcrafter. Dumathoin's blessings allow


Urdunnir the strength to shape stone and metal
Ability Score Increase. Your Strength and
Wisdom scores each increase by 1.
Wild Training. You are proficient with the
pl
with their bare hands. You may use your hands poison kit, nature skill, and blowgun.
as a set of smith's tools and mason's supplies, Slick Skin. If you are wearing a salve for
with which you are proficient. insect repellent (ToA p. 32) or at least 1/10 of a
In addition, starting at 5th level, once per day flask of oil, and you are not wearing armor, you
you may spend 4 hours actively molding stone have advantage on attempts to escape a grapple.
with your hands to cast the stone shape spell on In addition, you can use your action to make a
m

that stone. When you reach 11th level you may DC 15 sleight of hand check to escape from
also shape metal this way. nonmagical restraints, such as manacles or a
rope bound around your limbs.
Toughened Resillience. You have advantage
on saving throws against disease.
Sa

The Urdunnir may be secluded folk,


but once my companion brought
me within their underground cities
the Urdunnir showed me much
kindness, in feasts, in songs, and in
journeys alike.
Their cities glitter like the night
sky--- thousands of jewels lining the
ceiling, shining with a brilliant
magic that illuminates the
cavernous structures below.
---Volo

4
ELF SUBRACES
Five more elf subraces populate the worlds of
D&D, Avariel, Celadrin, Grugach, Lythari and
Sea Elf. In addition to the options presented in
the PHB you can choose one of these subraces.

Avariel (Revised)
The avariel are winged elves. These rare creatures

e
were more common when the worlds of the
multiverse were young, but frequent conflicts No matter how far I’ve wandered, there always
with dragons much reduced the winged elves’ seems to be a local subtype of elf with some degree
number. Still, a few colonies persist in the of unique characteristics. I remain amazed at the

fil
Material Plane and on the Plane of Air. incredible ability of the elves to propagate even in
Ability Score Increase. Your Wisdom score the farthest reaches of the realms.
---Volo
increases by 1.
Avariel Weapon Training. You are proficient
with the javelin, spear, shortbow, and longbow. Grugach (Revised)
Flight. You have a flying speed of 30 feet. You The grugach of the world of Greyhawk shun
can fly only in short bursts; you fall if you end contact with other folk, preferring the solace of
your turn in the air and nothing else is holding the deepest forests and the companionship of

medium or heavy armor.


e
you aloft. To use this speed, you can’t be wearing

Languages. You can speak, read, and write


Auran.
wild animals. Even other elves draw their
suspicion. The grugach tend toward chaos and
neutrality. They feel no special duty to anyone
beyond their own folk and the forest that is their
pl
home. Troubles beyond their borders are best
Celadrin kept there. At the same time, they harbor little
Celadrins are a subrace of elf related to eladrin, ambition beyond a peaceful coexistence with
and touched by the plane of fire. Celadrin are nature.
gifted with a beautiful voice, and filled with a Ability Score Increase. Your Strength score
natural warmth and wanderlust. They are rarer or Wisdom score increases by 1.
m

than other elves, and are typically found in Grugach Weapon Training. You are proficient
communities of high elves. Free-spirited like the with the spear, shortbow, longbow, and net.
flame, they are more chaotic than most other Druidic Talent. You know the druidcraft
elves, and value their freedom more than most. cantrip. Once you reach 3rd level, you can cast
Celadrins mostly resemble high elves, but with the entangle spell once per day as a 1st-level
flame-red hair, bronze skin, and gold eyes that spell using this trait. Wisdom is your spellcasting
Sa

glimmer and glow with an unstable inner fire. ability for this spell.
Ability Score Increase. Your Charisma score Languages. You can speak, read, and write
increases by 1. Sylvan. In addition, you can choose not to speak,
Melodious Voice. You are proficient in the read, or write Common and instead speak, read,
performance skill. and write one additional language of your
Elven Weapon Training. You are proficient choice.
with the longsword, shortsword, shortbow and
longbow. Lythari
Fiery Gaze. Once you reach 5th level, you can Lythari are true lycanthropes, elves given the
cast the scorching ray spell as a 2nd-level spell ancient curse of the werewolf through a ritual of
once per day. You do not require somatic transformation, or a birth to lycanthropic
components when casting the spell in this way, parents. Unlike their parents, Lythari do not
and the spell emerges from your eyes. Charisma transform into a hybrid of humanoid and wolf,
is your spellcasting ability for this spell. instead possessing a true wolf form. Lythari are
Languages. You can speak, read, and write almost exclusively found in wood elf lands
Ignan. roaming in packs. Lythari have shaggier hair,
5
Variant Sea Elf
sharper teeth, and more pointed ears, making These elves long ago became enamored with
them more animalistic looking than their and explored the many deep oceans of the
wood-elf cousins. Though they may share in the realms. The millenia have transformed them into
curse of lycanthropy, unlike a werewolf or mysterious creatures of the deep. They spend
similar creature, the bite of the lythari does not their time in the shallow waters building
spread their curse. intricate structures out of rock, sand, and coral.
Elven Weapon Training. You are proficient
with the longsword, shortsword, shortbow and Subrace Variant---- When you choose the Sea Elf
longbow. subrace, you can choose to take this trait in

e
Wolf Shape. You can use your action to place of the Child of the Sea trait presented in
polymorph into a medium wolf, or back into your Mordenkainen’s Tome of Foes.
true form. Your statistics are the same in each
form, except your wolf form’s AC is equal to 10 + Child of the Sea. You can breathe air and

fil
your Dexterity modifier. Any equipment you are water. In addition, as an action you can
wearing or carrying transforms with you, transform your lower half into a tail with fins like
becoming part of your wolf form, and your a fish, whale, or another aquatic creature. While
corpse transforms back into your true form if transformed your walking speed becomes 5 feet
you die while in your wolf shape. You cannot and you gain a swimming speed of 40 feet. You
speak or cast spells while transformed. can end this transformation as a bonus action.
While transformed, your sharp teeth become
a natural weapon, which you can use to make
e
unarmed strikes. If you hit with your bite you
deal 2d4 piercing damage and if the target is
large or smaller you can use your bonus action
to force the creature to make a Dexterity saving
A triton can also take the Child of the Sea trait
presented here by replacing your Amphibious
trait and amending your Speed trait as follows:
You do not have a swimming speed of 30 feet.
pl
throw or fall prone. The DC for this
saving throw equals 8 + your Strength
modifier + your proficiency bonus. The
damage of your bite increases to 2d6 at
11th level.
Languages. You can speak, read, and write
m

Gnoll.
Sa

6
GENASI SUBRACES Earth Genasi becomes clear when anyone tries
to push them in a direction they do not want to
Genasi Base Statistics (Same as EE) go. When this happens, Earth Genasi resist with
Ability Score Increase. Your Constitution the might of the stone and the earth, and they
score increases by 2. knock down anyone that stands in the way.
Size. Your size is Medium. Ability Score Increase. Your Strength score
Speed. Your base walking speed is 30 feet. increases by 1.
Languages. You can speak, read, and write Earth Walk. You can move across difficult
Common and Primordial. terrain made of earth or stone without
expending extra movement.

e
Five main subraces of Genasi populate the Stone Skin. Your stone exterior lends you
worlds of D&D: Air, Earth, Fire, Storm and rock-hard natural armor. Your AC can't be less
Water. Choose one of these subraces. than 12 + your Constitution modifier, regardless
of what kind of armor you are wearing

fil
Air Genasi (Revised) Earthbreaker. You know the mold earth
Quick of speech and of gait, Air Genasi are cantrip and can have up to three of its
prone to flights of fancy and rapid changes in non-instantaneous effects active instead of two.
mood. They drift from one emotion to the next, When you reach at 3rd level you may cast the
though most have an ever-present air of earth tremor spell centered on yourself once
carelessness about them. Air Genasi don’t form with this trait, requiring no material
strong attachments, at least not without great components, and you regain the ability to cast it
reason, and as a result they are seen as loners
e this way when you finish a long rest.
and drifters. Likewise, Air Genasi are among the Constitution is your spellcasting ability for these
most adaptive, and they can take whatever spells.
comes their way with aplomb.
Ability Score Increase. Your Dexterity score Fire Genasi (Revised)
pl
increases by 1. Of all the genasi manifestations, Fire Genasi are
Unending Breath. You can hold your breath the most aggressive, most impulsive, and the
indefinitely while you’re not incapacitated. easiest to anger. They are also the most in tune
Mingle with the Wind. You know the gust with the raw power of their elemental heritage.
cantrip and can cast the levitate spell once with Fire genasi feel the raw energy at their fingertips
this trait, requiring no material components, and and are among the most eager to use it. The
m

you regain the ability to cast it this way when you tempers of firesoul genasi burn hot, but also
finish a long rest. Constitution is your burn out quickly, and once the heat of the
spellcasting ability for these spells. moment has passed, they are just as likely to
Wind Strike. Whenever you make a melee jump from rage to elation in a matter of seconds.
attack, as a bonus action you can use the gust Ability Score Increase. Your Intelligence
cantrip against the target of your melee attack, score increases by 1.
Sa

sending out a wave of magical wind with your Darkvision. You have darkvision to a range of
strike. 60 feet. Your ties to the Elemental Plane of Fire
Airborne Leap. Your long jump is up to 30 make your darkvision unusual: everything you
feet and your high jump is up to 10 feet, with or see in darkness is in a shade of red.
without a running start. In addition, you may fall Fire Resistance. You have resistance to fire
from heights of up to 50 feet without taking damage.
damage. Reach to the Blaze. You know the produce
flame cantrip. You also know the control flames
Earth Genasi (Revised) cantrip and can have up to four of its
Earth Genasi are stubborn and immovable, non-instantaneous effects active instead of three.
proud and confident, and sometimes this spills Once you reach 3rd level, you can cast the
over into vanity. They are strong like mountains burning hands spell once with this trait as a
and they know it. Of all the genasi elemental lst-level spell, and you regain the ability to cast it
manifestations, Earth Genasi come the closest this way when you finish a long rest.
to possessing patience and engaging in true Constitution is your spellcasting ability for these
contemplation. However, the true strength of all spells.
7
Storm Genasi Water Genasi (Revised)
Wild and powerful as a sudden thunderstorm, Water Genasi are strongly independent and
Storm Genasi can be a terrible sight to behold, determined to make their way on their own.
lashing out at those that trouble them, like a Feeling close ties to rivers and oceans, they see
lightning strike that is accompanied by a roar of themselves as possessing the same deep
thunder. Storm Genasi in the grip of their own strength as those great bodies of water. Since
emotions can be extremely unpredictable, since they can live both on land and beneath the sea,
once they reach the point of unleashing their unlike any of their kin, they feel empowered by
rage, they will do so until their wrath has run its the ability to determine their own path in life.
course. Ability Score Increase. Your Wisdom score

e
Ability Score Increase. Your Charisma score increases by 1.
increases by 1. Acid Resistance. You have resistance to acid
Lightning Resistance. Electric energy flows damage.
through your body without you being shocked.

fil
Amphibious. You can breathe air and water.
You have resistance to lightning damage. Swim. You have a swimming speed of 30 feet.
Predict Weather. Once per day you can create Call to the Wave. You know the shape water
a tiny, harmless sensory effect that predicts what cantrip, and you can have up to four of its
the weather will be at your location for the next non-instantaneous effects active instead of three.
24 hours. This effect persists for 1 round. When you reach 3rd level, you can cast the
Lightning’s Swiftness. Your base walking create or destroy water spell as a 2nd-level spell
speed increases by 5 feet. Whenever you use
e once with this trait, and you regain the ability to
your action to take the Dash action, this bonus cast it this way when you finish a long rest.
increases to 15 feet until the end of your turn. Constitution is your spellcasting ability for these
Fury of the Storm. You know the thunderclap spells.
cantrip. Once you reach 3rd level, you can cast
pl
the witch bolt spell once with this trait as a
lst-level spell, and you regain the ability to cast it I find when dealing with genasi, their
this way when you finish a long rest. emotions are easy to excite, but they fade
Constitution is your spellcasting ability for these just as quickly back into a state of stability.
spells.
---Volo
m
Sa

8
GNOME SUBRACES Forest Gnome (Revised)
Forest gnomes are creatures of nature far more
Four main subraces of gnomes are found among than any of their cousins, and to those rare folks
the worlds of D&D: deep gnomes, forest who meet them they can prove to be steadfast
gnomes, Imago, and rock gnomes. allies and delightful companions. They are the
Choose one of these subraces. one of few gnomes inclined to wear beards and
hair very long, and an older male is likely to have
Deep Gnome (Revised) a beard that extends to within a few inches of the
Deep gnomes survive in domains that are ground.
populated by dangerous foes. The two most Ability Score Increase. Your Dexterity score

e
hated by the deep gnomes are the kuo-toa and increases by 1.
the dark elves, who continually seek to drive Natural Illusionist. (PHB)
these gnomes from territory they consider Speak with Small Beasts. (PHB)
rightfully theirs. To escape from the threats of Wilderness Tracker. Forest gnomes are

fil
the underdark, Deep gnomes have developed protective of the places they live, and can tell
many ways to stay hidden in the cavernous when even a twig is out of place. You gain
darkness. Their skin is rock-colored, most often proficiency in the Nature and Survival skills. You
brown or gray. Their eye color is always a shade have advantage on Wisdom (Survival) checks
of gray, sometimes so dark as to be almost black. made to track a creature in forest, grassland, hill
Ability Score Increase. Your Dexterity score or jungle terrain.
increases by 1.
Superior Darkvision. Your darkvision Imago (Chaos Gnome)
increases to 120 feet.
Stone Camouflage. (SCAG)
e
Mask of the Deep. You can cast the disguise
self spell once with this trait, requiring no
Infused with the spirit of chaos, these gnomes
are energetic, flamboyant, and charismatic,
having bright, or white hair and beards. They
also wear bright colors and are especially fond of
pl
material components, and you regain the ability bright red and pink hats. They possess an
to cast it this way when you finish a short or long uncanny luck and have great talent as sorcerers.
rest. If you are in direct sunlight, enemies have Colorful cousins of gnomes, they are
advantage on rolls made to see through your adventurous; even the most staid among them is
disguise. Intelligence is your spellcasting ability prone to wander. Although commonly referred to
for this spell. as chaos gnomes, they call themselves “Imago”
Extra Language. You can speak, read, and (singular and plural).
m

write Undercommon. Ability Score Increase. Your Charisma score


increases by 1.
Luck of Chaos. Once per day when you make
a die roll, you can choose to reroll one die. You
can choose to do so after you roll the die, but
before the DM tells you whether you succeed or
Sa

fail. You must take the result of the reroll, even if


it's worse than the original roll.
In addition, once per day when an attack hits
you, you may force an enemy to roll the attack
again. The enemy must take the result of the
reroll, even if it’s worse than the original roll.
Chaos Magic. You learn the prestidigitation
cantrip. When you reach 3rd level, you can cast
the chaos bolt spell as a 1st-level spell once with
this trait, and you regain the ability to cast it this
way when you finish a long rest. Charisma is
your spellcasting ability for these spells.
Also, if you score a critical hit while casting
the chaos bolt spell using this feature, the bolt
deals damage as though it were cast as a 2nd-
level spell.
9
River Gnome intricate metal to decorate their clothes. Their
River gnomes are cousins of forest gnomes who skin ranges from tan to woody brown, their hair
reside in the fresh waters of the realms. Singing is fair, and their eyes can be nearly any shade.
behind a waterfall, or drifting lazily downriver, Male Rock Gnomes prefer short, carefully
these gnomes can be seen from a distance trimmed beards.
laughing and being merry, but when approached Ability Score Increase. Your Constitution
by an outsider these gnomes are quick to jump score increases by 1.
into the river and swim swiftly away. These Artificer's Lore. (PHB)
gnomes form a close bond with animals and Tinker. (PHB)
wildlife that live in their river. They are defenders Whatever’s at Hand. You have Proficiency

e
of the waters, and will show bravery and ferocity with improvised weapons, and your damage die
far beyond their size when the river they call when striking with an improvised weapon
their home is threatened. becomes a d6, instead of a d4.

fil
Ability Score Increase. Your Dexterity score
increases by 1. Whisper Gnome
Speak with River Beasts. Through sounds, Whisper gnomes may look much like common
simple gestures, and patterns of bubbles, you gnomes, but these gnomes are quiet, suspicious
can communicate simple ideas with medium or sorts who have a limited control over sound and
smaller beasts that naturally have a swimming silence, using it mostly to communicate.
speed. Wherever they are found, whisper gnomes are
Swift Swimmer. You gain a swimming speed
e seen by others as spies, informants and recluses.
of 25 feet. In addition, you can hold your breath Whisper gnomes are skinny, almost gaunt
for a number of minutes equal to twice your creatures, and their skin ranges in color from
Constitution score. light gray to light green, with dark brown or
Aquabatics. You have advantage on black hair.
pl
acrobatics and stealth checks made while Ability Score Increase. Your Dexterity or
submerged. Charisma score increases by 1.
Gnomish Whisper. Your mastery of gnomish
Rock Gnome (Revised) whispering makes you able to silently
Rock Gnomes are said to be the most adept at communicate. You know the message cantrip,
gemcutting of any gnomish race. The industry is and you can cast it as a bonus action.
m

pursued with good humor, songs, and bawdy Whisper Magic. Once you reach 3rd level,
stories to lighten the load, but the humor rarely you can cast the silence spell centered on
interferes with the work. Rock Gnomes are also yourself once per day as a 2nd-level spell.
exceptional jewelers, producing fine works of Wisdom is your spellcasting ability for this spell.
Sa

In my travels through gnomish


lands I endured an astounding
number pranks, gags, and jokes
from the little folks.
I don’t think I’ll be going
back that way any time soon.
---Volo

10
GOBLIN SUBRACES Indigo Goblin
Also called “Blues”, these goblins are born
Goblin Base Statistics different, with strange psychic abilities unlike
(As in Volo’s Guide to Monsters, except -1 their kin. Blues support other normal goblins in
Constitution and Fury of the Small has been combat and often are called upon to lead a gang
moved to Wolfraid) of goblins from the rear into battle. It is not
Ability Score Increase. Your Dexterity score uncommon for Blues to be killed by their own
increases by 2. kin out of fear of their powers. As such, Blues
Size. Your size is Small. are often extremely paranoid.
Speed. Your base walking speed is 30 feet. Ability Score Increase. Your Intelligence

e
Darkvision. 60 feet. score increases by 1.
Nimble Escape. (VGM) Mind Shield. Your psionic capabilities give
Five main subraces of Goblin populate the you resistance to psychic damage.
worlds of D&D: Forest Kith, Hoardshine, Indigo,

fil
Contact Telepathy. Blues huddle with their
Mountain, and Wolfraid. goblin gang to coordinate attack plans. You can
Choose one of these subraces. communicate telepathically with any creature
you are touching that you share a language with.
Hoardshine Goblin Psionic Talent. Objects around you tend to
Having emerged less than two centuries from a move and fly about. You know the mage hand
portal to the Feywild, Hoardshine Goblins cantrip.
greatly resemble other goblins, with yellow,
e
red-brown or green skin and similarly colored Monkey Goblin (Forest Kith)
eyes. Their behaviour is their greatest Though they can stand upright, the jungle
difference, as they are more talkative, inventive, dwelling Forest Kith tend to run and walk on all
and more interested in barter than conquest. A fours in a manner like primates, perhaps
pl
proper market of the Hordeshine Goblin is a because their arms are longer than their legs.
sight to behold, rivaling the greatest bazaars of Unlike most goblins, Forest Kith also have an
mortal cities for the variety of exotic goods ape-like tail for climbing trees. Forest Kith hunt
available. most creatures that travel through their forest
Ability Score Increase. Your Charisma score territories. In lean times, they often plan and
increases by 1. execute raids on humanoid frontier communities
m

Golden Bribe. When you are bartering, for food, preferring snatch-and-run tactics.
bargaining, or dealing with currency and you fail Ability Score Increase. Your Constitution
a persuasion roll you may spend a number of score increases by 1.
gold coins equal to two times the number you Perehensile Tail. You have a tail that allows
failed by to instead succeed on the persuasion you to grab and manipulate objects, as well as
roll. If the failed roll had disadvantage, you must assist you in climbing and swinging. You have a
Sa

spend a number of gold coins equal to five times climbing speed of 20 feet. You can also use your
the number you failed by. tail to interact with items up to 5 lbs as though it
Feywild Token. Hoardshine goblins are were a third hand. You cannot attack with the tail.
capable of enchanting currency with fey charms. Tree Shape. You can use your action to
Once per day, you may take one coin and rub it change form into a small tree, or shrub with 1
between your hands, charming the coin for 10 HP and 14 AC. While transformed you do not
minutes. Whenever a creature holds the coin or need to eat, sleep or breathe, you cannot see,
has it on their person, that creature must make a speak, or perform any actions, and your speed
Charisma saving throw. (DC equals 8 + your becomes 0. You can still hear while transformed.
Charisma modifier + your Proficiency bonus) On You can dismiss this effect as an action, and it
a failed save, you have advantage on any ability ends automatically at sunset or if you take
check to interact socially with the creature until damage.
the charm on the coin ends. A creature that is Brush Break. If you use your Nimble Escape
immune to the charmed condition automatically trait to use the Hide action while you are hiding
succeeds the saving throw. in a tree or bush, you have advantage on that roll.
11

You might also like